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Patch Update #668 - Released 4th November 2021


Marcus
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Patch Update #668 - Released 4th November 2021

 

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

    • With this augment equipped, electric discharges become so powerful that tank electronics fail and disable activated supplies. It's absolutely safe for its owner and teammates: the innovative aiming system blocks the effect of ball lightning towards them. However, the ball flies so fast that it's almost impossible to use it for chain lightning.

  • For all HD models of turrets and hull LOD feature has been added

    • At long distances, high-quality models are replaced with less detailed models to save device’s resources and improve performance

  • Railgun

    • Shot sound is replaced with the one that was used in Tanki X, more pleasant and proper sound for this turret

    • Impact force is increased from 260-780 to 400-1200 units.

    • Round destabilization augment: removed the Impact force bonus.

    • Improved shot rate while a tank is under Viking’s overdrive effect

  • Wasp

    • After overdrive activation, it won’t be charging from battle points for 4 seconds

    • Damage radius is decreased from 25 to 20 metres (not status effect radius)

    • Jammer status effect duration is increased from 6 to 30 seconds

    • Jammer status effect radius is decreased from 1000 to 60 metres

    • Time needed to charge overdrive without getting battle points is increased from 100 to 150 seconds

  • Hornet

    • Armour piercing status effect radius is increased from 50 to 60 metres

    • Armour piercing status effect duration is increased from 3 to 5 seconds

    • Overdrive duration is increased from 20 to 30 seconds

    • Time needed to charge overdrive without getting battle points is increased from 111 to 180 seconds

  • Hopper

    • Time needed to charge overdrive without getting battle points is increased from 125 to 180 seconds

  • Viking

    • Time needed to charge overdrive without getting battle points is increased from 250 to 360 seconds

  • Paladin

    • Time needed to charge overdrive without getting battle points is increased from 125 to 270 seconds

  • Hunter

    • Jammer status effect duration is increased from 9 to 18 seconds

    • Jammer status effect radius is decreased from 1000 to 60 metres

    • Time needed to charge overdrive without getting battle points is increased from 111 to 180 seconds

  • Crusader

    • After overdrive activation, it won’t be charging from battle points for 6 seconds instead of 3 seconds

    • Time needed to charge overdrive without getting battle points is increased from 71 to 150 seconds

  • Dictator

    • Total Charge restored is decreased from 50% to 25%

    • Supercharge status effect duration is increased from 5 to 6 seconds

    • After overdrive activation, it won’t be charging from battle points for 7 seconds instead of 1 second

    • Time needed to charge overdrive without getting battle points is increased from 143 to 270 seconds

  • Ares

    • Ball’s speed is decreased from 10 to 9 m/s

    • After overdrive activation, it won’t be charging from battle points for 9 seconds

    • Time needed to charge overdrive without getting battle points is increased from 143 to 180 seconds

  • Titan

    • Time needed to charge overdrive without getting battle points is increased from 125 to 270 seconds

  • Mammoth

    • Overdrive duration is increased from 7 to 9 seconds

    • After overdrive activation, it won’t be charging from battle points for 10 seconds instead of 8 seconds

    • Time needed to charge overdrive without getting battle points is increased from 71 to 150 seconds

  • Saboteur drone

    • Additional Mine activation delay is increased from 2-1 to 5-4 seconds

    • Circle radius is increased from 4-5 to 4-6 metres

  • Mine

    • Critical damage chance is increased from 1% to 5%

    • Activation time is decreased from 1 to 0.1 seconds

    • Distance between a mine and a tank to see the mine is increased from 10 to 12 metres

  • Respawn invulnerability time has been changed. For team modes, invulnerability has been increased to 6 seconds. For solo modes, invulnerability has been reduced to 4 seconds

  • Equipment change cooldown is increased from 180 to 360 seconds

    • To maintain the previous equipment change frequency after increasing the battle duration

  • Highways map — defense point in ASL mode moved under the bridge closer to the enemy.

  • Kungur map — respawns in ASL mode moved further away from the defense point.

  • Lost Temple map — added kill zones in the pits near the central temple.

  • Scope map — flag bases moved from the edges of the map to the center, opposite to the central passage to the bases.

  • Solikamsk map — respawns in SGE mode moved as far as possible from the capture points.

  • Kolhoz map — Removed from matchmaking map pool.

  • Supply activation sounds replaced with Tanki X version

  • Replaced the tank destruction sound with an improved version from Tanki X.

  • Replaced the gold box siren sound with an improved version from Tanki X.

  • Lobby music moved to the login / registration screen.

  • Garage music replaced with garage background sounds.

  • Added separate graphic settings for remastered maps

  • Fixed a bug that didn’t let to use ball lightnings of teammates to make lightning chains in Android

  • Fixes and optimizations of the remastered maps on the Android client.

 

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  • Impact force is decreased from 260-780 to 400-1200 units.


You mean increase? Or decrease... but then you need to switch the number round.

Edited by Classic
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12 minutes ago, Classic said:
  • Impact force is decreased from 260-780 to 400-1200 units.


You mean increase? Or decrease... but then you need to switch the number round.

It's an increase, yes. Thanks - fixed.

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1 hour ago, Marcus said:

Wasp

  • After overdrive activation, it won’t be charging from battle points for 4 seconds

  •  

Dude wasp bomb burst in 4 seconds does this do anything?

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1 hour ago, Marcus said:

Impact force is increased from 260-780 to 400-1200 units.

Uhhh...I hope this was just me imagining when I saw this. But no, it real. I think this is an overkill for impact force because now, Scout would be way more annoying for railgun.

Edited by MysticBlood
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Tanki is being tanki. Nothing that hasn't been seen before. They released this useless supply couple weeks ago and realised no one gave a damn as it's so rare it is very "valuable" and it is pointless to use it is unless it's a game decider. So they changed their approach and decided to implement this new scam by increasing overdrive's recharge time (ONCE again!!) hoping people would reach for this supplies out of necessity and as a result spend money to purchase it.

Edited by Apis_the_Professor
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1 hour ago, Marcus said:

 

  • Railgun

    • Shot sound is replaced with the one that was used in Tanki X, more pleasant and proper sound for this turret

I wish we could keep the old sound when the Legacy skin is equipped. I'll miss it.

Edited by 2shots2kills
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24 minutes ago, Incorp said:

Dude wasp bomb burst in 4 seconds does this do anything?

After placing the Wasp bomb, you don't get Overdrive charge from actions that give you points in battle (killing, capturing flags and points etc.) This change effectively means you don't get any Overdrive charge from kills you get directly from the bomb's damage. It is an attempt to make Overdrives occur less frequently.

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Well interesting patch notes I believe, quite the changes being done. Following are the changes which I didn't like or, in my opinion, not needed :-

1 hour ago, Marcus said:

Impact force is increased from 260-780 to 400-1200 units.

This was already proving to be very annoying, if the rail isn't damaging much, its impact force is constantly putting the tanks out of track, while if I am in mid-air it, has the power to completely flip me upside down, now with more buff even scout would be something of a real problem along with rail in general.

 

1 hour ago, Marcus said:

Jammer status effect duration is increased from 6 to 30 seconds

This was not required at all ? Now even after some time, I will not be able to use my OD which is unfair, to think I will equip Jammer immunity because of this, we have more  status effects immunity to take care of.

1 hour ago, Marcus said:

Jammer status effect duration is increased from 9 to 18 seconds

Again, whyy!!! ?
 

1 hour ago, Marcus said:

Respawn invulnerability time has been changed. For team modes, invulnerability has been increased to 6 seconds. For solo modes, invulnerability has been reduced to 4 seconds

Well this was not needed to be honest, now if I am at the enemy team's base, he can easily finish me off without taking any damage.

---------------------------------------------------------------

So happy to see hornet's OD buff, finally something good for the hull.  Excited for new map ^^

 

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36 minutes ago, ZivOfficial said:

Hunter is going to be so annoying now... Also R.I.P Kolhoz

How is it going to be annoying? The only people getting jammed are those withing Hammer range and it's for 18 seconds...while the Overdrives now all take 3 - 6.5 minutes to passively charge. 

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Oh. My. Goodness.

This is a... patch update for the ages.

Overdrive recharges?? Decreased by like, 2x? Whyyyyyy...

30 seconds for Jammer... You're joking, right? Wasp OD sounds so OP... and then I read that the damage range is decreased. That was a horrible idea. Really horrible. I can barely get kills as is with that OD. Now it's gonna be harder. SMH.

So many changes... and I don't think most of those are gonna work out. The mines one is interesting, but overall... nah.

Let's see what happens... but I don't think it'll be good.

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59 minutes ago, xPuma said:

giphy-downsized-large.gif    ?

Exactly my point, the impact is already so much.....

30 minutes ago, Merovingian said:

tanki rebalancing equipment

ClassicLikableHalcyon-max-1mb.gif

Still can't stop laughing at this ?

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4 hours ago, Marcus said:

With this augment equipped, electric discharges become so powerful that tank electronics fail and disable activated supplies. It's absolutely safe for its owner

Now you confess it

4 hours ago, Marcus said:
  • Ball’s speed is decreased from 10 to 9 m/s

It's good nerf now because I remember after Ares speed nerf someone was afraid from how the hull will catch with the ball

4 hours ago, Marcus said:

Respawn invulnerability time has been changed. For team modes, invulnerability has been increased to 6 seconds.

No. When I read "changed" I thought about something like a rework about this farce. Like if you shoot it will be vanish. Not a buff

BTW, in general, I liked the overall overdrive nerfs converting them from an obvious essential thing in the battle. And liked the ASL mode changes

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Is there a bug fix (mobile version) where impact force was way too high?

I am constantly flipped by smoky, hammer, railgun, thunder etc., so I have decided to quit until that is fixed. I know such problem does not exist on pc and on my other account I can play on phone but only using crusader and ares (even heavyweight augment can’t help on phone).

As for patch notes, they are introduced to justify existence of nuclear thingy…bla…bla. Now autocannon augment will be even more useless because last thing that gave it purpose (it’s too weak without OD) was nerfed even more. 

Edited by stat.padder

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