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Critical damage changes and other


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4 minutes ago, RIDDLER_8 said:

The critical damage update is perfect but what needs to change are the colors, as I mentioned earlier on.

??????⚪ There you go, lot's of nice bright shiny colours, balance should be all sorted now, wish i had of thought of that.

 

 

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23 minutes ago, DOUBLE-6 said:

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.

I don't think that is what the Armadillo module is for.  It reduces damage from critical shots, not preventing Status effects.

AP augments are not doing critical damage.  They are applying a Status Effect.

You need AP immunity to prevent your loss of DA/protection modules from Status Effects.

Edited by wolverine848
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32 minutes ago, wolverine848 said:

I don't think that is what the Armadillo module is for.  It reduces damage from critical shots, not preventing Status effects.

AP augments are not doing critical damage.  They are applying a Status Effect.

You need AP immunity to prevent your loss of DA/protection modules from Status Effects.

Well whatever they do, it's still making the game unplayable.

There are just to many gimmicks in the game.

Only going to get worse, and the only way to get AP immunity and that armadillo, is from their OVERPRICED not so ultra containers.

Anyways ta for correcting me, but overall i'm correct about the game, it's past t p o n r, and there really is no coming back from this.

TO is broke at all levels, from the shop to MM and everything in-between. 

Game economy, that is the only 2 words the devs seem to care about.   

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On 4/3/2021 at 5:27 PM, wolverine848 said:

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

I may have mixed opinion about modules but I do agree here. It's like saying nerfing Eagle or Ocelot just to satisfy Shaft/Isida dudes is illogical. 

On 4/4/2021 at 12:42 PM, wolverine848 said:

In TO there are plenty of ways to destroy tanks, even with 50% modules. Overdrives and Drones contribute immensely to this.

Booster, Hornet OD and Viking OD are the biggest factors. 

On 4/3/2021 at 5:27 PM, wolverine848 said:

No idea what you are trying to say here.

He was saying that using different turrets until modules becomes non-existent (and armies of Railguns dominates matches after matches).

On 4/4/2021 at 3:39 AM, The_Voltage said:

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.

Modules yes, they can be frustrating as you mentioned but at the same time they can be your homies saving your butt when needed. Just like when I find opponents' Eagles annoying (sometime) but then I can tank a sniper shot when it comes to Shaft vs Shaft scenario. 

Modules did impacted Thunder and Railgun but then because they are so easy to use, they become common to the point such armies of respective modules exist.

Railgun: Capable to getting out cover and dealing over 1k damage in split seconds (and without hindering mobility).

Thunder: Capable to damaging tank even when the target is hiding behind a cover (and the inpact force).

Edited by FrozenRailgun
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1 hour ago, Unleash said:

Seriously... i wonder why are players complaining about op things, and then someone say this.

It's Riddler

They won't stop complaining until Wasp's bomb has a 100 meter damage radius and Viking's OD can shoot through walls

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woow I just stunned someone with Railgun 3 times in a row dealing them 15 seconds of being stunned, somehow they still survived those shots I think they were using Lifeguard drone xD

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Been playing TO for 10 yrs now. As a whole I've been extremely disappointed at the direction TO has gone. We are told "Chose and upgrade a tank to fit your playing style". So you spend years playing, you spend money to upgrade your tank because you love the game AND because you want to support the game. You know the game wont exist if you don't support it so you do, trusting that what they're selling you is what you're getting. Then they (TO) get greedy and nerf your tanks fire power or protection claiming to "re-balance" the game. But they just take what you had, divide it up so you have to spend more money to get your tank back to what it was before. Its happened over and over. Whether its with separating the protection from the paints (use to be combined) which you now pay ungodly amounts for, or the stupid Augments which force you to have to buy other arguments to counter. There's a long list of this crap to choose from. Now in this "Update" (I've come to hate that word because it means they're just going to jerk everyone around again) they nerf my rail AGAIN!  Case in point..

  • «Large caliber rounds» — common and critical damages are increased by 20% instead of 40%, shot reload is increased by 60% instead of 50%.

In other words they sold you on this upgrade then they come along and cut the damage in half and made it even longer to reload.......just great! :(  What the hell! Seriously....why cant you just leave it alone??? I've had a Fully upgraded Rail to M8 for ever. When I had 2X Damage I used to be able to kill a Wasp in 1 shot. Now that same M8 with 2X damage AND this Large Caliber rounds and I cant kill a wasp in one shot.....and that was before this garbage "Update"! And dont tell me about the variables in hull strength, protection, drones....I've been around long enough to understand all of that stuff.  What I've said is still accurate.

It use to be that TO understood that the Rail was hard to master. It forces you to be accurate with your shot because the reload time was very long, but if you put in the time and mastered it, and mastered the ability to maneuver to avoid the rapid fire of other turrets  the reward was it was very powerful. Now with all the nerfing and "balancing/Updating" they've ruined it. I know they're not going to put things back they way they were because I now believe they care more about getting your & my money than they do about being honorable.  I would like TO (for every Player's sake) to leave the game alone for once. Allow us to have something that is stable, that we can get used to, that we can depend on.  And for God sake, STOP nerfing the rail! We deserve the power....especially when you've added so many no skill "spray & pray" turrets....its near impossible to compete. We're dead before we can get a shot off (How is that "balanced"?) Until you do I wont spend another dime on this game. I sincerely hope you correct this before you completely ruin what used to be a fantastic game.

Sincerely,

An old timer who's supported the development of this game with my hard earned cash in both this account and my previous Legend  "Shemadelic" account

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@DOUBLE-6  100% Agree! TO has ruined what used to be a fantastic game! Whats worse they've screwed the very players who've been their biggest supporters. It infuriates me :(

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14 minutes ago, Triton said:

Now with all the nerfing and "balancing/Updating" they've ruined it

switch to gauss, one shot light hull most time,

my profile said I am long time railgun user, 730 hours (that not include time before the profile feature)

railgun; 730 hour = 1 551 000 xp;

gauss: 121 hour = 1 285 000 xp;

1 hour gauss about = 6 hour railgun

--- follow the tanki changes, you will enjoy it better --

I change from tanki pc to tanki mobile, better rewards

I change from hornet to viking to titan to crusade and other hovering hulls, so much better OD and ctrl

they introduce drone, just get best drones, booster, defender, saboteur..

they introduce augment, just get OP augment, (get best from crystal augment)

they introduce hull immu, just get hull immu, (get best from free challenge))

 

Edited by wild001
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@wild001 

Between my 2 accounts I have about 1300 hours with rail. I've watched TO ruin it and it pisses me off. Thanks for the recommendation!

No, I'm not playing their stupid game. Did u read my post? They nerf your gear then make you buy more crap to make up for their crap. They're swindling your money!!!

Im not paying them another penny until they stop this BS!

Edited by Triton
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22 hours ago, wolverine848 said:

 

it has not changed .

the part I don't get is why add it when it does nothing for players to make the game balanced.

only thing it  gives  you a bunch of numbers floating above the tank . will a player stop in the middle of a battle and write them down. highly unlikely .

so why have another useless update that gives players nothing in return.

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This critical damage update is very, very good. It is one the best minor updates that makes Tanki Online a much more balanced game. However, I do admit the truth that for some turrets, critical damage is too rare, so I would suggest increasing the critical chances of those turrets where critical damage is too rare. That would add a little more balance to the lack of critical damage chances for those turrets that don't deal enough critical damage for a certain period of time.

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8 minutes ago, RIDDLER_8 said:

No. I do not want the game to be rushed. Developers must take their time for development of any update.

Unleash was not referring to developers.

Was referring to game-lay in battles.

The fund may grow faster, but you enjoy re-spawning often during a battle?  That's what criticals do - nullify your defenses and help you to die more often, wasting time re-spawning. 

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40 minutes ago, RIDDLER_8 said:

However, I do admit the truth that for some turrets, critical damage is too rare, so I would suggest increasing the critical chances of those turrets where critical damage is too rare.

Crit damage is fine but then some turret's Crit chance is too high like Railgun. I say the current rate of crit chance is fine as it is, no need to change.

54 minutes ago, RIDDLER_8 said:

That would add a little more balance to the lack of critical damage chances for those turrets that don't deal enough critical damage for a certain period of time.

Sorry bud but no. More crit chance can and will ruin the balance.

 

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9 hours ago, Triton said:

«Large caliber rounds» — common and critical damages are increased by 20% instead of 40%, shot reload is increased by 60% instead of 50%.

I would be fine if standard damage gets reverted to 1,200. I think dev nerfed LCR because of dudes complaining its OP-ness, being the pre-nerfed Railgun. 

But yes, I have to agree your point of:

9 hours ago, Triton said:

 When I had 2X Damage I used to be able to kill a Wasp in 1 shot. Now that same M8 with 2X damage AND this Large Caliber rounds and I cant kill a wasp in one shot.....and that was before this garbage "Update"! And dont tell me about the variables in hull strength, protection, drones....I've been around long enough to understand all of that stuff.  What I've said is still accurate.

 

9 hours ago, Triton said:

It use to be that TO understood that the Rail was hard to master. It forces you to be accurate with your shot because the reload time was very long, but if you put in the time and mastered it, and mastered the ability to maneuver to avoid the rapid fire of other turrets  the reward was it was very powerful.

Hard to master yes except this leads to armies of Falcons. As I mentioned here:

22 hours ago, FrozenRailgun said:

Modules did impacted Thunder and Railgun but then because they are so easy to use, they become common to the point such armies of respective modules exist.

Railgun: Capable to getting out cover and dealing over 1k damage in split seconds (and without hindering mobility).

 

9 hours ago, Triton said:

And for God sake, STOP nerfing the rail! We deserve the power....especially when you've added so many no skill "spray & pray" turrets....its near impossible to compete. We're dead before we can get a shot off (How is that "balanced"?)

Even if Alternativa is willing to listen your criticism, the dilemma of facing modules (armies of Falcons) vs keeping particular turret desirable (like Railgun for you) is not a walk in the park to solve it.

9 hours ago, Triton said:

We deserve the power....especially when you've added so many no skill "spray & pray" turrets....its near impossible to compete. We're dead before we can get a shot off (How is that "balanced"?

May you name those turrets that spray and pray without skills? Or turret augments?

9 hours ago, Triton said:

Until you do I wont spend another dime on this game. I sincerely hope you correct this before you completely ruin what used to be a fantastic game.

I was once an P2W, now shifted to F2P.

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12 hours ago, Triton said:

Between my 2 accounts I have about 1300 hours with rail. I've watched TO ruin it and it pisses me off.

Are you kidding?

With the huge Critical % chance Rail is way more potent than it was before.

Why do you think there are even more in the game now than there was two weeks ago?

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Guys for the current available states... Magnum/Gauss can do a constant damage of 1745 and the critical shot is also the same..

LCR can do between 1080 with the normal shots to 1920 with the critical... Which means an average of 1500dmg compared to Gauss/Magnum... But they still doesn't have the opportunity of 1920dmg that Railgun can do or the opportunity to pierce protection modules way more like Railgun.

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Guys I will let you a secret info, and put a hundred lines under it..    LCR + Hornet will be the next OP, in a few days/weeks.

Edited by asem.harbi
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On 4/5/2021 at 9:40 PM, SporkZilla said:

It's Riddler

They won't stop complaining until Wasp's bomb has a 100 meter damage radius and Viking's OD can shoot through walls

played one battle after a very long time off. what a load of rubbish. 

and wats with the tanks that fly . if this is tanki now then no thanks. 

even more worse than when i reme.ber

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