Jump to content
EN
Play

Forum

Patch Update #666 - Released 15th October 2021


Marcus
 Share

Recommended Posts

46 minutes ago, Apis_the_Professor said:

I think most of these changes are justified, considering that most players have mainly been focused on acquiring either booster or defender. However, I have to wonder why nothing has been done about parameters of certain turrets, which are considerably stronger than others, such as vulcan and, out of them all, striker. Have you guys forgot about these two or you purposely keep them untouched. Lastly, I would recommend decreasing the number of supplies booster and defender consume to 2, as booster now gives 40% BD more and defender 50% BA more and it is really disproportionate consumption now as they offer way less benefits than they used to.

 

P.S. How I forgot about crisis, BALANCE it OUT a bit. Unless, of course, your aim is even more unbalanced matchmaking.

Crisis already consumes 3 at a time, and it allows 1 usage of modes at a time. Your Boosters, Defenders, and Tricksters allow all 3 active. ?‍♀️

  • Agree 1

Share this post


Link to post
Share on other sites

Was looking forward to booster changes from last patch notes and upgraded it to 16/20 on last 50% sales, now its at 18/20 and getting 19th upgrade. Ofc it gets nerfed :D

 

Railgun buff and shaft nerf lets gooooooooo

Share this post


Link to post
Share on other sites

24 minutes ago, yellowghetto said:

Crisis already consumes 3 at a time, and it allows 1 usage of modes at a time. Your Boosters, Defenders, and Tricksters allow all 3 active. ?‍♀️

You are only trying to justify crisis cause you own one. If I was you I would at least try not to be biased and look at its statistics impartiality. The reality is all these changes to drones where done just to favour crisis users, i.e. heavy buyers that financially contribute to game the most.

And you happen to be one of them.

 

Edited by Apis_the_Professor
  • Like 1

Share this post


Link to post
Share on other sites

2 hours ago, Marcus said:
  • Railgun:

    • Shot reload time (sec) has been decreased from 4,4-2,6 to 3,3-2,6 sec; 

    • Impact force has been increased from 220-650 to 260-780; 

    • Critical hit chance after dealing crit damage has been increased from 10% to 50%.

200-1.gif

I wish everyone the best of luck with this Railgun buff.

  • Like 1
  • Haha 3

Share this post


Link to post
Share on other sites

57 minutes ago, numericable said:

How will the rapid mode shaft augment works? Also, nerf booster only if defender is nerfed with it, both should canceled each other, remember, that was your statement about those.

Works like the sniper mode, after shot all the 3 shots, you will need to wait 10 SECONDS(Consumes all the energy)

shaft now is trash in all augments(except heal augment, they will probably give it tomorrow in the challenge)

  • Agree 1

Share this post


Link to post
Share on other sites

3 hours ago, Marcus said:
    • Critical hit chance after dealing crit damage has been increased from 10% to 50%.

@MysticBlood Now, I think your Stun Railgun have  become a "playable"

Edited by asem.harbi

Share this post


Link to post
Share on other sites

25 minutes ago, pocrettttt said:

Works like the sniper mode, after shot all the 3 shots, you will need to wait 10 SECONDS(Consumes all the energy)

shaft now is trash in all augments(except heal augment, they will probably give it tomorrow in the challenge)

You're probably right, i hope they won't give it tho

Share this post


Link to post
Share on other sites

About Shaft, I'm not sure. 10 seconds seems like a lot, but good Shafters go hidding after one shot-ing their victims anyway, smiling happily. Arcade Shots should consume at least 50 energy units, for the look of the energy bar when shooting.

They made Railgun OP on purpose. Trying to sell more Armadillos? Temporary change because of Overdone Sandbox?

Share this post


Link to post
Share on other sites

4 hours ago, Marcus said:

Shaft:

  • Energy per arcade shot (eng) has been decreased from 250 to 0 eng;

  • Sniping shot reload time has been increased from 3-5 to 10 seconds; 

  • Regular Arcade damage (hp) has been decreased from 335-670 to 290-580 hp; 

  • Critical Arcade damage (hp) has been decreased from 490-980 to 340-680 hp;

  • Range of max damage (m) has been increased from 20-30 to 40-60 m; 

  • Range of min damage (m) has been increased from 30-40 to 50-70 m; 

  • Horizontal aiming speed (deg/sec) has been increased from 15-30 to 20-40 deg/sec.

    • The key change here is that arcade shots no longer consume energy. Earlier, both arcade and sniping shots consumed energy. You could only use the arcade shot if you had enough energy to shoot. Now it’s similar to Tesla, where you can still use the arcade mode and deal damage to opponents, but at no cost to the energy, even when the turret is still reloading.

Well, I hope this change doesn't make shaft a sole camping turret, it was fun going around sniping and then moving on.

4 hours ago, Marcus said:

Brutus» drone:

  • Cost of fully upgrading the drone has been decreased from 500 000 to 100 000 crystals.

    • This should make it easier for players to use the main feature of the drone, that is, increasing the strength of the supplies.

Does that mean that instead of 30k for each upgrade, it'll be 6k?

 

Also finally that travesty of a map has been removed. Now do the same with dusseldorf, highways, massacre, stadium, wolfenstein, and parma.

Edited by PirateSpider

Share this post


Link to post
Share on other sites

You've got to be joking me, Booster nerfed again to +40%, and no changes to Crisis? Pay-to-win advantage extends further... Also Booster was apparently supposed to counter Defender, now Defender is straight up better. Nice.

 

2 hours ago, yellowghetto said:

Crisis is fine how it is. It only allows one Supply at a time.

Booster nerfed. LET'S GO!

Trickster buffed. LET'S GO

Biased Crisis user detected... Using one supply at a time is not a problem with many of the OP augments in the game as you simply switch to Booster Damage mode for 0.5 seconds when you want to fire, and stay in Boosted Armor mode the rest of the time. When out of line of fire, use speed mode.

 

Crisis (if you want to fight and not just capture) should be used with slow-reload turrets such as AP/EMP Gauss, Shaft, Blunderbuss Hammer or AP Magnum, it is not optimal with continuous damage turrets such as Twins or Vulcan, except for certain exceptions such as using Freeze Wasp, or Hopper Rico with lightweight to jump across the map. But for combat you should only be using slow reload, and then one supply at a time is not a problem. Please try to think about the balance between free players and buyers, which is already terrible, and don't deny that the current state of drone balance between Crisis and the garage drones available to the "free to play peasants" is terrible, just because you use Crisis.

 

It is absurd that Crisis now has more damage than Booster, more armor than Defender, and more speed than Trickster, and that Booster is getting a nerf yet again - but no changes to Crisis. The 5.0 k/d crisis users I see in battle will be reaching 6.0 k/d, lovely.

 

As for the other changes, Railgun change might be good, Shaft nerf is probably good (but too much of a nerf?), Supplier drone buff is good, and Brutus drone price decrease will help free players so that is nice. Trickster buff is unnecessary, interesting but I think Trickster was OK as it was already.

 

I'm disappointed to see the developers going down the route of giving up on balance between all drones and declaring some drones "weaker and cheaper". Driver and Engineer are both interesting drones, I would rather have seen them buffed to a competitive level than being reduced in price and receiving no further changes. Having "transition" drones doesn't really work, given how fast people rank up, and the time/cost involved to upgrade Driver/Trooper/Engineer - 500,000 crystals and 6 months to upgrade is still a lot. The transition drone is Brutus - it would be a waste to buy one of these drones and MU rather than using Brutus, ranking up and then taking one of the more powerful ones instead. I don't think this change to Driver etc makes sense.

Edited by DestrotankAI9

Share this post


Link to post
Share on other sites

Honestly, very good changes across the board this time. 

The Brutus change is awesome, 100k is basically free, and it will allow us to have full supply bonus when we are out of batteries. (and I am always out of batteries...)

Share this post


Link to post
Share on other sites

Thx for reducing brutus upgrade price really another good update for non buyer, but I'm waiting for the moment to reduce the upgrade without speeds up of all other drone from 1 million crystals to 500 000 crystals

Share this post


Link to post
Share on other sites

About Trooper, the Wiki says that it doesn't use any supplies, yet the patch notes say that it does.

What is it?

If Trooper doesn't use batteries, nor other supplies, then there's no need for Brutus, unless you are a completist, or you can't wait a few ranks before buying Trooper if you're playing with a new account.

Share this post


Link to post
Share on other sites

Idk why archipelago MM is removed from MM its a very good map and it doesn't make sense to be removed from MM. Idk about the booster damage change it was kinda OK with the 50% dmg now 40% hmm let's see 

 

2 hours ago, Graphics said:

You won't be missed Archipelago MM

It was my favorite map for MM 

  • Haha 1
  • Saw it 1
  • Agree 2

Share this post


Link to post
Share on other sites

6 hours ago, Marcus said:

Railgun:

  • Impact force has been increased from 220-650 to 260-780; 

One thing that is important to note about these changes: I really don't think it was necessary to buff Railgun impact force, and in fact this could be quite a big problem.

Railgun definitely needed a buff, but as someone who uses Railgun more than any other turret - I know that the impact force especially with Scout or Destabilized Rounds was already very high, and even regular Railgun has pretty high impact force. After this buff light hulls and maybe even Viking could have quite a big problem against Scout/Destabilized Rounds with much fasters shots AND more impact force.

Reload buff - OK. Crit buff - maybe. But impact force buff? Not a good idea IMO.
 

6 hours ago, Marcus said:

Updated Ultra Containers with the new Mk1 Paladin hull in early access and the newly released augment for the Tesla turret — «Shocking Lightning»

  • Tired of opponents destroying you? Need to quickly freeze an enemy? If so, this augment will help you greatly. Technology inherited from Hunter's OD lets the ball of lightning stop fast-moving opponents for a brief period of time.

The text in the notes says that this new Tesla augment has "technology inherited from Hunter's OD". Is this just a cool way of describing a new Tesla Stun augment, or (and I really hope not) does this mean this augment does what Hunter OD does - EMP and Stun? Surely not... lol. Clarification from wiki folks would be great, if they know. No way any augments should ever get the ability to apply 2 status effects at once, although I am assuming this is just stun.

Edited by DestrotankAI9
  • Saw it 1

Share this post


Link to post
Share on other sites

Oh my.

6 hours ago, Marcus said:
  • Updated Ultra Containers with the new Mk1 Paladin hull in early access and the newly released augment for the Tesla turret — «Shocking Lightning»

    • Tired of opponents destroying you? Need to quickly freeze an enemy? If so, this augment will help you greatly. Technology inherited from Hunter's OD lets the ball of lightning stop fast-moving opponents for a brief period of time.

No thank you. I liked being able to move.

6 hours ago, Marcus said:
  • Railgun:

    • Shot reload time (sec) has been decreased from 4,4-2,6 to 3,3-2,6 sec; 

    • Impact force has been increased from 220-650 to 260-780; 

    • Critical hit chance after dealing crit damage has been increased from 10% to 50%.

Good for Railgun.

6 hours ago, Marcus said:
  • Shaft:

    • Energy per arcade shot (eng) has been decreased from 250 to 0 eng;

    • Sniping shot reload time has been increased from 3-5 to 10 seconds; 

    • Regular Arcade damage (hp) has been decreased from 335-670 to 290-580 hp; 

    • Critical Arcade damage (hp) has been decreased from 490-980 to 340-680 hp;

    • Range of max damage (m) has been increased from 20-30 to 40-60 m; 

    • Range of min damage (m) has been increased from 30-40 to 50-70 m; 

    • Horizontal aiming speed (deg/sec) has been increased from 15-30 to 20-40 deg/sec.

      • The key change here is that arcade shots no longer consume energy. Earlier, both arcade and sniping shots consumed energy. You could only use the arcade shot if you had enough energy to shoot. Now it’s similar to Tesla, where you can still use the arcade mode and deal damage to opponents, but at no cost to the energy, even when the turret is still reloading.

  • Shaft’s «Heavy Capacitors» augment:

    • Sniping shot reload time has been increased by 10%.

  • Shaft’s «Light Capacitors» augment:

    • Sniping shot reload time has been decreased by 10%.

  • Shaft’s «Rapid-Fire Mode» augment:

    • No longer increases sniping shot reload time.

Nothing is unique. NOTHING. Not even the most unique turret in the game! Now Shaft has to be Tesla 2.0! Come on. And yes yes, let's nerf everything while we're at it. Not good.

6 hours ago, Marcus said:
  • «Brutus» drone:

    • Cost of fully upgrading the drone has been decreased from 500 000 to 100 000 crystals.

      • This should make it easier for players to use the main feature of the drone, that is, increasing the strength of the supplies.

  • «Driver», «Trooper», and «Engineer» drones:

    • Cost of fully upgrading each drone has been reduced from 1 000 000 to 500 000 crystals.

      • These drones are now at an intermediary level between «Brutus» and higher level drones. They are weaker, but still consume batteries and enhance the default characteristics of the tank.

  • «Sprinter» drone:

    • Reduction of Speed Boost cooldown has been increased from 5 to 15 seconds.

  • «Supplier» drone:

    • Additional Supplies Active Time has been increased from 5-10 seconds to 5-15 seconds.

  • «Booster» drone:

    • Boosted Damage bonus has been decreased from 25%-50% to 20%-40%.

  • «Trickster» drone:

    • Speed Boost bonus has been increased from 15%-30% to 20%-40%.

Brutus: smart actually.

Driver/Trooper/Engineer: cool

Sprinter: yeah no that drone needs a complete rework

Supplier: another buff lessgoooo

Booster: smart

Trickster: not that good

6 hours ago, Marcus said:
  • The map «Archipelago MM» has been removed from the matchmaking pool.

 

 

Hallelujah. Thank. You. So. Much.

  • Like 1

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...