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Patch Update #669 - Released 19th November 2021


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8 minutes ago, DestrotankAI9 said:

Bizarre. Despite the fact that the Ultra Container Railgun augments have no rate of fire increase (actually a slight impediment, with longer charge-up time), they have now got a faster rate of fire during Viking overdrive than all garage augments - even Scout? 

Not only that, but Status Railguns have a higher damage coefficient with Viking's Overdrive than the other Railguns. Status Railguns get x3 damage with Viking's Overdrive activated. The other Railguns get x2.5. Odd changes to the reload coefficients indeed. 

Edited by TheCongoSpider
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16 hours ago, DieselPlatinum said:

Yeah, smoky was fun when it was the only turret that could deal critical damage. Now that critical damage is inflicted by any turret, it lost its charm and enjoyment. Only augment that makes it fun again is rubberized rounds.

Thunder lost its splash effectiveness, which made it fun to use. Instead of dealing at least  800 units of damage at 3 metres from epicenter, it deals barely 200 units. This means alot of strategies involving thunder go out the window.

Strategies such as:

• Shooting the wall behind the enemy when they're chasing you.

• Shooting at the spot near the enemy when they're behind cover.

• Multiple enemy clearing.

And probably more.

 

Also, we can't trust the devs to give it a proper rework.

Then I'd better not see you playing around Thunder critical splash and using those tactics if it gets a proper critical system in the future ?

Edited by Abellia

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42 minutes ago, TheCongoSpider said:

Not only that, but Status Railguns have a higher damage coefficient with Viking's Overdrive than the other Railguns. Status Railguns get x3 damage with Viking's Overdrive activated. The other Railguns get x2.5. Odd changes to the reload coefficients indeed. 

This is just not right, we are now seeing blatant pay-to-win changes with buffs to Ultra Container augments over Garage augments, for no other reason than the fact they are Ultra Container augments - even in areas where they were not supposed to be stronger. EMP/AP/Stun or Cryo Railgun have no rate of fire or reload buff compared to stock Railgun, and yet they have a FASTER rate of fire now with Viking overdrive than even Scout Railgun, which is supposed to be faster, AND they have a higher damage multiplier? Those are sad and ridiculous changes.

To add insult to injury, I assume that despite the compartively pathetic rate of fire that Scout now has with Viking overdrive - I assume its shots still have decreased damage during Viking overdrive? Which would now make it the worst Railgun augment to use with Viking - going back on a good change made before to increase its rate of fire with Viking overdrive, to compensate for lower damage per shot.

They like to nerf the good Garage augments to not just be "balanced", but literally useless these days it seems (see Autocannon smoky), while giving huge buffs to Ultra Container augments. It is a shame as Scout had an interesting playstyle and was fun to use now and then, but I guess I can forgot about using it from now on.

PS: Thanks for sharing this information as I had no idea. Sure enough, when using Stun Railgun today with Viking I noticed that it was particularly potent.

Edited by DestrotankAI9
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Devs doing what the devs do best, making cash from the heavy buyers and the gullible.

They change the parameters of the game to suit their own greedy purpose. These update changes are trash and only further enhance the utter contempt they have for players. F2P/P2W, they sucker them all with their gimmicks and they are to blind to see it, especially the noobish buyers.

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Final nail in coffin for garage augments will be when they nerf adrenaline augments for all turrets, which may seem impossible, but I think they will touch them eventually.

 

Currently adrenaline is the best GARAGE augment most of the time for these turrets (not always): Firebird, freeze, tesla, smoky, railgun, magnum.

99% of the time for these turrets: isida, twins, ricochet, vulcan, thunder, [gauss], shaft.

 

Only weapon where adrenaline isn't really that good choice is hammer, whereas striker is still very good (on my main acc I used it during the last boost, for me it is the best augment)

 

Some of these weapons did not have adrenaline even in top 2 garage augments in the past, but balance changes ruined the others. Now the only safe pick is adrenaline because anything else might get nerfed into oblivion.

 

 

 

Edited by stat.padder
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18 minutes ago, wolverine848 said:

Wait - wut????  ?

Jammer will now disable drones not just overdrives. For the next patch notes. I dont know exactly when the change happens but it is mentioned in the last vlog.

Edited by MysticBlood
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11 minutes ago, MysticBlood said:

Jammer will now disable drones not just overdrives. For the next patch notes. I dont know exactly when the change happens but it is mentioned in the last vlog.

So... they trying to sell more Paladins, or what?

And... when the drone is jammed, dos that mean all the passive supply benefits disappear for the duration?

 

 

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9 minutes ago, wolverine848 said:

So... they trying to sell more Paladins, or what?

Well not just paladins but also hammer inflicting augments and hammer immunities. So the end result is - you guessed it - more money in the devs pockets.

12 minutes ago, wolverine848 said:

And... when the drone is jammed, dos that mean all the passive supply benefits disappear for the duration?

To be honest, I don't really know. I would assume so, but it could be a false assumption.

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15 minutes ago, wolverine848 said:

And... when the drone is jammed, dos that mean all the passive supply benefits disappear for the duration?

 

 

It wasn't clear if there would be a duration or not. 

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2 hours ago, wolverine848 said:

And... when the drone is jammed, dos that mean all the passive supply benefits disappear for the duration?

The passive supply boosts will remain.

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1 hour ago, DieselPlatinum said:

Didn't like getting wrecked? Then don't be a toxic player with a salty attitude.

I don't like getting wrecked, but I'm not a coward - I play battles at legend rank against other legends with Thunder, you see, under the majority of conditions rather than just optimal ones. ?

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10 minutes ago, Abellia said:

I don't like getting wrecked, but I'm not a coward - I play battles at legend rank against other legends with Thunder, you see, under the majority of conditions rather than just optimal ones. ?

There you go again trying to justify yourself. Also battles mean nothing to me now. So that argument no longer is valid.

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Just now, DieselPlatinum said:

There you go again trying to justify yourself. Also battles mean nothing to me now. So that argument no longer is valid.

I don't really know what I have to justify - if you'd like to specify, be my guest. Also, I don't see how my argument is no longer valid - nothing behind it changed. You didn't play Thunder at high ranks properly so you had an uninformed opinion on how good it actually was up there fighting proper legends. That has not changed, and it cannot change now, as that previous thunder that relied on regular splash distribution rather than critical splash is gone and you cannot get more experience with it.

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Round destabilization is completely useless now. Maybe Devs will fix it in the next patch update but as an xp/bp user in MM mode, having every other shot do only 300ish damage in Legend battles is just plain annoying. Not to mention using that augment on Hornet now renders your overdrive nearly useless as you cannot take advantage of the applied AP affects since your stuck behind every shot being a critical one and only doing about 300 damage.

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On 11/18/2021 at 6:43 AM, stat.padder said:

WHERE IS PATCH FOR IMPACT FORCE FOR MOBILE VERSION??? 

Sorry for caps lock, but now I am starting to think devs are blind.

No, it was intentional. They just truly don't care about us. If they did, they would at least fix this as soon as possible. But since they left it alone for more than a month now, then its best to assume that they don't care.

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On 11/23/2021 at 6:55 AM, DieselPlatinum said:

Its actually an intentional feature

Just like pairing incendiary with heat immunity was intentional for a very long time, that is until they scrapped it and claimed it was a bug (glitch)

They have a devious streak a mile long, slightly shorter than the dusseldorf map.

It's a wonder anyone believes anything they say, but some players still think they walk on water and that the legal hack is just fine the way it is.

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50 minutes ago, ERADICATIONNATION said:

Because a 10-second reload for a single scope shot is ludicrous and completely sucks the enjoyment out of using the weapon, that's why. 

this turret is still most fun to play with out of all long rangers, because it deals insane damage.

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8 minutes ago, The_Voltage said:

this turret is still most fun to play with out of all long rangers, because it deals insane damage.

Which is often negated by the abundance of Shaft protection modules and Defender drones out there. Booster used to be able to counter these, but not any more. Coupling a Booster with Shaft's former ability to quickscope in relatively close quarters gave me the most fun I've had with Tanki in years. Sorry, but I'm not interested in throwing unreliable arcade shots at people from across a map until I get lucky, and in terms of close range fighting, there are more effective turrets. Ironically, campers are still out there, too, more useless than ever. @At_Shincalls this new Shaft a realization of "mobile shafting," I say he's full of crap. No quickscoping = no mobile shaftng = no fun. Simple as. 

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Can you release the new patch note? have some changes on test server alike camper drone that i checked that increase the boost of armor and damage

i believe that will release that after the restart of server and the list is not full

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