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4 hours ago, At_Shin said:

Yes, also splash damage for EMP salvo was totally removed. See this topic to find out more.

Seriously? Why did they not announce this massive change in the patch notes - why do they do huge changes like this without announcing it in the patch notes? This seems like it was a mistake to me, and now they are just saying that it is "intentional", because there is no way they would make such a radical balance change without mentioning it. But then again, they haven't apparently mentioned the changes to Railgun's status augment durations either - so it seems like perhaps patch notes are pretty irrelevant now? We just have to guess what the changes might be and then find out ourselves, or wait until the information comes through from players who have certain augments or get to play against them - just great transparency.

As for this change to Gauss, this is classic Tanki balancing. So Gauss needed a nerf, and they take it from OP to useless - just brilliant. A lesser nerf to average damage radius/percentage and minimum damage radius would have sufficed for standard Gauss, and limit Gauss EMP effect to one target for the EMP Augment, but no they have to go ahead and make Gauss a useless turret. I already have Railgun, was upgrading Gauss but I'll not be putting any more upgrades on it now, total waste of crystals. You have to really have every turret and hull these days for the next balance change, when they decide not just to tone something down but make it useless.

 

4 hours ago, 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.

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.

As for why isn't it listed in the wiki - that I do not know. But I will ask other helpers.

10 seconds EMP? And Hunter's OVERDRIVE, which takes a huge amount of time to recharge only gets 5 seconds? How exactly is this fair? That is totally absurd, hugely imbalanced and another blatant cash grab. They nerf one thing, then make the newest Ultra Container augments OP-broken, then at some point later on they will nerf those as well (such as these Railgun augments) and bring out new augments, which they will make OP.

Everything about this update is disgusting, I mainly use Railgun and gameplay has been dumbed-down and made a lot less interesting to use, even though it is now OP. More over-nerfing that was not mentioned in the patch notes, making huge unwarranted changes to the damage system (to a new inferior system to what we had before) just so that they could introduce new buyer augments, stealth/undocumented buffs to the newest buyer augments to encourage people to buy, a new Ultra-only module gives a flat out advantage in all scenarios - not just extra gameplay variety.

This update has destroyed yet more faith in the dev team for me, and having played quite a few battles now I have to say gameplay has went downhill considerably - and that's despite the fact I have Mk8 rail with all the "OP" augments right now such as Scout and LCR. Tanki devs doing their best to convince me this game isn't worth spending time on, if I was stupid enough to stick around this long.

Edited by DestrotankAI9
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2 hours ago, Alsarbon said:

@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.

Yes except thanks to the new Ultra Container only module which reduces critical damage, Railgun will be OP against anyone who doesn't have 50% Armadillo, and suck against anyone who does. So the whole thing is just messed up. If you nerf Railgun now, then in 1-2 months when more mega-buyers with 50% crit protection are wandering about Railgun will suck.

Tanki just need to flat-out reverse this update, the whole thing is a huge mess. Give buyers who managed to get Armadillo a Spectrum module instead, and go back to the damage system we had before.

Edited by DestrotankAI9
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DestrotankAI9

sir not all buyers can buy items. I have been out of luck close to 2 months now . so getting these special items are only for those who can buy.

 

so the system it self with all these new changes . not impressed more on the Hating side of it. been in many a battles this week. first day was really easy. then as time went on with the week the battles are not enjoyable or balanced . I find with all the new changes it now has given those turrets a level up in battles. even with protection on I find I'm at the bottom of the battle list instead of half or top player. its like your trying to destroy this game just like you did with TankiX and have it closed down.

Edited by Bydo
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The problems get worse when they are trying to make changes motivated by money, rather than by creating/maintaning balanced and fun gameplay (which naturally will attract and retain players - and hence MONEY) with a few optional extras for big-buyers which are not game-breaking.

But they have shown that they are willing to stop at nothing in pursuit of more opportunities for cash grabs - upending the ENTIRE damage system just for new lootbox augments, to an inferior system than what we had! (We could have just had status effects activating on a percentage of shots for other turrets, and slightly different parameters for those augments with higher damage shots when the effects are activated - no need to change the whole damage system.) And, even nerfing old Ultra Container augments but bringing huge, game-breaking buffs to the new ones which few people have yet - a low strategy to try to force people to keep buying. As well as a new flat-out advatange for big buyers in the form of the critical damage module, which will radically change game balance when more people get it - giving them a huge advantage against critical dependant turrets such as Railgun, while non-buyers and low-end buyers must be content with getting one-shot even though 50% modules and DA.

 

There is so much wrong with this update, and mindset of the developers that it reveals, that it is hard to know where to start. Some promising updates at the start of the year with buffs to weak turrets (Isida/Hammer/Striker) for instance - but my confidence in the devs has reached new lows. These kind kind of changes do not bode well for the future of Tanki Online.

Edited by DestrotankAI9
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%50 Protection + DA + 4000 Hit-Points (titan hull) is a joke to railgun with Large caliber rounds augment. One shot kill!!! are you Hazel-Ruh serious?!!!

then whats the point to buy and micro Upgrade protection modules????

Solutions:

  1. Either remove critical damge from all turrets and return back damage distribution
  2. Or decrease  the critical chance drastically near to zero (0.05% and will not go up after each landing shot(it is a fixed chance not dynamic)) for all the turrets

    Hazel-Ruh Thank you for the inconvenience you made after this update #641
Edited by SulfuricAcid
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50 minutes ago, Bydo said:

first day was really easy. then as time went on with the week the battles are not enjoyable or balanced . I find with all the new changes it now has given those turrets a level up in battles. even with protection on I find I'm at the bottom of the battle list instead of half or top player.

Same dude, same...

On the day the update was released everything seemed normal,and i thought that maybe i judged the new update too quickly and harshly. Oh boy... i was very much wrong cus on the next day all hell broke loose. Yeah i know my garage isn't fully mk7 and i don't a have a really high GS but despite that i was always on the top of the battle list before the update.

Edited by BiBo

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After playing long hours tanki with this new update, i can finally say that this is a very very bad update. I have all mk8 stuff on main account and been playing with railgun alot because it is now the only weapon that stand a chance. I tried to change combos but i got one shot by others railgun players, so i have to say that it is worse than how it was before, better needs to have one weapon unplayable (railgun like before with everyone having falcon modules) than 13 other weapons unplayable right now because of railgun one shooting everything. I got very bored from tanki since i can't play other weapons now that railgun is too OP. Oh, Please developpers, think twice, cause it's another day for us, in the hell with railgun harming our butts.

Edited by numericable
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1 hour ago, DestrotankAI9 said:

You have to really have every turret and hull these days for the next balance change, when they decide not just to tone something down but make it useless.

You so hit the nail on the head.

$$$$$$$$$$$$$$$$$$$$$$$$$.

⬆️                                             ⬆️ This is all the devs care about.

As long as the cash keeps keeps rolling in, game play, balance, rank spreads, EVERYTHING is of a secondary nature and of little concern to the devs.

Out of 4 accounts i regularly played i only play one now, my main. Even then it's only missions then i stop.

Devs want to ruin game play with their OP updates, then i truly hope more players follow suit and cut their game time down considerably like me, and cease to invest in this shambles ever again with anything above the price of 1 speedboost.

The devs are parasitic in their nature. They will NEVER put balance (game play) above their own selfish duplicitous ways.

These are the facts.

F:N.....I do not want any mod spouting game economy to me in response to this post, it's becoming so lame and very boring as a excuse for everything the devs do that further deplete game balance, all in favour of the select few, P2W, YOUTUBERS, TO STAFF. 

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1 minute ago, fghjkl54 said:

i feel like destable round for railgun is badly nerfed (100 damage per hit) or am i using it wrong?

Yeah, it is badly nerf comparing to LCR.  With destabilization, you deal either 100 or full 160% damage; with LCR and longer reload, you deal 140% damage (which cannot ignore module) and full 140% damage.

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1 minute ago, fghjkl54 said:

but the chance to deal it is 10% so i felt like it's weak

nope, the chance is 50% for Railgun.

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32 minutes ago, BiBo said:

Same dude, same...

On the day the update was released everything seemed normal,and i thought that maybe i judged the new update too quickly and harshly. Oh boy... i was very much wrong cus on the next day all hell broke loose. Yeah i know my garage isn't fully mk7 and i don't a have a really high GS but despite that i was always on the top of the battle list before the update.

My garage is all maxed out MK7. Makes no difference at all. Trust me, this is only going to get worse as the weeks roll by.

All these cash driven gimmicks have wrecked TO beyond repair.

On top of the FLYING HACK, we now have all this crap to contend with.

Gonna be a lot of F2P on the scrap heap in all but a very, very small % of battles.

Nice one hazel.

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8 hours 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...

 

Hopper?  Hmm.... not easy for me to have sympathy for you there ... ?

It's not just bad luck you see more Rail-guns.  With the Critical damage, Rail, having 50%, means it is OP as it can ignore modules every second shot.

I guess Crisis has been around long enough for it to become prevalent enough.  I've seen plenty of those Gauss EMP augments as well - more than one would expect.

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7 hours ago, 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.
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.

With a Critical chance of 50%, ignoring modules and applying the status effect every 2nd shot, how can you honestly say having supplies disabled for 10 seconds is "more balanced" than before? 

 

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45 minutes ago, cosmic666 said:

My garage is all maxed out MK7. Makes no difference at all. Trust me, this is only going to get worse as the weeks roll by.

All these cash driven gimmicks have wrecked TO beyond repair.

On top of the FLYING HACK, we now have all this crap to contend with.

Gonna be a lot of F2P on the scrap heap in all but a very, very small % of battles.

Nice one hazel.

I've parked my main account (this one) and seriously considering parking my one alt.

Every new update is dumber than the one before.  It boggles the mind.

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3 minutes ago, wolverine848 said:

I've parked my main account (this one) and seriously considering parking my one alt.

Every new update is dumber than the one before.  It boggles the mind.

Hehe, can't park just yet, gotta get my 4 main accounts I've been working on for 7 years to Legend(Including this one). Which means I gotta keep fighting through all these crappy updates. :')

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28 minutes ago, wolverine848 said:

Hopper?  Hmm.... not easy for me to have sympathy for you there ... ?

It's not just bad luck you see more Rail-guns.  With the Critical damage, Rail, having 50%, means it is OP as it can ignore modules every second shot.

I guess Crisis has been around long enough for it to become prevalent enough.  I've seen plenty of those Gauss EMP augments as well - more than one would expect.

I'm not a big fan of Hopper :)))

After playing with it for an hour trying to complete that mission, i have to admit that it's the most annoying hull when it comes to control . Maybe because i mostly play with medium hulls and I'm not used to it ,idk. But i surely know one thing, it's gonna rust in my garage cus that was the first and last time I've played with it. 

BTW, what's the use of modules now? I know they add some points to the GS but after this update they are kinda useless

Edited by BiBo
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OMG, My free EMP gauss got Nerf in Seige mode,

now only 1 tank got emp removed, and sometime that tank is emp immu, and there is no splash to nearby at all.

EMP gause use to be most OP in seige mode, I guess now I just need to switch back to my Adrenaline augment for Gause.

=======

I got emp free from ultra container, any way, imagine those who paid real money for it.

 

RIP my EMP gause MK7-20/20: 2020.12.12 - 2021.03.29

 

BYBA8en.jpg

Edited by wild001
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4 minutes ago, The_Pakistani said:

Remove these from game and refund us for all this.

HUH4pYP.png

uYgB1c0.png

 

I got them full 50% protection as well. Now it is the end game already,

old stuff will be eaten by New OP stuffs from ultra container top gear only

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Just now, wild001 said:

 

I got them full 50% protection as well. Now it is the end game already,

old stuff will be eaten by New OP stuffs from ultra container top gear only

Where is skill?

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