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Patch Update #671 - Released 3rd December 2021


Marcus
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1 hour ago, Marcus said:

Updated the «Freezing» status effect

  • In addition to slowing down enemy tanks, it now also disables Boosted Damage effects for the entire duration of the status effect.

Ap freeze is now emp freeze, pog. 

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Just now, numericable said:

Does jammer immunity come under "epic" rarity or legendary? 

it'll be epic like adrenaline it was legendary then lowred to epic

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Nerf to crisis!

Honestly every time I wish for to obtain an OP item, it gets nerfed.

Every single time.

Well, I guess that's my fate I guess. It honestly makes me sad. I don't really know if it is that much of a nerf though.

Ah changes to hopper as well?

@Maf I guess we can't fly anymore, at least as elegantly as we once did.

4d0120a41082216cfd4d39423d055925cat-says-damn-it-hurts-right-here-in-my-meow-meow.jpg

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3 minutes ago, At_Shin said:

What is this technique you speak of - Shoot from "hulldown"?

You can hide most of your hull and only exposing the top of your turret (in this case, Vulcan) and shoot by driving forwards and backwards. This should make you a smaller target and harder to hit at the same time. I already do this in Massacre with Paladin/Vulcan, but with 45° instead of 9° it should work even better.

(assuming the vertical autoaim will be increased in both direction, but it has always been the case in the past.)

SIidJsJ.png

 

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Jesus Christ the new freezing effect is going to be a nightmare

It's going to be filled of freezes which not only you WON'T be able to defend yourself against, making themselves unkillable, (who equips freeze protection when every battle is filled with AP/EMP/stun augments?) but freeze already has one of the highest critical damages in the game.

And imagine the other turret augments that apply this effect too!

 

Honestly this is one of the worst updates you could come up with. Might as well take another break until you fix this garbage.

How do you pretend us to fight against people that have OP effects with a single slot for protection on your hull?

Oh but sure, all you need to do is add an augment that has 2 effects protection instead of 1 for the cheap price of 10k tankoins, right?

Clowns.

Edited by JustBlackWolf
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26 minutes ago, 2shots2kills said:

(assuming the vertical autoaim will be increased in both direction, but it has always been the case in the past.)

No, it specifically only talks about the upwards angle, for shooting down flying tanks.

46 minutes ago, Iron_Man said:

I guess we can't fly anymore, at least as elegantly as we once did.

I'm curious to see what these changes will actually mean for flying Hoppers. I have hope that flying will still be possible, albeit extremely difficult.

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10 minutes ago, Maf said:

No, it specifically only talks about the upwards angle, for shooting down flying tanks.

 

Usually the autoaim is increased in a cone angle, be it horizontally or vertically, but we will see tomorrow. 

 

Edited by 2shots2kills

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1 minute ago, 2shots2kills said:

Usually the autoaim is increased in a cone angle, be it horizontally or vertically, but we will see tomorrow. 

The downward auto-aim for medium range turrets is 12. The upward auto-aim, which is the one they're changing, is 9. 

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Hyperion OP, glad I invested into it.

Jammer became OP, directly taking out Crisis, Defender, Booster, and Trickster.

Freeze became OP.

Hopper hit hard for no reason resulting in unnecessary buffs (again) to Striker and Vulcan.

 

Who asked for these changes? No one to blame but people complaining on the Forum ¯\_(ツ)_/¯ 

Edited by yellowghetto
Forgot to mention Freeze.

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Holy toledo.

That's a lot of changes.

Poor Supplier is probably going to just exist in my garage from now on, because that Jammer thing DOESN'T HURT BRUTUS! I knew I made the right investment for Black Friday!

Striker and Vulcan getting a buff while Hopper gets a nerf? All for it.

Twins HD? Nice.

Twins augments? No. Please, devs, do something original next time.

Yet... another... nerf... to... Railgun... what is this.

Freezing status effect change makes no logical sense.

Drone changes are meh.

Pretty good Patch Notes overall, though.

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33 minutes ago, readyfireaim said:

Holy toledo.

That's a lot of changes.

Poor Supplier is probably going to just exist in my garage from now on, because that Jammer thing DOESN'T HURT BRUTUS! I knew I made the right investment for Black Friday!

Striker and Vulcan getting a buff while Hopper gets a nerf? All for it.

Twins HD? Nice.

Twins augments? No. Please, devs, do something original next time.

Yet... another... nerf... to... Railgun... what is this.

Freezing status effect change makes no logical sense.

Drone changes are meh.

Pretty good Patch Notes overall, though.

Idk why you guys say Railgun is weak. I always get killed by this thing because of its critical damage. Then yesterday, I tried playing with it, and then thought. THIS IS OP! Grouped with @MysticBlood the other night to play CTF, and I literally capped 0 flags in a 5-0 Lost Temple CTF game. I solely relied on kills with Wasp Railgun and got first. 

 

3 hours ago, Warpriest said:

How long does it take to nerf Tesla? Well, expect the same for Paladin

I don't think Tesla needs a nerf. Rather its Augments.

Edited by nikunj04
Kindly refrain from using Inappropriate words
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8 hours ago, yellowghetto said:

Idk why you guys say Railgun is weak. I always get killed by this thing because of its critical damage. Then yesterday, I tried playing with it, and THIS IS OP! Grouped with @MysticBlood the other night to play CTF, and I literally capped 0 flags in a 5-0 Lost Temple CTF game. I solely relied on kills with Wasp Railgun and got first. 

I mean, it's not really weak. I still invest in the protection module. But on paper it looks so weak... I'm just surprised they're still nerfing it. Cause it looks terrible when you read its stats.

Edited by At_Shin
Removed quoted content.

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4 hours ago, Marcus said:

Updated the «Hopper» hull

  •  

    Spoiler

     

    • Overdrive charge duration is decreased from 180 seconds to 150 seconds.

    • Duration of the «Stun» status effect is increased from 1 second to 3 seconds.

    • The maximum angle at which the hull remains controllable has been increased from 20 degrees to 180 degrees.

    • Force of stabilizers is reduced from 10 to 6.

    • Maximum angle of list is increased from 60 degrees to 360 degrees.

    • Hopper's hull is no longer able to effectively stabilize itself during flight. Any hit by an enemy shot, takeoff from a rough surface, or hitting other objects while flying will significantly change Hopper's flight path. To compensate for these changes, its overdrive charging speed in battle has been increased. These changes are a response to feedback that a flying Hopper is almost impossible to stop.

     

     

They didn't manage to remove it from the game, but they did manage to make the helmet a bit unusable for battles ?

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17 minutes ago, Rutgers said:

Weary of this freeze update. Removing Boosted Power with freezing status effect is baseless...doesn't make sense. And no changes have been made to deal with its critical damage either.

I mean it could physically make sense. Since you are freezing the tank and turret the barrel is getting internally damage by freeze thus making it weaker to shoot more powerful shots. 

 

But in all seriousness, I believe that the freezing status effect change was needed. Why?? When playing with other freezing augments, it would be weak like cryo rounds for rail and cryo smoky. Though I would like it if this change would not be added on top of freeze turret with its bizarre crits and AP freeze. 

 

At least cold immunity would be used thats been sitting in my garage for a while.

Edited by MysticBlood

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26 minutes ago, readyfireaim said:

I mean, it's not really weak. I still invest in the protection module. But on paper it looks so weak... I'm just surprised they're still nerfing it. Cause it looks terrible when you read its stats.

All that matters is critical damage. And when a Turret gets critical damage often, its broken. For example, the upcoming Twins Augments.

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At least we have clear-cut counters to Hopper/Trickster or Crisis. They were around before but are even more obvious now.

Jamming Shot or Jamming Discharge paired with Hunter will disable the Speed Boost bonus with just the Jammer effect alone. Hoppers will have to decide between putting on Stun Immunity, EMP Immunity, or Jammer Immunity to reduce the blow of Hunter's OD. None of these are ideal and leave a lot of vulnerability (no drugs/OD with Stun Immunity, no movement/SB bonus/OD with EMP Immunity, and no movement/drugs with Jammer Immunity. 

Striker and Vulcan will now be good defense turrets. The generous vertical autoaim means you can attack escaping Hoppers without having to be far enough away. Vulcan might still struggle because of the small projectiles, but Missile Launcher "Hunter" seems like a great fit. 

Not to mention the the new ability for Freezing. Even if the Hopper doesn't get Stunned/Jammed, they'd still have to contend with the loss of Boosted Damage and a severe decrease in speed. As a result, there's a lot less power to fight back and very little chance to get away with the flag.

In a nutshell: If you hate the FLYING HACK (@IMPULSE-WARRIOR reference), Hunter is the hull to use, along with Jamming Shot/Jamming Discharge/Missile Launcher "Hunter"/any augment that freezes.

Edited by GrayWolf8733
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So many big changes for a mature game.  I feel bad for people still coming up in the game who try to be smart and focus on a couple combos of equipment.  They are the ones who will be hurt.  Players with more equipment can just adjust.

I feel like the end result of this is going to just be more frustration.  Status effects and critical damage made the game more frustrating because you are limited in how much you can protect against.  Having the additional strength of jammer and freeze effects just adds to it.  Cap games are going to be harder and more campy.

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