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Update - Changes to turrets and alterations


theFiringHand
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Well, I'm honestly surprised that the corrosive mix drops to 5%, I thought that 10% was already weak enough, now I do not know what to think, and to this is added the fact that they did not even turn around to see Incendary Band haha

 

But what I would like is that someone explain me what they did to dragon breath, since until now I can not understand it, and I did some tests that do not leave me sufficiently clear what happened with this alteration.

 

Before I shot and my hammer m4 did 1080 of damage, and then the alteration added 300 in Tic and 300 in Tac, I mean that for each shot the alteration added 600 if the enemy did not have protection against fire, but now it only adds 150 once, so now I only have a bonus of 150 for each shot.

 

My tests also showed that for some strange reason when the enemy did not have double armor the alteration made 300 again but only once (Tic) and only in that case, if the enemy had double armor activated even though I had activated double damage the alteration continues making 150, as shown in the screenshots.

 

33m0qol.png

 

And all this is my doubt because I do not understand if all this had to happen or there is some error since you said "heating the target in contact with the shot will be a third less than before".

 

In my opinion it in itself is already limited enough because one has to shoot very close to hit with all the pellets and not lose damage, but now go from 600 per shot to 150, and that only in the strict case that the enemy has no protection fire, well, I just can not digest it XD

 

So, I ask that someone tell me what is happening with this.

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Well, I'm honestly surprised that the corrosive mix drops to 5%, I thought that 10% was already weak enough, now I do not know what to think, and to this is added the fact that they did not even turn around to see Incendary Band haha

 

But what I would like is that someone explain me what they did to dragon breath, since until now I can not understand it, and I did some tests that do not leave me sufficiently clear what happened with this alteration.

 

Before I shot and my hammer m4 did 1080 of damage, and then the alteration added 300 in Tic and 300 in Tac, I mean that for each shot the alteration added 600 if the enemy did not have protection against fire, but now it only adds 150 once, so now I only have a bonus of 150 for each shot.

 

My tests also showed that for some strange reason when the enemy did not have double armor the alteration made 300 again but only once (Tic) and only in that case, if the enemy had double armor activated even though I had activated double damage the alteration continues making 150, as shown in the screenshots.

 

33m0qol.png

 

And all this is my doubt because I do not understand if all this had to happen or there is some error since you said "heating the target in contact with the shot will be a third less than before".

 

In my opinion it in itself is already limited enough because one has to shoot very close to hit with all the pellets and not lose damage, but now go from 600 per shot to 150, and that only in the strict case that the enemy has no protection fire, well, I just can not digest it XD

 

So, I ask that someone tell me what is happening with this.

 

They reduced the % of maximum temperature each pellet ignites the target for. Before the nerf, each pellet would ignite the target for 3.3% of maximum temperature. 3.3% * 9 (which is the amount of pellets Hammer shoots) = 29.7%. This means that the enemy would suffer 2 ticks of fire damage as it has not reached 30% of maximum temperature. If the target were to be heated to 30% of maximum temperature instantly, then they would suffer 3 ticks of fire damage. 

 

The nerf brought the % of maximum temperature for each pellet down to 2.2%. This would mean that hitting all of your pellets on the target would ignite them for 19.8% of maximum temperature. This would cause them to suffer 1 tick of fire damage as the temperature of the target isn't at 20%. 

 

As for the 300 and 150 damage thing, that is how afterburn works. If the target does not have double armour activated and is being burnt by afterburn, the damage would be 300/sec. If the target is being burnt by afterburn but has double armour activated, then it would be 150/sec. 

The afterburn in the game is locked at 300/sec. If you use Double damage and shoot someone with Firebird, it would only deal 300 damage of afterburn per second, not 600. Afterburn damage does not double when used with double damage. Afterburn does, however, decrease by half when using double armour, as seen with the Titan Smoky getting 150 damage but the Viking Shaft getting 300. 

 

You may not like that the temperature at which it ignites the target if all pellets hit the target is at, but if you consecutively hit the target with the rest of your clip, the afterburn damage adds up. So by the end of your clip, the target would have suffered 4-5 ticks of afterburn damage. 

 

I hope that answered your questions. :)

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I know what I am talking about. Before this recent turret update, Isida used to not get experience points when healing Vulcan players. Now this glitch is gone.

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I know what I am talking about. Before this recent turret update, Isida used to not get experience points when healing Vulcan players. Now this glitch is gone.

It wasn't a glitch. That was a part of the anti-power levelling system. You no longer receive score or EXP from a teammate's self-damage, only from the damage done by enemies. By the way, this was not brought into the in this update. It was implemented before this update. I think you confused what they actually did with Isida in this update with another one. 

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10% is not weak for corrosive mix that is almost DPS for Isida!

 

and now Isida gets exp from healing vulcan?  :huh:

Where did you see that change about healing a Vulcan.  As far as i know - no score from healing self-damage of any kind.

 

You can still get score from healing a vulcan being damaged by enemy...

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Where did you see that change about healing a Vulcan.  As far as i know - no score from healing self-damage of any kind.

 

You can still get score from healing a vulcan being damaged by enemy...

I thought it was only for self-damage for vulcan and still works for thunder magnum twins rico and others

 

Riddler and TheCongoSpider were talking about it above

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I thought it was only for self-damage for vulcan and still works for thunder magnum twins rico and others

 

Riddler and TheCongoSpider were talking about it above

Riddler was probably getting score from healing a Vulcan while it was overheating AND getting hit by enemies.  They are decent targets since they are usually large and slow - often static.

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10% is not weak for corrosive mix that is almost DPS for Isida!

 

and now Isida gets exp from healing vulcan? :huh:

Corrosive Freeze needs +10% DPS because it has no freezing effect so the enemy can shoot you, escape, move back and forth, push you etc. Freezing effect is much better than +5% or +10% DPS.

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10% is not weak for corrosive mix that is almost DPS for Isida!

Corrosive Freeze Freeze now cannot compete with M4 stock Isida now! 

 

Because Alternativa are being noob of balancing alternations!

 

Old: 990 vs 1k DPS. 10 DPS difference

 

Now: 945 vs 1k DPS.... 55 DPS difference!!!!

 

WHY ALTERNATIVA WHY???!!!

 

And buff Incendiary Mix!!! It's underpowered...

Edited by FrozenRailgun

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Corrosive Freeze Freeze now cannot compete with M4 stock Isida now!

Because Alternativa are being noob of balancing alternations!

 

Old: 990 vs 1k DPS. 10 DPS difference

Now: 945 vs 1k DPS.... 55 DPS difference!!!!

 

Use stock Freeze and simply circle around Isida. Problem solved.

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They reduced the % of maximum temperature each pellet ignites the target for. Before the nerf, each pellet would ignite the target for 3.3% of maximum temperature. 3.3% * 9 (which is the amount of pellets Hammer shoots) = 29.7%. This means that the enemy would suffer 2 ticks of fire damage as it has not reached 30% of maximum temperature. If the target were to be heated to 30% of maximum temperature instantly, then they would suffer 3 ticks of fire damage. 

 

The nerf brought the % of maximum temperature for each pellet down to 2.2%. This would mean that hitting all of your pellets on the target would ignite them for 19.8% of maximum temperature. This would cause them to suffer 1 tick of fire damage as the temperature of the target isn't at 20%. 

 

As for the 300 and 150 damage thing, that is how afterburn works. If the target does not have double armour activated and is being burnt by afterburn, the damage would be 300/sec. If the target is being burnt by afterburn but has double armour activated, then it would be 150/sec. 

The afterburn in the game is locked at 300/sec. If you use Double damage and shoot someone with Firebird, it would only deal 300 damage of afterburn per second, not 600. Afterburn damage does not double when used with double damage. Afterburn does, however, decrease by half when using double armour, as seen with the Titan Smoky getting 150 damage but the Viking Shaft getting 300. 

 

You may not like that the temperature at which it ignites the target if all pellets hit the target is at, but if you consecutively hit the target with the rest of your clip, the afterburn damage adds up. So by the end of your clip, the target would have suffered 4-5 ticks of afterburn damage. 

 

I hope that answered your questions. :)

Oh yes, thank you very much TheCongoSpider, your detailed explanation made me understand much better how this works, although I do not know if this change to the alteration convinces me since it takes away too much damage but at least now I know of overheating in Tanki XD

 

Thank you!

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You guys need to quit messing around with the turrets!!! One time the railgun was a beast, then you castrated it but made it fire faster, then you produced an alt (large Caliber rounds) which we had to pay for in precious crystals to put it back to where it was at first. Then you made Isida op then nerfed it and who knows what now and the story goes on and on. Leave well enough alone! :angry:

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Team mates self damage should receive experience points when Isida healers heal their team mates. For example, when Isida healers heal Vulcan players suffering overheating self damage. At least, the Isida players who are equipped with the nanobot alteration for healing team mates in team battles must earn experience points when their heal team mates that suffer from self damage.

 

By healing team mates that suffers self damage or overheating does not cause any power levelling in Tanki Online. I remember playing Tanki Online in the last 3 years, so healing team mates with Isida as I used to do all the time back in the past does not affect the game or power levelling at all.

 

Remember when I was playing all the time with Isida and Mammoth combo? Well then, back in those days before I was in the Legend ranks, i use to attack enemies and heal team mates with Isida and Mammoth combo. Now I mostly use random turrets and hulls, so I do not always heal players. For other players, also the use of Isida and Mammoth is not that common any more.

 

For the benefit of Isida players, please can you return the ability for Isida players to earn experience points for team mates that suffer self damage. Self damage experience points should be given only to Isida players who have purchased and equipped the nanobots alteration for Isida.

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Higher DPS than isida, easier to aim, can damage multiple enemies and possibly has more ammunition while attacking :rolleyes:

Corrosive Freeze has no special ability. Freeze has freezing, Fire has afterburn and Isida has healing. Corrosive Freeze needs a compensation.

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Corrosive Freeze has no special ability. Freeze has freezing, Fire has afterburn and Isida has healing. Corrosive Freeze needs a compensation.

Slight damage like afterburn to a lesser extent, but non-repairable.

Edited by Benefactor

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I don't care about turret "balance" since I have every turret.

 

What is annoying is when the alterations are changed. Players constantly being cheated out of their hard earnt purchases.

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Corrosive Freeze has no special ability. Freeze has freezing, Fire has afterburn and Isida has healing. Corrosive Freeze needs a compensation.

IF C. Freeze can damage multiple targets then it should NOT have same damage as isida.

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