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Patch Update #671 - Released 3rd December 2021


Marcus
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I think the Hopper nerf is too much.

I think making Hopper easy to lose control is the way to go, so that concept should continue, but other mechanics I think needs to be reviewd.

Right now trying to turn a flying Hopper to the one side makes the hull dip on that side. I think this  mechanics should stay but the dip should be weaker.

Another way to nerf it could be to make it fall down faster, as if the thrusters are not good enough to be airborne when far above the ground. This way when going off an edge would make the forward going part of the hull to dip, instead of flying straight away and slowly losing altitude. Then when the whole tank is in the air we can stabilize it by moving the backwards a little bit, as if making the front thrusters work harder. Same for the other sides. This will also help with Golds, because Hoppers wouldn't be floating for too long.

The concept that Hopper can do a clean jump only when jumping from a flat section, is a good idea, but to a point.

I think the solution is to make it more realistic.

Right now it's really bad, and it's not fair to those that invested in that hull.

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16 minutes ago, lssimo said:

Right now it's really bad, and it's not fair to those that invested in that hull.

hopper still can jump to the corner of the map .just should be careful turn over liking other light hulls .tank shouldn't be flying  in the sky.hopper still can play  i have used.

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Twins - "Vaporizer"-I am sceptic about it. My main weapon on other acc is twins and I have used heavy plasmagun a lot, which seems stronger than this UC augment (also I faced it already in battle and was kind of easy to deal with+a lot of people have heat res./immunity).

However, I don't care as long as my garage augment doesn't get nerf for the sake of this UC augment. The only case where this is useful is against protection module. I guess that might be good enough for some.

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So whats the crit chance of round destabilization at now and how much damage does crit add? Is like 100%? And I mean standard crit damage bonus , not bonus added by alterations.

 

Edit, went ahead and calculated it myself, I guess it's rounded at 87% crit damage, just the crit rate if anyone mind inputting.

Edited by FX011

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7 hours ago, lssimo said:

On second thought, I think the new Hopper is not that bad.

Just allow us to stabilze our tank when in the air using the thrusters.

but how about on the ground? if it hits any wall or hill, it instantly flips

 

On 12/2/2021 at 6:34 PM, Marcus said:
  • Updated the «Hopper» hull

    • 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.

  • also it can not stabilize itself on the ground, any hit to angled surfaces or wall causes hopper to collapse on its side or fully flipped backside.

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freeze change made it too OP

in this screen shoot it was my MK4 freeze (no wonder how much kills will i get with MK7) too much that all of them (well most of them) pulled their modules (despite there was only me and another one who used it)

Wgr5M26.png

Edited by fghjkl54
  • Saw it 1
  • Agree 2

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1 hour ago, FX011 said:

So whats the crit chance of round destabilization at now and how much damage does crit add? Is like 100%? And I mean standard crit damage bonus , not bonus added by alterations.

 

Edit, went ahead and calculated it myself, I guess it's rounded at 87% crit damage, just the crit rate if anyone mind inputting.

Crit. chance = 50%

Regular dmg = 350

Crit. dmg = 1650 

I have tried it on my main acc and it is great. The only issue is booster can't help it in reaching 4000 dmg crit. However, even without booster it kills efficiently (one shots medium tanks even with prot. module, but no armor). Sometimes it can get 3300 + 700 dmg combo which kills heavy hulls etc.

Now it works well with supercharge of course.

 

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1 hour ago, stat.padder said:

Crit. chance = 50%

Regular dmg = 350

Crit. dmg = 1650 

I have tried it on my main acc and it is great. The only issue is booster can't help it in reaching 4000 dmg crit. However, even without booster it kills efficiently (one shots medium tanks even with prot. module, but no armor). Sometimes it can get 3300 + 700 dmg combo which kills heavy hulls etc.

Now it works well with supercharge of course.

 

I see, thank you and I'm maxing camper after the sales start so I should be able to break the 4000.

 

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On 12/2/2021 at 9:04 AM, Marcus said:
    • Updated the «Hyperspace rounds» augment

      • Regular damage damage bonus is increased from +40% to +45%.

      • Impact force reduction is increased from -25% to -30%.

I'm shocked that this took so long to happen. 

 

On 12/2/2021 at 9:04 AM, Marcus said:
  • ;Updated the «Round destabilization» augment

    • Critical damage is increased by 26%.

    • Standard damage is decreased by 50%.

    • Impact force is no longer increased.

This is a good enough compromise, I suppose. 

 

On 12/2/2021 at 9:04 AM, Marcus said:
  • When takkng a bonus box, a drone will activate only if it depends on the supply offered by the bonus box.
    • Activating a drone this way is similar to activating a drone by using supplies from your Garage. For example, if you have the Defender drone equipped, and you take a Boosted Armor bonus box, the drone will be activated

This was not well explained at all. 

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14 hours ago, nikunj04 said:

The problem with freeze now, you can't even defend yourself because you yourself can't pay offensive due to BD disabled and the frequent crit spikes make it more easy for the enemy to wipe out your tank. I was hoping for a freeze nerf since these past patch notes but the freeze again got a huge buff. 

Frreze is way OP - especially when combined with Hornet OD.

Why the heck do they give it 400% critical damage????

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1 hour ago, wolverine848 said:

Frreze is way OP - especially when combined with Hornet OD.

Why the heck do they give it 400% critical damage????

And this is all before the Freeze HD. We haven't seen a thing yet

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8 minutes ago, asem.harbi said:

And this is all before the Freeze HD. We haven't seen a thing yet

well I don't see how they can puff it up much more without looking too obvious.

A freeze can kill my Hunter faster than it can activate the OD.  That's just stupid.

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32 minutes ago, aBiglongfatNICK said:

And the award for comedian update goes to.......

Hopper

Just give it two big shoes and a red nose so joke is completed

I suggest this be a new hopper skin.

  • Haha 1

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12 hours ago, SulfuricAcid said:

but how about on the ground? if it hits any wall or hill, it instantly flips

That's where my idea would help.

If you're flipping to the right side of your tank, pressing the left button would activate the right side thrusters and thus you can stabilize your tank. The same mechanic would help when part of your tank is off an egde, and this is important because Hoppers are hard to drive and sometimes you're going off the edges.

In my view Hoppers can hop/jump but they should come down fast, and if you're flipping you can stabilize it with the thrusters.

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1 hour ago, lssimo said:

In my view Hoppers can hop/jump but they should come down fast, and if you're flipping you can stabilize it with the thrusters.

So you want them to be un-flippable?     ?

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2 minutes ago, wolverine848 said:

So you want them to be un-flippable?     ?

I meant you, meaning us, manually stabilize it, not like it was before the update.

Like I said, if we are flipping to the right of the tank, we can activate the thrusters of the right by pressing the left button, and vece versa. If we press the forward button when we are in the air we'll make the front dip because we are activating the thrusters in the back, so we have to be carefull how to jump and how to land.

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15 minutes ago, lssimo said:

I meant you, meaning us, manually stabilize it, not like it was before the update.

Like I said, if we are flipping to the right of the tank, we can activate the thrusters of the right by pressing the left button, and vece versa. If we press the forward button when we are in the air we'll make the front dip because we are activating the thrusters in the back, so we have to be carefull how to jump and how to land.

It sounds like you want to be able to stabilize it and stop it from flipping.

Tracked tanks don't get that option.  Why should hovering?

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28 minutes ago, wolverine848 said:

It sounds like you want to be able to stabilize it and stop it from flipping.

Tracked tanks don't get that option.  Why should hovering?

Because Hoppers are flipping left and right right now.

And there's a downside by stabilizing a falling Hopper, the activation of thrusters will negate a Hopper from traveling further.

All these means no more flying and no more turning while flying, because the directional buttons while be mostly used for stabilization.

Basically it will only hop.

 

PS: Because of my suggested changes, I think impact on the tank should be reduced somewhat.

Edited by lssimo

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16 hours ago, lssimo said:

Because Hoppers are flipping left and right right now.

And there's a downside by stabilizing a falling Hopper, the activation of Thrusters will negate a Hopper from traveling further.

All these means no more flying and no more turning while flying, because the directional buttons while be mostly used for stabilization.

Basically it will only hop.

might be doable then.

EDIT - what does "directional buttons mostly be used for stabilization" mean?

The hovering hulls are always in the air.  So how can they turn a corner if those buttons are used for stabilizing?

Edited by wolverine848

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hopper players have enjoyed privilege so long time that they can't accept immediately the fair change.just take it easy.

hopper still can catch the gold box and score by jumping,just not a absolute success like before .

freeze effect absolutely is a great idea,just need to consider strength.for example freezing rate is more than 50% ,then freeze status effect disable the boosted damage effects

this update make me that trust tanki game will be better.

Edited by Osean

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