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Critical damage changes and other


Marcus
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9 hours ago, Marcus said:

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:

 

Thanks for the different ways to see what has affected our health in any way.

It would be good to see how much we are healing while we are getting damaged at the same time, and compare the numbers with our skills and supplies.

Also, thanks for the Railgun Augments balance.

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3 hours ago, Akame said:

It becomes self sufficient the moment it gets supercharged abilities. That on it's own is pretty crazy with any turret that deals multiplied crit damage i.e smoky super cumulative etc

Well, team-mates will have their ODs AND the supercharge too right?  So the Dictator drops in standings as mentioned by Asem.

If that ability has limited range, and I don't receive a score for that, guess I'm activating when I'm alone...

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3 hours ago, Akame said:

Are you prepared for railgun crits? Status on 100% crit durations?!

After stage 25 of the current Challenge I'm not gonna care.    ?

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Can I ask a few questions that is not in correlation with this thematic but with Ultra container?

If I open Ultra container and he wants to give me an augment, would he give me always the augment that I don't posses

or is it possible that he can give me the augment that I already have?

And If one day I will have all augments would he convert that to the some kind of supplies?

Thank you on possible answers and sorry on that questions.

 

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Oh look, LCR got nerfed after a few days instead of a few months.

7 hours 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.

Dictator has arguably the best OD when used by good players; 50% extra OD charge to teammates can turn battles around. The nerf won't have any effect on selfish Dictator users.

9 minutes ago, vecky said:

If I open Ultra container and he wants to give me an augment, would he give me always the augment that I don't posses

or is it possible that he can give me the augment that I already have?

You will not receive items you already have. If you have all of the items from a container your will receive either supplies or crystals.

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To be honest guys I haven't liked the LCR nerf... That mean I will never one-shot the light hulls ?? at least in the past I had a low probability to one-shot them, but now it's impossible?

The critical shot system is a bad honestly...       Btw, in my honest opinion.. I see the nerf is way more better the LCR before the nerf which can one-shot light hulls with the critical hit that forced us to not use the light hulls ever.. I see the nerf was instantly required and nice that it haven't crossed over than one week because it's a horrible bad to be one-shot from LCRs.  But I don't like how you nerfed it !!

But Tanki I will tell you why your update is horrible and bad and you failed in it.... It's because you made the critical hit pierce the armor which is a horrible bad and I don't know how you thought about that ?‍♂️    The critical hit isn't a p2w update only, it's also disgusting and make some f2p players stronger than other

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1 hour ago, asem.harbi said:

To be honest guys I haven't liked the LCR nerf... That mean I will never one-shot the light hulls ?? at least in the past I had a low probability to one-shot them, but now it's impossible?

Being one-shot is extremely frustrating. Imagine you are driving along and then a Railgun pops out of cover for 0.1 seconds and one-shots you with absolutely zero skill required. No turret, especially not Railgun, should be able to one-shot tanks. Except Shaft. It at least has to drive out of cover, stop, and wait a second or so to one-shot a hull. With other turrets all the player has to do is press the fire button.

It's still possible to one-shot light hulls without DA with DD. I think that's enough.

Edited by ThirdOnion

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8 hours ago, numericable said:

I have a question, tomorrow hyperspace railgun augment will get a buff, but would it be able to do critical damage or no? 

If no, it is basically the LCR railgun before the critical damage update but without the reloading penalty and capable of boosting damage when it pierce tanks?

No, actually it's only a bit stronger than the stabilized one cause the normal shot is weak now. Consider the mk8 railgun, its normal damage is only 900, not 1200. After the 40% buff, it deals 1260 damage, only a little more than 1200. Remember that cyberspace do not deal critical damage.

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I actually like the nerf they did to rail its still playable and I still get to use my other augments. I Actually like the changes. I can also play with hyperspace rounds again.

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5 hours ago, wolverine848 said:

Well, team-mates will have their ODs AND the supercharge too right?  So the Dictator drops in standings as mentioned by Asem.

If that ability has limited range, and I don't receive a score for that, guess I'm activating when I'm alone...

Well that doesn't matter to me, but if you do want to ensure some sort of strat to win, i.e if you have an ally who has an AP augment or smokies/rails, then it would be wise if possible to use it along side this to break the game. 

IF the duration of supercharged is the same for dictator as will be on hornet, then it would make it highly feasible to remove the score on it, whilst hornet only will recieve a solo supercharge. Yes hornet will AP players, but that is only on the activation, it may not AP many players, so in effect supercharged on dic would be potentially more op, it just depends on how the devs construct it, i.e duration etc. 

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8 hours ago, Byber.Butthucont said:

Finally the hopper nerf!

It's not even the nerf people care for; it pretty much doesn't change much still, most of the hoppers get scores from scores, not passive as much; assuming a game duration of 360 seconds and 150 score, once can still expect a similar amount of OD's, plus ctf/asl/rgb modes will give u extra score on captures too, so potentially around 5 od's a game still.

Before, 1% per sec;

unknown.png

After, 0.9 per sec;

unknown.png

Like i said, it really isn't the change we need, but it's nice seeing that wasp and crusader have a nice higher value at 4.5 rough.

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Lol

It seems like tankionline has something to say " tomorrow on the v-log  ( "damage ")

Waiting for the v-log 

I hope they fix it

 

Edited by DarkPredator

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What!! @Marcus  !! you forgot to return yourself the CM after April's fools ? 

rQH0ezy.png

Edit: I checked again oh oh OHH I hope noo

SFxMjVX.png

Please tell me 

Edited by asem.harbi
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The colors when destroying tank with common or critical damage should be swapped. Critical damage is already yellow so it would make sense for the counter to be orange when killing a tank with critical damage. Now its just really confusing.

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51 minutes ago, Rutgers said:

Just saw in test server that there are 4 module slots, 3 of which you have to buy for crystals. Possible update as a result of CD update?

 

?

By the way what do you mean by CD

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23 hours ago, 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?

Hyperspace is rather hard to utilise in battle unless you are exceptionally well versed with it.

It's normal HP damage was weak, unless you could shoot through friendly players, are at least 2 enemy players, the second enemy player you hit getting the brunt of your shot. 

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Critical damage should not ignore protection modules, this is the cause of the problems with Railgun. You guys shouldn't have done this in the first place.

Now after that change, Large Calibre Rounds was OP - but now it is useless. It is an augment that depends on being able to one-shot - either it is OP or UP depending on whether it can or not. Before any critical damage changes it was possible with Large Calibre Rounds to sometimes one-shot an unprotected medium hull with DA, and always one-shot a light hull - however you could counter this by equipping Railgun protection (and we all know, even with that people considered Railgun weak - average at Legend before these changes, so it was not OP). Now, you can't even one-shot a light hull which has no Railgun protection - just great. With a 60% reload penalty and only 20% damage increase on non-crit and crit shots, there is now basically no point in using Large Calibre Rounds, it has significantly less DPS than stock Rail for very little benefit.

I agree it was OP, but this was caused by the ridiculousness that is critical damage ignoring standard protections (and no-one except heavy buyers having the ability to protect against it), and now everything is messed up. At least Hyperspace is fixed and Scout is still good.

The new Railgun augments with a 10 second EMP/ 5 second stun need a nerf, NO EMP should exceed 6 seconds from a turret - it really shouldn't exceed 5 seconds. I have faced EMP Rail in battle and it is literally better to die and respawn than to wait for the EMP to wear off. It is ridiculous to allow an augment to EMP for that long, totally un-fun to play against - if you need to buff some other aspect of it fine, but a 10 second EMP is crazy. It is the same for the Stun rounds railgun - this stun should not be more than 3 seconds at most. Both these augments destroy any fun when playing against them.

This goes some way to fixing the mess created by the critical damage update - but you are just creating new problems such as destroying certain Railgun augments, as really it is unfixable. Critical damage should not ignore modules, and Armadillo should either not exist or be available to all players in the Garage.

Edited by DestrotankAI9
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3 hours ago, Rutgers said:

Just saw in test server that there are 4 module slots, 3 of which you have to buy for crystals. Possible update as a result of CD update?

 

?

Better not be 3 for normal and 1 for CD.  That means buyers can still equip 3 AND have their critical resistance.

Another P2W layer...

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1 hour ago, wolverine848 said:

Better not be 3 for normal and 1 for CD.  That means buyers can still equip 3 AND have their critical resistance.

Another P2W layer...

I checked the test server and saw we have the second module slot for 100 crystals, 3rd for 100 tankoins and 4th for 1000 tankoins. That would be a true joke if it was implemented! Hopefully a late April fools... taking away modules even for F2P while giving heavy buyers more.

EDIT: But frighteningly, they recently seem to do pretty much exactly what comes on the test server. Things couldn't get much worse than the above really.

Edited by DestrotankAI9
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10 minutes ago, DestrotankAI9 said:

I checked the test server and saw we have the first module slot for 100 crystals, 2nd for 100 tankoins and 3rd for 1000 tankoins. That would be a true joke if it was implemented! Hopefully a late April fools... taking away modules even for F2P while giving heavy buyers more.

EDIT: But frighteningly, they recently seem to do pretty much exactly what comes on the test server. Things couldn't get much worse than the above really.

HAS to be a joke.  Only buyers have 1000 Tk sitting in the seat-cushions.

But what about that 4th one?

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