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Patch Update #669 - Released 19th November 2021


Marcus
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Patch Update #669 - Released 19th November 2021

 

  • The Paladin hull is available for purchase in the garage with crystals.

  • The Paladin XT skin is now available in the updated Ultra Containers.

  • Gear Score distribution changed:

    • Turret/Hull Mk1 up to 350 GS

    • Turret/Hull Mk2 up to 700 GS

    • Turret/Hull Mk3 up to 1050 GS

    • Turret/Hull Mk4 up to 1400 GS

    • Turret/Hull Mk5 up to 1750 GS

    • Turret/Hull Mk6 up to 2100 GS

    • Turret/Hull Mk7 up to 2700 GS

    • Drone up to 2799 GS

    • Turret/Hull augment 300 GS

    • Now the Turret, Hull, and Drone have almost the same “weight” in GS points, which reflects the real situation with power level after making supplies power be upgradable by drones.

  • Tesla: 

    • «Jamming discharge» augment 

      • Duration of the «Jammer» status effect is increased to 15 seconds.

  • Hammer: 

    • «Jamming Shot» augment

      • The «Jammer» status effect is applied with every shot, not just the last.

      • The «Jammer» status effect’s duration is reduced from 7 to 5 seconds.

  • Twins: 

    • «Heavy Plasmagun» augment

      • Projectile speed slows down by 45% instead of 35%.

  • Ricochet: 

    • «Plasma-torch» augment

      • Turret recoil is reduced by 80%.

    • This change not only simplifies the use of the augment on light hulls, but also significantly reduces the range of Hopper in combination with the «Lightweight Construction» augment.

  • Vulcan:

    • «Incendiary band» augment

      • Rate of fire is reduced by 25%; 

      • Tank starts to overheat 75% faster.

  • Thunder: 

    • Reload duration is increased from 3-2.2 to 3.2-2.3 seconds. 

    • Critical damage radius is increased to 12 meters. 

    • Critical hit chance is increased from 10% to 15%. 

    • The maximum splash radius is increased to 2 meters.

    • The percentage of medium damage is reduced to 25%. 

    • The percentage of weak damage is reduced to 10%.

    • Impact power is increased from 1.5-3.3 to 2-5. 

    • «Small caliber charging machine» augment

      • Critical damage is reduced by 20%.

    • «Subcaliber rounds» augment

      • Rate of fire is increased by 15% instead of 10%.

    • «”Sledgehammer” rounds» augment

      • Critical chance is now 0%.

    • Standard damage now requires more accurate shooting, because its explosion damage is quickly weakened. On the contrary, critical damage now acts in the entire radius of the explosion. According to our idea, such a Thunder should become less effective when shooting thoughtlessly and more effective when the player clearly understands when to shoot accurately, and when to hit the walls and wait for a critical shot.

  • Railgun: 

    • «Electromagnetic accelerator "Scout"» augment

      • Impact force is reduced by 40%.

      • Rate of fire is increased by 20% instead of 30%.

      • Shot warmup time is 30% faster instead of 25%. 

    • «Large caliber rounds» augment

      • Recharge time is increased by 90% instead of 60%.

    • «Round destabilization» augment 

      • Maximum critical chance is reduced from 70% to 50%. 

      • Critical damage is reduced to fixed 50 units. 

      • Standard damage is increased by 180%.

    • All these augments are weakened in different ways due to their high efficiency. The most interesting changes came with the «Round destabilization» augment. Now the main damage dealt is of the standard type, instead of critical. This means that this augment can no longer ignore Railgun protection in battle, as it was before critical damage was introduced.

  • Hopper: 

    • Overdrive charging time is increased from 180 to 210 seconds.

  • Hunter:

    • Overdrive radius is increased from 25 to 30 meters.

    • The «Stun» status effect’s duration is increased from 3 to 4 seconds.

    • The «EMP» status effect’s duration time is increased from 5 to 6 seconds.

  • Crusader: 

    • Armor Piercing Icicle damage is increased from 1000-2000 to 1500-3000.

      • Reverts the previous damage settings for the Crusader overdrive. They are more justified for slow charging.

  • «Booster» drone:

    • Supply boost is reduced from 20-40% to 15-30%.

    • The performance of this drone is still superior to all other drones.

  • TDM game mode is now limited to 150 eliminations in Matchmaking.

  • The volume of enabling and disabling supplies has been standardized.

    • The sounds of the «Boosted armor» supply will no longer be so loud.

  • The «Chernushka» map is available in Matchmaking and Pro battles in TDM, CP, CTF, RGB, ASL, and TJR modes

  • Added the option to disable the «Nuclear energy» supply in PRO Battle settings.

  • When creating a battle in the «Parkour» format, the option to disable gold boxes is now available.

  • Improved notification system for invitations to battles if the game tab is inactive.

  • Improved the textures of the standard Smoky skin.

 

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I don't like this patch notes at all if I am being honest, Jammer every shot ? That's so OP now, why nerf LCR more than we can handle, at least it gave rail players a chance to defend themselves and have a decent time.

Increased hunter's OD stats, but they weren't needed at all ? Just make an announcement that we are discontinuing or removing the "Booster drone" and I won't be surprised much.

Some changed maybe decent, with respect  to hopper and rico alt, but the majority patch still hurts.

No freeze nerf, why ?

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booster is super pathetic now, defender has a slight advantage, trickster and saboteur are the a lot better(than booster) , crisis(which actually needs nerf) is un matched. There is no difference between booster and brutus now .Liked hunter's small buff to od , hoppers using trickster would have some difficulty now to run away. 

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3 minutes ago, FX011 said:

Can someone explain what this means?

i believe critical damage will ONLY deal 50 damage (the same way normal damage used to deal 100 damage). Augment is now dead IMHO. Guess i'm back using EMP Rail xDxD

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1 minute ago, At_Shin said:

Round destabilization will deal only 50 critical damage.

However, they will increase normal damage by 180%. This will mean that enemies will be able to protect themselves from your railgun with their railgun protection module.

Railgun normal damage is 700 at mk7+. Round destabilization will increase it further by +180% giving us the new damage number - 1960 damage. Enemy can use their protection modules to reduce this damage.

I just bought round destabilization few days ago, I was enjoying the crits though my rank not high. 

Does this mean no more 1 shots?

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30 minutes ago, nikunj04 said:

I don't like this patch notes at all if I am being honest, Jammer every shot ? That's so OP now, why nerf LCR more than we can handle, at least it gave rail players a chance to defend themselves and have a decent time.

????

Jammer is a VERY situational effect. Most of the time it’s meaningless, and to make matters worse, ODs charge a lot longer now. 
Although you main Viking, so I guess I shouldn’t be surprised. 

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Just now, FX011 said:

I just bought round destabilization few days ago, I was enjoying the crits though my rank not high. 

Does this mean no more 1 shots?

you will deal 1 shots if the enemy has no protection and double armour. MK7-20 Railgun will deal 3920 damge with Boosted Damage at max. Which means you can kill most hulls without double armour or fully upgraded protection. It is not THAT BAD.

The biggest problem with this alt is that it no longer works with hornet. You can no longer use hornet to AP enemies and 1shot whoever you want. If you AP them you will just tickle them with 100damage. Yeah... lol

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4 hours ago, Marcus said:

Gear Score distribution changed:

  • Turret/Hull Mk1 up to 350 GS

  • Turret/Hull Mk2 up to 700 GS

  • Turret/Hull Mk3 up to 1050 GS

  • Turret/Hull Mk4 up to 1400 GS

  • Turret/Hull Mk5 up to 1750 GS

  • Turret/Hull Mk6 up to 2100 GS

  • Turret/Hull Mk7 up to 2700 GS

  • Drone up to 2799 GS

  • Turret/Hull augment 300 GS

  • Now the Turret, Hull, and Drone have almost the same “weight” in GS points, which reflects the real situation with power level after making supplies power be upgradable by drones.

Good decision!

4 hours ago, Marcus said:
  • Tesla: 

    • «Jamming discharge» augment 

      • Duration of the «Jammer» status effect is increased to 15 seconds.

  • Hammer: 

    • «Jamming Shot» augment

      • The «Jammer» status effect is applied with every shot, not just the last.

      • The «Jammer» status effect’s duration is reduced from 7 to 5 seconds.

Well, giveb how rare ODs are, i'm fine with that. Tho it might be irritating when you do have the OD.

4 hours ago, Marcus said:

Twins: 

  • «Heavy Plasmagun» augment

    • Projectile speed slows down by 45% instead of 35%.

I don't think this augment was OP, but this doesn't seem lile a huge nerf.

 

4 hours ago, Marcus said:

Ricochet: 

  • «Plasma-torch» augment

    • Turret recoil is reduced by 80%.

  • This change not only simplifies the use of the augment on light hulls, but also significantly reduces the range of Hopper in combination with the «Lightweight Construction» augment.

GREAT, finally something was done about this. I'd be happier if hopper gets a change in a way that it can't climb walls nor stay in the air for a longer time using recoil, but this is a good start. However, I don't think the OD needed nerfs, it's pretty useless outside of capture modes. There could be a feature that blocks you from instant capturing after landingy instead....

4 hours ago, Marcus said:

Thunder: 

  • Reload duration is increased from 3-2.2 to 3.2-2.3 seconds. 

  • Critical damage radius is increased to 12 meters. 

  • Critical hit chance is increased from 10% to 15%. 

  • The maximum splash radius is increased to 2 meters.

  • The percentage of medium damage is reduced to 25%. 

  • The percentage of weak damage is reduced to 10%.

  • Impact power is increased from 1.5-3.3 to 2-5. 

  • «Small caliber charging machine» augment

    • Critical damage is reduced by 20%.

  • «Subcaliber rounds» augment

    • Rate of fire is increased by 15% instead of 10%.

  • «”Sledgehammer” rounds» augment

    • Critical chance is now 0%.

  • Standard damage now requires more accurate shooting, because its explosion damage is quickly weakened. On the contrary, critical damage now acts in the entire radius of the explosion. According to our idea, such a Thunder should become less effective when shooting thoughtlessly and more effective when the player clearly understands when to shoot accurately, and when to hit the walls and wait for a critical shot

I don't think this change was needed, but i can only say more after testing out this new thunder.

 

4 hours ago, Marcus said:
  • Hunter:

    • Overdrive radius is increased from 25 to 30 meters.

    • The «Stun» status effect’s duration is increased from 3 to 4 seconds.

    • The «EMP» status effect’s duration time is increased from 5 to 6 seconds.

  • Crusader: 

    • Armor Piercing Icicle damage is increased from 1000-2000 to 1500-3000.

      • Reverts the previous damage settings for the Crusader overdrive. They are more justified for slow charging.

 

4 hours ago, Marcus said:

Railgun: 

  • «Electromagnetic accelerator "Scout"» augment

    • Impact force is reduced by 40%.

    • Rate of fire is increased by 20% instead of 30%.

    • Shot warmup time is 30% faster instead of 25%. 

  • «Large caliber rounds» augment

    • Recharge time is increased by 90% instead of 60%.

  • «Round destabilization» augment 

    • Maximum critical chance is reduced from 70% to 50%. 

    • Critical damage is reduced to fixed 50 units. 

    • Standard damage is increased by 180%.

  • All these augments are weakened in different ways due to their high efficiency. The most interesting changes came with the «Round destabilization» augment. Now the main damage dealt is of the standard type, instead of critical. This means that this augment can no longer ignore Railgun protection in battle, as it was before critical damage was introduced.

?

4 hours ago, Marcus said:

Booster» drone:

  • Supply boost is reduced from 20-40% to 15-30%.

  • The performance of this drone is still superior to all other drones.

Great, I agree with this change. Booster could be still very OP, especially with some turrets where it could break important barriers.

 

The reasoning could be changed to "The performance of this drone *was* still superior to all other drones" to avoid confusion. 

4 hours ago, Marcus said:

The «Chernushka» map is available in Matchmaking and Pro battles in TDM, CP, CTF, RGB, ASL, and TJR modes

Happy to hear that, it's a great map, at least from what I've seen in the DM mode.

 

Aaaand i'm still waiting for the shaft buff.

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Just now, Apis_the_Professor said:

What about Crisis?! You forgot about that OP super irritating thing?! 

I don't think that'll get any sort of nerfs or changes. That's a pay2win premium item.

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Just now, Spy said:

 

it's a slight change only and maybe it's for the clip idk

Just now, mjmj5558 said:

 

 

for upgrade system modules still an indicator about buyers and non-buyers

i agree with thunder change

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