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Patch Update #667 - Released 22nd October 2021


Marcus
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Patch Update #667 - Released 22nd October 2021

 

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

    • A modification with fast-moving ball lightning that restarts the overdrive system of any tank on contact, instantly destroying enemy powers.

  • Updated Wasp's default skin to HD quality.

  • Matchmaking battles are now 15 minutes long.

  • Adjusted the number of points needed to finish an MM battle:

    • TDM: 200;

    • DM: 999;

    • JGR: 999;

    • ASL: 150

      • The attacking team gets 6 points per flag captured.

  • Adjusted the number of stars you earn per battle:

    • In the winning team, players on 1st-4th places get 3 stars and players on 5th-10th places get 2 stars;

    • In the losing team, players on 1st-2nd places get 3 stars and players on 3rd-5th places get 2 stars;

    • Other players get 1 star if they were active enough in the battle.

  • For all hulls, overdrive charge per battle point (%) is halved.

  • Juggernaut’s overdrive charge duration is increased from 40 to 60 seconds.

  • Firebird:

    • Damage is increased from 50-175 to 60-185 hp/tick;

    • Critical damage is increased from 100-350 to 125-375 hp/tick;

  • Hammer:

    • Clip reload time is increased from 4-3 to 4.4-3.3 seconds;

  • Ricochet:

    • Damage per shot and Critical damage are decreased from 180-350 to 170-340 hp;

    • Number of shots is increased from 15-29 to 29-29.

  • Gauss:

    • Reload time sniping mode is decreased from 4-3 to 3.6-2.7 seconds.

  • Shaft:

    • Reload time in sniping mode is decreased from 10 to 9 seconds.

  • Hammer’s «Blunderbuss» augment:

    • Initial, Maximum, and Consecutive critical chances are increased to 50%;

    • No longer decreases clip reload time.

  • Smoky’s «Autocannon» augment:

    • Regular shot damage reduction is increased from 75% to 90%;

    • Projectile speed reduction is increased from 25% to 30%.

  • Railgun’s «Super armour-piercing rounds» augment:

    • Armour-Piercing status effect duration is decreased from 7 to 5 seconds.

  • Railgun’s «Paralyzing Rounds» augment:

    • Stun status effect duration is decreased from 5 to 2 seconds.

    • No longer decreases critical damage.

  • Railgun’s «EMP Rounds» augment:

    • EMP status effect duration is decreased from 10 to 5 seconds.

    • No longer decreases critical damage.

  • Railgun’s «Incendiary rounds» augment:

    • No longer decreases critical damage.

  • Railgun’s «Electromagnetic accelerator "Scout"» augment: 

    • Reload time reduction is decreased from 50% to 30%.

  • Magnum’s «Mortar» augment:

    • Damage and Critical damage reduction is increased from 10% to 30%

  • Shaft’s «Light capacitors» augment:

    • Recharge rate after sniping shot is increased from +10% to +15%.

  • Shaft’s «Heavy capacitors» augment:

    • Recharge rate after sniping shot is decreased from -10% to -15%.

  • «Driver» drone:

    • Maximum Overdrive Charge Added is decreased from 10 to 7 seconds.

  • «Trooper» drone:

    • Active time (sec) is decreased from 10 to 7 seconds.

  • «Supplier» drone:

    • The number of experience and battle score for supporting teammates is increased to 10 points

  • «Mechanic» drone:

    • The number of experience and battle score points for supporting teammates is increased to 10 points.

  • Tesla anti-cheat improvements:

    • Fixed the exploit due to which a hacker was able to use flipped Tesla to attack an unlimited number of tanks.

  • Fixed a bug where the supply cooldown timer wasn’t working as expected when interacting with Support drones.

  • Fixed memory leaks in the Android version of the game.

 

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  • Ricochet:

    • Damage per shot and Critical damage are decreased from 180-350 to 170-340 hp;

    • Number of shots is increased from 15-29 to 29-29.

  • Huge no way don't do this to me .. Its hard enough to battle with ricochet as it is.. why decrease the Critical damage you should increase it ..

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Everything looks good, honestly I loved the nerf to the rail status effects, it was constantly annoying for nothing.

Little bit of reloading buff to shaft, its good ig....

Buffed Blunderbuss too much , New Meta Alert ......

Though permanent 15 min battles, I sure despise that, 7 were good enough for me ?

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9 minutes ago, Marekos1111 said:

Seems like blunderbuss will become OP ?

Reload time is increased, so after firing, you need to dodge for a longer time

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Would like to see the parameters of this "research" that is behind 15 minute battles now. I don't know anyone who prefers permanent 15 minute battles. It's way too long and frustrating if you get stuck against an OP team buffed up with all the buyer gooodies. Or is that perhaps a factor? Do 15 minute battles end up in increasing microtransactions for you guys? Honestly I see no other reason to have such long battles. 

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I am glad you nerfed Railgun Status effect Augments. Earlier today I got shot three times in a row by a Stun Rail, and I was stunned for a grand total of 15 Seconds... it was ridiculous.

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1 hour ago, Marcus said:

Hammer’s «Blunderbuss» augment:

  • Initial, Maximum, and Consecutive critical chances are increased to 50%;

  • No longer decreases clip reload time.

making the hammer noob shoot and hide weapon + the recharge time is even incourgeing it more

1 hour ago, Marcus said:

For all hulls, overdrive charge per battle point (%) is halved.

bad insanly bad i know you want to sell more of the OD supplies but no one will buy they will just quit or play less

1 hour ago, Marcus said:

Railgun’s «Paralyzing Rounds» augment:

  • Stun status effect duration is decreased from 5 to 2 seconds.

  • No longer decreases critical damage.

very good update !!!!

1 hour ago, Marcus said:

Railgun’s «Electromagnetic accelerator "Scout"» augment: 

  • Reload time reduction is decreased from 50% to 30%.

also very good one all use htat and shoot and hide no real gameplay

1 hour ago, Marcus said:
  • Magnum’s «Mortar» augment:

    • Damage and Critical damage reduction is increased from 10% to 30%

  •  

magnum got toob debuffed this days do what you want but this is too much

BATTLE TIME 15 minuts not good at all make it 9-10 not more 15 is reasearch to the trash you search on the non active ask the active people that play daily

Edited by itamar-ben-ziv
forgot some topic
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Developpers just nerf for real Juggernaut, make it vulnerable against firebird and freeze effect

Edited by Yveltal9
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7 minutes ago, Iron_Man said:

Blunderbuss is already overwhelming even with Brutus. I honestly feel that this will make it even stronger.

Less blunder, more boss... ?

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Was going to say I'm surprised to see the railgun (ultra container only) augments nerfed (which they should be), until I saw the blunderbuss buff...

Why does duplet even exist anymore? Same amount of damage with 1.5-2x the reload... :sad:

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12 minutes ago, Incorp said:

Wait do we have to kill juggernaut 999 times to win in the new points changes?

I believe the battle will end when the winning team's first place reaches 999 points.

It doesn't make any sense to kill the JGR 999 times to win the battle lol

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Quote
2 hours ago, Marcus said:

Smoky’s «Autocannon» augment:

  • Regular shot damage reduction is increased from 75% to 90%;

  • Projectile speed reduction is increased from 25% to 30%.

 

    What? It got 2 nerfs in past (exception-recent buff to smoky overall). I almost never see autocannon users in battle and when I do see them, they perform horribly. I also avoid using that augment most of the time since I find supercumulative rounds better free 2 play alternative (now I may buy other f2p augments that have status effects).
    Emp is far better then other smoky augments, this nerf just increased already huge gap and made game more pay to win (I have emp smoky on my other account so I know what I am talking about). It is ironic to see me complaing about p2w when I am “buyer” and have armadillo, but enough is enough.

How hard can it be? Just enter the game and see for yourself…ISIDA-VAMPIRE NANOBOTS, STRIKERS, FREEZE-AP, vulcan, hammers with status effects, smoky emp, gauss emp/ap are dominating ALL the time and you nerf rico, autocannon and (off-topic) trooper drone ??? 9 sec for shaft is balanced tho, gotta admit they did fine job there.

 

Edited by stat.padder

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2 hours ago, Marcus said:

For all hulls, overdrive charge per battle point (%) is halved.

that mean, you get more often overdrive for all hull (except Juggernaut) ?

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2 hours ago, Marcus said:

Adjusted the number of stars you earn per battle:

  • In the winning team, players on 1st-4th places get 3 stars and players on 5th-10th places get 2 stars

Still crap. Before (if 1st place), 7 minutes battle + 7 minutes battle = 6 stars. Now, 15 minutes battle = 3 stars ? Still same stupid crap. It should have been 5-6 stars.

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