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Critical damage changes and other


Marcus
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Riddler, it's currently the highest splash damage for a turret in the game. 20m splash-radius, the nearest turret to that is only 12m aka Thunder.  So Magnum is already the highest splash-radius surpassing every other turret for miles, why you want to increase it more.. Disagree.

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Magnum splash damage is nothing compared to what it used to be, moreover, now, magnum has too many bugs followed by griffin users which make it a weak weapon these days. I dont even use magnum because i keep dealing 0 damage with booster, so each time 3 double damage wasted. It clearly doesn't compete ANYMORE with other turret such as hammer or vulcan, gauss. That's why he is talking about increasing splash damage. Some people might say it is still OP, but no, it's not OP it is annoying, its not the same, mortal landing mines easily is heaven for campers and that AP augment is good too, so still it is an annoying weapon to play against but it isnt OP anymore, you can't play agressive with it in ctf for example using that 3 degree augment. Magnum from this day is like the ghost from its past, my favourite weapon which i will not equip anymore.

Edited by numericable
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10 hours ago, RIDDLER_8 said:

@wolverine848

Yeah, the slash radius should be wider so that enemies trying to escape you suffer more damage. That does not necessarily mean that each Magnum shell fired would deal instant death.

 

Wasp bomb is fine. It was buffed with heating damage like Hopper's overdrive. That was done to make sure that every bomb detonated would destroy enemies if they try to escape.

Bomb did not just get heat damage (which is not needed since it already does a whopping 9999) it also got Stun and EMP.

Do you understand the word OverKill?

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1 hour ago, numericable said:

Magnum splash damage is nothing compared to what it used to be, moreover, now, magnum has too many bugs followed by griffin users which make it a weak weapon these days. I dont even use magnum because i keep dealing 0 damage with booster, so each time 3 double damage wasted. It clearly doesn't compete ANYMORE with other turret such as hammer or vulcan, gauss. That's why he is talking about increasing splash damage. Some people might say it is still OP, but no, it's not OP it is annoying, its not the same, mortal landing mines easily is heaven for campers and that AP augment is good too, so still it is an annoying weapon to play against but it isnt OP anymore, you can't play agressive with it in ctf for example using that 3 degree augment. Magnum from this day is like the ghost from its past, my favourite weapon which i will not equip anymore.

Having a bug that does no damage and wanting more splash (when it actually does work) are two completely different things.

One can assume the "bug" gets fixed eventually.

What do you think happens if Magnum buffed now and bug actually gets fixed.

So instead of asking for more splash damage, continue to campaign for the "bug" fix.

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On 4/1/2021 at 6:55 AM, Marcus said:

Update_wide_1006_EN.jpg

 

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.

Why does Gauss EMP-Salvo augment now do the same snipe damage as stock?

Why does wasp bomb also get the same effects as Hunter, in addition to doing 9999 damage in a large radius?  What is the point of Hunter?

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3 hours ago, wolverine848 said:

Why does Gauss EMP-Salvo augment now do the same snipe damage as stock?

Why does wasp bomb also get the same effects as Hunter, in addition to doing 9999 damage in a large radius?  What is the point of Hunter?

the stun effect is for a very short time

 

  • Delay before explosion: 3 seconds
  • Explosion damage: 9999 hp at center of explosion, decreases with distance
  • Damage radius: 25 meters
  • Heat duration: 10 seconds
  • Heating rate: 300 hp/sec
  • EMP duration: 3 seconds
  • Stun duration: 1.5 second
Edited by Alklines
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1 minute ago, Alklines said:

the stun effect is for a very short time, I think 1-2 seconds

Well Hunters is only 3 seconds... so that's maybe 1 second different.  And the bomb also heats up targets and EMPs them as well.

It's ridiculous.

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@wolverine848 

The whole concept of tanki is now ridiculous.

Just tried one more battle for the heck of it, left before 30 seconds had passed. Got killed twice, both times by a flying tank, barely had a chance to shoot back . 

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Stun and EMP immunity was added to Wasp's bomb for a reason. Since Wasp's bomb is suppose to simulate an atomic bomb, its damage is suppose to burn and stun at the same time when this bomb goes off. That makes logical sense because atomic bombs are designed to be devastating when they go off and explode.

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7 minutes ago, RIDDLER_8 said:

Stun and EMP immunity was added to Wasp's bomb for a reason. Since Wasp's bomb is suppose to simulate an atomic bomb, its damage is suppose to burn and stun at the same time when this bomb goes off. That makes logical sense because atomic bombs are designed to be devastating when they go off and explode.

ITS OP.

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@asem.harbi

I know that Magnum is the highest splash damage turret of all, but adding a little more splash damage radius, keeping the same damage as of now would not hurt game balance. This would simply make Magnum more suiting for run away enemies like juggernauts.

If 40m of splash damage is too much, than I agree with you on that, but I guess that 30m of splash damage would be more suiting a work fine for this turret. Having a 30m splash damage radius for Magnum would help players more cool combo kills like the one I did yesterday. Yesterday, I made a triple kill with Magnum. That is so rare and almost impossible.

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7 minutes ago, RIDDLER_8 said:

@wolverine848

Wasp's bomb is suppose to have overpowered EMP and burning effects due to the fact that its an atomic bomb. You need to understand that.

Never mind.  You have no concept of balance.

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@wolverine848

You are wrong. I do have concept of balance. That's why I said above that Magnum's damage was fine as it stands now. The only slight increase needed for Magnum's parameter is its splash damage, which has nothing to do with normal firepower damage.

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1 minute ago, RIDDLER_8 said:

@wolverine848

You are wrong. I do have concept of balance. That's why I said above that Magnum's damage was fine as it stands now. The only slight increase needed for Magnum's parameter is its splash damage, which has nothing to do with normal firepower damage.

You have just proved my point.

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Oh it's official in the Wiki haven't noticed it before I correct the info..   By the way I tested it and it seems they've changed it.   It seems now they want to buff the wasp from many aspects

Animated GIF

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5 hours ago, wolverine848 said:

Having a bug that does no damage and wanting more splash (when it actually does work) are two completely different things.

One can assume the "bug" gets fixed eventually.

What do you think happens if Magnum buffed now and bug actually gets fixed.

So instead of asking for more splash damage, continue to campaign for the "bug" fix.

Did i ask for more splash damage??? I said magnum is not anymore what it used to be(its weak now but annoying to ennemy players which isn't the same thing), AND i interpreted the reason why RIDDLER_8  would want a buff in splash damage, because he thinks that magnum is weak now because they reduced the splash damage some months ago when it isn't the only and major reason. Some instead of trying to act clever, read it more carefully next time and don't give lesson to me. If any player would wants his favourite weapon to receive a buff, he is in the right to tell it. ~From a legend 83.

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