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Juggernaut, Balance Changes and new XTs are coming!


r_Nives5
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I held on to the rather naive notion that Magnum would eventually be nerfed, and that for some time the reason this hadn't happened was because other things had priority. But now seeing balance changes done to other turrets without any mention of Magnum, it seems that unfortunately, the devs couldn't care less. Phenomenal.

 

"Thunder will have higher fire rate, the distance and effectiveness of splash damage."

WHY? It is already OP, now it is worse.

Thunder's effectiveness is dramatically inhibited by protection modules. Thunder protection used to be (and still is) among the most common protections found at higher ranks.

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“Juggernaut” mode will be available only in Matchmaking (non-PRO) battles“

 

“The list of PRO-battles and PRO Battle Pass will become available from the Warrant Officer 1 rank and higher.”

 

 

Subtle, but the passive-aggressive campaign against PRO battles continues.

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Patch note says June not July

It is now...

 

PATCH UPDATE 518

 

  • A new “Juggernaut” mode added to the game (available from the Sergeant rank).
  • An updated version of Sandal map added to the list of Matchmaking maps.
  • Additional updates for the Matchmaking version of Massacre map.
  • Repair Kit supply now available for purchase from the Recruit rank.
  • Mine supply now available for purchase from the Corporal rank.
  • Double Armor and Double Damage supplies now available for purchase from the Master Corporal rank.
  • Battle List of PRO-battles and PRO Battle Pass now available from Warrant Officer 1.
  • Changes to turret balance:

 

Thunder:

 

  • slightly reduced reload time;
  • considerably increased the distance of maximum damage;
  • slightly increased the distance of minimal damage;
  • slightly reduced the impact power of the shot;
  • increased the power of the splash explosion;
  • added new parameters “ range of average impact” and “percentage of average impact”.

 

Shaft:

 

  • slightly reduced the recharge time between shots while NOT in Sniper mode;
  • slightly increased the maximum range of shots NOT in Sniper mode.
  • reduced by 2 times the range of minimal impact of shots while NOT in Sniper mode;
  • reduced by 2 times the percentage of weak impact shots while NOT in Sniper mode;
  • the amount of energy per shot slightly reduced, and the parameter is no longer upgradable.

http://en.tankiforum.com/index.php?showtopic=375039#entry6566924 

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Every time you "rebalance" you make Hammer worse. Hammer used to be a decent turret but every other turret keeps getting improved and now it sucks by comparison. It's rate of fire is too slow, other turrets get better auto-aim, the "short-range" turrets' damage at middle distance is too high in comparison and there should be a way to choose to reload before the magazine is partially empty. Anyone who chose to put there upgrades into Hammer is getting screwed.

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This is going to worsen the game, it will also complicate us to do events in the game, for example the war event and the weekend giveaway...

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This is going to worsen the game, it will also complicate us to do events in the game, for example the war event and the weekend giveaway...

I found a bug with the juggernaut, or someone was hacking. Though I don't know if I'm allowed to post this. It was on the test server. 

Edited by snipincore_tanki

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FREEZE  is EXTREMELY POWERFUL in this game mode. It just kills the Jugger easily from the side, is like destroying a normal tank. Make Juggernaut unfreezable!!

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The mode should be renamed to Kill The Boss (KTB), the hull be Juggernaut and the turret Terminator.

 

When are you removing the flag paints?

 

Are Deathmatch missions doable with Juggernaut?

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Thunder's effectiveness is dramatically inhibited by protection modules. Thunder protection used to be (and still is) among the most common protections found at higher ranks.

So what.

That is absolutely no reason to buff it.

 

Do you think players equip Thunder module because thunder is weak?  No - because it is effective.

 

All the devs have done is give the shaft to anyone who spent lots of crystals on a module.

 

ALL weapons should be judged at effectiveness without any protections. Let people spend crystals on modules to avoid damage from the turrets that bother them the most.

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A true Juggernaut mode should not award players who kill normal players. Change the scoring system to only track kills when a player is the Juggernaut, or even the time spent as Juggernaut. You can even put everyone else on 1 team. Juggernaut battles feel like DM battles because of people obsessed with their score.

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