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Critical damage changes and other


Marcus
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The Critical damage update till now haven't come in the Wiki.. Till this second I haven't understood it correctly which turrets have been buffed or nerfed.  What a farce, now neither the info in the Garage is sufficient nor the wiki.  Is writing the info in the Wiki harder than coding it in the game? or you just do it vainly?

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4 hours 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.

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

What specific Rail were you one-shotting Vikings with before?  Average damage WAS 1200.  x2 = 2400.  Vikings have 3000, so you would have had to be extremely lucky to get 1500+.  Your chances were probably << 50%.

Max damage now is 1600 for Critical, and you have a 50% for that.  So your odds of 1-shotting a Viking have actually increased with the new system.

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16 minutes ago, wolverine848 said:

What specific Rail were you one-shotting Vikings with before?  Average damage WAS 1200.  x2 = 2400.  Vikings have 3000, so you would have had to be extremely lucky to get 1500+.  Your chances were probably << 50%.

Max damage now is 1600 for Critical, and you have a 50% for that.  So your odds of 1-shotting a Viking have actually increased with the new system.

Thank you for defending our Railgun.. Would you like to be an XP/BP player with us??

 

kidding.. before the block?

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10 hours ago, wolverine848 said:

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

Are you change your modules every battle?

10 hours ago, wolverine848 said:

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.

Modules are pain in the butt to fight against. That's partially why AP-effect exists (other reason — Defender) and introduction of the critical damage was because of this (and SE augments + make sense to show damage numbers). My point is that you must can play with equipment, that you wanna play. Modules kills it for Railgun and Thunder, f.e.

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8 minutes ago, RIDDLER_8 said:

What part of en enemy tank do I need to hit to trigger critical damage?

image.png

It is the enemy's turret or hull?

I adore your precise aim?

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9 hours ago, The_Voltage said:

Are you change your modules every battle?

Modules are pain in the butt to fight against. That's partially why AP-effect exists (other reason — Defender) and introduction of the critical damage was because of this (and SE augments + make sense to show damage numbers). My point is that you must can play with equipment, that you wanna play. Modules kills it for Railgun and Thunder, f.e.

So what if modules are a pain to fight against.  It's not supposed to be easy.  In TO there are plenty of ways to destroy tanks, even with 50% modules. Overdrives and Drones contribute immensely to this.

AP and other augments were introduced not as a "balancing" measure.  They were introduced to generate $$. Why do you think they are not available in the garage for crystals?

You are being naive if you think otherwise.

I see you like Rail on this account but you haven't even played on it for a week.  What is your main?

Edited by wolverine848
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2 hours ago, wolverine848 said:

So what if modules are a pain to fight against.  It's not supposed to be easy.  In TO there are plenty of ways to destroy tanks, even with 50% modules. Overdrives and Drones contribute immensely to this.

Maaybe :\

2 hours ago, wolverine848 said:

AP and other augments were introduced not as a "balancing" measure.  They were introduced to generate $$. Why do you think they are not available in the garage for crystals?

You are being naive if you think otherwise.

But they're start showed up in challenges.

2 hours ago, wolverine848 said:

I see you like Rail on this account but you haven't even played on it for a week.  What is your main?

The_Resistance. And I'm not a 100% Railgun lover, but experienced Falcon-user)

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18 hours ago, wolverine848 said:

What specific Rail were you one-shotting Vikings with before?  Average damage WAS 1200.  x2 = 2400.  Vikings have 3000, so you would have had to be extremely lucky to get 1500+.  Your chances were probably << 50%.

Max damage now is 1600 for Critical, and you have a 50% for that.  So your odds of 1-shotting a Viking have actually increased with the new system.

Before I had:

Railgun + Large Caliber Rounds + DD + Brutus Drone ----> One shot most vikings, dictators, hunters, etc.

 

Now:

Railgun + Large Caliber Rounds + DD + Brutus Drone ----> One shots against such hulls are much rarer.

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52 minutes ago, Viking_Thunder_EN said:

Don't play mobile

Look at their modules to see if they're using an Armadillo module. That may be the reason your critical hit damage is lower than your regular damage on those players. 

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On 4/3/2021 at 12:35 PM, paulus2019 said:

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

It depends on the turret - some have different mechanics. In the case of hammer (and in fact, all turrets whose damage decreases with distance), the full critical damage is dealt at whatever range the enemy is hit. This means that, at a range where normally only a couple of hammer pellets would hit an enemy, they'll take the full critical damage.

The wiki page for critical damage has more details, though just to let you know, I and the other editors aren't finished with it yet, so some information is still missing there.

Edited by kydapoot
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1 hour ago, Rutgers said:

@wolverine848

just curious, do you think defender drone is within game balance? You probably mentioned it somewhere on this forum but I didn't feel like looking.

It is somewhat OP and still needs a tweak.

IMO, it should not have the lowered cooldown benefit.

Currently, I can use DD and immediately use DA (Defender).  This should be nerfed.

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3 hours ago, Viking_Thunder_EN said:

Before I had:

Railgun + Large Caliber Rounds + DD + Brutus Drone ----> One shot most vikings, dictators, hunters, etc.

 

Now:

Railgun + Large Caliber Rounds + DD + Brutus Drone ----> One shots against such hulls are much rarer.

Well then you must be extremely unlucky in your critical shots.  To start you have a 50% chance.

Also, have you looked at the WIKI recently?  LCR now only does +20% damage.   Used to be 40% bonus.

 

On the other hand, Death Herald has such a minute nerf, I would think more players would use it...

Edited by wolverine848
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42 minutes ago, wolverine848 said:

On the other hand, Death Herald has such a minute nerf, I would think more players would use it..

I mean its really strong in the right hands. But it still takes skill to use also due to aiming. But yes its pretty a great augment now. But i still see people rather still use scout though.

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17 hours ago, wolverine848 said:

Are you change your modules every battle?

Modules are pain in the butt to fight against. That's partially why AP-effect exists (other reason — Defender) and introduction of the critical damage was because of this (and SE augments + make sense to show damage numbers). My point is that you must can play with equipment, that you wanna play. Modules kills it for Railgun and Thunder, f.e.

I have never seen such a ill thought out post like this.

YOU have absolutely no idea what you are going on about.

Let's break this down shall we, for you and the noobs who have no idea whatsoever.

I was just in a battle on my main, maxed out everything. Went up against a freeze, i had freeze immunity, 50% protection, and maxed out defender drone, i was twins.

I barely got the better of this freeze because i do not have this OP P2W critical protection module, you no, the one were you need CASH to have any chance of getting it. 

By the way he had no twins protection on and was not using defender. I should have wiped him out with ease. This AP nonsense has broken the game beyond repair.

This is just the beginning, it will get a whole lot worse as the weeks go by.

The devs spout on about GAME ECONOMY, and then continue to wipe out game balance in the process.

TO is a farce, pure P2W.

Having a maxed out garage without continually spending cash counts for NOTHING.

And then you have certain mods, who seem to endorse whatever the devs do.

The game for the most part is unplayable, These OP UPDATES  have seen to that.

  

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10 hours ago, wolverine848 said:

It is somewhat OP and still needs a tweak.

IMO, it should not have the lowered cooldown benefit.

Currently, I can use DD and immediately use DA (Defender).  This should be nerfed.

Have to disagree, with the current OP nature of TO atm defender is a must, even then it is USELESS against AP.

I mean totally USELESS, just like maxed out protections.........with AP everything is null & void.

These are the facts as i see them play out in battle.

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Just now, DOUBLE-6 said:

Have to disagree, with the current OP nature of TO atm defender is a must, even then it is USELESS against AP.

I mean totally USELESS, just like maxed out protections.........with AP everything is null & void.

These are the facts as i see them play out in battle.

Too bad my Striker doesn't inflict AP and I don't own an upgraded Hornet.

 

Spoiler

Meaning, Defender needs a nerf in order to make it balanced with more aspects of the game. We shouldn't expect "AP" to be a "nerf" for Defender, because not everyone uses AP.

Which is why I hate when the developers claim they wanna "balance" stuff, all they do is release direct counters to overpowered stuff (instead of directly nerfing the overpowered thing, like they should've). The sad thing about these direct counters, is that you need to pay big money to get them easily. Otherwise, whatever was overpowered before, stays overpowered.

 

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been finding the New Damage Indicator is a waste. seeing if a player only needs to collect a certain amount of points , and then does so in a battle. this gives the player a chance to leave at any time. leaving the battle 1 less player on the team.

also I find it more annoying to see these light up scores.

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3 hours ago, DOUBLE-6 said:

Have to disagree, with the current OP nature of TO atm defender is a must, even then it is USELESS against AP.

I mean totally USELESS, just like maxed out protections.........with AP everything is null & void.

These are the facts as i see them play out in battle.

I agree it's needed.  I use it by default now.

But Defender does not need to be able to activate DD + DA simultaneously.  After all, it's for Defending.

Just completed stage 25 of the Challenge so now my Titan has Defender + AP.  Overheating and EMP can still be problems, but at least I have no more worries about AP.

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2 hours ago, Bydo said:

been finding the New Damage Indicator is a waste. seeing if a player only needs to collect a certain amount of points , and then does so in a battle. this gives the player a chance to leave at any time. leaving the battle 1 less player on the team.

also I find it more annoying to see these light up scores.

How is this any different from a month ago?  or 1 year ago.  What does damage indicator tell you NOW that it did not tell you before?

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8 minutes ago, wolverine848 said:

I agree it's needed.  I use it by default now.

But Defender does not need to be able to activate DD + DA simultaneously.  After all, it's for Defending.

Just completed stage 25 of the Challenge so now my Titan has Defender + AP.  Overheating and EMP can still be problems, but at least I have no more worries about AP.

I might get it on my main, if i decide to buy the battle pass.

At legend rank, with the exception of a very small % of battles, TO imo is just not viable.

Anyone & anything can kill you now with relative ease. 

EMP gauss is still disabling supplies.

AP is making protections useless if you have not got the critical module, and basically taken you out in a guaranteed minimum of 2 shots, depending on the turret, sometimes it's 1 shot and your dead.

The flying monkey is still doing it's OP nonsense in ctf, rugby, assault, and making a mockery of those battle modes. (could care less if they get gold are not)

I have a maxed out main, 2 very strong field marshals, 2 very strong marshals, 1 very strong brigadier, and a very strong major account. All accounts except my brigadier and major have maxed out defender drone. 

With the last few OP updates on top of all the other OP updates, these accounts have been for the most part, shelved.

That's 7 accounts i played on a regular basis, doing the challenge on at least three at a time. 

That was 7 BP every time as i always went to tier 40, even on accounts i did not complete the challenge on.

Now all i do is dalies on my main then call it a day, might do easy missions on a few other accounts and then they to get parked up.

All this downtime, because the devs think it's a good call to keep bringing in their OP cash only updates and neglect everytime, the balance that is needed alongside any update that has a effect in battles.

I will continue to discontinue my game time on a seriously flawed game. 

I will continue to do what is best for my accounts, regardless of the outcome of any battle i go into. ( win, lose, draw, like i care)

I refuse to lose out to these OP gimmicks aimed at kids no lifing on their mobiles, alongside the P2W, which is what TO is now all about.

TO has passed the point of no return, devs have made sure of that. 

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