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Critical damage


Marcus
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I just hope that Tanki won´t lose any  players after this update......I use smoky a lot and  when every other turrets instead of smoky get boosted I will be pretty disappointed. I gues I will have to use different turret to cope with other players  : /

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Just now, Tokamak said:

Mine: 99% chance 1500 HPD and 1% chance to deal 9999 HPD ? ?. Nani? same as Wasp N2-bomb!

 

It's actually a HUGE nerf to the mine.

Cause 99% of the time, if your opponent has a medium hull upgraded to Mk1 1/10, they will survive the mine, provided they are already at full health.

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6 minutes ago, Tokamak said:

Main driver for this % critical damages it to sale a new protection module and more Augment.

But more likely when damage start to be all the same, then there is new opportunity to introduce new mechanics that can be also sold for €. I am thinking about armour plate on the tank hull that will have increased armor and other that have less armor (e.g. side and back), this of course would beneficiate those who can pay and not wait. Seems like new mechanics innovation is now purely to sustain a stained cash flow regardless of the gameplay: it creates a temporary advantage for a certain amount of time until the introduction of a new powerful mechanics that render everything else obsolete. :rolleyes:

A protection module that can only be accessed by Ultra Containers, says the update. Another item that can only be used by buyers, and used by those very few lucky individuals who did all that extra effort to get 7 Ultra Containers for this week's event(Easter and/or April Fools). Though, not a lot of non-buyers are going to have this item because no one is going to want to play Tanki after the Server Update in 9 hours. So, Tanki won't gain much from doing this.

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7 minutes ago, Bydo said:

for me I'm going to wait and see how it will work. right now my issue is Mammy and it's zapper thing is OP. it wont even freeze when you use Hornets OD.

the only thing I'm pleased with this new changes are that they did not touch Ricochet ( for now).

They are technically touching every turret.

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1 minute ago, SporkZilla said:

How will critical damage (assuming it's not a joke) work with Assault Rounds?

It won't. Might wanna put Assault Rounds with the useless Augment List.

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4 minutes ago, lnnocent said:

I just hope that Tanki won´t lose any  players after this update......I use smoky a lot and  when every other turrets instead of smoky get boosted I will be pretty disappointed. I gues I will have to use different turret to cope with other players  : /

Let's hope. :(

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2 minutes ago, Tanker-Arthur said:

It's actually a HUGE nerf to the mine.

Cause 99% of the time, if your opponent has a medium hull upgraded to Mk1 1/10, they will survive the mine, provided they are already at full health.

It is not a huge nerf, because when the damages is high is it statically more likely to be too much as you could have killed the tank with far less HPD.

The 9999 HPD 1% is just a ridiculous mechanics. When it happens 1 in out of 100 times it is basically a pointless mechanics, you cannot utilise it.

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2 minutes ago, Boef said:

i have ap immunty i dont care about this update

 

As I understand it, AP Immunity won't protect against critical damage any more than it protects against regular damage - only the special module can give you bonus critical protection.

AP Immnunity is still quite helpful though, especially with how common AP Magnum and Freeze are

Edited by kydapoot

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Railgun:

  • Default damage now ranges from 450 (Mk1) to 900 (Mk7+);

  • Added critical damage: 800 (Mk1) up to 1600 (Mk7+) with a fixed 50% chance; ? ? :ph34r:

 

tenor.gif

Edited by Tokamak

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1 hour ago, 2shots2kills said:

Do I really need to? "OMG CRITICAL DAMAGE 9000?!?!?? " it's enough.

 

By the way, as I already said, those were clearly placeholder stats.

Someone wanting to create a serious and informative video would have waited for today's Update, reading the patch notes and analyzing the situation. 

 

But we all know that fishing for views is easy, and after 10 years this has become nothing more then a mobile game for children, so I can't blame that content creator too much.

Mate have a look at the video. Don't talk in air. The video legit has 17k damage too, so maybe sit down and stop saying " Clickbait". Not every content creator is a follower of clickbait

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4 minutes ago, At_Shin said:

Smoky has indeed lost it's unique critical shot factor with this update however, you should remember that now enemy smoky modules would not be able to defend against your critical shots (they would need the new module for that ?). Thus, now you would be able to deal more damage to enemies having the smoky module.

Kinda reminds me of this other scenario that happened.

"Firebird's burn damage deals 300 damage per second and the damage won't decay, we also decided to give the burn damage to other turrets to as Alterations,, buuuuuut, good news is we've added Fire Immunity, so that you can not get incinerated by this op amount of burn damage."

It's not exactly what happened, but it basically sums up what's happening here.

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5 minutes ago, At_Shin said:

What do you think would happen when we use this mechanism with drones such as miner and saboteur? 1% suddenly doesn't sound so pointless.

Still pointless... nobody lays 100 mines in one battle and if he does not all of them are triggered.  If a light hulls come in it's like using a TNT baton to blew up a mail boxe. At least a tnt baton would have some visual effect, I am pretty sure this will looks like a wet firecracker.

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Are we to assume Spectrum modules have crit resistance built in? Use 25% spectrum with maxed defender, and you have a 50% spectrum.

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12 minutes ago, Demonic.King said:

Mate have a look at the video. Don't talk in air. The video legit has 17k damage too, so maybe sit down and stop saying " Clickbait". Not every content creator is a follower of clickbait

1 hour ago, 2shots2kills said:

By the way, as I already said, those were clearly placeholder stats.

Someone wanting to create a serious and informative video would have waited for today's Update, reading the patch notes and analyzing the situation. 

Spoiler

Man, reading is hard. Maybe I should have started my post with something like "YO MUST READ POST 2000 IQ?!?!"

 

I'll stop with the OT now, this is a place to discuss the mess Update, not videos done on the Test server. 

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i try this new update  out on the test server 

and it's a crappy update i used freeze on the test server and that critical damage does less damage than the turret's current damage. what is this for nonsense

 

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Just now, Boef said:

i try this new update  out on the test server 

and it's a crappy update i used freeze on the test server and that critical damage does less damage than the turret's current damage. what is this for nonsense

 

Oh, the test server isn't 100% yet. Currently, all the critical damages deal the same damage as the normal damage, excluding Smoky.

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3 hours ago, asem.harbi said:

For the ones who assumes it's April's fool, no I don't think that because it's a comprehensively update and they talked about it from a while.. A big article and a whole patch notes updates. Which is too far from being an April's fools.

But if if it was an April's fool, I'm strongly criticizing Tanki for wasting their resources and time in such a meaningless April's fool. Which if they have sock away that amount of resources/money into nerfing an OP turret, will be a way better than an April's joke.

I wonder from how developers become more courageous nowadays without any thinking for every update making it only available from UCs, which means directly for buyers.   The only reason restrict me from leaving nowadays is just the forum, which if I miss my entertainment and fun from the forum I will simply leave the game and give a rest for my head from the bad updates.

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7 minutes ago, asem.harbi said:

I wonder from how developers become more courageous nowadays without any thinking for every update making it only available from UCs, which means directly for buyers.   The only reason restrict me from leaving nowadays is just the forum, which if I miss my entertainment and fun from the forum I will simply leave the game and give a rest for my head from the bad updates.

Well putting every new item in UCs is for the 0.1% who buy 100 ultra conts like every 2 weeks or once a month...while people who spend less ( like when u only buy premium and BP - like me ) is put in the same group as everyone else. 

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@TheRealHZFJ 

I think we need to talk about gamblers and buyers instead of just buyers now

During the last three years and over 1500 hours spread across four accounts, I have spent some money on TK. But it's less than 5 cents per hour played.

I can't afford to gamble by buying UCs, and I won't.

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2 hours ago, At_Shin said:

On one hand you can have augments for turrets such as thunder, freeze, other melee turrets and turrets such as Vulcan which help you apply various status effects to your enemies with every shot. However, now we have an alternative - you won't be able to apply status effects with each shot anymore. With this critical damage parameter, we can have augments which simply replace the "default critical shot" with the "status effect shot". Now, I can not be a 100% sure here (because the developers are still considering how to develop this update further) however, I believe that the status-effect augments would be almost identical to the main turret except for the fact that they deal a status effect upon the target rather than dealing the critical damage. This is why I believe it would be good for the game - to use your status effect augment you would need to forgo the critical damage. (Once, again - disclaimer - we cannot be sure this is how it's going to play out - but hopefully it does).

The entire idea is bad.

Any turret will be freezing you, or burning you or stunning you or removing all your supplies.  Tanks will be dying way, way more often than they used to because it's impossible to protect yourself against all those effects.  Re-spawning more often is NOT good for the game.

Then there's "critical modules" - which for the most part will be in buyers hands.  ANOTHER P2W layer.

This all assuming it's not an April Fools joke like the tandem JUG was last year...

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I had a lot of ideas for augments when I was younger but I will give you some suggestion's:

1) Power-shot Magnum: has double the splash radius and does normal damage however if the shot kills 2 enemies you get an instant reload. 

2) Lucky-clover Smoky: getting three consecutive shots in a row on the same tank will freeze the tank completely for 2 seconds and will guarantee a critical shot on the next hit.

3)  Hard-shot Hammer: Significantly increases the impact of the shot on other tanks (at least twice the knock-back) while only mildly increasing kick for the actual shooter. (that way skilled wasp/hornet + hammer tankers won't flip themselves every time they shoot) additionally, if you successfully shoot an upside down/ flipped tank its a guarenteed kill.  In other words if you flip them then shooting them again will kill them. (please make this alteration hammer players like me miss the old skill and glory days when you could knock you're opponents from hitting you and go on domination killing sprees)

4) Ghost-shot Railgun: okay, I will admit this one is hard to make but would be so cool, essentially whenever you kill an enemy tank the following shot is not affected by walls and other obstacles. Meaning it will pass right through walls with one drawback: the normal delay before the shot is doubled and the special glow that railgun emitts before the shot would be far brighter alerting enemy tanks that this one is unstoppable.

If you are interested in more ideas/ concepts let me know I'd be happy to come up with more if I know that Im not wasting my time here. Thanks

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