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Patch Update #666 - Released 15th October 2021


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4 hours ago, masslive said:

That and the @#$(#$N floaty tanks drives me to other games more and more.  

The Hoppers are fun.  Pick 'em off when their in the air.  Kind of like pheasant hunting.  

Edited by seasap
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I have been playing Tanki for many years.  My tank is Shaft Titan  and I use it to play defense nearly all the time.  I have endured years of constantly reduced capabilities compared to other turrets.  I just started playing again tonight and could not believe the reload time on Shaft, must be 30% what is used to be.  This turret is now completely useless,  I have probably spent over $600.00 US on Tanki over the years, and this is how I am treated.  Unbelievable.  What are they thinking?  The turret is now 30% what it used to be.  Tanki has ruined the game for me and my investment.

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If Shaft is going to stay like this, the arcade shots need to be stronger. At the moment, its arcade shots are just a Smoky with much less range, a slower firing rate, less critical damage, much fewer critical hits, and no ricocheting potential. 

 

Furthermore, there needs to be some distinction between the augments. So my suggestion is this:

 

Arcade mode:

  • Arcade damage increased from 580 to 705
  • Critical damage increased from 680 to 800

 

Sniping mode:

  • Recovery rate increased from 100 eng/sec to 125 eng/sec
  • Maximum sniping damage decreased from 3,300 to 3,000
  • Minimum sniping damage increased from 670 to 705

 

Critical chance:

 

  • Initial critical chance increased from -4% to 0%
  • Minimum critical chance increased from -4% to 0%
  • Step chance increased from 5% to 7%

 

Augments:

 

Heavy Capacitors:

  • Decreases recovery rate by 15% instead of 10%
  • Increased maximum sniping damage by 33.33% instead of 25% 
  • Energy consumption in sniping mode fixed at 200 eng/sec

 

Light Capacitors:

  • Increases recovery rate by 25% instead of 10%
  • Energy consumption in sniping mode fixed at 500 eng/sec

 

Short-Band Emitters:

  • Minimum sniping damage is increased by 30% instead of 20%

 

Rapid-Fire Mode: 

  • Maximum sniping damage decreased by 70%

 

Armour-Piercing Sight:

  • AP duration increased from 5 to 7 seconds. 

 

 

 

I should say this now. Whatever direction the Devs tried to push Shaft in with this current template, it will not work. The paramater changes for Stock are too far apart from each other to properly balance its augments, and it's shameful that you introduced such a heavy-handed change with seemingly no thought put into it. 

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There seems to be a significant degree of response to the shaft changes. I dare think it's fairly likely that it gets reworked again? Like when augments were removed from the garage altogether and they were added back fairly quickly... these things do happen. One can dream, I suppose.

In any case I agree with TheCongoSpider's suggestions. At the very least, arcade shots should be stronger. It doesn't make sense to reduce the power of sniping shots *and* arcade shots at the same time. Sure the range was buffed, but it feels like the turret is underpowered in general, so I don't think the changes were properly balanced.

Edited by Catbird
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5 hours ago, TheCongoSpider said:

I should say this now. Whatever direction the Devs tried to push Shaft in with this current template, it will not work. The paramater changes for Stock are too far apart from each other to properly balance its augments, and it's shameful that you introduced such a heavy-handed change with seemingly no thought put into it. 

With that out of the way, I'll explain what I tried to achieve with the augments in my suggestion. 

 

What I tried to do was give every Shaft a viable option for self-defense by increasing the arcade damage. I'm adhering to the "lowered TTK for long range turret" template that was wrongly applied to its arcade shot previously, by applying it to the sniping shot and its synergy with the arcade shot.

 

The sniping shot was the main problem - because the Devs ever so gently dropkicked it in that direction over the past year - so the sniping damage will be reduced to that of the HP of a medium hull. Heavy Capacitors' damage increase will put it to that of a heavy hull. If the heavy hull has some micro-upgrades above the Shaft, it will be able to survive from full HP. To discourage camping (but still leaving the option to), the recovery rate is reduced for Heavy Capacitors. To get away from all the differences between modifications, the energy consumption in sniping mode is fixed at 200 eng/sec for 5 seconds of charging. 

 

Light Capacitors and Short-Band Emitters was pushed into more offensve roles. Obtaining its previous arcade damage will allow SBE to 2-shot unprotected medium hulls. As it retains the recovery rate of Stock, its minimum sniping damage was further increased to further reward quickscoping (if it ever needs it in a pinch). Light Capacitors will have its fixed fast charging retuned to it, with a further increase in the recovery rate. Because Stock Shaft's damage was reduced, Light Capacitors' damage will also be reduced and would need 2 arcade shots to kill a medium hull instead of 1 (lowered TTK attacking the synergy of the arcade and sniping shot rather than one alone). Where SBE beats it in quickscope damage in the higher modifications, it makes up for it with the faster firing rate in sniping mode. 

 

Nothing much can be done with AP Shaft so increasing the AP duration to 7 seconds should allow 1 v 1s to be won smoother, encouraging offensive play. Now that the arcade shot is good and Stock's recovery rate is better, Rapid-Fire Mode will be better. To discourage the use of the sniping shot, the damage will be reduced by 70%. 

The thorn in my side while choosing the numbers was none other than the Booster drone. Y'know, that drone players call useless now. That drone that's still ubiquitous, topping scoreboards with ease and having a numerical advantage over many other drones? Tweak it too high for the non-Booster users and the Booster users will wreck havoc. Tweak it to still be underpowered for the non-Booster users and only the Booster users will have fun.

 

As you can see, some might be fine. One might be powerful compared to the rest. One might still be underpowered. That's unavoidable because of whatever the heck they tried to do with Shaft last week, pushing its paramaters so far apart. With such a sudden heavy-handed change, it's obvious they already have a plan to push it in their own direction regardless of player feedback, like they did in June last year. Shaft was already bordering on OP (in my opinion) and suddenly, 2-3 seconds of reloading was shaved off and it wrecked havoc with all augments, RFM being the the sorest finger. Just as quick as it came, they halved the arcade damage range. That'll sure fix things up quite nicely! As if that wasn't bad enough, they suddenly decide to increase the firing rate of the sniping shot again, and that made Heavy Capacitors far too powerful. Shaft didn't need any buffs after June 2020, and it certainly didn't need whatever template it has right now.

 

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@TheCongoSpider 

4 hours ago, TheCongoSpider said:

If Shaft is going to stay like this, the arcade shots need to be stronger. At the moment, its arcade shots are just a Smoky with much less range, a slower firing rate, less critical damage, much fewer critical hits, and no ricocheting potential. 

 

Furthermore, there needs to be some distinction between the augments. So my suggestion is this:

 

Arcade mode:

  • Arcade damage increased from 580 to 705
  • Critical damage increased from 680 to 800

 

Sniping mode:

  • Recovery rate increased from 100 eng/sec to 125 eng/sec
  • Maximum sniping damage decreased from 3,300 to 3,000
  • Minimum sniping damage increased from 670 to 705

 

Critical chance:

 

  • Initial critical chance increased from -4% to 0%
  • Minimum critical chance increased from -4% to 0%
  • Step chance increased from 5% to 7%

 

Augments:

 

Heavy Capacitors:

  • Decreases recovery rate by 15% instead of 10%
  • Increased maximum sniping damage by 33.33% instead of 25% 
  • Energy consumption in sniping mode fixed at 200 eng/sec

 

Light Capacitors:

  • Increases recovery rate by 25% instead of 10%
  • Energy consumption in sniping mode fixed at 500 eng/sec

 

Short-Band Emitters:

  • Minimum sniping damage is increased by 30% instead of 20%

 

Rapid-Fire Mode: 

  • Maximum sniping damage decreased by 70%

 

Armour-Piercing Sight:

  • AP duration increased from 5 to 7 seconds. 

 

 

 

I should say this now. Whatever direction the Devs tried to push Shaft in with this current template, it will not work. The paramater changes for Stock are too far apart from each other to properly balance its augments, and it's shameful that you introduced such a heavy-handed change with seemingly no thought put into it. 

No changes put it back llike it was when the game was great.  Time to nerf the developers

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4 hours ago, Alim2 said:

there always too many many players in each map i play in , at least have it maximum of 10 vs 10 or 8 vs 8

The number of players in each team depends on the map now. It used to be a fixed number before (8, and later on changed in a few experiments which showed that the best option would be to change the number of players in each team according to the map)

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20 hours ago, TheCongoSpider said:

Sniping mode:

  • Recovery rate increased from 100 eng/sec to 125 eng/sec
  • Maximum sniping damage decreased from 3,300 to 3,000
  • Minimum sniping damage increased from 670 to 705

 

20 hours ago, TheCongoSpider said:

Heavy Capacitors:

  • Decreases recovery rate by 15% instead of 10%
  • Increased maximum sniping damage by 33.33% instead of 25% 
  • Energy consumption in sniping mode fixed at 200 eng/sec

Oh w8... my bad. I would crank up the sniping damage a bit more. 33.33% is not guaranteed to be exactly 4k damage.

Edited by FrozenRailgun

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6 hours ago, ouch-ouch said:

Shaft is dead!!! 

You better tell that to all the players I've seen using it in battles since the update.

Edited by At_Shin
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I hope developers will keep patching the bugs in the HTML5 system and also release new updates to improve the HTML5 system. Please keep up to date by updating to the latest version of HTML5. HTML5.2 is the latest version of HTML5 since December 2017. Image before from Wikipedia:

image.png

Please inform players in January 2022 if there are any new versions of HTML5 coming early next year.

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