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12 minutes ago, LONDON.ENGLAND said:

It’s in the dark orange category with the XTs and crisis so it’s exotic. Check prize preview 

My bad, also did u get the new armadillo module?

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5 minutes ago, numericable said:

My bad, also did u get the new armadillo module?

Unfortunately not, got that paint, cryo round for rail, gauss prime and 30 useless coin boxes which they desperately need to remove. 

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Support nanobots augment has undergone a drastic nerf which has made it just like a isida with out SNB(Support Nano Bots) augment. before update it was healing 400 200 (tic) also it could go up to 800 400 (tic) by DD supply. now it is just healing 200 100 (tic) unless using DD supply deals 400 200 (tic). I know that it has 4% of critical heal however it is not enough. it needs whether an increase in critical heal chance or return of its 800 healing bonus of its own specific augment SNB.
 

IMO, the whole of turrets and their specific augments need an other rebalance soon other than the update #641

Thanks

Edited by SulfuricAcid
correction on amount of healing before and after update #641
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Just now, SulfuricAcid said:

Support nanobots augment has undergone a drastic nerf which has made it just like a isida with out SNB(Support Nano Bots) augment. before update it was healing 400 (tic) also it could go up to 800(tic) by DD supply. now it is just healing 200(tic) unless using DD supply deals 400(tic). I know that it has 4% of critical heal however it is not enough. it needs whether an increase in critical heal chance or return of its 800 healing bonus of its own specific augment SNB.
 

IMO, the whole of turrets and their specific augments need an other rebalance soon other than the update #641

Thanks

Isida's healing sucks now with that alt.....but.....

It's OP when healing Juggernauts cause you can heali like 4000 health with a single tick sometimes.

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27 minutes ago, SulfuricAcid said:

Support nanobots augment has undergone a drastic nerf which has made it just like a isida with out SNB(Support Nano Bots) augment. before update it was healing 400 (tic) also it could go up to 800(tic) by DD supply. now it is just healing 200(tic) unless using DD supply deals 400(tic). I know that it has 4% of critical heal however it is not enough. it needs whether an increase in critical heal chance or return of its 800 healing bonus of its own specific augment SNB.

Nope, it was 200 regular and400 with double damage.

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Just now, beachhouse said:

Nope, it was 200 regular and400 with double damage.

Critical healing gives 10 times healing points, so it would be 2000 regular and 4000 with DD if you are lucky enough (4%).

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1 hour ago, asem.harbi said:

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.

EMS used to be very overpowered, I am glad that they finally nerfed the augment. These are words from an active EMS-user. I heavily reduced my time in-game some weeks ago, but logged in today to see what changes were made specifically. For EMS splash radius of damage and status-infliction no longer exist, which is reasonable considering that EMS fires EMP-rounds instead of explosive shells - also, its sniping mechanism is now somewhat coherent with its arcade shooting-mechanism. Something I also observed is that the damage-nerf is no longer applied to EMS for I have the feeling that I deal more damage than usual. However, this has not been discussed in one of the announcements so far, so I do not know the new damage-number of Gauss nor do I know what parameters of EMS are affected. 

However, I do find it rather sloppy and indifferent that no notes have been made on the changes of this augment. EMS has had a large impact on gameplay nowadays, so this sudden change is actually a very big deal

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4 hours ago, sr2z said:

The game is not fun for most non-buyers anymore. It's not fun for me either now... Imagine a situation:

 

Tanki used to be a one-man-show before all augment and microupgrade, in 2012, if you have drugging isida on viking, you can one man in and out enemy base, 

as old time, non buyer dont have much supplies, and isida can self heal when dealing damage,

now, even you are a skill free player or powerful buyer, it is hard to fight alone and get flag back, because you got some many thing to choose to protect, Mine fields, OD, splash damage and status effect, 

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53 minutes ago, SulfuricAcid said:

Support nanobots augment has undergone a drastic nerf which has made it just like a isida with out SNB(Support Nano Bots) augment. before update it was healing 400 (tic) also it could go up to 800(tic) by DD supply. now it is just healing 200(tic) unless using DD supply deals 400(tic). I know that it has 4% of critical heal however it is not enough. it needs whether an increase in critical heal chance or return of its 800 healing bonus of its own specific augment SNB.
 

IMO, the whole of turrets and their specific augments need an other rebalance soon other than the update #641

Thanks

Yes, isida healing is... Joke at the very least. Same is smoky and more like autocannon. Lol two augments I have and use are now completely useless. Great job, tanki. At the very least y should refund full price of crystals for those augments..

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For a game that is struggling to stay alive, it sure seems wise to release yet another controversial update, made ONLY to generate more revenue in the future. 

Edited by 2shots2kills
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5 hours ago, TWICE said:

They just secretly remove the splash damage of Gauss EMP salvo without mentioning it in the patch notes.  Why do they need to hide the change?  Why can't they do it transparently? ?

EMP Salvo needs a nerf anyway. It is supposed to affect 1 tank, not multiple of them.

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1 hour ago, LOLKILLERTOTHEDEATH said:

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.

They are killing the game with all these OP gimmicks. It's rather shallow that they resort every time to cash based strategies to keep it afloat.

It's called a quick fix, with limited imagination as to how to enhance the game without resorting to cash updates EVERY SINGLE TIME.

TO will eventually go under due to the ever increasing cash fix that the devs demand. 

P2W players will only spend for so long, until they realise that the game is beyond playable, that's because of the increasing difficulty of getting anywhere in battle, because it is overcrowded with OP game changers.

I used to play 4 accounts, now down to 1.

I never ever do points missions, are damage missions over 70.000.

I never, ever try to complete their special missions, because it exacts to much from your account for very feeble rewards.

The devs are slowly sending TO to the grave.

130€ for their special bundle. Give me a break and get real. All that money for what? A few dodgy containers and a god awful looking paint.

My main is maxed out everything that i use, and yet no doubt in the coming months , unless i spend some cash, are find that the end of the rainbow is indeed in my garden, it will be obsolete with more, and more OP updates flooding the game. 

They constantly bring in OP updates, then expect players to spend FORTUNES on them.

Game balance means everything. The devs left balance in the TO scrapyard a very, very long time ago.   

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7 minutes ago, cosmic666 said:

They are killing the game with all these OP gimmicks. It's rather shallow that they resort every time to cash based strategies to keep it afloat.

It's called a quick fix, with limited imagination as to how to enhance the game without resorting to cash updates EVERY SINGLE TIME.

TO will eventually go under due to the ever increasing cash fix that the devs demand. 

P2W players will only spend for so long, until they realise that the game is beyond playable, that's because of the increasing difficulty of getting anywhere in battle, because it is overcrowded with OP game changers.

I used to play 4 accounts, now down to 1.

I never ever do points missions, are damage missions over 70.000.

I never, ever try to complete their special missions, because it exacts to much from your account for very feeble rewards.

The devs are slowly sending TO to the grave.

130€ for their special bundle. Give me a break and get real. All that money for what? A few dodgy containers and a god awful looking paint.

My main is maxed out everything that i use, and yet no doubt in the coming months , unless i spend some cash, are find that the end of the rainbow is indeed in my garden, it will be obsolete with more, and more OP updates flooding the game. 

They constantly bring in OP updates, then expect players to spend FORTUNES on them.

Game balance means everything. The devs left balance in the TO scrapyard a very, very long time ago.   

Well the only thing I can tell you is that they feel that these updates are needed. If they didn't think they needed to change something, they wouldn't (whether or not players think it needs to be changed). I don't know what things are like, and so I cannot comment on why the prices for bundles are what they are or why they're doing what they're doing. Though, not every update is in favour of buyers in the sense that only buyers benefit. This one, for example. Now, even a 7000 GS player who became legend too quickly can take down buyers using say, Crysis, stun immunity, EMP Salvo. I'm not saying balance is here yet, and nor am I saying issues such as Hooper are fixed, but most definitely something is being done about them. Slow, yes, but better late than never. 

As for game balance, yes it's quite important, I concur. The thing is, from the perspective of players, the game needs to be perfectly balanced and fun. From the point of view of the developers, they need to bring in revenue from selling things. The only viable solution is to meet somewhere in the middle, so that Tanki can sell their products, and the game is somewhat balanced and fun. This is especially true since Tanki is F2P and not a game you buy, so their primary source of revenue is selling upgrades and such as opposed to the base game. If players had their way, the game would run into financial troubles I imagine because balance is great, but it doesn't bring revenue which is needed. Likewise, if we have too much EMP salvo or Railgun stun like equipment, the game isn't fun. This update makes that meeting ground, because now all the EMP and stun augments won't be broken, but since they're present, buyers will want them. Thus, the balance isn't going to be perfect in this regard, but it is necessary for buyers to be advantaged because they're supporting Tanki. EMP salvo now, is not broken for example. Neither are EMP or Stun rail. Do they have a powerful ability? Definitely. However because EMP salvo only works on 1 enemy and rail and EMP stun work only on critical hits, it's no longer that powerful. This is a good, and much needed equilibrium. As to why critical damage for all turrets is introduced in the first place, I think it's most likely because Tanki plans to add in more EMP and Stun augments, and the only way to do this without completely messing up balance is to make it work some times and not permanently (imagine say a Twins augment which stunned. In the past, the most logical way to implement it would be just stun every hit but this is not practical). As to why this would need to happen at all? I believe it's because it will help Tanki generate revenue. 

I'd also like to argue, technically all updates made are for the purpose of increasing revenue. Even the bug fixes and balance updates, because of the simple fact that they improve the game and are more likely to get players to stay and invest in Tanki.

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9 hours ago, ThirdOnion said:

The module is hard to obtain, and players who decide to use it will have to sacrifice another module.

Basically buyers will have it.

And you might as well use it and subtract the Rail module.  Because...

Rail now has Critical every other shot (50%), and critical ignores protections. So the Rail module is pretty much useless. Giving Rail a 50% critical that ignores modules is way, way OP.

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12 hours ago, wolverine848 said:

Does DA affect mines?  If so, it's 750.  Big deal.

And Spider module too except it can't tank a Crit Mine for you (even so it's 1 percent of chance of happening).

12 hours ago, wolverine848 said:

Not worth upgrading spider unless you have nothing else to spend on.

Upgrading mines RN. I don't need Falcon, Owl or other modules whenever I use Shaft or Isida. I just need the protection based on my turret (with Spider) and I'll be good to go.

The only time I would use different modules is when opponent use modules against me then I do the same thing to them (I do have to take a quick peek on their profile though).

12 hours ago, wolverine848 said:

Spider module was the last thing I bought when they could actually do decent damage.  Now that they do a lot less...

You don't even use the respective module LOL. Again, 1,500 may not sound a lot but it does take a good chunk of your HP away.

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2 hours ago, LOLKILLERTOTHEDEATH said:

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.

You don't think the Critical module (basically for buyers) won't break the game?

Buyers will be the only players who can survive Rail, with it's 50% chance at critical (and also 50% chance of ignoring protection modules)?

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1 minute ago, FrozenRailgun said:

You don't even use the respective module LOL. Again, 1,500 may not sound a lot but it does take a good chunk of your HP away.

This is exactly my point.  If I didn't use it when mines did up to 3000 damage, why the heck would I use it now that they only do 1500 damage?

In many cases, mines can be avoided.  So it makes no sense to use a module for a "weapon" that only does 1500 damage and can also be avoided.

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12 hours ago, TheCongoSpider said:

Correct, but the upside is that the critical damage from Smoky will not be reduced by Smoky protection modules. 

This applies to ALL turrets - so Smoky does not get a one-up there.

So now Rail, with a 50% chance at Critical, will ignore rail protection modules when they do high damage (1600).  That's ridiculous.

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4 minutes ago, wolverine848 said:

You don't think the Critical module (basically for buyers) won't break the game?

Buyers will be the only players who can survive Rail, with it's 50% chance at critical (and also 50% chance of ignoring protection modules)?

You misunderstand what I was saying. I was referring to EMP and stun augments for other turrets. They'll be similar to that of Smoky, and therefore are not likely to be massively overpowered.

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1 minute ago, LOLKILLERTOTHEDEATH said:

You misunderstand what I was saying. I was referring to EMP and stun augments for other turrets. They'll be similar to that of Smoky, and therefore are not likely to be massively overpowered.

Ah.. ok.

But has anyone addressed Rails ability to bypass the protection modules every second shot - when they are doing 1600 damage?

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5 minutes ago, wolverine848 said:

This applies to ALL turrets - so Smoky does not get a one-up there.

So now Rail, with a 50% chance at Critical, will ignore rail protection modules when they do high damage (1600).  That's ridiculous.

Smoky's one-up is that is has a higher overall critical hit chance than the other turrets, besides Railgun of course. 

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