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Patch Update #669 - Released 19th November 2021


Marcus
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2 hours ago, At_Shin said:

The booster drone will still allow users to break some necessary barriers which will result in less shots being required to kill the enemy. Usually, @TheCongoSpider posts about this. I hope he will do it again.

I figured I would put it here too so more people could see it.

 

20 minutes ago, TheCongoSpider said:

UPDATED LIST  (19/11/21)

 

With 30 units of additional damage:

 

 

Tesla:

  • Will start one-shotting unprotected medium hulls with Viking's Overdrive

 

Hammer:

  • Blunderbuss will start one-shotting heavy hulls
  • AP Hammer will require only one shot to finish medium hulls after it APs them
  • It will require less pellets to one-shot a light hull and two-shot heavy hulls
  • Will start one-shotting unprotected heavy hulls with Viking's Overdrive

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls. 

 

 

Thunder:

  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is slightly more than doubled
  • Will start one-shotting unprotected medium hulls with Viking's Overdrive 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Supercumulative Rounds critical hits will start one-shotting unprotected light hulls
  • High-Precision Aiming System critical hits will start one-shotting unprotected light hulls
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls
  • Will kill heavy hulls with a salvo
  • Uranium will start one-shotting medium hulls
  • The range at which RRE will give 1,500 splash damage is increased to ~5.5 metres (out of 8)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the critical hit
  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation, Hyperspace Rounds and AP Railgun will start one-shotting unprotected light hulls
  • Round Destabilisation will start one-shotting heavy hulls with the normal damage
  • AP Railgun will require one fewer shot to kill all hulls on average
  • Status Railguns will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Range of fatal splash damage for unprotected medium hulls increased from 2m to 12m

 

 

Shaft:

  • Will require at least one fewer arcade shot to kill all hulls that have DA
  • Short-Band Emitters will start 2-shotting medium hulls 

 

 

Adrenaline:

  • Thunder will start one-shotting unprotected light hulls at 49% HP
  • Vulcan will reach 1,000 DPS at 40% HP
  • Tesla will start one-shotting unprotected light hulls at 56% HP

 

  • Agree 2

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9 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.

0067fe0d6d9c8f1467b89eccfeb9fa25.jpg

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1 minute ago, Maf said:

0067fe0d6d9c8f1467b89eccfeb9fa25.jpg

Before I forget, @Maf can u test the torch out tomorrow and tell me if it's better to use stock or the augment, which one is better for jumping far? Thanks :)

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2 minutes ago, Incorp said:

Before I forget, @Maf can u test the torch out tomorrow and tell me if it's better to use stock or the augment, which one is better for jumping far? Thanks :)

No, I'm quitting Tanki. They killed my baby. I can't keep going like this! ???

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1 minute ago, Maf said:

No, I'm quitting Tanki. They killed my baby. I can't keep going like this! ???

You quit Tanki? So sadddd :(((
 

Spoiler

Can you transfer me your Forum Administrator role? Thanks :D

 

Edited by B.A.B.I
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  • Saw it 3

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3 minutes ago, Maf said:

No, I'm quitting Tanki. They killed my baby. I can't keep going like this! ???

Wow you're so toxic funny, I actually felt that way when I read the Patch.  I was like, what what I haven't gotten to try it out yet...... 

Lmao imagining you leaving tanki for a nerf to your combo is so funny.

  • Haha 2

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@Marcus

10 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.

...what did Thunder do to deserve this exactly? This had better be a setup for a later buff to Thunder - why did they nerf an already weak turret? Sledgehammer and SCCM both got hit hard - Sledgehammer lost its crits and its splash, and SCCM doesn't twoshot unprotected medium hulls with Booster anymore, not to mention the reload nerf. This would only really make sense if you have it higher max crit chance and the ability to build its crit rate more than once per hit if you hit multiple people, as I proposed - it seems like neither of these have happened. 

I think the turret might be misnamed - Thunder cracks, but this is more like a butt crack.

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12 hours ago, Marcus said:

«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.

Im definetly gonna have fun with this augment?? all I gotta do is equip paladin with jammer immunity. Why?? As you are activating paladins OD you can abuse it by applying ap and jammer and using jammer hammer to constantly weaken them and them never actually activating OD. Even if paladins OD wears down I can still keep them in that hellish cycle by never letting an opponent use their OD by using jamming hammer since its every shot. ??

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3 minutes ago, MysticBlood said:

Im definetly gonna have fun with this augment?? all I gotta do is equip paladin with jammer immunity. Why?? As you are activating paladins OD you can abuse it by applying ap and jammer and using jammer hammer to constantly weaken them and them never actually activating OD. Even if paladins OD wears down I can still keep them in that hellish cycle by never letting an opponent use their OD by using jamming hammer since its every shot. ??

I need to remember you lasts challenges they gave jammer immunity to paladin, also  nobody is abused, both overdrives gives immunity to everything so no one will die or kill

you need to understand what a 1v1 paladin is

Also in a alternative world

4gsfb9t.png

 

  • Saw it 4

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7 minutes ago, pocrettttt said:

I need to remember you lasts challenges they gave jammer immunity to paladin, also  nobody is abused, both overdrives gives immunity to everything so no one will die or kill

you need to understand what a 1v1 paladin is

Also in a alternative world

4gsfb9t.png

 

Oh to counter this I would use crisis to stall lol. Use its speed to reverse back and wait until mammoths OD wears down and charge back in and activate paladins OD to apply AP and I would have an upper hand. I already have a counter strategy. 

Edited by MysticBlood
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8 hours ago, Marcus said:

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.

Nope, if you make it so one in ten shots only have effective splash damage, people are going to stop shooting walls entirely. With Thunder's moderately slow reload, there's isn't too much incentive to waste shots shooting walls testing for splash damage anymore.

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I thought parkour within TO was bad enough with the HTML5 physics severely limiting parkour opportunities, but the Developers found another way to make it worse...

Maybe there should be a feature added where in parkour battles, Plasma Torch operates the same way it did prior to this update, just a thought. Couldn't be bothered with suggesting it in the black hole labeled as the Ideas and Suggestions section; someone else that actually cares about this game can go ahead and do that for me.

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13 hours ago, At_Shin said:

Crisis can only have one supply activated at a given moment. That is a great disadvantage. Booster was too powerful. I am glad they weakened it. Hopefully it will be less of a "ez d3s" button after this update.

And yet you leave out the part where Crisis STILL ruins rugby and CTF battles...

  • Saw it 1

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7 minutes ago, At_Shin said:

That's a Hopper problem. Pretty sure Crisis is not a problem in these modes when equipped with hulls other than Hopper.

Not as much no.

But unless they prevent Hopper from equipping Crisis, those battle-modes will continue to be trash.

The speed bonus of 70% on top of the 40% is just ridiculous.

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Tried to new thunder just now on an alt. Based off the numbers I was putting out, I can't help but feel as though its splash damage is weaker than before.

Like I would deal around 400 units of damage to a target that was 10 metres away from the explosion. Now I'm dealing only 80 units of damage.

I'll test it out on my main tomorrow, but I think the claims of it being weak may actually be coming true now.

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After playing booster for a while after the restart, I feel like its balanced now. I feel like it should stay as 30%... It still performs still well with all turrets and its more manageable. 

Edited by MysticBlood

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44 minutes ago, MysticBlood said:

After playing booster for a while after the restart, I feel like its balanced now. I feel like it should stay as 30%... It still performs still well with all turrets and its more manageable. 

Bruh, we all know you got crisis which you maxed out and now you are like "it is balanced" . If u had only booster U would be " no ,what they did to my booster " . So better stop with your nonsenses that it is balanced. Reality is that booster is too weak now, compared to your 60% boosted damage crisis. Booster with 40% was okey, 50% wasn't balanced.

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Just now, fire_shoter said:

Bruh, we all know you got crisis which you maxed out and now you are like "it is balanced" . If u had only booster U would be " no ,what they did to my booster " . So better stop with your nonsenses that it is balanced. Reality is that booster is too weak now, compared to your 60% boosted damage crisis. Booster with 40% was okey, 50% wasn't balanced.

Actually I dont use crisis often its too risky booster still does better with damage over time. Booster still breaks barriers. Its still strong. Booster is always gonna be my number 1 used drone crisis is just there for finishing battles with 5 min left on clock or less. I dont have enough supplies to run crisis constantly. I lose about 200 supplies or more a match bc of constant switching if I where to play a whole match with crisis.

Just now, fire_shoter said:

. If u had only booster U would be " no ,what they did to my booster " . So better stop with your nonsenses that it is balanced.

No not really. Booster always had been superior with 40% bonus damage and 30 seconds of it was OP. 30% actually made it more balanced in practical use. To me booster is still strong. I still dominate battles with booster.  30% is justifiable. 

Edited by MysticBlood
  • Agree 1

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