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Episode 292 of the V-LOG is live!


Marcus
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In today’s episode, we will be talking about critical damage. We’ll also be changing the prices in the Shop and telling you about the eSports playoffs.

 

 

 

 

Made with ❤️ by Tanki and 

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❤️

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well it looks like Penguins will be winning again lol

when will the shop purchasing get fixed. been close to two months and I still can't purchase anything on it..

over all enjoy your holidays staff .

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"Railgun shots can only a apply a weak status effect" - Shows a clip where a Hopper gets oneshotted by a Incendiary Rounds Railgun without Double Damage.

"Some new Railgun Augments are too weak" - Yes, LCR Railgun with 2 seconds of stun or EMP Railgun disabling supplies for 6 seconds are totally trash. 

Incendiary Rounds and Cryo Rounds are also completely useless, I am sure.

 

By the way, I can't wait to receive a critical damage shot from a LCR Railgun with Booster Drone. 

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Railgun's Cryo augment is extremely weak while EMP Railgun is too strong. Nice to see that something will finally be done about it. I hope this also happens to EMP Gauss. Hopefully though Thunder doesn't get nerfed as a result of the addition of this critical damage.

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I don't think Cryo Augment is extremely weak, as you will be frozen directly with every shot. If you haven't faced Cryo Augment for Railgun enough times, you probably have faced some smokies with the Cryo Augment. And you know how it freezes you in your place directly, and maybe worse than the Stun.

Edited by asem.harbi
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12 minutes ago, asem.harbi said:

I don't think Cryo Augment is extremely weak, as you will be frozen directly with every shot. If you haven't faced Cryo Augment for Railgun enough times, you probably have faced some smokies with the Cryo Augment. And you know how it freezes you in your place directly, and maybe worse than the Stun.

You are frozen for 0.5 seconds, and the damage is unchanged. It's laughable.

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You guys already made the turrets have the same range based on their class....


You guys are planning on giving every turret the same status effects for Alterations......

 

Smoky and Vulcan has a ricocheting ability like Ricochet....

 

And now most turrets will get a critical damage mechanic.....

 

 

I'm not a big fan that the individual turrets are slowly turning into literal Alterations of one another. They're gradually losing their "uniqueness". Please stop, because I don't want all turrets to do splash damage, all turrets to fire piercing projectiles, all turrets to have homing projectiles, etc. The critical damage mechanic should be new Alterations for only a few of the turrets.

 

There seemed to be nothing wrong with the current damage spread. Like literally no one complained about it. The only reason why people complained was because of Railgun's stupidly overpowered status effects Augments. You guys should only change the augments, not every turret just because of this.

Edited by Tanker-Arthur
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Just now, asem.harbi said:

I don't think Cryo Augment is extremely weak, as you will be frozen directly with every shot. If you haven't faced Cryo Augment for Railgun enough times, you probably have faced some smokies with the Cryo Augment. And you know how it freezes you in your place directly, and maybe worse than the Stun.

Also, I love Cryo Rounds because it's relatively balanced with Default Railgun, and thus someone who can't afford buying 500 Ultra Containers will still have a decent chance with their normal Railgun against Cryo Round Railgunners.

Edited by Tanker-Arthur
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2 minutes ago, The_Pakistani said:

Why treating all turrets same way? Whats the point if all turrets have same augments n mechanics? ? I'm ?

Not all. Only those, who doesn't special mode/ conditions (BTW Railgun's is penetration, so IDK...)

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By looking at the YT comments it looks like no one likes the Status Effect Augments. Also, everyone seems to agree to keep the damage spread as it is now.

 

Also, whenever I go read some comments on old videos or comparisons, everyone misses the old game and the old mechanics. I am curious to see who actually likes the changes you Devs keep implementing in the game. Maybe in Russia things are so much different? Still, player numbers don't lie...

 

I just don't understand how it is possible to NOT find a way to monetize the game without ruining it with each update you release. 

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2 hours ago, 2shots2kills said:

By looking at the YT comments it looks like no one likes the Status Effect Augments.

By looking at the YT comment it looks like they're too far from our discussions and their cares are all in Old Madness map and why Hoppers steals the golds (not the flags?‍♂️).

Edited by asem.harbi
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22 minutes ago, asem.harbi said:

By looking at the YT comment it looks like they're too far from our discussions and their cares are all in Old Madness map and why Hoppers steals the golds (not the flags?‍♂️).

Yeah you have to look for the sensible comments. Here in the forum we have our share of silly discussions as well. 

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I do not understand it, will all weapons get a critical damage because some new augments of Railgun are "weak"? Why not changing these augments instead of spoiling the whole game?

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I knew this would happen when the developers chose to use the word "critical damage" for the new damage system. I would have preferred "discrete" damage. Everyone sees the word "critical" and thinks "every turret will become like Smoky!"

Currently, most turrets have a continuous damage spread. For example Railgun Mk7+ can do anywhere between 800-1600 damage. One shot might deal 932 damage, another 1451, and another 1023. Even though most shots tend to deal close to average damage, it's still difficult to keep track of how much total damage you have done, and it's difficult to predict how much damage the next shot is going to do because the damage values are different every time.

With the new damage system, turrets will have only two possible damage values - standard damage, and "critical" damage. So Railgun Mk7+ might do 1000 standard damage and 1500 "critical" damage. There will no longer be a continuous damage spread. Damage will become more predictable, and you will be able to more reliably keep track of how much damage you've done to a tank and approximately how many more shots you need to destroy it.

"Critical" damage does not necessarily indicate a significant damage increase like with Smoky. As Hazel said in the v-log, damage per minute will not change. Standard and "critical" damage values will still be within the damage spreads that turrets have now.

I personally see this as a positive change. Status effect augments will not inflict status effects every shot (like those of Railgun do now), but only every critical shot. Continuous damage spreads are unpredictable and unnecessary. Of course, status effect augments should be removed entirely, but clearly that's not going to happen. I predict that every single turret will get at least one status effect augment and that hull immunities will basically become the new protection modules.

Edited by ThirdOnion
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Two things I wanted to ask/say:

  • The developers said they are going to replace status effects with Critical Damage to all turrets, right?! That would be cool!
  • What were the developers referring to in the end of the V-Log?
    • (I did CC to see the English, but I'm not quite sure what they were talking about with designing Turrets, ...)

What do you guys think?

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30 minutes ago, chinufire1 said:

@thunderhunter123 Would that render current augments useless if that does go ahead?

We don't know the full details of whether they will be making changes in switching to critical damage.

We could get more details in the future, and maybe get some kind of compensation for buying all the current status effect Augments, etc.

For now, let's just enjoy what we have, and wait to see what happens.

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39 minutes ago, thunderhunter123 said:

The developers said they are going to replace status effects with Critical Damage to all turrets, right?! That would be cool!

Status effect augments will inflict status effects whenever a critical hit is scored. I predict that status effect augments may reduce either critical chance or critical damage to compensate for the effects that they inflict.

Edited by ThirdOnion
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13 hours ago, LOLKILLERTOTHEDEATH said:

You are frozen for 0.5 seconds, and the damage is unchanged. It's laughable.

How long does it take for temperature to get back to normal though?

Just because the complete freeze only lasts 0.5 sec does not mean the tank is only disabled for 0.5 sec...

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17 minutes ago, wolverine848 said:

How long does it take for temperature to get back to normal though?

Four seconds. Not sure where the 0.5 seconds number is coming from. Haven't tried it myself, but theoretically the effect of Railgun and Smoky's Cryo Rounds should be the same. And the duration of the freezing effect inflicted by Smoky's Cryo Rounds is much longer than 0.5 seconds . . .

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