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What is your favorite drone?  

33 members have voted

  1. 1. What is your favorite drone?

    • Brutus
      13
    • Driver
      1
    • Trooper
      1
    • Engineer
      4
    • Sprinter
      1
    • Miner
      2
    • Supplier
      1
    • Assault
      1
    • Lifeguard
      3
    • Mechanic
      3
    • Blaster
      4
    • Saboteur
      5
    • camper
      4
    • Booster
      4
    • Defender
      6
    • Trickster
      8
    • Hyperion
      3
    • Crisis
      10
  2. 2. Which drone is the most annoying?

    • Brutus
      1
    • Driver
      0
    • Trooper
      0
    • Engineer
      0
    • Sprinter
      0
    • Miner
      3
    • Supplier
      0
    • Assault
      0
    • Lifeguard
      1
    • Mechanic
      1
    • Blaster
      10
    • Saboteur
      7
    • Camper
      0
    • Booster
      4
    • Defender
      4
    • Trickster
      3
    • Hyperion
      2
    • Crisis
      15
  3. 3. Would you like to have skins for drones in the game?

    • Yes
      12
    • No
      13
    • Maybe
      11


Recommended Posts

Quote
  • Tanki Fund prize distribution
  • Addition of Strict Ammunition Load and Corrosive Shells

 

Spoiler

UPDATED: 12/08/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with ball + chain lightning strike. 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them
  • Dragon's Breath will instantly kill an unprotected medium hull after a critical hit

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Hyperspeed Shells one-shots unprotected medium hulls is decreased to 78m (from 82m)
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 65m (from 68m)
  • The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 4.1m (from 5m)
  • The range at which Vacuum Shell one-shots unprotected heavy hulls is decreased to 6.1m (from 8.3m) 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

Scorpion:

  • Will kill a medium hull that has DA with normal + critical hit 

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected medium hulls with the critical damage at 81% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 92% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 92% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

 

Edited by TheCongoSpider
Added Spoiler

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Quote
  • Tanki Fund prize distribution
  • Addition of Strict Ammunition Load and Corrosive Shells

 

Spoiler

UPDATED: 12/08/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • Corrosion Shells will kill a medium that has DA with critical + normal hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected medium hulls is decreased to 72m (from 82m)
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 53m (from 68m)
  • Hyperspeed Shells will start one-shotting unprotected heavy hulls after 83m
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 2.7m (from 5m)
  • The range at which Vacuum Shell one-shots an unprotected heavy hull is decreased to 5.2m (from 8.3m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill a medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal 
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP
  • Scorpion will start one-shotting unprotected heavy hulls with the critical damage at 77% HP

 

Edited by TheCongoSpider
Added Spolier
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On 8/14/2022 at 10:34 AM, TheCongoSpider said:

Duplet will instantly kill medium hulls with DA

I feel that today, 

Time to use hammer protection and ap.

Not many one shot case combo today

  • Agree 1

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On 8/18/2022 at 8:16 AM, Marcus said:

 

  • Tesla

    • Exothermic lightning, Endothermic lightning, Superconducting discharge, Shocking lightning, Armour-piercing discharge — now all these augments work the same way, applying different status effects. Augments add ricochet ability to ball lightning and an ability to apply status effect on critical hit and with ball lightning. Maximum radius for applying status effect with ball lightning decreased from 8 to 5 metres.

    • Exothermic lightning

      • Heating coefficient decreased from +1 to +0.4

    • Shocking lightning

      • Status effect duration decreased from 2 to 1 second

    • Armour-piercing discharge

      • Status effect duration increased from 2 to 5 seconds

    • Jamming discharge

      • Each shot applies the «Jammer» status effect. 

      • Status effect duration decreased from 7 to 3 seconds

  • Scorpion

    • Range of max damage decreased from 120-150 to 80-100 metres.

    • Range of min damage decreased from 180-210 to 120-150 metres.

  • All Pulsar augments now decrease critical hit chance by 30% instead of 50%.

Spoiler

UPDATED: 19/08/22


No changes. 

 

Edited by TheCongoSpider
Added Spoiler

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On 8/18/2022 at 8:16 AM, Marcus said:

 

  • Tesla

    • Exothermic lightning, Endothermic lightning, Superconducting discharge, Shocking lightning, Armour-piercing discharge — now all these augments work the same way, applying different status effects. Augments add ricochet ability to ball lightning and an ability to apply status effect on critical hit and with ball lightning. Maximum radius for applying status effect with ball lightning decreased from 8 to 5 metres.

    • Exothermic lightning

      • Heating coefficient decreased from +1 to +0.4

    • Shocking lightning

      • Status effect duration decreased from 2 to 1 second

    • Armour-piercing discharge

      • Status effect duration increased from 2 to 5 seconds

    • Jamming discharge

      • Each shot applies the «Jammer» status effect. 

      • Status effect duration decreased from 7 to 3 seconds

  • Scorpion

    • Range of max damage decreased from 120-150 to 80-100 metres.

    • Range of min damage decreased from 180-210 to 120-150 metres.

  • All Pulsar augments now decrease critical hit chance by 30% instead of 50%.

Spoiler

UPDATED: 19/08/22

 

No changes. 

 

Edited by TheCongoSpider
Added Spoiler

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On 8/25/2022 at 7:44 AM, Marcus said:

 

  • Tesla

    • Critical damage chance increased from 12% to 16%

  • Gauss

    • Critical damage decreased from 665-1330 to 580-1160 HP

    • Critical damage chance increased from 12% to 16%

    • Damage in sniping mode decreased from 900-1800 to 850-1700

    • Reload time sniping mode increased from 4.2-2.8 to 6.6-4.8 s.

    • Aiming time decreased from 3-2 to 1.5-0.6 s.

    • Aiming recovery time decreased from 0.7 to 0.6 s.

    • Range of max damage increased from 60-80 to 80-100 m.

    • Range of min damage increased from 80-120 to 120-150 m.

    • Weak damage percentage increased from 25% to 50%

    •  «Electromagnetic salvo» and «Armor-Piercing Salvo» augments can now apply status effect not only with salvo shots but with critical damage too

  • Shaft

    • Range of max damage increased from 60-80 to 80-100 m.

    • Range of min damage increased from 80-120 to 120-150 m.

    • Weak damage percentage increased from 25% to 50%

 

Spoiler

UPDATED: 26/08/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with critical hit + normal hit 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them
  • Dragon's Breath will instantly kill an unprotected medium hull after a critical hit

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Hyperspeed Shells one-shots unprotected medium hulls is decreased to 78m (from 82m)
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 65m (from 68m)
  • The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 4.1m (from 5m)
  • The range at which Vacuum Shell one-shots unprotected heavy hulls is decreased to 6.1m (from 8.3m) 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Gauss: 

  • AP Gauss will be able to kill a medium hull with DA with critical hit + salvo

 

 

Scorpion:

  • Will kill a medium hull that has DA with normal + critical hit 

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 49% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 49% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

 

Edited by TheCongoSpider
Added Spoiler

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On 8/25/2022 at 7:44 AM, Marcus said:

 

  •  

    Spoiler
    • Tesla

      • Critical damage chance increased from 12% to 16%

    • Gauss

      • Critical damage decreased from 665-1330 to 580-1160 HP

      • Critical damage chance increased from 12% to 16%

      • Damage in sniping mode decreased from 900-1800 to 850-1700

      • Reload time sniping mode increased from 4.2-2.8 to 6.6-4.8 s.

      • Aiming time decreased from 3-2 to 1.5-0.6 s.

      • Aiming recovery time decreased from 0.7 to 0.6 s.

      • Range of max damage increased from 60-80 to 80-100 m.

      • Range of min damage increased from 80-120 to 120-150 m.

      • Weak damage percentage increased from 25% to 50%

      •  «Electromagnetic salvo» and «Armor-Piercing Salvo» augments can now apply status effect not only with salvo shots but with critical damage too

    • Shaft

      • Range of max damage increased from 60-80 to 80-100 m.

      • Range of min damage increased from 80-120 to 120-150 m.

      • Weak damage percentage increased from 25% to 50%

     

 

 

Spoiler

UPDATED: 26/08/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 
  • AP Tesla will kill a medium hull with DA with critical hit + chain lightning strike

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • Corrosion Shells will kill a medium that has DA with critical + normal hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected medium hulls is decreased to 72m (from 82m)
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 53m (from 68m)
  • Hyperspeed Shells will start one-shotting unprotected heavy hulls after 83m
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 2.7m (from 5m)
  • The range at which Vacuum Shell one-shots an unprotected heavy hull is decreased to 5.2m (from 8.3m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Will kill a medium hull with DA with arcade + salvo 
  • AP Gauss will be able to kill a medium hull with DA with critical + normal hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill a medium hulls that have DA with a lowly charged sniping shot + arcade shot
  • Rapid Fire Mode will kill an unprotected heavy hull after 75m with normal + normal + critical hit

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal 
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP
  • Scorpion will start one-shotting unprotected heavy hulls with the critical damage at 77% HP

 

Edited by TheCongoSpider
Added Spoiler
  • Thanks 1

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On 9/22/2022 at 5:52 AM, Marcus said:

 

  • Shaft

    • «Rapid-fire mode» augment

      • No longer affects range of minimum and maximum damage in arcade mode

      • (Note) There may be more changes to the parameters of this augment later. That's just how much it changes the turret's gameplay

 

Spoiler

UPDATED: 23/09/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with critical hit + normal hit 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them
  • Dragon's Breath will instantly kill an unprotected medium hull after a critical hit

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Hyperspeed Shells one-shots unprotected medium hulls is decreased to 67m (from 72m)
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 74m (from 102m)
  • The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 4.1m (from 5m)
  • The range at which Vacuum Shell one-shots unprotected heavy hulls is decreased to 6.1m (from 8.3m) 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Gauss: 

  • AP Gauss will be able to kill a medium hull with DA with critical hit + salvo

 

 

Scorpion:

  • Will kill a medium hull that has DA with normal + critical hit 

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 49% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 49% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

 

Edited by TheCongoSpider
Added Spoiler
  • Like 1

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On 9/22/2022 at 5:52 AM, Marcus said:

 

 

  • Shaft

    • «Rapid-fire mode» augment

      • No longer affects range of minimum and maximum damage in arcade mode

      • (Note) There may be more changes to the parameters of this augment later. That's just how much it changes the turret's gameplay.

 

Spoiler

UPDATED: 23/09/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 
  • AP Tesla will kill a medium hull with DA with critical hit + chain lightning strike

 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • Corrosion Shells will kill a medium that has DA with critical + normal hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected medium hulls is decreased to 82m  (from 102m)
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 59m (from 72m)
  • Hyperspeed Shells will start one-shotting unprotected heavy hulls after 104m
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 2.7m (from 5m)
  • The range at which Vacuum Shell one-shots an unprotected heavy hull is decreased to 5.2m (from 8.3m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Will kill a medium hull with DA with arcade + salvo 
  • AP Gauss will be able to kill a medium hull with DA with critical + normal hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal 
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP
  • Scorpion will start one-shotting unprotected heavy hulls with the critical damage at 77% HP

 

Edited by TheCongoSpider
Added Spoiler
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On 10/20/2022 at 6:34 AM, Marcus said:

 

  •  

    Spoiler
    • A new augment for Scorpion has been added to Ultra Containers — «Cryo Shells» 

      • (Note) This augment applies «Freezing» status effect on critical hits and rocket salvos

    • Hammer

      • Range of min damage increased from 40-50 to 50-60 m.

    • Twins

      • Range of min damage increased from 40-50 to 50-60 m.

    • Ricochet

      • Range of min damage increased from 40-50 to 50-60 m.

    • Smoky

      • Projectile speed decreased from 350-350 to 300-350 m/sec.

      • (Note) Previously all modifications had the same value — 350. Now Mk1 has 300 and MkMAX has 350. Players quite often confuse this writing of parameters with a spread of possible values, as if it would be a random value from this range. We no longer use random values from ranges, now this writing always means that the first number is a value for Mk1 and the second value is a value for MkMAX

      • «Rubberized Rounds» augment

        • Projectile speed increased by 100%

      • «Sorted Ammunition» augment

        • Reload time decreased by 10%

    • Striker

      • «Stunning Missiles» augment

        • Duration of the «Stun» status effect applied by a critical hit is increased from 1 to 1.5 s.

        • Duration of the «Stun» status effect applied by a rocket salvo is decreased from 1 to 0.8 s.

      • «Armor-Piercing Missiles» augment

        • Duration of the «Armor-Piercing» status effect applied by a critical hit is increased from 5 to 9 s.

        • Duration of the «Armor-Piercing» status effect applied by a rocket salvo is decreased from 5 to 3 s.

      • (Note) We would like to try having differentiated status effect duration for equipment that have multiple ways of applying status effects - randomly and guaranteed. Striker will be used as a test stand for it. An interesting feature of Striker is that it is the only turret than can deal critical damage with an alternative way of shooting.

    • Vulcan

      • Projectile speed increased from 150-150 to 150-200 m/sec.

    • Thunder

      • Projectile speed decreased from 350 to 300-350 m/sec.

      • «Hyperspeed» shells» augment

        • Boost of weak damage is decreased from +400% to +330%

    • Scorpion

      • Arcade reload time increased from 4.2 - 2.8 to 4.5 - 3.0 s.

      • Salvo reload time increased from 24 - 16 to 27 - 18 s.

      • «Missile launcher «Swarm» augment

        • Reduction of salvo reload time decreased from -50% to -25%

        • Reduction of aiming time decreased from -75% to -50%

    • Railgun

      • «Electromagnetic accelerator «Scout» augment

        • Reduction of shot warmup time decreased from -50% to -25%

    • Gauss

      • Reload time sniping mode increased from 6.6 - 4.8 to 6.9 - 5.0 s.

 

 

Spoiler

UPDATED: 21/10/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with critical hit + normal hit 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them
  • Dragon's Breath will instantly kill an unprotected medium hull after a critical hit

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 76m (from 83m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 111m
  • The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 4.1m (from 5m)
  • The range at which Vacuum Shell one-shots unprotected heavy hulls is decreased to 6.1m (from 8.3m) 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Gauss: 

  • AP Gauss will be able to kill a medium hull with DA with critical hit + salvo

 

 

Scorpion:

  • Will kill a medium hull that has DA with normal + critical hit 

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 49% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 49% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

 

Edited by TheCongoSpider
Added Spoiler

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On 10/20/2022 at 6:34 AM, Marcus said:

 

 

Spoiler
  • A new augment for Scorpion has been added to Ultra Containers — «Cryo Shells» 

    • (Note) This augment applies «Freezing» status effect on critical hits and rocket salvos

  • Hammer

    • Range of min damage increased from 40-50 to 50-60 m.

  • Twins

    • Range of min damage increased from 40-50 to 50-60 m.

  • Ricochet

    • Range of min damage increased from 40-50 to 50-60 m.

  • Smoky

    • Projectile speed decreased from 350-350 to 300-350 m/sec.

    • (Note) Previously all modifications had the same value — 350. Now Mk1 has 300 and MkMAX has 350. Players quite often confuse this writing of parameters with a spread of possible values, as if it would be a random value from this range. We no longer use random values from ranges, now this writing always means that the first number is a value for Mk1 and the second value is a value for MkMAX

    • «Rubberized Rounds» augment

      • Projectile speed increased by 100%

    • «Sorted Ammunition» augment

      • Reload time decreased by 10%

  • Striker

    • «Stunning Missiles» augment

      • Duration of the «Stun» status effect applied by a critical hit is increased from 1 to 1.5 s.

      • Duration of the «Stun» status effect applied by a rocket salvo is decreased from 1 to 0.8 s.

    • «Armor-Piercing Missiles» augment

      • Duration of the «Armor-Piercing» status effect applied by a critical hit is increased from 5 to 9 s.

      • Duration of the «Armor-Piercing» status effect applied by a rocket salvo is decreased from 5 to 3 s.

    • (Note) We would like to try having differentiated status effect duration for equipment that have multiple ways of applying status effects - randomly and guaranteed. Striker will be used as a test stand for it. An interesting feature of Striker is that it is the only turret than can deal critical damage with an alternative way of shooting.

  • Vulcan

    • Projectile speed increased from 150-150 to 150-200 m/sec.

  • Thunder

    • Projectile speed decreased from 350 to 300-350 m/sec.

    • «Hyperspeed» shells» augment

      • Boost of weak damage is decreased from +400% to +330%

  • Scorpion

    • Arcade reload time increased from 4.2 - 2.8 to 4.5 - 3.0 s.

    • Salvo reload time increased from 24 - 16 to 27 - 18 s.

    • «Missile launcher «Swarm» augment

      • Reduction of salvo reload time decreased from -50% to -25%

      • Reduction of aiming time decreased from -75% to -50%

  • Railgun

    • «Electromagnetic accelerator «Scout» augment

      • Reduction of shot warmup time decreased from -50% to -25%

  • Gauss

    • Reload time sniping mode increased from 6.6 - 4.8 to 6.9 - 5.0 s.

 

 

 

Spoiler

UPDATED: 21/10/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 
  • AP Tesla will kill a medium hull with DA with critical hit + chain lightning strike

 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • Corrosion Shells will kill a medium that has DA with critical + normal hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 65m (from 83m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 95m
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 2.7m (from 5m)
  • The range at which Vacuum Shell one-shots an unprotected heavy hull is decreased to 5.2m (from 8.3m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • AP Striker will kill a medium hull with DA with salvo + normal hit
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Will kill a medium hull with DA with arcade + salvo 
  • AP Gauss will be able to kill a medium hull with DA with critical + normal hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP
  • Scorpion will start one-shotting unprotected heavy hulls with the critical damage at 77% HP

 

Edited by TheCongoSpider
Added Spoiler

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On 10/27/2022 at 6:53 AM, Marcus said:

 

  • Hammer

    • Recoil per shot decreased from 1.5 - 2.4 to 1 - 2

    • «Duplet» augment

      • Removed the increase of horizontal scatter angle

    • «Adaptive reload» augment

      • The increase of clip reload time changed from +10% to +25%

    • «Dragon's Breath» 

      • Legendary augment now, no longer available for crystals and is added to the «Legendary» category of containers

      • If the last shot in a clip hits an enemy, it raises their temperature by +0.4

      • If the last shot in a clip is critical and hits an enemy, it raises their temperature by +1

    • «Magnetic Pellets» augment

      • Critical shots apply the «EMP» status effect for 1 second 

      • Last shot in a clip applies the «EMP» status effect for 2 seconds 

      • Last shot in a clip, if critical, applies the «EMP» status effect for 3 seconds 

    • «Stunning Pellets» augment

      • Critical shots apply the «Stun» status effect for 0.8 seconds 

      • Last shot in a clip applies the «Stun» status effect for 1 second 

      • Last shot in a clip, if critical, applies the «Stun» status effect for 1.5 seconds 

    •  «Armor-Piercing Shot» augment 

      • Critical shots apply the «Armor-Piercing» status effect for 3 seconds 

      • Last shot in a clip applies the «Armor-Piercing» status effect for 5 seconds 

      • Last shot in a clip, if critical, applies the «Armor-Piercing» status effect for 9 seconds 

    • «Blunderbuss» augment

      • Changed Critical damage increase from +70% to +100% 

      • Added a decrease of max and min damage ranges by 50%

Spoiler

UPDATED: 28/10/22

 

No changes. 

 

Edited by TheCongoSpider
Added Spoiler

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On 10/27/2022 at 6:53 AM, Marcus said:

 

  •  

    Spoiler
    • Hammer

      • Recoil per shot decreased from 1.5 - 2.4 to 1 - 2

      • «Duplet» augment

        • Removed the increase of horizontal scatter angle

      • «Adaptive reload» augment

        • The increase of clip reload time changed from +10% to +25%

      • «Dragon's Breath» 

        • Legendary augment now, no longer available for crystals and is added to the «Legendary» category of containers

        • If the last shot in a clip hits an enemy, it raises their temperature by +0.4

        • If the last shot in a clip is critical and hits an enemy, it raises their temperature by +1

      • «Magnetic Pellets» augment

        • Critical shots apply the «EMP» status effect for 1 second 

        • Last shot in a clip applies the «EMP» status effect for 2 seconds 

        • Last shot in a clip, if critical, applies the «EMP» status effect for 3 seconds 

      • «Stunning Pellets» augment

        • Critical shots apply the «Stun» status effect for 0.8 seconds 

        • Last shot in a clip applies the «Stun» status effect for 1 second 

        • Last shot in a clip, if critical, applies the «Stun» status effect for 1.5 seconds 

      •  «Armor-Piercing Shot» augment 

        • Critical shots apply the «Armor-Piercing» status effect for 3 seconds 

        • Last shot in a clip applies the «Armor-Piercing» status effect for 5 seconds 

        • Last shot in a clip, if critical, applies the «Armor-Piercing» status effect for 9 seconds 

      • «Blunderbuss» augment

        • Changed Critical damage increase from +70% to +100% 

        • Added a decrease of max and min damage ranges by 50%

    • Twins

      • «Vaporizer» augment

        • Duration of the «Burning» status effect decreased from 5 to 4 seconds

        • Removed the decrease to projectile speed

        • Removed the decrease to critical damage

      • «Cryotron» augment

        • Critical hits decrease the target's temperature by -1.0 instead of -0.5

        • Removed the increase to minimum damage range

      • «Magnetron» augment

        • Duration of the «EMP» status effect decreased from 2 to 1 second

        • Removed the increase to minimum damage range

        • Removed the decrease to critical damage

      • «Tectonic Plasma»

        • Removed the decrease to projectile speed

      • «Plasma Injector» augment

        • Duration of the «Armor-Piercing» status effect increased from 1 to 1.5 seconds

        • No longer removes Splash damage

        • Removed the increase to projectile speed

      • «Plasma Disruptor» augment

        • Removed the increase to projectile speed

        • Removed the increase to minimum damage range

        • Removed the decrease to reload time

 

 

 

Spoiler

UPDATED: 28/10/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 
  • AP Tesla will kill a medium hull with DA with critical hit + chain lightning strike

 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting medium hulls with DA with the critical damage
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • Corrosion Shells will kill a medium that has DA with critical + normal hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 65m (from 83m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 95m
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 2.7m (from 5m)
  • The range at which Vacuum Shell one-shots an unprotected heavy hull is decreased to 5.2m (from 8.3m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • AP Striker will kill a medium hull with DA with salvo + normal hit
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Will kill a medium hull with DA with arcade + salvo 
  • AP Gauss will be able to kill a medium hull with DA with critical + normal hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP
  • Scorpion will start one-shotting unprotected heavy hulls with the critical damage at 77% HP

 

Edited by TheCongoSpider
Added Spoiler

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On 12/8/2022 at 9:10 AM, Marcus said:

 

  •  

    Spoiler
    • Ricochet

      • «Sizzling Field» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «Burning» status effect for 4 seconds 

        • Each shot after ricochet applies the «Burning» status effect for 2 seconds 

        • Each shot after ricochet, if critical, applies the «Burning» status effect for 10 seconds 

      • «Cryo field» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «Freezing» status effect for 10 seconds 

        • Each shot after ricochet applies the «Freezing» status effect for 2 seconds 

        • Each shot after ricochet, if critical, applies the «Freezing» status effect for 10 seconds 

      • «Magnetron» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «EMP» status effect for 2 seconds 

        • Each shot after ricochet applies the «EMP» status effect for 1 second 

        • Each shot after ricochet, if critical, applies the «EMP» status effect for 3 seconds

      • «Tectonic field» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «Stun» status effect for 1 second 

        • Each shot after ricochet applies the «Stun» status effect for 0.4 seconds 

        • Each shot after ricochet, if critical, applies the «Stun» status effect for 1.5 seconds 

      • «Super-smart Minus-Field» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «Armor-Piercing» status effect for 5 seconds 

        • Each shot after ricochet applies the «Armor-Piercing» status effect for 1.5 seconds 

        • Each shot after ricochet, if critical, applies the «Armor-Piercing» status effect for 9 seconds 

    • Smoky

      • «Cryo rounds» augment

        • Legendary augment now, no longer available for crystals and is added to the «Legendary» category of containers

      • «Assault rounds» augment

        • Added a decrease of shot reload duration by 10%

        • Increased the price from 96,000 to 245,000 crystals

      • «High-precision aiming system» augment

        • Changed the increase of Regular damage from +32% to +40%

        • Changed the increase of Shot reload time from +40% to +20%

        • Increased the price from 149,000 to 245,000 crystals

    • Viking’s overdrive and Scorpion

      • Changed the coefficient of the decrease of the Scorpion’s shot reload time when Viking’s overdrive is activated from 0.25 to 0.4

        • (Note) This changes the Rate of fire increase from +75% to +60%

 

 

 

Spoiler

UPDATED: 9/12/22

 

With 20 units of additional damage enhancement:

 

 

Hammer:

  • Will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them
  • Dragon's Breath will instantly kill an unprotected medium hull after a critical hit

 

 

Ricochet:

  • Will need at least 1 fewer shot to kill heavy hulls on average

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 76m (from 83m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 111m
  • The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 4.1m (from 5m)
  • The range at which Vacuum Shell one-shots unprotected heavy hulls is decreased to 6.1m (from 8.3m) 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Gauss: 

  • Will be able to kill a light hull with DA with normal + critical hit

 

 

Scorpion:

  • Will kill a medium hull that has DA with normal + critical hit 

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 49% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 49% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

Edited by TheCongoSpider
Added Spolier

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On 12/8/2022 at 9:10 AM, Marcus said:

 

  •  

    Spoiler
    • Ricochet

      • «Sizzling Field» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «Burning» status effect for 4 seconds 

        • Each shot after ricochet applies the «Burning» status effect for 2 seconds 

        • Each shot after ricochet, if critical, applies the «Burning» status effect for 10 seconds 

      • «Cryo field» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «Freezing» status effect for 10 seconds 

        • Each shot after ricochet applies the «Freezing» status effect for 2 seconds 

        • Each shot after ricochet, if critical, applies the «Freezing» status effect for 10 seconds 

      • «Magnetron» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «EMP» status effect for 2 seconds 

        • Each shot after ricochet applies the «EMP» status effect for 1 second 

        • Each shot after ricochet, if critical, applies the «EMP» status effect for 3 seconds

      • «Tectonic field» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «Stun» status effect for 1 second 

        • Each shot after ricochet applies the «Stun» status effect for 0.4 seconds 

        • Each shot after ricochet, if critical, applies the «Stun» status effect for 1.5 seconds 

      • «Super-smart Minus-Field» augment

        • Removed splash damage

        • Removed the limit on the number of ricochets

        • Critical shots apply the «Armor-Piercing» status effect for 5 seconds 

        • Each shot after ricochet applies the «Armor-Piercing» status effect for 1.5 seconds 

        • Each shot after ricochet, if critical, applies the «Armor-Piercing» status effect for 9 seconds 

    • Smoky

      • «Cryo rounds» augment

        • Legendary augment now, no longer available for crystals and is added to the «Legendary» category of containers

      • «Assault rounds» augment

        • Added a decrease of shot reload duration by 10%

        • Increased the price from 96,000 to 245,000 crystals

      • «High-precision aiming system» augment

        • Changed the increase of Regular damage from +32% to +40%

        • Changed the increase of Shot reload time from +40% to +20%

        • Increased the price from 149,000 to 245,000 crystals

    • Viking’s overdrive and Scorpion

      • Changed the coefficient of the decrease of the Scorpion’s shot reload time when Viking’s overdrive is activated from 0.25 to 0.4

        • (Note) This changes the Rate of fire increase from +75% to +60%

 

 

 

Spoiler

UPDATED: 9/12/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 
  • AP Tesla will kill a medium hull with DA with critical hit + chain lightning strike

 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting medium hulls with DA with the critical damage
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • Corrosion Shells will kill a medium that has DA with critical + normal hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 65m (from 83m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 95m
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 2.7m (from 5m)
  • The range at which Vacuum Shell one-shots an unprotected heavy hull is decreased to 5.2m (from 8.3m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • AP Striker will kill a medium hull with DA with salvo + normal hit
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Will kill a medium hull with DA with arcade + salvo 
  • AP Gauss will be able to kill a medium hull with DA with critical + normal hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP
  • Scorpion will start one-shotting unprotected heavy hulls with the critical damage at 77% HP

 

Edited by TheCongoSpider
Added Spoiler

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On 12/22/2022 at 8:47 AM, Marcus said:

 

  • Spoiler
    • Tesla
      • Regular damage decreased from 450-900 to 300-600 HP
      • Critical damage decreased from 450-900 to 410-820 HP
      • Chain lightning reload duration decreased from 0.9 to 0.66 s
      • «Minus-field» augment
        • Increased the price from 149,000 to 245,000 crystals
    • Hammer
      • Critical damage decreased from 630-1260 to 555-1110 HP
    • Smoky
      • «Autocannon» augment
      • Removed the decrease of critical hit chance
      • Removed the decrease of projectile speed
      • Rarity changed to Legendary, no longer available for crystals and is added to the «Legendary» category of containers
    • Striker
      • «Remote rocket explosives» augment
        • Increased the price from 149,000 to 245,000 crystals
    • Scorpion
      • Arcade reload time increased from 4.5-3.0 to 4.8-3.2 s.
      • Artillery reload time increased from 27-18 to 28.5-19 s.
      • Range of min damage increased from 120-150 to 150-180 m.
    • Railgun
      • Shot reload time decreased from 4.4-2.4 to 4.2-2.4 s.
      • Shot warm-up time changed to 1.6-1.2 s.
      • Range of min damage increased from 120-150 to 150-180 m.
      • «Electromagnetic accelerator «Scout» augment
        • Regular damage decrease changed to -15%
        • Critical damage decrease changed to -15%
        • Shot warm-up time decrease changed to -15%
        • Reload time decrease changed to -15%

      • «Round destabilization» augment
        • Regular damage decrease changed to -50%
        • Critical damage increase changed to +20%
        • Fixed critical damage chance of 50%
        • Rarity changed to Legendary, no longer available for crystals and is added to the «Legendary» category of containers
      • «Large caliber rounds» augment
        • Regular damage increase changed to +33%
        • Critical damage increase changed to +33%
        • Added a shot warm-up time increase of 25%
        • Reload time increase changed to +25%
      • «Death Herald» compulsator» augment
        • Removed the shot warm-up time decrease
      • «Hyperspace rounds» augment
        • Damage is again distance-dependent

 

 

 

Spoiler

UPDATED: 23/12/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • Will 2-shot unprotected medium hulls with normal + critical hit

 

 

Hammer:

  • Will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA with the normal damage

 

 

Ricochet:

  • Will need at least 1 fewer shot to kill heavy hulls on average

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 76m (from 83m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 111m
  • The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 4.1m (from 5m)
  • The range at which Vacuum Shell one-shots unprotected heavy hulls is decreased to 6.1m (from 8.3m) 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Round Destabilisation will kill a medium hull with DA with a normal + critical hit
  • Scout will kill a medium hull with DA with normal + critical hit

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Gauss: 

  • Will be able to kill a light hull with DA with normal + critical hit

 

 

Scorpion:

  • Will kill a medium hull that has DA with normal + critical hit 

 

 

Adrenaline:

  • Tesla will take at least 1 fewer shots to kill a light and heavy hull at 93% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls with the normal damage at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Railgun will start one-shotting unprotected medium hulls with the normal damage at 87% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 49% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 49% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

 

Edited by TheCongoSpider
Added Spoiler
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On 12/22/2022 at 8:47 AM, Marcus said:

 

 

  • Spoiler
    • Tesla
      • Regular damage decreased from 450-900 to 300-600 HP
      • Critical damage decreased from 450-900 to 410-820 HP
      • Chain lightning reload duration decreased from 0.9 to 0.66 s
      • «Minus-field» augment
        • Increased the price from 149,000 to 245,000 crystals
    • Hammer
      • Critical damage decreased from 630-1260 to 555-1110 HP
    • Smoky
      • «Autocannon» augment
      • Removed the decrease of critical hit chance
      • Removed the decrease of projectile speed
      • Rarity changed to Legendary, no longer available for crystals and is added to the «Legendary» category of containers
    • Striker
      • «Remote rocket explosives» augment
        • Increased the price from 149,000 to 245,000 crystals
    • Scorpion
      • Arcade reload time increased from 4.5-3.0 to 4.8-3.2 s.
      • Artillery reload time increased from 27-18 to 28.5-19 s.
      • Range of min damage increased from 120-150 to 150-180 m.
    • Railgun
      • Shot reload time decreased from 4.4-2.4 to 4.2-2.4 s.
      • Shot warm-up time changed to 1.6-1.2 s.
      • Range of min damage increased from 120-150 to 150-180 m.
      • «Electromagnetic accelerator «Scout» augment
        • Regular damage decrease changed to -15%
        • Critical damage decrease changed to -15%
        • Shot warm-up time decrease changed to -15%
        • Reload time decrease changed to -15%

      • «Round destabilization» augment
        • Regular damage decrease changed to -50%
        • Critical damage increase changed to +20%
        • Fixed critical damage chance of 50%
        • Rarity changed to Legendary, no longer available for crystals and is added to the «Legendary» category of containers
      • «Large caliber rounds» augment
        • Regular damage increase changed to +33%
        • Critical damage increase changed to +33%
        • Added a shot warm-up time increase of 25%
        • Reload time increase changed to +25%
      • «Death Herald» compulsator» augment
        • Removed the shot warm-up time decrease
      • «Hyperspace rounds» augment
        • Damage is again distance-dependent

 

 

 

Spoiler

UPDATED: 23/12/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage

 

 

Hammer:

  • Will one-shot unprotected medium hulls with the normal damage 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • Corrosion Shells will kill a medium that has DA with critical + normal hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 65m (from 83m)
  • Hyperspeed Shells will start one-shotting unprotected medium hulls after 95m
  • The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 2.7m (from 5m)
  • The range at which Vacuum Shell one-shots an unprotected heavy hull is decreased to 5.2m (from 8.3m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal and critical damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • AP Striker will kill a medium hull with DA with salvo + normal hit
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will 2-shot a heavy hull with DA with normal + critical damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected heavy hulls with the critical damage
  • LCR will start one-shotting unprotected heavy hulls with the normal damage
  • LCR will start one-shotting medium hulls with DA with the critical damage
  • Round Destabilisation will 2-shot a medium hull with DA with normal + critical damage

 

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Will kill a medium hull with DA with arcade + salvo 
  • AP Gauss will be able to kill a medium hull with DA with critical + normal hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Tesla will two-shot an unprotected heavy hull with normal + critical damage at 41% HP
  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Scorpion will start one-shotting unprotected heavy hulls with the critical damage at 77% HP

Edited by TheCongoSpider
Added Spoiler

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I was thinking with alot turrets with pulsar augment now; perhaps drones can help survive better when you get pulsar'd.

Would Mechanic or Hyperion drones help (by reducing repair kit time) and if you have jammer immunity?

That twins pulsar is deadly; it is so risky to confront one face to face...so messy... heh

 

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On 1/7/2023 at 10:18 AM, cybernite said:

I was thinking with alot turrets with pulsar augment now; perhaps drones can help survive better when you get pulsar'd.

Would Mechanic or Hyperion drones help (by reducing repair kit time) and if you have jammer immunity?

Jammer immunity won't be necessary if you equip Hyperion as it is entirely passive. I believe (could be wrong) that Mechanic's decrease of RK cooldown isn't affected by Jammer. Jammer will only stop it from sharing and boosting healing power.

As for your idea in general, I suppose one lucky RK may save you from a critical hit. Funnily enough, one player actually survived 3 Pulsar crits from me throughout a battle by scoring 3 lucky RKs, all used every time I got a critical hit on him. But in general the cooldown isn't reduced enough for you to use any more than that in a 1v1 against Pulsar Twins. What Jammer Immunity + Mechanic can do is increase your survivability as you'll be able to take advantage of the boosted instant heal; the downside being that you have to wait out the EMP/Stun so time it carefully. As for Hyperion, the inherent cooldown reduction means that if you survive a fight, you'll be able to heal up much sooner after and/or heal up in the middle of an interaction even if you already used one before entering the fight. In my opinion, both of these drones' boost to RK cooldown are more effective at helping you recover after a Pulsar 1v1 rather than really majorly changing the interaction itself.

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On 1/7/2023 at 12:32 PM, Me0w_XP said:

Wait, what were the nerfs?

Virtual points went from 30 (at max) to 6. Cooldown was reduced from 15 seconds to 3. It was a huge decrease in the overall effect. Assault had the same nerf that day with its maximum cooldown reduction and drone cooldown being reduced to 5 seconds and 3 seconds respectively. Fizzika, an adamant user of the drone at that time also expressed how terrible the new Assault was. 

https://ru.tankiforum.com/topic/295586/ 

 

Booster users went through a similar thing last year. Their drone was being nerfed with many turrets and augments. The BIG difference here is that Booster went from being a top-tier drone to just a good drone. Driver and Trooper went from being good drones to bad drones. Assault months later got raised back up to where it was before the nerf, adding the innate decrease to the boosted damage supply, but got an additional supply consumption because of that. 

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On 1/7/2023 at 11:45 PM, TheCongoSpider said:

Cooldown was reduced from 15 seconds to 3.

I've seen this mentioned by many people. May I ask how a decrease in cooldown is a nerf to it?

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On 1/8/2023 at 10:14 AM, Me0w_XP said:

I've seen this mentioned by many people. May I ask how a decrease in cooldown is a nerf to it?

The template of Driver and Assault went from a high boost with a moderate cooldown, to a very small boost with a short cooldown in that patch. To activate the drone you have to destroy an enemy tank. Every time you died you'd practically have the drone available to activate when you respawned. A player that got 3 kills across 3 minutes with the pre-nerf Driver would have gained 135 points' worth of Overdrive charge. With the post-nerf Driver, they would have gotten 63 points' worth of Overdrive charge.

The rework was both a large effective nerf and it killed its performance for casual players of the drone. In order to even attempt to recoup what you lost overnight, you'd have to be getting a kill every 3 seconds, CONSTANTLY. To give some more perspective, the drone still costed 1,000,000 crystals to upgrade back then. You spent a million crystals for your drone to do almost nothing. You didn't have the extremely powerful ability of using Boosted Armour and Boosted Damage immediately after the other like many drones do today. You didn't have increased damage or armour to help you get those kills. You had to fight against protection modules and the many overpowered Boosted and Defender users, and anyone else who was hard to kill. The majority of fast overdrive charging back then came from gaining points in battles. You might as well have upgraded a meta drone that allowed you to do that with kills and capturing objectives easier. 

A comparison with a recent change would be if Tesla went from dealing 4,000 damage per tick with a 2.0 second cooldown to dealing 600 damage per tick with a 0.66 second cooldown. 

 

With the subsequent changes across the months, Driver would be even further devalued by the manual charge of hulls being significantly decreased, the passive charge being decreased, other drones getting buffed, and the continued release of Jammer augments on turrets and Jammer applications from ODs, the Nuclear Energy Supply introduction and Driver's upgrade price and unlock rank being lowered (and still overpriced) to justify this. Driver is dead and it's likely not coming back. 

 

Assault nerf reaction from Fizzika:

 

IMG-20230108-112010.jpg 

Edited by TheCongoSpider
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On 1/19/2023 at 7:00 AM, Marcus said:

 

  • Spoiler
    • Smoky
      • «Autocannon» augment
        • The decrease of regular damage changed from -90% to -75%
      • «Incendiary rounds» augment
        • Critical hits now raises the target's temperature by 0.4 instead of 0.3
    • Striker
      • Radius of max splash damage increased from 1 to 5 m
      • Radius of average splash damage increased from 2 to 6 m
      • Radius of critical splash damage decreased from 6 to 2 m
    • Shaft
      • «Armor-Piercing Sight» augment
        • Additionally applies the «Armor-Piercing» status effect on critical hits for 3 seconds

 

 

 

Spoiler

UPDATED: 20/01/23

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • Will 2-shot unprotected medium hulls with normal + critical hit

 

 

Hammer:

  • Will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA with the normal damage

 

 

Ricochet:

  • Will need at least 1 fewer shot to kill heavy hulls on average

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 81m (from 89m)
  • The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 4.86m (from 6m)
  • Vacuum Shell will start one-shotting unprotected heavy hulls at 8.65m 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Railgun:

  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Round Destabilisation will kill a medium hull with DA with a normal + critical hit
  • Scout will kill a medium hull with DA with normal + critical hit

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Gauss: 

  • Will be able to kill a light hull with DA with normal + critical hit

 

 

Scorpion:

  • Will kill a medium hull that has DA with normal + critical hit 

 

 

Adrenaline:

  • Tesla will take at least 1 fewer shots to kill a light and heavy hull at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 97% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 90% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 51%% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 89% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 90% HP
  • Railgun will start one-shotting unprotected medium hulls with the normal damage at 80% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 80% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 80% HP
Edited by TheCongoSpider
Added Spoiler

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