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New Maps in MM, Turret Balance, New XT


r_Nives5
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Just when I was thinking of coming back, the devs nerf Rico! HOW AM I SUPPOSED TO FIGHT SMOKIES, HUH!  :angry: AND THEN BEFORE THIS YOU GIVE SMOKY A RANGE+DMG BUFF! WTH!  :angry:

 

 

anyone up to re_old_rico?

 

(apparently [tr] doesn't work anymore  :wacko:)

 

The magnum nerf seems to punish melee magnums, but for campers it's a buff. However, the splash damage nerf is good news to hear.

Looking though the posts, it seems like there are less salty magnum "pros" than I thought there would be. 

Edited by Guest

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Just when I was thinking of coming back, the devs nerf Rico! HOW AM I SUPPOSED TO FIGHT SMOKIES, HUH!  :angry: AND THEN BEFORE THIS YOU GIVE SMOKY A RANGE+DMG BUFF! WTH!  :angry:

 

 

anyone up to re_old_rico?

 

(apparently [tr] doesn't work anymore  :wacko:)

 

The magnum nerf seems to punish melee magnums, but for campers it's a buff. However, the splash damage nerf is good news to hear.

Looking though the posts, it seems like there are less salty magnum "pros" than I thought there would be. 

Well, at least a few of them feel it's a buff, not a nerf... 

 

I'm not understanding their logic - but - I'm not a magnum user... :mellow:

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Well are you assuming target doing nothing during that 3 second-charge-up?  <_<

unlike railgun, a magnum can hold the charge at 100% indefinetely. and unlike shaft, a magnum can move around while charging up.

 

I already start charging up the moment I spawn, so anytime after that I can instantly smash any target in front of me with impact higher than hammer...

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To me it seems they just put some turrets back into their cathegory.

Magnum is now a true longranger with limited short range defense, and Ricos very useful former range was cut down to the other turrets in it's class.

 

I have not yet figured out how severe the splash damage nerve on magnum truly is, but if it's a tough nerf, then the long range MAgnums might need the increase long range rate of fire. On long range you rarely make a full hit.. most of the damage you deal is splash.. so they need to give a higher rate of fire to make up the lowered splash damage.

 

But on the other hand.. besides the numbers.. from psychological point of view the number of Magnum impacts in your base will increase and the anoyance that comes with it. Like those smokys that snipe you on longrange.. you can hardly spot them, but it goes bam, bam, bam, bam... pure mind terror :p

 

It's a sad change for Rico, as many great Rico pilots on the field made good use of the rage the turret offered in the past. They face a turret that needs a complete other playing style from today on.

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I have not yet figured out how severe the splash damage nerve on magnum truly is, but if it's a tough nerf

if you nerf splash damage, and it is a lot easier to do direct hits at close range... doesn't that make magnum even more powerful at close range? this means that they will take less self damage from the weaker splash while dealing the same amount of damage to the opponent as before

 

I assume you mean it's a tough buff?

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if you nerf splash damage, and it is a lot easier to do direct hits at close range... doesn't that make magnum even more powerful at close range? this means that they will take less self damage from the weaker splash while dealing the same amount of damage to the opponent as before

 

I assume you mean it's a tough buff?

Yes, but that Magnum has only a single shot on you on short rage. It does not suffer as much from it's splash, but so don't you if it misses you a bit. But after this shot, it can do nothing, while you chisel it appart (except for using supplies....)

 

If you time your attack well on a Magnum that just made a short range shot at someone else, you face an easy prey

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Yes, but that Magnum has only a single shot on you on short rage. It does not suffer as much from it's splash, but so don't you if it misses you a bit. But after this shot, it can do nothing, while you chisel it appart (except for using supplies....)

 

If you time your attack well on a Magnum that just made a short range shot at someone else, you face an easy prey

at short range the magnum can hit you at 100% power at a 0° angle with 700 impact force, this is more than enough to allow it to survive for 3,5 more seconds to reload and finish you off.

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at short range the magnum can hit you at 100% power at a 0° angle with 700 impact force, this is more than enough to allow it to survive for 3,5 more seconds to reload and finish you off.

If a Magnum has time enough to charge up to 100% (3sec to charge up, am I mistaken?), aim and hit you, then the attack on the Magnum was maybe not timed well. You could also wait close by behind a house, where it can not directly hit you and the traveling time of an indirect shot is far to long.

But yes, if your scenario does happen, the Magnum could get away with it.

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If a Magnum has time enough to charge up to 100% (3sec to charge up, am I mistaken?), aim and hit you, then the attack on the Magnum was maybe not timed well. You could also wait close by behind a house, where it can not directly hit you and the traveling time of an indirect shot is far to long.

But yes, if your scenario does happen, the Magnum could get away with it.

as a magnum suicide bomber, i always start charging to 100% and lower my turret to 0° the moment I spawn/right after i fire so I always already have 100% ready. even if i get attacked right after i fire I'll just have to wait 3,5 seconds.

basically i use magnum like a single shot hammer, and charging to 100% is like reloading my drum.

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It's about time they nerfed the Magnum a smidge. It was way op, overall, I don't think it will impact it significantly. Regarding battle length, there is no reason to decrease it to 9 minutes. 10 was just fine. I think the devs change things sometimes, just to have something to do and justify their paycheck. It would be nice if they asked the players what they want.

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The way they tweak the settings/statistics of the turrets as if they make any difference, each tweak in every update must show difference, I see no difference in this update. Are they tweaking the damage just to look professional or else idk why. 

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ADD THIS

-MAGNUM + LONG RANGE = HIGH DMG

-MAGNUM + SHORT RANGE = LOW DMG

 

---------------------------

 
Changing reload times is useless..... How is it possible that they have the ability to create thousands of scrypt-codes and still can not see something so obvious? DMG IS OP, tankers abuse of this in short-range encounters....
 
------------------
J U S T   D O   T H I S
-MAGNUM + LONG RANGE = HIGH DMG
-MAGNUM + SHORT RANGE = LOW DMG

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Well, at least a few of them feel it's a buff, not a nerf... 

 

I'm not understanding their logic - but - I'm not a magnum user... :mellow:

I'm not a mag user either, but since campers use more charge=less "wasted" reload time= mag fires faster. Just my thoughts though, we'll see how this plays on the main server. Again though, splash damage has been nerfed so technically it's a nerf to mag?

Edited by Guest

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Yes, but that Magnum has only a single shot on you on short rage. It does not suffer as much from it's splash, but so don't you if it misses you a bit. But after this shot, it can do nothing, while you chisel it appart (except for using supplies....)

 

If you time your attack well on a Magnum that just made a short range shot at someone else, you face an easy prey

Ah, wise BlackWasp knows da wae. Seriously, I've thought about making a how to kill Maggies video for the lulcomments and the views, but I prefer to keep those secrets to myself.

 

Also, to all the 3-sec reload crews, I checked the wiki, it says 5 seconds, and realistically, unless you are racing a magnum head on, its closer to 7-8. The turret takes a lot to master.

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Now magnum M4 fires every 7 seconds, independently of the charge level.

 

Compared to previous rate of 5 - 8.5 seconds (based on charge level) it is a 30% nerf at close range DPS and a 20% buff at long range DPS.

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Turret balance changes

 

Ricochet

 

The charging speed and the energy capacity used up with every shot were decreased. This means, that the energy used for the shot will be replenished slower, but there will be more shots per each energy tank. Also, the maximum shot distance was decreased, to not make the turret overpowered at longer ranges. We remind you, that Ricochet is supposed to be short range.

 

[et al.]

When will the Wiki be fully updated for the changes announced here?

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Matchmaking maps

 

Tomorrow already the list of Matchmaking maps will be updated with the following arenas — remakes of the base versions, available in PRO:

 

  • Cologne — slightly increased in length with the team bases, to make team play more comfortable in 8v8.
  • Parma — the upper platforms were increased, which makes it possible for several tanks to maneuver in the area at the same time.
  • Magistral — small visual changes.
  • Bobruisk — increased some areas, additional space added on team bases.

 

 

:D COOL!Parma is my dreaming map. :rolleyes:

Edited by GeekSHizzle

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Tanki is no longer a great game. The matchmaking will keep reducing till its a 1 min game, because no one will play it. If there is no at least 50% sale in garage, preferably 75%, on Halloween, then I am going to say bye bye to tanki forever...

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Tanki is no longer a great game. The matchmaking will keep reducing till its a 1 min game, because no one will play it. If there is no at least 50% sale in garage, preferably 75%, on Halloween, then I am going to say bye bye to tanki forever...

Good Bye in advance, you can leave.

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Tanki is no longer a great game. The matchmaking will keep reducing till its a 1 min game, because no one will play it. If there is no at least 50% sale in garage, preferably 75%, on Halloween, then I am going to say bye bye to tanki forever...

I can almost say with 101% confidence that there will be no 75% sale on Halloween. :P But I don't think you should leave the game over a discount percentage.  

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I can almost say with 101% confidence that there will be no 75% sale on Halloween. :P But I don't think you should leave the game over a discount percentage.

Better leave instead of dying due to matchmaking wait time

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