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Patch Update #661- Released 3rd September 2021


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13 minutes ago, At_Shin said:

What? haha. Booster drone has zero influence on critical hits. Plus, the drone has not been reworked yet, and no changes were done to it recently. So, if what you say is true then why doesn't it work now?

I believe you were only getting lucky as railgun has a high crit chance.

Let me ask another Death Herald Booster user about this @Iron_Man is this true (read quoted content).

I don't think it has anything to do with Booster but yeah, I've noticed that with Death Herald augment, most of your first shots after respawning are critical hits. This is true. Of all the first-shots I've delivered so far, only a handful haven't been critical ones. I think it has something to do with this augment as no other augment results in same behavior. Yet again we have no proof of that but yes, it is true.

Most of the first shots are indeed critical ones, well "most" is quite an understatement.

Oh I haven't used Death Herald after the nerf to Railgun though. So I do not exactly know how it is right now.

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3 minutes ago, Iron_Man said:

I don't think it has anything to do with Booster but yeah, I've noticed that with Death Herald augment, most of your first shots after respawning are critical hits. This is true. Of all the first-shots I've delivered so far, only a handful haven't been critical ones. I think it has something to do with this augment as no other augment results in same behavior. Yet again we have no proof of that but yes, it is true.

Most of the first shots are indeed critical ones, well "most" is quite an understatement.

Well u saved me there , phew

3 minutes ago, Iron_Man said:

've noticed that with Death Herald augment, most of your first shots after respawning are critical hits.

But that major crit chance is also gone which makes rail even weak :c

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2 minutes ago, At_Shin said:

I can't think of an explanation for this other than simple luck. That's coz Death herald has the same stats for critical chance as normal stock railgun.

Well that's the only logical thing we have, and I believe that's the reason as well. But 99.99% of the times, luck..........

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26 minutes ago, At_Shin said:

I wish I had that kind of luck when opening Ultra containers. :blush:

Says the kiddo who spammed exotics from them. Seriously dude? You literally spammed Ultra Skins from UCs and yet here you are ?‍♂️

Self contentment is the key to happiness.

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On 9/7/2021 at 1:34 PM, At_Shin said:

I wish I had that kind of luck when opening Ultra containers. :blush:

Look at my ''luck'' when opening Ultra Containers. My rewards are always awful!

 

Edited by B.A.B.I
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As Ghost Animator XP saids, they should increase the damage of medium turret like railgun, thunder depending of how close they are in front of the enemy so that could fix the issues with low damage because of that nerf!

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21 hours ago, B.A.B.I said:

Look at my ''luck'' when opening Ultra Containers. My rewards are always

 

Oh I'm sure that @At_Shinwould love to have your luck. :ph34r:

Edited by At_Shin
Removed quoted content.
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My thoughts on the changes:

 

TESLA:

 

I CANNOT believe it took more than a month to realise Tesla shouldn't have a 20% critical chance. It's a huge improvement now that my module isn't guaranteed to be ignored during a 1 v 1. It's still not enough, because its base damage is far too high.

 

As for Dilatory, it has become much more manageable.

 

 

THUNDER:

 

I know there are always reasons certain balance changes occur, but why a Thunder damage nerf? Players have expressed how weak Thunder has been becoming over the months in comparison to the other turrets, and now it was manually weakened. If you're going to keep it this way, it's time for you to bring some actual diversity to Thunder gameplay. You can start by decreasing the damage penalty on Small Calibre Charging Machine. Increasing the critical hit chance of Subcalibre Rounds. Maybe decreasing the projectile speed penalty on Sledgehammer. Give Thunder and its augments a proper look.

 

Also has anyone been having lag spikes when using Thunder? It has been happening to me with Thunder specifically since Friday. 

 

 

RAILGUN:

 

Enough has been said about Railgun already. I said my piece at the start of the topic. 

 

 

MAGNUM:

 

I'm on the fence about whether Magnum should have its damage nerf reverted. But for sure, Mortar should stay the way it is currently, where it cannot one-shot a medium hull. 

 

GAUSS:

 

Nothing in particular, though it sucks that having a status Gauss is even more of a necessity at endgame due to Adrenaline no longer doing anything worthwhile for Gauss there.

 

SHAFT:

 

Long overdue nerf. Shaft at lower modifications was too potent for too long. But does Shaft really need such a fast charging speed for "dynamic battles"? All I see happening from this is Shaft Titans getting rewarded even more for their valiant effort on the front backlines. Heavy Capacitors is still powercreeping Light Capacitors. Why is camping with this turret so HEAVILY encouraged recently? 

 

Another thing is that it is quite weird you talk about letting there be more survivability for hulls in general from long range turrets and then do nothing with Shaft's sniping damage. Why was it not reverted back to 1,500-3,000. The reason for having that extra 150-300 damage doesn't hold up anymore after the drone update earlier this year.

 

 

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15 minutes ago, TheCongoSpider said:

It's a huge improvement now that my module isn't guaranteed to be ignored during a 1 v 1. It's still not enough, because its base damage is far too high.

Regarding tesla. Its protection module is a waste of space when going up against tesla combined with hornet and a activated overdrive, so quite clearly hornet, YET AGAIN is the problem and not the turret.

The dilatory augment is now useless and not worth 2 cents in battle, in fact I think I overstated it's monetary value by about 2 cents.

Tesla's base damage might be high, but compared to a lot of OP stuff in TO, it's not the major problem you and others think it is.

Tesla before the huge nerf to it's dilatory augment, was THE only turret that had a reasonable chance at stopping the legal hack from flying away with your flag, note the word FLYING.

TO is a jumbled mess of OP gear and unwanted gimmicks, (unless your a child) and as long as the current crop of devs stay in charge it will only get worse. 

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18 minutes ago, G-92 said:

Regarding tesla. Its protection module is a waste of space when going up against tesla combined with hornet and a activated overdrive, so quite clearly hornet, YET AGAIN is the problem and not the turret.

It might be a bit of both.  Tesla seems to do a lot of damage. Chain lighting does 980 damage with a reload of 0.90 seconds?  Does it ever run out of energy?

 

Kind of like Hooper with Crisis is silly.  But without OD, it's still able to grab a flag even if a defender is sitting on the flag.  Regular hulls can't do that, and if it's not a bug, the game is more broken than I thought.

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46 minutes ago, wolverine848 said:

It might be a bit of both.  Tesla seems to do a lot of damage. Chain lighting does 980 damage with a reload of 0.90 seconds?  Does it ever run out of energy?

It's the dilatory augment that they nerfed. It had a specific role to play as a augment which has now been rendered useless because of the huge waiting time to recharge.

 

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