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Critical damage changes and other


Marcus
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The second month of the spring will delight you not only with good weather but also with cool updates in Tanki Online! After tomorrow’s servers restart you will be able to enjoy some new features in the game.

 

We are adding new mechanics to the critical damage and changing some of those that have already been added.

 

New damage indicator

 

With this update, you will definitely know whether you destroyed an opponent with common or critical damage. We are adding more colours for the damage indicator:

 

  • Dealing critical damage — yellow;

  • Destroying a tank with common damage — orange;

  • Destroying a tank with critical damage — red;

  • Dealing common damage — white;

  • Healing — green;

  • Critical healing — blue.

 

Along with adding new colors, we are also adding new sounds for common damage, critical damage and destroying a tank.

 

Changes in the critical damage balance and fixing bugs

 

Railgun is the turret that has been most affected by the last update. We have read your feedback this week and applied some changes to the turret and its augments.

 

After dealing critical damage, the chance to deal it on the next shot is reduced to 10%. After that shot (if it deals damage) the chance goes back up to 50% again.

 

  • «‎Round destabilization»  critical damage is increased by 30% instead of 60%, critical damage chance is increased to 70%.

  • «Electromagnetic accelerator "Scout"» — critical damage is decreased by 40% instead of 30%.

  • «Large caliber rounds» — common and critical damages are increased by 20% instead of 40%, shot reload is increased by 60% instead of 50%.

  • «‎Hyperspace rounds» — common damage is increased by 40%.

  • «Incendiary Rounds» — critical damage is decreased by 30%, shot warmup time is increased by 20%, critical damage chance is 50%.

  • «‎Stun rounds» — critical damage is decreased by 30%, shot warmup time is increased by 20%, critical damage chance is 50%.

  • «Cryo rounds» — critical damage is decreased by 30%, shot warmup time is increased by 20%, critical damage chance is 50%.

  • «‎EMP rounds» — critical damage is decreased by 30%, shot warmup time is increased by 20%, critical damage chance is 50%.

 

Hopper

  • Overdrive charge per second is decreased by 10%.

 

Mine

  • Critical damage is decreased from 9999HP to 3999HP.

 

Dictator

  • Overdrive energy restored for teammates is decreased from 50% to 33%.

 

Enter the game to check out the new update tomorrow and tell us what you think about it on the forum.

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U guys still dont remove critical damage from xpbp format battles, omg.

Edited by DenizZ
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nice one will now see a rainbow of colours on our screens .

for the update can't wait for it to be implemented next April 1st

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2 minutes ago, Bydo said:

guys read it more carefully.. this is nothing but another April Fools joke..

Exactly. What do you mean by critical healing? Never heard of that before.:unsure:

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7 minutes ago, brainhoo said:

Exactly. What do you mean by critical healing? Never heard of that before.:unsure:

excellently .. check out mines

Critical damage is decreased from 9999HP to 3999HP.

not going to happen. right now its at .. Deals between 1200-2400hp when driven over.  so there just fooling around

 

also check this out 

Edited by Bydo
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7 minutes ago, brainhoo said:

Exactly. What do you mean by critical healing? Never heard of that before.:unsure:

No, it's real.  It was put in game last week.  Normal Isida has 2% to heal 10 times more and Nanobots Isida has 4% to do so.

 

I experienced critical healing several times this week. I could instantly get Titan or Mammoth back to full health.

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OMG Large Caliber Rounds is nerfed so badly, how is this fair? You turned hyperspace rounds into large caliber, and you even increased the reaload time for large cal? This augment is useless now, especially against all those defenders and rail prots. 

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Just now, Y.H.tanki said:

OMG Large Caliber Rounds is nerfed so badly, how is this fair? You turned hyperspace rounds into large caliber, and you even increased the reaload time for large cal? This augment is useless now, especially against all those defenders and rail prots. 

LCR was OP after Critical Damage was introduced last week.  They definitely need some refinements on the numbers.

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Supercharge on the development plans sounds interesting. That sounds like a new overdrive, or perhaps a new supply box. Not autopilot, but some other supply box maybe coming out in the near future.

The update to critical damage is great. I am not happy that Hopper's recharge time for its overdrive has been delayed by 10%. That's too bad for Hopper players though. A good solution would be to add 10% more height to Hopper's jump if reducing the overdrive reload time. That would counterbalance Hopper's mechanics better.

I also wish we had a new type of mine, mines that deals devastating damage with more standard damage, plus deadly critical damage.

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2 minutes ago, RIDDLER_8 said:

Supercharge on the development plans sounds interesting. That sounds like a new overdrive, or perhaps a new supply box. Not autopilot, but some other supply box maybe coming out in the near future.

The update to critical damage is great. I am not happy that Hopper's recharge time for its overdrive has been delayed by 10%. That's too bad for Hopper players though. A good solution would be to add 10% more height to Hopper's jump if reducing the overdrive reload time. That would counterbalance Hopper's mechanics better.

I also wish we had a new type of mine, mines that deals devastating damage with more standard damage, plus deadly critical damage.

Or simply if we could upgrade mines damage ?

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4 minutes ago, TWICE said:

LCR was OP after Critical Damage was introduced last week.  They definitely need some refinements on the numbers.

no, the added reload is too much and in legend ranks this augment was useless, i never used it till critical damage was introduced. But if they nerfed this so badly, why did they turn hyperspace into large caliber?

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4 minutes ago, RIDDLER_8 said:

Supercharge on the development plans sounds interesting. That sounds like a new overdrive, or perhaps a new supply box. Not autopilot, but some other supply box maybe coming out in the near future.

The update to critical damage is great. I am not happy that Hopper's recharge time for its overdrive has been delayed by 10%. That's too bad for Hopper players though. A good solution would be to add 10% more height to Hopper's jump if reducing the overdrive reload time. That would counterbalance Hopper's mechanics better.

I also wish we had a new type of mine, mines that deals devastating damage with more standard damage, plus deadly critical damage.

 

1 minute ago, numericable said:

Or simply if we could upgrade mines damage ?

Micro-upgrade your Mine from MK1 to MK7+ which will cost 1.000.000.000 crystals!  Start now!

Edited by TWICE
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Just now, Y.H.tanki said:

no, the added reload is too much and in legend ranks this augment was useless, i never used it till critical damage was introduced. But if they nerfed this so badly, why did they turn hyperspace into large caliber?

I assume you need to hit at least 2 enemies to make the boost from Hyperspace works.  It would be more difficult to apply than LCR.

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