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Marcus
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21 minutes ago, asem.harbi said:

Oh noo, they told us about it and we all knew about that and this was my comment about the nerf ?

pf6f9zA.png

By the way it's not a good thing to nerf/buff a turret without telling us(thought they told us but you aren't a good reader for news), but about EMP Gauss I'm really happy and satisfied if they even removed it completely behind our back.

Where did they mention the removal of EMP radius in this update?   The 14m is still mentioned on wiki (https://en.tankiwiki.com/Augments#Augments_for_Gauss).  And the change is neither stated in this post or the patch notes.

 

 

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Smoky supercannon now feels like tbh... I feel like I don't want to play anymore.

Edited by At_Shin
Please refrain from using profanity. Use smoky cryo rounds instead. Got it?

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From what I can tell, this update isn't really that bad (and if I'm wrong, feel free to correct me), but:

Broken augments such as EMP Railgun/Salvo and Stun Railgun have been nerfed significantly (in the case of Railgun only critical hits will result in enemies getting EMP'ed or stunned. With EMP salvo only 1 turret gets EMP'd. This is AWESOME because now, these OP augments can still be made, and they don't break the game (much like how smoky's EMP is not game breaking)

Yes, there is a new critical hit update and you can only protect yourself with the module which I admit is EXTREMELY expensive, but this actually does help out non buyers too. The reason being that buyers (or well off F2Ps) could previously use defender and 50% and they'd be damn near invincible. Now, with critical hits the 50% protection is ignored. Obviously, they don't ignore defender and rightfully so, because then that'd mean that you can do just as well as someone who uses defender, without defender, which doesn't make sense. What's more is that because of these critical hits, you won't get Firebird EMP or something like that which inflicts critical hits constantly (which would be a nightmare). Additionally, turrets such as Thunder which face overprotection a lot of times are now better off because you can occasionally just ignore the protection. Frankly, at the rate and damage critical hits happen right now, this is not broken or biased towards buyers. I think it goes without saying, that most regular people will not be able to afford or obtain the critical hit protection, which is great. I know for a fact that I would need a long time to get it myself. It costs over 4,000,000 crystals to upgrade to mk8 to make the most of it, and even then it isn't a 100% protection. All in all, this update has indeed fixed some of the major problems we had (and I know, everything isn't fixed, but at the very least it's a step in the right direction) and now, we can have EMP/stun augments for turrets which will definitely be powerful, but will not be broken as they were before, so buyers get an edge, but it's not so overwhelming that non-buyers can't do anything. Once again, I may have missed something, so if I have do let me know.

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Just now, asem.harbi said:

the nerf happened before 3 weeks not today

You are talking about nerfing the radius from 20m to 14m.  I am talking about the total removal of the splash (radius: 0m).

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The damage spread of some turrets was a feature that didn't really cause problems. Furthermore, even if it did, why not simply minimize it? Or make all turrets deal constant damage? With this update, it is actually harder to predict how many shots it will take to kill an enemy and XP/BP is completely ruined — 3shots occur 25% of the time. All this conflicts with the alleged reason behind these changes.

Remember the mass testing of gameplay changes, such as 2X tank hp or 16v16 battles? Why isn't this introduced as a test? What's all this mess for and why does it affect XP/BP? But, of course, updates that introduce some new expensive feature to be found in Uconts are always top priority.

Tanki Online, please remove critical damage from XP/BP battles. Even better — revert the game to what it was yesterday.

 

Edited by Picassoo
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12 minutes ago, TWICE said:

You are talking about nerfing the radius from 20m to 14m.  I am talking about the total removal of the splash (radius: 0m).

Ooh really !   Now I know what you mean

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29 minutes ago, Marcus said:

5294157.jpg

 

Well, not this time. Supercharge hasn't been released in this update as some fixes and improvements are still needed. Hope to see it in next updates

Hey Marcus is it really that EMP Gauss get its splash-emp removal ? ?

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7 minutes ago, asem.harbi said:

Ooh really !   Now I know what you mean

 

6 minutes ago, asem.harbi said:

Hey Marcus is it really that EMP Gauss get its splash-emp removal ? ?

Spy has already confirmed it.

 

 

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You guys should make a new turret that inflicts Supercharge on it's teammates.

Basically a more offensive version of Isida :)

 

 

I would've loved to see the Supercharge, as well as the Stunning effect, both first introduced to Tanki as special abilities of their respective turrets.

Edited by Tanker-Arthur

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20 hours ago, Marcus said:

There are a lot of ideas to create even more interesting mechanics for such augments, but we could not work on them before because of some problems. We had to make new Railgun augments weaker so it wasn't too difficult to play against them. Because of this, we decided we needed another solution: either introducing critical damage or reworking the damage distribution entirely. For the latter, the habits developed through years of playing with this turret would lose importance.

Read this carefully and you'll notice that it makes absolutely no sense

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Played a few hours today and the update isn’t that bad. However railgun needs looking into again as finding this OP. 
In other news opened 4 exotics today including the new paint which I find totally underwhelming, looks so much better in the preview icon than on the actual tank

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5 minutes ago, LONDON.ENGLAND said:

Played a few hours today and the update isn’t that bad. However railgun needs looking into again as finding this OP. 
In other news opened 4 exotics today including the new paint which I find totally underwhelming, looks so much better in the preview icon than on the actual tank

Which paint? 4 exotic, wow how many cont u opened?

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Now lastly Gauss EMP get its nerf, I haven't think that Tanki will did it one day. A -25% damage + Abortion of the grace 20m splash-radius, will make it have a really disadvantages. Now EMP users may think twice before equipping this Augment.  I think many of this Augment users see the nerf as a misjudging and oppressive, except the wise ones who use it while they know it's OP.    I'm a Hornet user, and haven't said one day the old OD isn't an OP. I don't see where is the problem to know that your strength is from your OP equipment.

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2 hours ago, The_Grayerz said:

 

I didnt spend my money for this ....i opened over 600 ult cont to get that augmwnt and now its useless??? thats bs

More fool you for acquiring OVER 600 naff ultras, which by the way are anything but ultra.

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1 hour ago, Tanker-Arthur said:

I don't see why the devs needed to mess up and rework the damage mechanics of allllll the other turrets just to "nerf" a few augments.


I mean, if it were up to me, I'd just do some simpler changes to nerf them, like this:

  • Reduce the base damage of Railgun's Incendiary Rounds.
    • The damage you lost would be compensated by the addition of a burning effect.
  • Remove the damage boost that Stun Rounds and EMP rounds gives you.
    • Stun rounds will increase reload by around 25%, not 50% to compensate.
    • Stun rounds will also stun for only 1 second.
    • EMP rounds will only have a 2 second duration, instead of the 6 seconds that is there now

 

And boom! Problem solved. No need to add in a bunch of random new critical mechanics. 
Not only does it make Smoky not special anymore, but it also messes up a bunch of other mechanics......like how Isida can easily heat Juggernauts now due to the massive critical health being healed. 

Simple answer.........................CASH.

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1 hour ago, LOLKILLERTOTHEDEATH said:

From what I can tell, this update isn't really that bad (and if I'm wrong, feel free to correct me), but:

Broken augments such as EMP Railgun/Salvo and Stun Railgun have been nerfed significantly (in the case of Railgun only critical hits will result in enemies getting EMP'ed or stunned. With EMP salvo only 1 turret gets EMP'd. This is AWESOME because now, these OP augments can still be made, and they don't break the game (much like how smoky's EMP is not game breaking)

Yes, there is a new critical hit update and you can only protect yourself with the module which I admit is EXTREMELY expensive, but this actually does help out non buyers too. The reason being that buyers (or well off F2Ps) could previously use defender and 50% and they'd be damn near invincible. Now, with critical hits the 50% protection is ignored. Obviously, they don't ignore defender and rightfully so, because then that'd mean that you can do just as well as someone who uses defender, without defender, which doesn't make sense. What's more is that because of these critical hits, you won't get Firebird EMP or something like that which inflicts critical hits constantly (which would be a nightmare). Additionally, turrets such as Thunder which face overprotection a lot of times are now better off because you can occasionally just ignore the protection. Frankly, at the rate and damage critical hits happen right now, this is not broken or biased towards buyers. I think it goes without saying, that most regular people will not be able to afford or obtain the critical hit protection, which is great. I know for a fact that I would need a long time to get it myself. It costs over 4,000,000 crystals to upgrade to mk8 to make the most of it, and even then it isn't a 100% protection. All in all, this update has indeed fixed some of the major problems we had (and I know, everything isn't fixed, but at the very least it's a step in the right direction) and now, we can have EMP/stun augments for turrets which will definitely be powerful, but will not be broken as they were before, so buyers get an edge, but it's not so overwhelming that non-buyers can't do anything. Once again, I may have missed something, so if I have do let me know.

Yip you deff missed something. I could go on a right bender and text wall you to death, but i will keep it simple and to the point.

The devs did what they have done for CASH, simple as that.

There you go, short, factual, and to the point. 

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13 minutes ago, cosmic666 said:

Yip you deff missed something. I could go on a right bender and text wall you to death, but i will keep it simple and to the point.

The devs did what they have done for CASH, simple as that.

There you go, short, factual, and to the point. 

Obviously, without cash there would be no Tanki. My point is, now they can introduce things for buyers which don't break the game. Clearly, if they didn't want people to buy ultra containers, they wouldn't have added the new module into ultra containers. At the end of the day, you have to also look at the situation for the devs. You can want a perfectly balanced game, but the reality is that Tanki needs to take steps to keep bringing in money. My guess is, they feel that these are the appropriate steps, and I would definitely rather have EMP and stun augments which work based on these critical hits rather than get them activating on EVERY hit.

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