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Episode 292 of the V-LOG is live!


Marcus
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46 minutes ago, wolverine848 said:

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...

I was about to agree with him, but thank you for correcting the misleading info he gave. For sure it's unreasonable for a freezing to last just a 0.5s then suddenly disappear.

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39 minutes ago, ThirdOnion said:

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 . . .

WIKI - "Freeze duration : 0.5s"

So that would basically be time it takes to get to max cold temp.  Then tank slowly thaws - and I guess it's around 4 seconds later and it's moving regularly?

In any event the augment would not be as ineffective as claimed.

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I'm rather flabbergasted by the latest vlog. It seems the main takeaway i got from the video is

1) The trigger for doing this is the revelation that SOME railgun augments are too weak and railgun has no alternative fire mode with Status effects. You can't add new things without changing player habits. Then there is this prediction that thunder and twins will also encounter this same problem in the future.

Response=> Our player habits changed when MM and Augments were added. What are you saying?

2) Then the revelation that they now need a NEW system to balance the augments and propose 2 possible solutions to fix this:

a) Remove the spread damage done for all turrets because the damage done is unpredictable.

b) Add critical damage for all turrets that do spread damage as a REPLACEMENT (SHOCKED) ie. i guess Thunder, Gauss, Magnum, Hammer will be affected

This is a MAJOR shift in the game that is about to happen with Matchmaking introduced before as a historical major change. 

"Having a spread damage for some turrets makes the game interesting - and it is also more realistic. If you make all turrets function the same way ie. critical damage, while it is easier for you to predict the damage, it also makes it easy for the players to also predict the damage - that makes it a VERY boring game in the future. Please seriously RECONSIDER."

Edited by brainhoo
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Just now, brainhoo said:

I'm rather flabbergasted by the latest vlog. It seems the main takeaway i got from the video is

1) The trigger for doing this is the revelation that SOME railgun augments are too weak and railgun has no alternative fire mode with Status effects. You can't add new things without changing player habits. Then there is this prediction that thunder and twins will also encounter this same problem in the future.

Response=> Our player habits changed when MM and Augments were added. What are you saying?

2) Then the revelation that they now need a NEW system to balance the augments and propose 2 possible solutions to fix this:

a) Remove the spread damage done for all turrets because the damage done is unpredictable.

b) Add critical damage for all turrets that do spread damage as a REPLACEMENT (SHOCKED) ie. i guess Thunder, Gauss, Magnum, Hammer will be affected

This is MAJOR shift in the game that is about to happen with Matchmaking introduced before as a historical major change. 

"Having a spread damage for some turrets makes the game interesting - and it is also more realistic. If you make all turrets function the same way ie. critical damage, while it is easier for you to predict the damage, it also makes it easy for the players to also predict the damage - that makes it a VERY boring game in the future. Please seriously RECONSIDER."

I completely agree.

Also, having ALL the turrets have a "critical effect" is bad, because it takes away what makes Smoky unique. Smoky is the only turret that can do critical damage.

If every turret can do it too, than why would we even want to buy Smoky? Gauss, Thunder, Magnum, and Railgun all seem like better choices.

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I have managed to guess and answer correctly the question of the week from last week's V-Log 291.

V-Log-292-Question-of-the-week.png

Cool.

I am so glad that this V-Log 292 says that the Tanki Online team is working hard to make the game better. To make the game better we need all HD skins released for all turrets and hulls. We also need all the XT skins updated with ultra HD graphics just like the HD skins. We also need brand newly created maps.

Railgun and its augments are fine. I got shot by a few players with the stun immunity augment for Railgun and the damage is normal. There is no such thing as a too overpowered Railgun. That nonsense. Railgun and augments have proper damage levels and reload timing. Keep Railgun and its augments with the current level of damage. There is no need for change because the damage level for Railgun and its augments are fine.

By the way, new augments will be released in the future when new HD skins are released.

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3 minutes ago, RIDDLER_8 said:

I have managed to guess and answer correctly the question of the week from last week's V-Log 291.

V-Log-292-Question-of-the-week.png

Cool.

I am so glad that this V-Log 292 says that the Tanki Online team is working hard to make the game better. To make the game better we need all HD skins released for all turrets and hulls. We also need all the XT skins updated with ultra HD graphics just like the HD skins. We also need brand newly created maps.

Railgun and its augments are fine. I got shot by a few players with the stun immunity augment for Railgun and the damage is normal. There is no such thing as a too overpowered Railgun. That nonsense. Railgun and augments have proper damage levels and reload timing. Keep Railgun and its augments with the current level of damage. There is no need for change because the damage level for Railgun and its augments are fine.

By the way, new augments will be released in the future when new HD skins are released.

Congrats man:wink:

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55 minutes ago, wolverine848 said:

WIKI - "Freeze duration : 0.5s"

So that would basically be time it takes to get to max cold temp.  Then tank slowly thaws - and I guess it's around 4 seconds later and it's moving regularly?

In my understanding this is the duration that the tank is at -100% temperature. After that it takes four seconds to completely thaw. So in total that would be 4.5 seconds of being frozen to some capacity.

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33 minutes ago, Tanker-Arthur said:

Also, having ALL the turrets have a "critical effect" is bad, because it takes away what makes Smoky unique. Smoky is the only turret that can do critical damage.

If every turret can do it too, than why would we even want to buy Smoky? Gauss, Thunder, Magnum, and Railgun all seem like better choices.

You could similarly argue that turrets with a large damage spread such as Railgun take away from what makes Smoky unique because they too have a chance of dealing higher damage than average. Smoky is still differentiated by its rate of fire and sustained damage output.

 

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8 hours ago, chinufire1 said:

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

The change is to make the augment wirh special effect work on all turrets with shooting ability and with only one shooting mode.

With the critical mechanics the effect would not be happening with every shot but randomly/in cycle (every x shots).

This to make more augment and mo' money...

Edited by Tokamak

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I didn't watch the video.

I think Special MM battles should come with a special mission and should have a forum topic explaining the details.

Next Special MM should be:

  • Mammoth
  • Isida
  • 1 Dictator with Twins per Team
  • Capture The Flag
  • Stadium
  • 9 against 9
  • No Groups
Edited by lssimo

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dfcuWlO.png

Above of that Freezing duration is something ambiguous, as we don't know is the freezing effect will last 0.5s or 4.5s.  They said "A variant of LCR" !! really? how is this LCR if it doesn't have +40% damage and +50% reload time?

To be honest the Freezing duration if it was literally 0.5s and the freezing will gone, it isn't a vague info and they're right 100%. But as we know it isn't 0.5s and this is like their stupid info in the Wiki, I blame them because it seems it's not 0.5s. Except if it was a true

By the way, as we see it's Stock Railgun with Freezing effect. If it was a really stock Railgun with a full freezing 4s with every shot, it's definitely OP. As Stock Railgun is really fast.

By the way there are four possibilities, and I'm weighting the correct possibility is LCR + 4/4.5 seconds of Freezing.

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Critical damage in more turrets sounds interesting, and yes it will solve problem of OP Railgun augments in some way, but can't it be done in way easier way? Railgun's Hyperscape rounds increase damage each time shot penetrate tank, so EMP, AP, Stun, Cryo and Incendiary rounds would apply status effects only if shot penetrate other tank (teammate for example) before actual target. The same can be done to thunder, hugely decrease splash damage range (only for these augments), and make only splash damage apply status effects (it would be a bit similar to Ricochet AP). These two solutions would be way easier to implement than adding whole new mechanic just because 2-3 turrets.

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9 hours ago, Mr.Designer said:

Critical damage in more turrets sounds interesting, and yes it will solve problem of OP Railgun augments in some way, but can't it be done in way easier way?

It would make sense if Railgun's status effect augments inflicted status effects on penetration only. But the goal of the developers is not to balance Railgun's augments. Their goal is to add status effect augments to more turrets, and critical hits are the mechanism by which they intend to accomplish that.

Edited by ThirdOnion
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I think there should be Alterations again, meaning equally powerful as Stock equipment.

Then there could be a set of Alterations based in the Critical concept, for example: Critical Damage (/Heal - Isida), Critical Freeze, Critically Disarming. and so on.

That way other Alterations are not affected.

And how about using the word Lucky for Critical shots? Lucky Frozen Shots for example. Because after all shots are not critical, they just don't care what you wear, eat or say.

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I'll be testing the mechanics of Cryo Rounds after the server restart, should have a clear answer for y'all soon!

Edited by kydapoot
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https://en.tankiwiki.com/Augments#Augments_for_Railgun

I tested Cryo Rounds and updated the parameters section of the info box to more accurately reflect what happens. What was on the wiki previously were the numbers provided with the update, but as a few people pointed out, they were inaccurate/contradictory, so I replaced them with the numbers I actually observed in a battle.

 

Unfortunately, the description in the info box comes from the garage description, so I can't really change that. I added this note to it, though:

Quote

*Unlike LCR, this augment does not decrease reload or increase damage.

 

Thanks for bringing this up, and feel free to let me know if you have further questions or clarifications.?

 

Edit: I also made sure the information about freezing mechanics was consistent between the Augments, Temperature, and Freezing pages. ?

Edited by kydapoot
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45 minutes ago, kydapoot said:

https://en.tankiwiki.com/Augments#Augments_for_Railgun

I tested Cryo Rounds and updated the parameters section of the info box to more accurately reflect what happens. What was on the wiki previously were the numbers provided with the update, but as a few people pointed out, they were inaccurate/contradictory, so I replaced them with the numbers I actually observed in a battle.

 

Unfortunately, the description in the info box comes from the garage description, so I can't really change that. I added this note to it, though:

 

Thanks for bringing this up, and feel free to let me know if you have further questions or clarifications.?

 

Edit: I also made sure the information about freezing mechanics was consistent between the Augments, Temperature, and Freezing pages. ?

This augment does not decrease reload? 

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1 minute ago, numericable said:

This augment does not decrease reload? 

Correct...sort of. "Reload" in this case refers to the specific reload parameter: the time from when the shot is fired to when you can hit the spacebar again and start charging a new shot.

Because it's railgun we're talking about, though, there's an additional delay where the gun warms up (after hitting the spacebar) before the shot is released, and Cryo rounds does make that warmup longer.

 

So, the net result is an augment that fires shots just little bit less frequently than regular railgun, since they take a fraction of a second longer to fire after the reload is finished. Certainly feels a lot more like stock rail than LCR.

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4 minutes ago, kydapoot said:

Correct...sort of. "Reload" in this case refers to the specific reload parameter: the time from when the shot is fired to when you can hit the spacebar again and start charging a new shot.

Because it's railgun we're talking about, though, there's an additional delay where the gun warms up (after hitting the spacebar) before the shot is released, and Cryo rounds does make that warmup longer.

 

So, the net result is an augment that fires shots just little bit less frequently than regular railgun, since they take a fraction of a second longer to fire after the reload is finished. Certainly feels a lot more like stock rail than LCR.

I understand what you meant but you said "unlike LCR, this augment does not decrease reload" that suppose that LCR decrease reload while it does not, it actually increase reloading time by 40%, right?

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1 hour ago, numericable said:

I understand what you meant but you said "unlike LCR, this augment does not decrease reload" that suppose that LCR decrease reload while it does not, it actually increase reloading time by 40%, right?

You're right, that wording is unclear - LCR decreases reload speed, which is the same as increasing reload time. I'll reword the wiki page to make more sense:

Quote

*Unlike LCR, this augment does not make reload longer or increase damage.

 

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2 hours ago, kydapoot said:

You're right, that wording is unclear - LCR decreases reload speed, which is the same as increasing reload time. I'll reword the wiki page to make more sense:

 

Thanks for clearing thing, big up to you!

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