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Critical damage changes and other


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Just now, wolverine848 said:

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

But what about that 4th one?

Sorry I made an error in my post, fixed it now. The SECOND, third and FOURTH module slots have to be purchased - so yes that gives a 4th slot for 1000 tankoins, and F2P would have to pay 100 tankoins just to get 3 modules back. So that would be another fourth slot for heavy buyers to add to their already growing advantage with a new damage type added that only they can protect against, and traditional modules being less useful.

Has to be a crazy sick late April Fools' joke... surely.

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Can anybody tell me Is it cheaters are again in the town???

Many times it's happen I see other players take falling supply when it is in the middle of air on a 5 meters of the ground

and that players are not on a hopper and they wait it on a ground. Like they have some magnet and whoop they got it and go on.

I note that they are on a simple hull hornet dictator, viking, hunter no matter but only me must wait till it touch the ground or my hull. Why?

Second error: Many times I can not take it at all if I jump on falling supply from some hill before he gone in some zone of falling.

After that I can goes through that supply like it is invisible.

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1 minute ago, vecky said:

Can anybody tell me Is it cheaters are again in the town???

Many times it's happen I see other players take falling supply when it is in the middle of air on a 5 meters of the ground

and that players are not on a hopper and they wait it on a ground. Like they have some magnet and whoop they got it and go on.

I note that they are on a simple hull hornet dictator, viking, hunter no matter but only me must wait till it touch the ground or my hull. Why?

Second error: Many times I can not take it at all if I jump on falling supply from some hill before he gone in some zone of falling.

After that I can goes through that supply like it is invisible.

The first thing has happened to me too in the beginning of battles but it's most probably just lag.

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So my rail module is 50% only to be 25% effective against normal railgun / large caliber. So what's the point of taking rail module now? Stupid game balancing

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31 minutes ago, Stylish said:

So my rail module is 50% only to be 25% effective against normal railgun / large caliber. So what's the point of taking rail module now? Stupid game balancing

Think that your's favorite turret's module will be equipped on every enemy in almost every battle plus upgraded up to 50%

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I do like the bigger balloon death numbered text when destroying enemies, but I do not like the orange color. The red color looks more suitable because red represents both danger and death. Orange represents low health, instead of death so red is more suitable for representing enemy tank deaths in battles.

image.png

Please change the orange death numbers to appropriate red death numbers.

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I guess that destroying tanks with critical damage in red make sense, but I would suggest removing orange for red and red to dark red. In other words, destroying a tank with common damage should be red, instead of orange, and destroying a tank with critical damage should be dark red, (maroon), instead of normal red. That would make more sense, because the orange color is very confusing for players.

image.png

image.png

Take a closer look:

image.png

Spoiler

This screenshot was taken moments away from being killed:

image.png

Please change the indicator colors to the following:

1. Destroying a tank with common damage - red.

2. Destroying a tank with critical damage - dark red.

With that being said, other than that, this update is perfect and I very much appreciate it, despite any controversies other players may or may not have.

Edited by RIDDLER_8
Juggernaut image added.
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1 hour ago, The_Voltage said:

Think that your's favorite turret's module will be equipped on every enemy in almost every battle plus upgraded up to 50%

So?

Why do you think so many players equip that module in the first place?

Edited by wolverine848
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The same thing goes with Isida's healing. Common healing should be blue, instead of green, and critical healing should be dark blue to avoid confusion.

image.png

If these changes are made to color status effects, players would no longer get confused with Isida's healing effects.

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On 4/1/2021 at 5:03 PM, RIDDLER_8 said:

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.

Something like an adrenaline? or in a last second of life you come back from the grave and kill everybody on a map?! ??

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9 hours ago, beachhouse said:

The first thing has happened to me too in the beginning of battles but it's most probably just lag.

So often happens to me that someone take it in front of me.

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9 hours ago, wolverine848 said:

No.

Railgun was extremely popularized by CS. So, most of its users was CS players (they're play better than average like me). Of course, everyone equip modules against it. Again CS players themselves use Prodidgy paint, so there is more armor.

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Hammer deal good critical damage, more than other turrets does.

image.png

Juggernaut is best at dealing critical damage.

image.png

Edited by RIDDLER_8
Juggernaut image added.
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7 hours ago, RIDDLER_8 said:

Hammer deal good critical damage, more than other turrets does.

 

I thought all turrets -but smoky- are supposed to deal an equal critical damage to the default damage of them ??

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13 hours ago, RIDDLER_8 said:

Which kind of critical damage colors shall we get when Tesla joins the army of other turrets?

Unless Tesla has some sort of unique damage mechanic associated with it, I don't think we'll be getting any new colors.

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12 hours ago, The_Resistance said:

Railgun was extremely popularized by CS. So, most of its users was CS players (they're play better than average like me). Of course, everyone equip modules against it. Again CS players themselves use Prodidgy paint, so there is more armor.

So many players have multiple turrets now, there no excuse to equip Rail because CS "popularized" it.  None.  Zero.

The fact is, many players continue to use Rail despite having many other choices. If they choose to continue to use Rail, even though they may suffer because many enemies equip that module, it's on them.  They refuse to adapt.

So to placate these stubborn players the Devs have introduced the most ridiculous solution - allow Rail, which has the highest % chance for Critical shot, to bypass the module.  Modules players have spent hundreds of thousands of crystals to buy and upgrade.

That is just brutal and unforgivable.

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36 minutes ago, wolverine848 said:

So many players have multiple turrets now, there no excuse to equip Rail because CS "popularized" it.  None.  Zero.

The fact is, many players continue to use Rail despite having many other choices. If they choose to continue to use Rail, even though they may suffer because many enemies equip that module, it's on them.  They refuse to adapt.

So to placate these stubborn players the Devs have introduced the most ridiculous solution - allow Rail, which has the highest % chance for Critical shot, to bypass the module.  Modules players have spent hundreds of thousands of crystals to buy and upgrade.

That is just brutal and unforgivable.

Even if there is no railgun in battle, still everyone equip modules against it. No point to adapt)

Or your point is not about play with different turret and wait for modules to wipe out? If so, these modules kills turret.

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1 hour ago, The_Voltage said:

Even if there is no railgun in battle, still everyone equip modules against it. No point to adapt)

Or your point is not about play with different turret and wait for modules to wipe out? If so, these modules kills turret.

So what.  Then those players are wasting a slot.  It hurts them, not the non-existent Rail players.

No idea what you are trying to say here.

And you've missed the point entirely.  If a turret is prevalent, players will protect against it.  If lots of protections - switch turret. When there's much less of a reason to use the Rail module, players will stop using it all the time.  Your first statement is a one-off, as there are very few battles with no Rails involved.

Nerfing an expensive module so the delicate Rail players can be happy is just stupid.

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Anyone know why vulcan's critical damage is LESS THAN the normal damage??

Also, railgun has been SIGNIFICANTLY nerfed. Before I could one shot a viking with DD (they had no protection). Now I need two, sometimes three shots. I don't like this critical damage.

Can someone tell me what's the point of it? Game was fine before.

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37 minutes ago, Viking_Thunder_EN said:

Anyone know why vulcan's critical damage is LESS THAN the normal damage??

Its critical projectile damage is the same as its normal projectile damage. 

 

38 minutes ago, Viking_Thunder_EN said:

Anyone know why vulcan's critical damage is LESS THAN the normal damage??

 

Also, railgun has been SIGNIFICANTLY nerfed. Before I could one shot a viking with DD (they had no protection). Now I need two, sometimes three shots. I don't like this critical damage.

Do you happen to be using TO mobile when playing? 

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