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Patch Update #661- Released 3rd September 2021


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Patch Update #661 - Released 3rd September 2021

 

  • Celebrating Tankers’ Day;

  • A new kind of skin is in the game — Steampunk. During the Tankers’ Day celebrations you can get these skins for Twins and Mammoth, and the animated «Bronze plates» paint, out of the updated Ultra Containers; 

  • Firebird's default skin has been updated to an HD version;

  • Tesla

    • Maximum critical damage chance decreased from 20% to 10%. 

    • Dilatory protocol augment: 

      • Now decreases lightning ball range by 50% instead of 70%

      • Lightning ball reload time increased by 200%:

    • We decided to change the place of this augment in the game's balance. Decreasing the lighting ball’s range helped to decrease the "kill zone" created by groups of Titans but didn't make it harder for them to create such “zones”. Increasing the lightning ball’s reload time will require more teamwork from such players making it harder for them to create such zones. Also, we’re bringing back the old lighting ball range values to retain the idea of long chains. We will keep monitoring the situation. 

  • Thunder

    • Ordinary and critical damage values decreased from 435-880 to 405-810;

    • We’ve decided to decrease the damage of long-range turrets while keeping the number of shots needed to destroy a tank the same;

    • Long range turrets are very popular nowadays and one of the reasons why is because of their damage. Decreasing damage while keeping the same number of shots to destroy a target should increase the chances of a tank surviving after a single shot, if it has been upgraded to even a few MU steps.

  • Railgun

    • Ordinary damage decreased from 450-900 to 350-700;

    • Critical damage decreased from 800-1600 to 655-1310;

  • Magnum

    • Ordinary and critical damage decreased from 855-1745 to 750-1500;

  • Gauss

    • Ordinary damage decreased from 355-705 to 335-670. 

    • Critical damage increased from 355-705 to 670-1340. 

    • Salvo damage decreased from 855-1745 to 750-1500;

  • Shaft

    • Ordinary and minimum sniping damage decreased from 355-705 to 335-670. 

    • Critical damage decreased from 500-1000 to 490-980. 

    • Charge time in aiming mode increased from 3-3 seconds to 5-3 seconds. 

    • «Heavy capacitors» augment — this augment now increases charging time while in aiming mode by 25% of the default value instead of the previous fixed value of 4 seconds. 

    • «Light capacitors» augment — this augment now decreases charging time while in aiming mode by 50% of the default value instead of the previous fixed value of 2 seconds. 

    • In addition to decreasing long range turrets' damage, Shaft receives a longer charge time in aiming mode at low modifications. 

    • These changes to the capacitor augments won't affect Mk7+ as the time will remain the same - 2 and 4 seconds. 

    • Balancing the capacitor augments was necessary due to Shaft’s increased charge time at the lower ranks. 

    • Shaft needs a short charge time for dynamic battles at high ranks; however this also makes it too easy at low ranks. 

  • Fixed a bug which caused keyboard settings not to be saved if you changed them while inside a battle;

  • Now you need to enter your 2FA one-time code to disable two-factor authentication. 

  • Improvements to the anti-cheat engine.

 

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In short, this is a bad update, similar most updates we have for the recent months. 

  • Nerf to a bunch of mid range turrets for no reasons.
  • Useless nerf to Tesla. It is broken as hell and everyone knows about that. The main issue is the damage. What's the point of shifting all those critical chances, range and stuff? 
  • Dilatory protocol aug. encourages camping, similar to Magnum. Why would anyone think it is a good idea to encourage camping in a PVP game? It's just stupid.
Edited by Warpriest
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  • Head Administrator
1 hour ago, Incorp said:

Hey..... I can reply! @Spy was this a typo?

Seems like this is intended so the developers can collect feedback.

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I dont like these changes, especially to railgun. Augments like round destabilization have become pretty useless now since it sometimes takes 3 shots instead of 1 now.

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Railgun nerf is ridiculous cause as u know there are many of railgun protection in every battle and with this change railgun can do nothing after this.

Btw I like shaft nerf , i hope more nerfs for that one shot one kill turret ?

Edited by nima1333
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The nerf to gauss snipe damage was good, but honestly it should be 700-1400. But you get an A+ there.

The shaft nerf was just meh. Better if you revert its recent buffs. So its a C.

The Tesla nerf I also think it wasn't very noticeable. Should just nerf its damage or increase its reload to 1.3. So a C.

Thunder nerf was just unneeded, but at least it was very minimal. So a D.

Magnum nerf was also uncalled for, it already suffered many nerfs. D-.

The railgun nerf was the worst, and even worst was the reason to nerf it. Now its garbage. Triple F-

 

I could've graded this whole update an F. The only saving grace was the gauss nerf so its now just a D.

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I would agree with every nerf which happened unless the one on Thunder i dont think Thunder needed this nerf it was already balanced and ok as a Turret.

Edited by QnA

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 This update makes the augment useless for me. And it wasn't cheap either! 

It is impossible for me to build a chain as a single player. This isn't what I bought and want my credits back.

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Thunder: why did it receive such a base damage and critical damage nerf? There were other turrets that still overshadowed thunder such turrets like smoky and gauss prior to this update. Therefore, saying that this was an unjustified nerf. 

Shaft: I feel like it technacally didn't get a nerf since its reload is practically the same at mk8. Plus I felt like the better solution would be to nerf shaft is to nerf its reload for all modifications and and its augments. Overall, I felt like this nerf almost has no impact to the shaft rebalancing.

Gauss: Gauss wasn't the problem in its previous damage stats, so why nerf the damage? The only thing that made gauss annoying was its stealth ability by not having some sort of signal when locking on for its super shot  besides the ears.  Granted that gauss has the ears to signify when its locking on but I still feel like it isn't enough since it can shoot from anywhere out of the players sight. Many may of you ask, why not include a signal for Railgun, Magnum, or Thunder? Heres my answer to that. For Railgun, you can physically see the trail where the railgun user is camping. As for Magnum, you can see the arch after the magnum shot and you can still locate them. As for thunder, it has to stay exposed at all times and has to shoot at a closer range to maintain its max damage. Therefore saying that this type of nerf for gauss wasn't needed, it just needed another type of signal besides the fox ears to fix the gauss's situation.

Railgun: The damage nerf is a bit  much. After the update, some of the railguns augments became unplayable such as round destabilization. The best solution I could think of to fix rail would be to make railguns base damage from 400-750 and make its critical damage from 785-1750. Reason, this would still keep all railguns augments playable and balanced damage wise and factoring the parameters for critical damage chance.

Magnum: I felt like this nerf was an over kill. Why? The problem was not the damage its self but the main problem would be its splash radius. I believe that it would have been better if magnum got nerfed in its splash radius rather than its base damage.

 

Edited by MysticBlood
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7 minutes ago, MysticBlood said:

Thunder: why did it receive such a base damage and critical damage nerf? There were other turrets that still overshadowed thunder such turrets like smoky and gauss prior to this update. Therefore, saying that this was an unjustified nerf. 

Prolly to reduce the numbers of Grizzlies appearing in battles.

7 minutes ago, MysticBlood said:

Shaft: I feel like it technically didn't get a nerf since its reload is practically the same at mk8. Plus I felt like the better solution would be to nerf shaft is to nerf its reload for all modifications and and its augments. Overall, I felt like this nerf almost has no impact to the shaft rebalancing.

Feels like Alternativa are having some trouble rebalancing Shaft...

8 minutes ago, MysticBlood said:

Gauss: Gauss wasn't the problem in its previous damage stats, so why nerf the damage? The only thing that made gauss annoying was its stealth ability by not having a laser. Granted that gauss has the ears to signify when its locking on but I still feel like it isn't enough since it can shoot from anywhere out of the players sight... Therefore saying that this type of nerf for gauss wasn't needed, it just needed another type of signal besides the fox ears to fix the gauss's situation.

It needs more than just that fox ear, it also need a laser (basically the longer a Gauss is locking on you, the more noticable the laser is, kinda like Shaft).

11 minutes ago, MysticBlood said:

Railgun: The damage nerf is a bit  much. After the update, some of the railguns augments became unplayable such as round destabilization. The best solution I could think of to fix rail would be to rework Railgun's base damage from 400-750 and make its critical damage from 785-1750. Reason, this would still keep all railguns augments playable and balanced damage wise and factoring the parameters for critical damage chance.

That would still cause Railguns relying on Critical damage to score kills consistently. And still render Falcons useless. 

18 minutes ago, MysticBlood said:

Magnum: I felt like this nerf was an over kill. Why? The problem was not the damage its self but the main problem would be its splash radius. I believe that it would have been better if magnum got nerfed in its splash radius rather than its base damage.

Prolly to tackle those armies of Griffins in battles...

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16 minutes ago, MysticBlood said:

Thunder: why did it receive such a base damage and critical damage nerf? There were other turrets that still overshadowed thunder such turrets like smoky and gauss prior to this update. Therefore, saying that this was an unjustified nerf. 

Yeah it was dumb to give thunder another nerf, but I'm glad it was just small. 

18 minutes ago, MysticBlood said:

Shaft: I feel like it technacally didn't get a nerf since its reload is practically the same at mk8. Plus I felt like the better solution would be to nerf shaft is to nerf its reload for all modifications and and its augments. Overall, I felt like this nerf almost has no impact to the shaft rebalancing.

Yeah its not very noticeable. I would've just revert the recent overbuffs it got last month.

20 minutes ago, MysticBlood said:

Gauss: Gauss wasn't the problem in its previous damage stats, so why nerf the damage? The only thing that made gauss annoying was its stealth ability by not having a laser. Granted that gauss has the ears to signify when its locking on but I still feel like it isn't enough since it can shoot from anywhere out of the players sight. Many may of you ask, why not include a signal for Railgun, Magnum, or Thunder? Heres my answer to that. For Railgun, you can physically see the trail where the railgun user is camping. As for Magnum, you can see the arch after the magnum shot and you can still locate them. As for thunder, it has to stay exposed at all times and has to shoot at a closer range to maintain its max damage. Therefore saying that this type of nerf for gauss wasn't needed, it just needed another type of signal besides the fox ears to fix the gauss's situation.

I'm glad that they're at least finally seeing what kind of abomination they brought into the game when they released this turret and are actually doing something to balance it out. But I would've been more happy if they just slap a warning on it and move on.

24 minutes ago, MysticBlood said:

Railgun: The damage nerf is a bit  much. After the update, some of the railguns augments became unplayable such as round destabilization. The best solution I could think of to fix rail would be to make railguns base damage from 400-750 and make its critical damage from 785-1750. Reason, this would still keep all railguns augments playable and balanced damage wise and factoring the parameters for critical damage chance.

It was too harsh. Because of the nerf, I had to throw my railgun in the trash can. And I rarely ever camped with it.

28 minutes ago, MysticBlood said:

Magnum: I felt like this nerf was an over kill. Why? The problem was not the damage its self but the main problem would be its splash radius. I believe that it would have been better if magnum got nerfed in its splash radius rather than its base damage.

Yep, it got another hefty nerf. The only nerf I probably would've given it is a slightly longer reload.

 

Also to those that try to justify these nerfs by saying "to decrease their module numbers" that's just poor excuse and it doesn't hold water.

 

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36 minutes ago, FrozenRailgun said:

Prolly to reduce the numbers of Grizzlies appearing in battles.

That would still cause Railguns relying on Critical damage to score kills consistently. And still render Falcons useless. 

Prolly to tackle those armies of Griffins in battles...

1. Even without the grizzly module the thunder user would still have to activate boosted damage in order to 1 or 2 hit.

2. It would not render falcon completely useless since it has one of the lowest dps rate and it has a longer reload to land hits. Overall it wouldn't render falcons completely useless. Don't forget that the defender drone also exists. 

3. You gotta admit that was an overkill nerf for magnum. Its splash radius should have been nerfed. As I have stated above.

Edited by MysticBlood
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1 hour ago, MysticBlood said:

...

Magnum: I felt like this nerf was an over kill. Why? The problem was not the damage its self but the main problem would be its splash radius. I believe that it would have been better if magnum got nerfed in its splash radius rather than its base damage.

I think the Splash Damage radius Magnum has is what helps Magnum in many battle situations, because it's harder to aim presicely at an enemy in most situations, so I think most of the times it's the Splash that is helping Magnums do damage.

Of course a camping Magnum that holds a good spot can cause a lot of damage to several enemies in some situations.

So, maybe a smaller radius could be better if, and only if, it's autoaim angle gets wider.

 

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17 minutes ago, lssimo said:

I think the Splash Damage radius Magnum has is what helps Magnum in many battle situations, because it's harder to aim presicely at an enemy in most situations, so I think most of the times it's the Splash that is helping Magnums do damage.

Of course a camping Magnum that holds a good spot can cause a lot of damage to several enemies in some situations.

So, maybe a smaller radius could be better if, and only if, it's autoaim angle gets wider.

 

The only nerf I would've given magnum is a slightly longer reload.

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1 hour ago, MysticBlood said:

1. Even without the grizzly module the thunder user would still have to activate boosted damage in order to 1 or 2 hit.

Um... I don't get it.

40 minutes ago, Ghost_Animator_XP said:

can-you-stop-nerfing-hornetrailgun-for-1

that's exactly how I felt when I read the post ?

No. It's overused. <3

1 hour ago, MysticBlood said:

2. It would not render Falcon completely useless since it has one of the lowest dps rate and it has a longer reload to land hits. Overall it wouldn't render Falcons completely useless. Don't forget that the defender drone also exists. 

Yes Defender drone does exist but not everyone are willing to throw 1 million crystals just to get it upgraded (you will also need loads of batteries and Boosted Armors).

When you mentioned about rebalancing Railgun's critical damage to 1750 AND nerfing its base damage, that's still being reliant on scoring crit shots. If Crit shots does not have its module-piercing trait, maybe it could work but now it's a fat nope. 

 

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You have to be an absolute madman to play Thunder at High Ranks, I am shocked by the nerf. This must be the strangest nerf I have ever seen in 10 years of Tanki Online.

Railgun was extremely annoying, so a bit of breathing room is nice. (and I play Railgun)

 

I am waiting for a nerf to Tesla's damage, you get two-three clipped and you are dead. But I guess we have to wait for the kids players to buy enough UT to get Tesla XT first.

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