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Patch Update #669 - Released 19th November 2021


Marcus
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29 minutes 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.

1960 DAMAGE?? bro and that too without BD

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5 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.

5 hours ago, Marcus said:

Hopper: 

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

Now let's go back to using Wasp + Thunder and have more skill instead of just jumping through the air with hoppper :happy:

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5 hours ago, Marcus said:

«Large caliber rounds» augment

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

To be fair this is an overkill for this augment. It was hard enough to deal with 60% recharge but 90%? This would kill the augment. They should at least increase damage to compensate for 90% recharge. 

 

5 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.

Honestly as a heavy booster user myself, I can say that this nerf was needed. 40% bonus damage boost was still OP for 30 seconds. But hey, 30% is okay. I honestly dont mind the nerf. Just pair it with a high fire rate and dps turret and it would still be strong. 

Edited by MysticBlood
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WHERE IS PATCH FOR IMPACT FORCE FOR MOBILE VERSION??? 

Sorry for caps lock, but now I am starting to think devs are blind. They should give infinite weight to mobile tank as temporary fix, I don't care if it's unfair because right now it's unplayable.

I use heavy plasmagun on my main account sometimes and its already almost impossible to hit light hulls (sometimes viking and crusader are hard to hit too). Now it will work only against heavy hulls or it could be used with trickster since its effective range is 20-25 dispite being technically 60 (70 is useless). Now it will be like 16-20.

LCR nerf and Round destabilisation augment rework are outrageous. They want to nerf all garage augment to the ground like they did with autocannon.

Edited by stat.padder
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5 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.

Another great update which will ruin Parkour mode even more ?. Firstly you removed Magnum's ability to time up 3 (even 4) shots for tricks, and now you make Ricochet Plasma Torch completely useless. Unlike hoppers which can fly mostly thanks it's overdrive and can't fly even a bit if overdrives are off ?,  skilled Parkourists could fly across a map using Plasma Torch's recoil with a Wasp or Hornet. And you just took that away, congratulations ?. I bet your hopper noobs  (who you supports soo much) will be happy that any tracked hulls Ricochets won't be able get on tops of buildings and "steal" "their" Gold Boxes.

Isn't that what Heavy Weight is for? Nice joke, instead of just nerfing Hopper's speed in air by at least 50% (which i think would fix overall Hopper-Crisis problem), you rather to nerf everything around ?.

 

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1 hour ago, At_Shin said:

Plus, Paladin is releasing tomorrow - overdrive instantly remo

 

1 hour ago, At_Shin said:

Coz Paladin.

Not everything should be related to Paladin, a gameplay should be mechanized and reworked to suit all hulls, turrets etc. I suggest a rework to Paladin OD itself, not everything to be changed just to suit the hull.

1 hour ago, At_Shin said:

No it is not. Quit frankly I am glad this drone got weakened.

Just because earlier people complained this drone was OP, ok I agree on that part. Hence, the major change came with respect to the booster, but now people still complained, and it got nerfed again, now it again got nerfed. Talk about Over obsession. It shouldn't be called a powerful drone at all. Nerfing it to the ground isn't the right choice. You all call Trickster OP now, why is that ? Because it is still giving its complete advantage that is with respect to speed, just watch it get nerfed i.e. reduce its speed and then try to call it  "OP". No, you can't. Just because someone doesn't use booster doesn't give them whole opinion on what is completely fair in terms of balance or not. I use booster, I score kills but at the same time die using that drone, so I know what is right or wrong. If I wanted it to be OP, I would already suggested it to be a 400% spike for 3 seconds.

Anybody thinking now that I am affected by this, yes I am. But can I do anything about it, NO I could not do anything about the major booster nerf, and now also I am forced to play with a dead drone.

1 hour ago, GrayWolf8733 said:

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. 

 

No its not, already many alts are introduced which inflict jammer effect, hunter and wasp OD apply constant and annoying jammer for 30 sec. And now introducing jammer at every shot doesn't make sense. Too much dependence on the Jammer immunity.

1 hour ago, GrayWolf8733 said:

Although you main Viking, so I guess I shouldn’t be surprised.

You really gonna differentiate and degrade people on the basis of Hull's choice? Well then if you do, none of my arguments could make a potential difference in your thinking.

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OK guys I need to know is plasma hopper any good for jumping now? If not I'll have a lot of crystals saved for other stuff to buy. Was gonna buy booster as well but meh.... useless.

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Not terrible. but not the best. Don't like the Jammer changes. Paladin in the garage is welcome. Thunder changes seem interesting. All the slow cooldowns make it feel like battles are gonna be much slower paced. Shrug.

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6 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.

    •  

I can see that will be release another rico augment with old plasma status, since this is free for cristals, next will be for paying

6 hours ago, Marcus said:

 

  • Vulcan:

    • «Incendiary band» augment

      • Rate of fire is reduced by 25%; 

      • Tank starts to overheat 75% faster.

 

 

Finally

6 hours ago, Marcus said:

 

  • 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   -> Release of unkillable paladin

 

 

Fixed

6 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.

 

 

Well, who can kill paladin now?At least give Antiheal effect after do damage with 50% of efficiency of anti-heal based on drone level

 

6 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.

 

 

Not enough for stop paladin od(It's still useless, hunter has only effects and paladin has immunity against all of them.)

6 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%.

Crisis dd +  destabilization=3k of damage without modules.

congrats

General changes no metter so much, just impact force needed

6 hours ago, Marcus said:

 

 

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

 

 

 Mammoth trickster time

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Why nerfing booster? It was still balanced compared to other OP drones, ;( i still  believe they will nerf it to 25% anytime soon. 

200% boosted damage for 3 seconds > 40% boosted damage for a whole 30 secs, now it is a trash drone :/

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2 minutes ago, Apis_the_Professor said:

And honestly now, I think since its BD got even further lowered, wouldn’t it be reasonable for it to consume less supplies instead of 3 as it now seems a bit too much. Like 2 now would be proportional. Would anyone agree?

I agree but i dont think they will make it

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3 minutes ago, numericable said:

Why nerfing booster? It was still balanced compared to other OP drones, ;( i still  believe they will nerf it to 25% anytime soon. 

200% boosted damage for 3 seconds > 40% boosted damage for a whole 30 secs, now it is a trash drone :/

If it really gets nerfed to 25% than the only right thing would be to compensate everyone who spent on this drone, considering also MU it, with at least 2 million crystals 

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11 minutes ago, At_Shin said:

Speed is not the same as damage or armor. Speed is a double edged sword. Too much of it and you can go off balance and flip your tank. The worst you can do with increased damage is use a splash damage turret at melee range and self-destruct your tank.

You have to learn to control the speed. Once you do that you have to use your past experience to move around the battlefield and try to work around high-impact force shots as they often tend to redirect your tank into a wall or even tend to flip your tank.

 

 

Not for hovering hulls.

Edited by numericable
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Just now, At_Shin said:

 

i talk about destablized alt 

which makes no sense with hornet OD (sorry i forgot to point that) as long as the ap and supercharge effect are almost simultaneous in duration

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17 minutes ago, At_Shin said:

Account for the Boosted damage from the supply, you get a total of +130% damage. 

Actually it's 30% only, if we are comparing it to 200% of the previous spike damage. If you wanna classify it as 130% , then the earlier version used to give the whole "300%" . 300 --->130. I think that counts for a decent nerf rather than calling it a powerful drone. Also, about that trickster usage,  one can't compare speed with damage, now you ask why ? Because they exist as separate fundamental categories- Damage, Armour and Speed.

Capping flags and balls, sometimes you need speed and tough armour rather than every time thinking that you're gonna kill all the enemies first and then cap the flag, ball etc. Damage doesn't work in all cases. Also, about that flipping hulls in fast speed. It's because your major choice is sometimes light hulls i.e. wasp which can be easily flipped by any normal shot dealt at the corner of the hull. Try to take Heavy hulls or even medium hulls with trickster, and you'll realize the opposite. And just like numericable said, hovering hulls don't even fit in this category. So why nerf booster ? And if you nerf it, why does it affect all gameplay, rather than specific turret or hull Mechanics in contrast to trickster.

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32 minutes ago, At_Shin said:

How can you consider that as trash, ?. I used Isida adrenaline (it gives about +15% damage at half health) and quite frankly I find it to be quite powerful.

You get to use less number of shots to kill with that +30% boosted damage. How is that at all trash? You get to activate Boosted damage right after activating SB or boosted armor. That alone is such a big power! ( I know this from using the blaster drone as it also reduces cooldown on Boosted damage).

It seems that most of the player complaining here were just happily enjoying that insane strength of the drone with no consideration for other players. You don't even appreciate how strong this drone is even with +30% damage!

Honestly, 30% is ok to me, but it does not stop here, i know next weeks it would be nerfed even more until its boosted damage would be 20%, i said it is trash but i actually meant that the drone is closer to become a trash. Im pretty sure that the nerf won't stop here.

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46 minutes ago, At_Shin said:

I had suggested it the last two time booster was weakened. However, I realize that if it is implemented for Booster, it will have to be implemented for other drones such as lifeguard, defender, trickster, hyperion and blaster too as these drones were always weaker than booster. All these drones consume 2 extra units of a specific supply. It doesn't make sense for one to use less extra supplies than the others.

So, yeah, I think they should reduce one extra supply from all the supply hungry drones. Probably not from crisis though. It's meant to be powerful and expensive.

I don’t see a reason not to implement this idea. Every drone should consume 2 supplies based on a specific boost they give (defender 2 BA, booster 2 BD, trickster 2 SB etc.) except for crisis. It should be the only drone consuming 3 for everything i.e. it should be the only drone with status quo supply consumption. Crisis is considered to be an exclusive premium drone, and since it ridiculously enhances every parameter of one’s performance it’s the only logical outcome.

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27 minutes ago, At_Shin said:

I agree that it is easier to control hovering hulls as they are less prone to flipping. However, they are more prone to sliding off when the speed is great. 

I agree that booster did get a great nerf after it was reworked to deal 50% extra damage for 30 seconds. However, I see it as a justified nerf as it was very powerful even with the 50% and 40% extra damage.

You are correct in saying that boosted armor and speed can indeed help while capturing flags while boosted damage is not much helpful other than the fact that you can potentially clear out an enemy base.

You are also correct about why light hulls are easily prone to flipping - that's why I use Heavyweight construction augment for it. However, even heavy hulls are now prone to being flipped when driving at great speeds (for example, railgun shots deal a lot of impact force - that can easily redirect my mammoth away from the desired path).  Also, it is not always easy to use heavy hulls at greater speed. They all have low acceleration which makes it harder to turn and avoid obstacles.

Increased speed can be both a boon or a bane - it depends on how adept you are at using it. With boosted damage you just have to worry about not self destructing - and that too only if you are using a splash damage turret.

You do not nerf a drone without nerfing combos often used with it. The same applies for every drone - NOT just for booster.

 

Actually I saw a viking use od with rail and throw the jugg in self destruction zone in sandbox map, man it's super rare to see helpless jugg thrown off

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I agree about supply consumption reduction to 2. On this account I am upgrading defender, but since I know it's hot garbage ( I have it maxxed on my main) there is no real incentive to max it here ASAP. I miss the old defender, this one gets owned by crisis.

Also I was going to buy booster (it would have worked nicely with "balanced" vulcan adrenaline), but after this I will pass. It's still very good with striker and hammer (blunderbuss), which I have both. However, spending millions on something that might get nerfed to  "Brutus 2.0" level is pretty big risk.

Edited by stat.padder
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