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Critical damage


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16 minutes ago, TheCongoSpider said:

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

Wait a second... how does that work with Autocanon?

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In my opinion the new uppdate with critical damage it’s a really cool  in matchmaking, but not on XP/BP. Now on XP/BP it’s a bigger chance to get 3 shots and it’s really annoying. Just do something about the XP/BP to be enjoyable again. ?

Edited by Afraid
Forgot to mention something
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8 minutes ago, wolverine848 said:

Wait a second... how does that work with Autocanon?

Autocannon is useleess, reload is 0,5, but no critical damage chance bonus... i dont uderstand how can they do that without refund.. why would anyone use that

Edited by r_SPSE0

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1 minute ago, r_SPSE0 said:

Autocannon is useleess, reload is 0,5, but no critical damage bonus... i dont uderstand how can they do that without refund.. why would anyone use that

How do you mean?  Should be doing 800 (400 vs DA) about every 2 seconds.

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I just tested Smoky(Autocannon) and Railgun(Scout), and both of these turrets are very overpowered now.

Since critical damage is not affected by modules, with their fast rate of fire and untouched critical chances, these two turrets can deal insane amounts of damage. It really doesn't matter if both turrets lose their damage in return for faster rate of fire.

The only time critical damage is affected is when the enemy has Double Armor, Defender Drone, and Critical Protection Module(Which I have seen no one use yet).

 

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Just now, Emeraldcat345 said:

I just tested Smoky(Autocannon) and Railgun(Scout), and both of these turrets are very overpowered now.

Since critical damage is not affected by modules, with their fast rate of fire and untouched critical chances, these two turrets can deal insane amounts of damage. It really doesn't matter if both turrets lose their damage in return for faster rate of fire.

The only time critical damage is affected is when the enemy has Double Armor, Defender Drone, and Critical Protection Module(Which I have seen no one use yet).

 

And then we got Vulcan which can do like 3 or 4 critical hits every second :(

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2 minutes ago, wolverine848 said:

How do you mean?  Should be doing 800 (400 vs DA) about every 2 seconds.

https://prnt.sc/10w7mzy

Correct me, but didnt autocannon had like + 50 or 75 percent chance to do critical damage, but in return it had - 75 basic dmg. But now it is no bonus chance to do dmg.. and just minus dmg. Might be more OP if y have MK 7 .. but for me on Mk5 ... useless

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39 minutes ago, TheCongoSpider said:

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

But you still have to use slower rounds in order to get critical damage

I switched to Assault Rounds as default because I didn't think losing the old critical hit was that bad when you get much faster projectiles and nearly instant hits (and more impact force), like old Smoky

But losing the new critical hits is worse, especially because they beat Dolphin modules, so it's back to stock maybe

I think Assault Rounds should get criticals back, but only the ability to beat Dolphin modules instead of extra damage

Edited by SporkZilla

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2 minutes ago, r_SPSE0 said:

https://prnt.sc/10w7mzy

Correct me, but didnt autocannon had like + 50 or 75 percent chance to do critical damage, but in return it had - 75 basic dmg. But now it is no bonus chance to do dmg.. and just minus dmg. Might be more OP if y have MK 7 .. but for me on Mk5 ... useless

It had same % chance (50-max, 20 avg) per shot as stock for critical, and non-crits were reduced by amount stated in WIKI.

So with the super-fast reload Autocanon would get criticals about every 2 seconds.

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1 minute ago, r_SPSE0 said:

https://prnt.sc/10w7mzy

Correct me, but didnt autocannon had like + 50 or 75 percent chance to do critical damage, but in return it had - 75 basic dmg. But now it is no bonus chance to do dmg.. and just minus dmg. Might be more OP if y have MK 7 .. but for me on Mk5 ... useless

I don't think Smoky(Autocannon) gave the player an increase in Critical Chance. Though, the Augment never did decrease Critical Damage or decrease Critical Chance. The only time it received Critical Chance changes was when Smoky itself got changed not too long ago.

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8 minutes ago, Tanker-Arthur said:

And then we got Vulcan which can do like 3 or 4 critical hits every second :(

Vulcan had/has a fixed amount of damage per bullet.  Why would it be different from other ones like Isida, Fire and freeze?

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22 minutes ago, Tanker-Arthur said:

And then we got Vulcan which can do like 3 or 4 critical hits every second :(

Ah, just tested Vulcan out and it's basically just an AP turret now. There's no increase in damage for its critical. But you could get 3-4 crits a second. Actually, I saw about 8 yellows when hitting an opponent.

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1 hour ago, Unleash said:

Well yes buyers are needed but also non buyers, and not because we are here to be wrecked by op equipment, but to make battles balanced and skill based but tanki throw skill from window. Word balanced in battles i didnt saw for years. And do they know balanced and fun game means more players and more money? but way they are doing it is disgusting. They totally ignore players in first place, and then from nowhere they added drones for example. Devs only do what they want.

I agree, it's why you're getting updates such as the shards update, and hull augments and AP augments in challenges too. I know non-buyers cannot buy BP every challenge, but now it's MUCH easier for a non-buyer to get an AP augment they want. As for being cannon fodder, that's certainly a problem but it's also one that's likely to go down a bit with this critical damage update. Think about it, earlier if a non-buyer without a drone faced off against players with 50% protection, they would most likely be in a tough spot because they can barely fight back. With critical hits, there's no immunity, and most certainly it's easier than before to fight back in such a scenario. Yes, buyers will get critical hit resistance, but the good thing is that there's no immunity, and the module is EXTREMELY expensive to both acquire and upgrade. I think the situation is likely more complicated than simply making tanki fun and balanced. If it were just that, I don't see a reason why they wouldn't just do that. 

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Just now, wolverine848 said:

Vulcan had/has a fixed amount of damage per bullet.  Why would it be different from other ones like Isida, Fire and freeze?

 

Just now, TheCongoSpider said:

But its critical damage is very low, which is justified. 

But the critical bullets act like Armor-piercing projectiles. They can bypass protection modules and do full damage.

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I feel like citical damage with the Scout rail its too broken it does need a nerf for real, It does remove more half of the health at viking.

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16 minutes ago, Tanker-Arthur said:

 

But the critical bullets act like Armor-piercing projectiles. They can bypass protection modules and do full damage.

...and so does every other turret?????

 

You're overestimating how influencial those crits on Vulcan are for killing the target. 

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Just now, TheCongoSpider said:

...and so does every other turret?????

 

You're overestimating how influencial those crits on Vulcan are for killing the target. 

All turrets can do the AP Critical hits....

Which means we all die faster in battles now....

But Vulcan can do AP Critical hits far more often than other turrets cause it fires 16 shots per second.
10% of these shots will AP an enemy (so around 1-2 shots per second will do full damage, although many times I have seen it do critical hits around 3-5 times per second)

Meanwhile, stuff like Thunder needs to wait like 10 seconds or so just to get a Critical anti-module shot.

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2 minutes ago, Tanker-Arthur said:

All turrets can do the AP Critical hits....

Which means we all die faster in battles now....

But Vulcan can do AP Critical hits far more often than other turrets cause it fires 16 shots per second.
10% of these shots will AP an enemy (so around 1-2 shots per second will do full damage, although many times I have seen it do critical hits around 3-5 times per second)

Meanwhile, stuff like Thunder needs to wait like 10 seconds or so just to get a Critical anti-module shot.

I still take very long to kill players with 50% Vulcan protection. Those critical hits are very small. 

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Way to go tanki, make critical shot immune to modules, add a new module into ultra containers exotic rarity and give it enormous upgrade price.

waytogo.png

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I haven't used vulcan yet, but I'm assuming that its more or less the same? I tend to use adrenaline with it.  Also rail destabilization augment is so overpowered. It can one shot any light hull when it crits

 

Edited by NobleWinchester

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