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What's going on with critical damage for all turrets?

It's the most nonsense thing to approach a player with armadillo and result in dealing LESS damage with critical (besides rail, smoky and striker).

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I too was a bit puzzled by it at the start but then again, it's just like any other module. Critical damage and crit dependent alterations like Rail's Scout, Destab Plasma or BlunderBuss are very powerful, to the point of being at times ridiculously game breaking and Armadillo is basically the only way other than Titan's Dome to counter them. For a mechanic that has very few counters, I think that a still fairly rare Armadillo is fair countermeasure to it.

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Tanki weirdly became really dedicate and caring about balance wow!! Honestly I got stunned and wondered why they surprisingly cared about this small detail..! But I said myself, umm.. ok! No problem as it's coming from a balance purpose.

But then I stunned and shocked with the Mine critical damage do 9999 ? with 1%. Honestly if there was a thing that ruin the balance and too RNG, it's not the old spreaded damage, but it's their unreasonable 9999dmg for the Mines.  They quickly nerfed it to 3999 (I think in less than a week), but still too high and more RNG than the old spreaded damage.

Regardless of this, I see the new constant damage is sux and boring. But it wasn't to be a problem with me if it balanced the game more ! All of what I see is a new OP module and stupid Mine damage.

Edited by asem.harbi
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39 minutes ago, asem.harbi said:

They quickly nerfed it to 3999 (I think in less than a week), but still too high and more RNG than the old spreaded damage.

Take the normal damage at 99% and add the 3999 at 1% - that averages out to less damage than mines used to do.

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3 minutes ago, wolverine848 said:

Take the normal damage at 99% and add the 3999 at 1% - that averages out to less damage than mines used to do.

Don't understand you with the update or against.

I mean whatever the average was lesser than what mines used to be or higher, the current mine damage is RNG. Even if the current mines damage do constant 3999dmg, I wont bother. But I talk about how they contradict themselves when they made a horrible critical damage difference from 1500 to 3999.

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4 hours ago, asem.harbi said:

Don't understand you with the update or against.

I mean whatever the average was lesser than what mines used to be or higher, the current mine damage is RNG. Even if the current mines damage do constant 3999dmg, I wont bother. But I talk about how they contradict themselves when they made a horrible critical damage difference from 1500 to 3999.

But it's only 1%.

As opposed to other Criticals like Rail.  Up to 50%.

You will hardly ever step on a mine that does 3999.  And even if you do, with DA you take < 2000 damage.

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21 hours ago, beachhouse said:

What's going on with critical damage for all turrets?

It's the most nonsense thing to approach a player with armadillo and result in dealing LESS damage with critical (besides rail, smoky and striker).

This Wiki Page tells us everything about Critical Damage and the chances that each Turret gives: 

https://en.tankiwiki.com/Critical_Damage

Icon info.png

Check out the "i" symbol like above to read what the numbers mean for the Critical info.

Railgun's Critical information is very nice to read about!

It can critical about every other shot!

 

Yeah, with the Armadillo Module, we have Critical Resist.

It can allow us to resist all Critical Damage from Turrets and Mines. We can basically take regular damage from all Turrets!

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