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Critical damage


Marcus
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2 minutes ago, Towns said:

If this update is an actual thing, then all battles will be like Siege, maniacal. 

 

I hope this is an April Fools joke lol. If not I'm going to be playing Minecraft and League of Legends instead. 

same

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11 hours ago, BIG_roberth14 said:

Augments: Supercumulative rounds, Incendiary rounds, Cryo rounds, EMP Rounds, and Paralyzing Rounds apply status effects only on critical damage shots.

-the latter is in the update notes 

The name of Gauss's EMP augment is Electromagnetic salvo.  EMP Rounds is for Railgun and Smoky.

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How long does the Supercharge from Dictator's OD last?  If it lasts for the whole 30 seconds like the other supplies, who would be so stupid to use Viking and its 7-second OD which can't ignore DA and protections? ?

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Omg they actually added the update!

Edited by At_Shin
Please refrain from using all capital letters. Yes, it wasn't a joke.
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I don't understand why this "critical damage" mechanic has been extended to every turret. Why not just give alts like the EMP salvo or the railgun stun shots a random chance of applying their status effects and leave everything else be? I feel like this "let's just give it to everything" approach that has been taken on some of these recent updates has just made things needlessly convoluted. The simplest solution is always the best, Tanki. 

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I am trying all the turrets one by one and I have noticed that Freeze has too little critical damage. That is, Freeze has almost no critical damage. Please make the critical damage for Freeze more frequent.

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48 minutes ago, TWICE said:

who would be so stupid to use Viking and its 7-second OD which can't ignore DA and protections?

"However, supplies and drones will affect critical damage."

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19 minutes ago, yellowghetto said:

-10/10

 

Trash update. Best time to quit this game.

I usually explain my ratings.

Nothing good came from this update, so it 0/10 + 0 = 0/10

Now, what is bad? Everything.

 

Tanki's gacha mechanics has made its way into Battles. I give this update a perfect 10/10 on the negative side.

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I just finished playing a matchmaking battle using Hammer during the whole duration of the battle and this turret has no critical damage. This may be a bug, but however, please add critical damage to Hammer.

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4 minutes ago, RIDDLER_8 said:

I just finished playing a matchmaking battle using Hammer during the whole duration of the battle and this turret has no critical damage. This may be a bug, but however, please add critical damage to Hammer.

Guys don't worry this update is the april fool jokes, dont take it seriously.

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10 minutes ago, numericable said:

Guys don't worry this update is the april fool jokes, dont take it seriously.

its not gauss does give critical damage and if it is they can legally get sued because people might buy ultra conts for the module

 

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13 minutes ago, numericable said:

Guys don't worry this update is the april fool jokes, dont take it seriously.

 even if its a april fool joke, I dont have patience to play xpbp with critical damage for 1 or more days...

Edited by DenizZ
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4 minutes ago, NuclearPakistanii said:

if ur talking about xp bp in pro battles i dont think the critical damage counts

i just tested it, it counts and people are getting killed sometimes by 2 shots and sometimes by 3

Edited by DenizZ

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34 minutes ago, RIDDLER_8 said:

I just finished playing a matchmaking battle using Hammer during the whole duration of the battle and this turret has no critical damage.

23 minutes ago, RIDDLER_8 said:

There's no critical damage for Ricochet. Please add it too.

You simply may not have noticed it, since critical damage for Hammer and Ricochet is the same as normal damage; the difference is that it ignores protection modules.

1 hour ago, ERADICATIONNATION said:

I don't understand why this "critical damage" mechanic has been extended to every turret. Why not just give alts like the EMP salvo or the railgun stun shots a random chance of applying their status effects and leave everything else be? I feel like this "let's just give it to everything" approach that has been taken on some of these recent updates has just made things needlessly convoluted. The simplest solution is always the best, Tanki. 

  • The developers want to add status effect augments for more turrets - not just change EMP Salvo or Railgun augments.
  • Critical damage is a way of addressing the protection module problem (multiple 50% protection modules effectively make a turret useless) - each turret now has a chance to ignore protection modules on a given shot.
  • I suppose this is a matter of personal opinion, but I believe that discrete damage is clearer and more predictable than continuous damage spreads. Critical damage is a way of retaining some of the variability of damage spreads without abandoning the discrete damage mechanic.

 

Edited by ThirdOnion
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