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29 minutes ago, DestrotankAI9 said:

I do agree that Thunder could do with a buff, perhaps a faster projectile speed at least or a buff to some of its garage augments. Its advantage over Gauss is better splash in the default firing mode, but at the loss of the amazing range shot Gauss (had) I agree it didn't quite match up. But I would definitely put Thunder as superior to Gauss in its current form.

By your logic, if Thunder is superior to Gauss but it could do with a buff, then Gauss should be buffed since it's underpowered? 

 

Removing the broken ability to kill some poor player that was correctly hiding 15 meters away from the desired Target has made the Turret in need of a buff? 

A player should not be punished if he is doing the right thing (in this case using cover), it's just a dumb game mechanic that should have never been introduced.

 

Yes Thunder does have splash, but it is nowhere near Gauss splash in sniper shot. You actually have to use it by shooting obstacles or by hitting the ground next to the target.

All Gauss had to to was holding the fire button down and it got rewarded with 2-3 kills. Absolutely braindead. 

Edited by 2shots2kills
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What was the thought process of making high damage long-ranged weapon ignore protection modules 50% of the time? Now battles are filled with scout users, nothing more fun than getting shot by railgun every 2 seconds. 

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this change to the railgun bad idea. now the railgun causes little damage to tanks.  almost impossible too destroy a tank.  this change may not effect higher gs scores, but at lower gs scores , we cannot destroy a tank. game now not worth playing. since we paid money and time on our  turret. how can you remove the damage we paid for in upgrades.  think again about this change or you may loose players.

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1 hour ago, ThirdOnion said:

Why do status effect augments exist?

Very simple to answer that statement. CASH.

No other reason exists for augments, that are any other gimmick the devs have brought into the game.

The devs may tell us their reasons behind such updates, but as always it's a smokescreen for the real reason, CASH.

Protection modules do not affect gameplay at all, not in the way you are suggesting.

And to be honest 50% protections are weak without some other form of protection, ie:- drones, immunities, augments, etc. The devs have made protection modules obsolete, unless you combine them with other (just as expensive) back ups.

I tried this out in 1 battle on my main awhile back ( no drone, no augment, no immunity, no nothing, just protections) and i got slaughtered quite a few times within the first 2 minutes.

Worst offenders were fire, vulcan, shaft, (obvs) twins. Any turret would have killed me easily to be honest.

Protection modules have lost their unique ability to stave off damage the way they used to. They are a secondary form of defence, which only really come to the fore when equipped alongside the gimmicks the devs provide for us, for lots of cash of course.

These are the FACTS. New update (gimmick) = more cash for the devs.

Try going into battle as i did with just protections equipped, you won't last 30 secs. 

These are the sad facts. Devs will always find some new way to extract cash from the players, regardless how it affects game play.

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17 hours ago, wolverine848 said:

They allow me to survive being one-shot by the very high damage turrets.  You are a fan of being one-shot?

Nobody likes to get one-shotted, even as me who main on Shaft. 

17 hours ago, wolverine848 said:

They allow me to survive a bit longer period.  THAT alone makes the game more fun. 

Everyone wants to NGL but then, only few would make it. 

18 hours ago, Emeraldcat345 said:

But, Tanki is so imbalanced, that Modules ended up being predictable and most players would choose either Firebird, Thunder, or Railgun protection. Those 3 protection modules are literally the only ones I see a lot in battles, no other turret gets as much as those 3.

More than just those 3 now but also Griffin and Owl. Eagle is used fairly often on high ranks if I can recall correctly.

17 hours ago, ThirdOnion said:

There are a number of ways the problem of one-shots can be addressed, the simplest of which would be reducing single-shot damage.

But then, some turrets becomes 2-shot on most on the cases. If we revert Shaft's damage back to 3,000 with the nerfed HC, that's 3,750 damage right here. Factoring in 50% Eagle, that's 1,875 damage we are talking about (3 shotting a Heavy hull or 2 if facing light or medium). Note, I didn't include Double Power or Double Armor or drones intentionally. 

Unlike now, you can get 4,125 damage with Shaft HC. Strong enough to OHKO full 50% Eagle + light hull but replace that "one" with "two" when it comes to medium and heavy hulls. 2 shotting medium/heavy hulls in most cases means a dramatic mitigation from getting one-shotted (again assume no supplies and drones).

Two-shotting is my limit when I use Shaft. Three or more, that's when it becomes real frustrating as you mentioned below.

18 hours ago, ThirdOnion said:

Modules may make games slightly more fun for the module wearer, but significantly more frustrating for those who have to fight against them.

IDK it's just me but I do have a conflicted opinion about modules. They can your homie, saving your rear when you need them. Or, they can be your foe, adding frustrations when you have to fight against them. Call me hypocrite and I won't care.

With my signature setup (which most of ya knew), I chose to protect myself with just 2 damage sources instead on 3. Now, why I chose not to invest on other modules but on Spider and turret I use? (I barely use Falcon/Grizzly BTW)

Firstly, my personal philosophy is your worst opponent (in terms of turrets) is your own. I choose to protect against my own turret (not just Thunders but any turrets). If I can't survive a Shaft sniper shot even with my 50% Eagle on, oops on me. But if I can, I will be surprised. 

Secondly, while I am unprotected with 1 less damage type, it does creates less frustrations when opponents try to destroy my tank. IK, it is stupid and really idiotic but if I am their shoes, I can feel the frustration. 

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14 minutes ago, 2shots2kills said:

By your logic, if Thunder is superior to Gauss but it could do with a buff, then Gauss should be buffed since it's underpowered? 

 

Removing the broken ability to kill some poor player that was correctly hiding 15 meters away from the desired Target has made the Turret in need of a buff? 

A player should not be punished if he is doing the right thing (in this case using cover), it's just a dumb game mechanic that should have never been introduced.

 

Yes Thunder does have splash, but it is nowhere near Gauss splash in sniper shot. You actually have to use it by shooting obstacles or by hitting the ground next to the target.

All Gauss had to to was holding the fire button down and it got rewarded with 2-3 kills. Absolutely braindead. 

Yes, Gauss splash was OP/too easy to use, agreed - but it is now underpowered. It doesn't have as much single target damage as Rail (now) or Shaft (and yes I know Shaft has a laser), so its strong point was the splash. Something between what it was before and what it is now would be best, maybe 50% "average damage" instead of 90% which it was - and average damage radius reduced from 12 to 10m, and minimum damage radius reduced to 15 from 20m. That would be a heavy nerf - the huge damage from Gauss came from its massive 90% average damage at 12m. But what it is now is basically the removal of splash damage, which is going too far.

Thunder is superior in smaller maps (or should be), it certainly is superior now and it would still be if Gauss's charged shot was nerfed appropriately as above. Thunder could do with a slight buff, but that doesn't mean Gauss needs to be made useless - and through a nerf that actually comes through a bug.

Edited by DestrotankAI9
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You've got to be kidding me... 

Railgun is waayy too op right now. It can kill you in one shot, even with double armor and flacon module 

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1 hour ago, DestrotankAI9 said:

10m might be OK, but I don't think it is even 10m. Try it for yourself. It is basically a single target turret right now - there is no reason to use Gauss over my main turret (Rail).

As I say, I am in favour of nerfs to OP things, but not nerfs that take them from OP to useless - and especially not through an unannounced bug.

To be honest, Gauss have overpassed many sniper turrets with many advantages. Like the auto-hits mechanic, it have cut many of the skills required for a sniper turret. Also seemingly it has faster reload than LCR with a slight advantage -- LCR = 5.0s Gauss = 4.7. Which doesn't make sense tbh. But I mean it never deserve the old 20m radius..

To be honest I haven't test Gauss before, I will try if I had the crystals I will upgrade it to Mk7.

Yes I agree the nerfs shouldn't go from OP to useless.. But it happened with Hornet OD also.. Gauss been here for 2 years which is a quite much. Btw, it's too early to judge about, and it seems the LCR is the current meta now. But the next days will show everything

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You must have fun counting all the players you lose with each update. Hideous update. This is game braking, you can even read all the negative comments in the forum. I guess from now on I will make fun of every update you release here on forum, because I won´t be playing MM battles for sure, now the question mark rises over PRO-battles as well. If you kill PRO-battles, consider your game officially dead. I mean you are on the right path to do it, reducing update quality with this pace, just few more updates and you are done ?

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2 hours ago, wolverine848 said:

Where did you get this info from?

WIKI has been updated for Armadillo module, but I don't see any references to Critical damage in the Spectrum text.

Confirmation from a helper, and in our special club, maybe you would want to visit the area and read up on stuff?

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Stun rounds for Railgun now lasts for 5 seconds, but it says 2 seconds in the wiki. I tested it out in a private battle and I actually used the stopwatch app on my phone I can't believe it stuns a tank for 5 seconds now... This isn't listed in the most recent update or wiki, anyone have an idea why not?

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4 hours ago, BiBo said:

You've got to be kidding me... 

Railgun is waayy too op right now. It can kill you in one shot, even with double armor and flacon module 

What hull?

Critical damage is 1600.  LCR is 2,240.

DD is offset by DA.  So... maybe a light hull I guess.  Every 2nd shot...

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1 hour ago, wolverine848 said:

What hull?

Critical damage is 1600.  LCR is 2,240.

DD is offset by DA.  So... maybe a light hull I guess.  Every 2nd shot...

A Crisis with Round Destabilisation can one-shot a medium hull with DA. 

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15 minutes ago, TheCongoSpider said:

A Crisis with Round Destabilisation can one-shot a medium hull with DA. 

Ah... ok... figured there might be a drone involved.  I mean, a booster could too.

So it's not exactly the Critical (well - the bypassing module part is...)

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Just now, wolverine848 said:

You should have been more specific. Auto-canon is more potent now than stock, right?

I actually meant all Smoky, Railgun, and all the turrets now have the same critical mechanic.

Meaning Smoky's not unique anymore.


But yeah, Auto-cannon now has permanent armor-piercing (albeit a weaker version) :(

Edited by Tanker-Arthur

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4 hours ago, wolverine848 said:

What hull?

Critical damage is 1600.  LCR is 2,240.

DD is offset by DA.  So... maybe a light hull I guess.  Every 2nd shot...

Yep,i was trying to complete one of the special missions but it's close to impossible with Hopper. Idk if it's just bad luck or something else but in every match there's at least 2 players with railgun and crisis.

And for an item that's suposed to be rare and hard to obtain, according to wiki  "most tankers can expect to open a few hundred before finding Crisis." i see it quite often in battles...

 

Edited by BiBo

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17 minutes ago, BiBo said:

Yep,i was trying to complete one of the special missions but it's close to impossible with Hopper. Idk if it's just bad luck or something else but in every match there's at least 2 players with railgun and crisis.

And for an item that's suposed to be rare and hard to obtain, according to wiki  "most tankers can expect to open a few hundred before finding Crisis." i see it quite often in battles...

 

Lol got crisis the first week it came out in my first 15 set ultra containers opened, never use it tho, otherwise i noticed that youtuber have obviously increased chance of getting exotic items so they can advertise the game.

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6 minutes ago, numericable said:

Lol got crisis the first week it came out in my first 15 set ultra containers opened, never use it tho, otherwise i noticed that youtuber have obviously increased chance of getting exotic items so they can advertise the game.

Do you imagine that the same thing it's gonna happen with the new module, right? :))

And i guess I'm the only one who never gets something good from either of the containers (no matter how many i open ) ??

Edited by BiBo
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Just now, BiBo said:

And for an item that's suposed to be rare and hard to obtain, according to wiki  "most tankers can expect to open a few hundred before finding Crisis." i see it quite often in battles...

I'll probably die before I can open a few hundred Ultra Containers.

We get like 7 for free each month or so. (And only if we can complete the special missions that come along with them)

So it would even be more than a year before I get my first set of 100 U-Containers.

Edited by Tanker-Arthur
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Just now, BiBo said:

And i guess I'm the only one who never gets something good from either of the containers (no matter how many i open ) ??

The only good things I got were 10 Coinboxes and Ricochet's dumbly-named "SuPeR sMaRt Minus Field" augment (the one that makes you AP enemies after bouncing your shots off walls and obstacles).

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Just now, At_Shin said:

Yes, this is how nearly all railgun augments were buffed up. Now, they apply the status effect not with every shot but only the time you get a critical hit. Thus, now these augments are more balanced as they will not always annoy the target but when they do apply the status effect - oh goodness it lasts a long time.

How is it balanced when 50% of Railgun's shots are critical hits?

And it seems like the durations of the effects are simply doubled, which technically makes no difference at all.

In fact, stun rounds is buffed cause the stun duration is more than doubled (5 seconds from the original 2 seconds).

 

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Just now, At_Shin said:

For example, I got hit by a railgun EMP round yesterday and I remember seeing a reload of 10 seconds on my supplies. Yep, it's powerful and it's more balanced than before.

Balanced, as in...

Balanced when compared to weak stuff like Thunder, Twins, Striker and Firebird? Only "weak" cause there's stronger things beating them in battles.

Or balanced compared to the strong stuff like (New) EMP Gauss, Default Gauss, Default Magnum, and other stuff like that?

 

Or balanced compared to the super strong stuff like (Old) EMP Gauss and AP Magnum and stuff like that?

Edited by Tanker-Arthur

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@At_Shin i dont find balanced the Rail and the augments right now. Rail was already a great and strong turret with the release of the new 4 exotic augments and now with the nerf of this augments its still very op more than before and with more choice of augments to use. Now it does critical damage every 1-2 shoots and the rail protections doesnt even help with that, with Scout and Large Caliber Rounds you can even 1 shoot a viking or a hunter with armor and full health with the critical dmg of the rail which is ridiculous like with Scout at you can deal more damage then the rail without augment and shoot 2 or 3 times faster which is unbalanced the same with Large Caliber Rounds you can shoot slower but with the critical damage and maybe a booster drone there is like no way to survive the shoot. Railgun needs a nerf at the critical damage and Scout and Large Caliber rounds augments a rework.

Edited by Alsarbon
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