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Patch Update #669 - Released 19th November 2021


Marcus
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1 minute ago, TheCongoSpider said:

Why, then, is he upset when his "meta" drone is eventually nerfed?

Of course, he will be, I will be too. If I am currently having a good time with a drone, naturally I would be upset over it's nerf.

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4 hours ago, TheCongoSpider said:

Why did you upgrade Booster and not another drone?

This was a year and a half ago when I bothered playing the game, took a year break. Lots of other things have been added in the meantime, and yes Booster was broken to begin with so I upgraded it, like I'm sure many other people did.

 

4 hours ago, nikunj04 said:

Because earlier as we already know, Booster was meta. 

Fairly sure it's already been nerfed before though. In my opinion Tanki don't understand the difference between things being overpowered and things being popular. I reckon many others have Booster as their only really upgraded drone (due to it being so strong to bein with), so therefore kept using itand still use it even after it initially got nerfed. Just because they keep using it doesn't mean it's broken.

For example, if I have 1 M4 combo and it gets nerfed - I'm not going to suddenly go out of my way to M4 another combo. I'll keep playing with the strongest equipment I have.

 

4 hours ago, TheCongoSpider said:

Why, then, is he upset when his "meta" drone is eventually nerfed?

Not upset buddy. It's a game. If I was that bothered about it I'd just drop some money on the game and M4 a few more drones. But why buy something that's strong now only for it to be hard nerfed later on down the line? You learn your mistakes the hard way, in this case my mistake was maxing out a "meta" drone - and wasting my money.

 

4 hours ago, nikunj04 said:

Of course, he will be, I will be too. If I am currently having a good time with a drone, naturally I would be upset over it's nerf.

It used to be even better than it currently is now, if I'm not mistaken. It's a shame, especially when other drones like Crisis are clearly as strong if not stronger than Booster.

Edited by Savage
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On 11/18/2021 at 4:16 AM, 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.

This template is so, so close to being good. During lucky games if I play thoughtfully, I can ALMOST do as well as I would be able to playing brainlessly with Striker.

All it needs is a way to consistently get crits - give it Sorted Rounds' ability to always crit after the fourth shot, and it will be perfect - weak in a straight fight, amazing for those who have mastered splash and count their crits. I suggest giving Subcaliber Rounds a crit always after three shots though, since it doesn't have the critical splash that this new template is so dependent on.

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14 hours ago, stat.padder said:

Well if booster is used with overpowered weapons like vulcan adrenaline, hammer (almost all alts can be fine), striker(basically any alt) and gauss (emp,ap) then of course it would feel fine. These weapons get from 80 to 40 kills per match easily.

Never seen 70 kills in a battle let alone 80.  Your "easily" is quite debatable.

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43 minutes ago, wolverine848 said:

Never seen 70 kills in a battle let alone 80.  Your "easily" is quite debatable.

He is right, I easily made 107 kills in the festive DM mode with booster, i posted the screen shot in "picture of the day" (the last post) in normal matches that would maybe be 60 -90 kills.

https://imgur.com/a/8q4wzBj

Edited by numericable
Added proof.
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Just now, MysticBlood said:

That is possible for DM mode but as in for other modes for teamwork its is extremely difficult to achieve 80 or 70s maybe 60s at best with the 40% booster. But averagely in team battles I would see mostly kills in the 40s or 50s.

Mentions the festive DM lol.  That's not a regular MM mode. 

Surprised someone didn't post a screen-shot of Island 1 hour battle or something.

Don't even see many doing 40s or 50s in MatchMaking battles.  A few every now and then.  But that is far above average.

 

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20 minutes ago, wolverine848 said:

Don't even see many doing 40s or 50s in MatchMaking battles.  A few every now and then.  But that is far above average.

I mean 40s and possibly 50s is common with people that know how to use booster at max potential. But averagely 20s and 30s would make more sense for an average booster player. For MM

Edited by MysticBlood
Accidently used a larger number
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5 hours ago, Savage said:

like Crisis are clearly as strong if not stronger than Booster.

That is a worry, I think devs are leaving crisis as it is because it holds the tag "Ultra exclusive premium drone" but the common one, booster, is suffering the nerfs again and again. Though both the booster and Crisis have the same domination like parameters and traits.

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13 hours ago, asem.harbi said:

He don't have to read them all, there are moderators who manage the posts, he is rarely replying. And even if he is reading them all, it's not a huge problem. If he is reading once every 8 hours, it won't get accumulated on him. And have you noticed that players are quoting him to say their opinion at a specific thing on the update?

I know just wondering how much notifications he got overnight ?

 

14 hours ago, DieselPlatinum said:

He's probably extremely busy. I consider him as the only one at the TO HQ who even tries to satisfy us to the best of his ability.

How about other community managers?

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When you use round destabilization railgun with dictator or hornet and activate the overdrive, you get the supercharged status effect, which makes all of your shots criticals. For any other turret/augment it is a good thing, but with round destabilization you only deal 100dmg per critical shot, making the od bad for you.

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Now I want weariness status (that make you critical chance =0%) even more :)

Like we have burning and freezing cancel out each other.

So destabilization be like IcnBond for Vulcan (you want negative status applied on your tank)

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Not gonna lie but that's not good, at least in my opinion.

I get only a part of the benefit from OD, but the thing is, those augments which don't heal critical hits at all, they at least deal normal damage.

But our boy, Round Destabilization, deals critical, but only 50. Now this makes things worse. Unlike those augments which don't deal critical hits, you don't deal any formidable damage.

This should definitely be fixed.

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The recent chance to this augment completely changes it. While the switching of the critical damage and normal damage make sense, there are two major problems that I am suggesting that be fixed (not reverted, but fixed in a different way). Number one is that before hand, the chance of getting high damage was 70%. Now the chance of high damage (non-critical) is only 50%, meaning the augment is not worthwhile to be used. The critical swap already nerfed it a bit, this just makes it way too weak, as you get 50 damage shots waayyyy to often. My first suggestion is that instead of 50% chance of a critical, it is decreased to 40% or 35% this would mean you have a 60% chance or so of getting high damage. It originally had 70%, but that was a bit overpowered, but i believe 60% would be the right balance, as 50% is way too low. The second, MUCH bigger problem is that of hornet and dictator overdrive. These overdrives, when activated allow turrets (eg. railgun) to deal critical damage on every shot for a few seconds. That is why almost every single railgun player pairs it with hornet. The recent update means that when coming up to an enemy, you activate your overdrive, break the enemies armour, and watch ever shot deal 50 damage. I believe the developers forgot to take this into account, and therefore am suggesting when the round destabilisation augment is equipped that either a: activating hornet overdrive means ever shot will NOT be critical, or b) round destabilisation momentarily switches to how it used to be that every shot is critical and does high damage that way. Thanks

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The change on the Rico Plasma Tourch augment didnt make any change about the Hopper lightweight in event mode people are still using the hull with light and hammer duplet now that change at Plasma Tourch didnt make any change at all, people did just switch to something different with recoil when shooting plus this did change the OMP at parkour community when using any light augment on hulls in no space and space mode. I think this change should be removed immediatly and rework the light augment for Hopper or the speed drones while using hopper and shooting with any recoil turrets.

Edited by Alsar
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