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Critical damage changes and other


Marcus
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25 minutes ago, TWICE said:

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.

well, not enthused with all these updates.:unsure: that's just me

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Those rails are really annoying. However, I my self use rail more often only after Update #641. no body likes to be only 1 shot-easy-kill target. seems it is going to be nerfed a little.
BTW, why there is no buff for isida Support Nano Bots augment. healing players these days is not efficient enough. plz for next update, consider buffing it a little bit for instance healing of 300  which can be increased up to 600 by DD supply.

Edited by SulfuricAcid
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Will destroyed tanks be able to show a red death damage status after this update takes effect? Like this:

image.png

I hope so. Orange would not be the correct color to display destroyed tanks.

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55 minutes ago, brainhoo said:

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

Maybe Life guard drone? HM!

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3 hours ago, Marcus said:

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.

Great, now tell us why you changed Gauss without mentioning it?

 

Edited by Niklas
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47 minutes ago, TWICE said:

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.

Maybe you experienced a stop lag and didn't see what happen of healing and finally when there is no a lag you saw the healed titan!

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Is this true that Isida can heal 10x faster with critical heal? That is reversed damage, I call, or simply some form of reverse engineering.

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47 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.

I think that if we have a runaround border and death after that limit zone, that we need a high level up in the sky death border for a hoppers with crisis drone and light weight because we can not even see where he jump high in the sky catching ball on the first cm of falling ball and BUMP Goal is there. Standard weapon can not aim him at all because of an angle to high up over our head. It is ridicules to even try to play with that kind of an equipment in the Rugby mode.

That hopper catch the ball in bound of Red Alert map and jump over whole map and land to the enemy base on other side of a map. BOOM win is here.

I ask you in that scenario for what purpose is other player? To try earn points killing each other (except hopper)? Ridicules. 

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3 minutes ago, Rutgers said:

Well when it comes to crtical damage, this update was much needed for railgun debuff. Many people were getting a free ride after critical damage (CD) was released. Light hulls getting blown out of the sky was pure nonsense. 

Just by going off the numbers of this new update, I feel CD will be more balanced when it comes to Railgun. Of course, all of us will know for sure once we actually start playing tomorrow with Railgun, and really get a feel for what's changed, so I'll hold my tongue on criticism when it comes to that. All I'm saying is it feels like a step in the right direction.

 

The hopper nerf is nice. Personally, I don't think it should have been ever introduced in the game. But I'll take what I can get.

 

The nerf to Dictator OD seemed rather odd. I don't think that it was needed. One, you don't see that many dictators compared to other hulls. Two, out of the dictators you do see, there are plenty that don't use their OD effectively, and use it on itself only. To me, it feels unnecessary, but its not game-breaking either.

 

I guess they nerf Dictator's OD because the Supercharge thing will be added to Dictator soon.  Its OD would be OP when it gets so many effects and boost.

 

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In addition to critical damage color indicators, I guess developers should add shot colors to Smoky and Thunder, as I explained in this thread below:

That is also to conclude new HD skins which makes tanks more beautiful with their metallic silvery shining armor skins. XT skins should be converted to HD versions as well. I hope developers do that at some point.

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11 minutes ago, At_Shin said:

No, As Twice said earlier here - isida can perform a critical heal so that it instantly heals 10x times it's normal amount. Thus, If you can heal 150hp with your isida; if you get a critical heal you will heal 1500hp instantly.

And the question for a million dollars is How do you get the healing critical damage?

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2 minutes ago, RIDDLER_8 said:

In addition to critical damage color indicators, I guess developers should add shot colors to Smoky and Thunder, as I explained in this thread below:

That is also to conclude new HD skins which makes tanks more beautiful with their metallic silvery shining armor skins. XT skins should be converted to HD versions as well. I hope developers do that at some point.

Something like a bullet shot in a Star wars Saga or World War 2?

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Critical heal for Isida is an reverse engineering mechanic is great because Isida is underpowered and its so easy to kill Isida players in battles. I guess that critical heal should also have "critical vampirism", associated with it, which heals some of the hull's damage. That would make Isida bounce back from its weak healing status when healing players. I have noticed that Isida players are very rare these days in battles, so adding, what I call "critical vampirism" would be the right thing to do to bring Isida back from the dead.

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39 minutes ago, At_Shin said:

Actually it just got critical damage decreased to 30% from the previous 60% and the critical chance has increased from the previous 50% to now 70%.

Ummmm.... ... WHAT? 

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Just now, RIDDLER_8 said:

@TWICE

Yeah something like that, but in "Tanki form". Realistic shot color effects for both Smoky and Thunder.

We can barely see those shots...  Colors could only be added to the explosion ?

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1 minute ago, At_Shin said:

Do read the patch notes. If any railgun deals you a critical hit the chances of dealing another critical hit greatly reduces to 10%. Thus, If you suffer a critical hit from a destabilized railgun you can be 90% sure that the next shot would not be a critical hit. Plus, now that the critical damage is lesser, you have greater chances of surviving the shot than before.

But you can also be 70% sure the FIRST shot will be critical... as well as the THIRD shot.

(70+10+70)/3 = 50%.  Overall nothing has changed.

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18 minutes ago, Rutgers said:

The nerf to Dictator OD seemed rather odd. I don't think that it was needed. One, you don't see that many dictators compared to other hulls. Two, out of the dictators you do see, there are plenty that don't use their OD effectively, and use it on itself only. To me, it feels unnecessary, but its not game-breaking either.

 

Actually dictator would be superior in ASL defense with mechanic abuse. Also speeding up charging to other tanks is a nuisance. Thus making titan farm domes a lot quicker and common hulls such as Vikings very annoying. But yes there are also selfish people that don't share the dictators OD. 

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Just now, At_Shin said:

Oh My you are right! (not really :ph34r:). The critical damage increase is now 30% instead of 60%. That means you have greater chances of survival; I think it is a good change to implement within a week? Do we agree, or no? 

What it means is ...

there's still no reason to equip a Rail module.  The critical comes as often as before, and if I don't eqiuip it, I'm still taking less damage than before.

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