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Patch Update #672 - Released 10th December 2021


Marcus
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12 hours ago, Marcus said:

 

  • Hammer

    • Max crit chance has been increased from 10% to 12%;

    • Range of max damage has been decreased from 40-60 to 30-40 m.;

    • Range of min damage has been decreased from 50-70 to 40-50 m.;

    • Range of displaying the sight mark distance has been decreased from 40-60 to 35-45 m.;

Great. Nerf the one and only thing that brought me joy in tanki.

12 hours ago, Marcus said:

 

  • Twins

    • Projectile speed has been increased from 40-60 to 50-60 (m/sec);

    • Range of max damage has been decreased from 40-60 to 30-40 m.;

    • Range of min damage and displaying the sight mark distance have been decreased from 50-70 to 40-50 m.;

Again - nerf what is already one of the weakest turrets in the game. And finally...

12 hours ago, Marcus said:

 

  • Hopper

    • Overdrive charge duration has been decreased from 180 seconds to 150 seconds.

  • Crisis drone now consume additional units of «Repair kit» and «Mine» supplies when they are used.

GREAT! now hoppers can steal even MORE golds! As you know, flipping over in mid air doesnt stop them from stealing golds from actual players.

So they are weakening the 'special' drone even more - of course to prepare for it being given to every buyer in the game from the tanki fund, giving more benefit to the buyers, as p2w games generally do.

 

Is it just me, or is ever patch ruining tanki bit by bit?

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10 hours ago, Tank_Cleaver said:

This change in addition to the 10 second sniping reload has completely ruined the HC augment. I could go make a sandwich between sniping reloads. They should just remove it from the game. ?

the last statemet is so true. If you want though, you could just PLAY THE ACTUAL GAME instead, using a REAL turret

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5 hours ago, Abellia said:

That wasn't really a buff, it gets slightly faster projectiles in exchange for less range.

1.2 second reload is not a nerf, Smoky was already fine but now they're just juicing it up - I can dominate battles with it as it is now pretty easily, the range nerf will only hurt people who try to camp with it.

 

You do realize the weak damage is cut in half right?

And the range at which this weaker damage kicks in is closer too.

So for a 14% buff to reload the min damage range took a 29% hit and the weak damage took a 50% hit.

You think that's "juicing it up"?

Guess you don't play on any of the large maps... Highways, Berlin, Osa, skylark...

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13 hours ago, Marcus said:
  • Shaft

    • Sniping shot reload time has been increased from 9 to 10 seconds;

    • Regular Arcade damage has been increased from 290-580 to 335-670 hp;

    • Critical Arcade damage has been increased from 340-680 to 350-700 hp;

    • Range of max damage has been increased from 40-60 to 60-80 m.;

    • Range of min damage and displaying the sight mark distance have been increased from 50-70 to 80-120 m.;

    • Maximum critical chance has been decreased from 20% to 12%;

    • Sniping shots now consume 20% of the available energy after the warm up and some amount of energy used for the warm up.

  • Shaft’s «Light capacitors» augment

    • Recharge rate after sniping shot boost has been increased from 15% to 20%;

    • Sniping shot now consume half as much energy;

  • Shaft’s «Heavy capacitors» augment

    • Recharge rate after sniping shot reduction has been increased from 15% to 20%;

    • Sniping shot now consume twice as much energy;

Interesting...  Alternativa reverted the sniper shot reload duration and pretty much all of the previous rebalanced stats.

"20% of available energy after warming up and some amount of energy used for the warmup". Not sure what that means, might as well need to check it out myself soon.

I am glad the Arcade shot is viable again though.

Heavy/Light Capacitor augments... Need to check that myself.

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Here is how Shaft's energy consumption works:

  • Each sniping shot consumes a certain amount of energy; arcade shots do not consume energy.
  • The amount of time spent reloading is proportional to the amount of energy consumed per sniping shot. For example, the reload time after a shot that consumes 50% of the energy reserves will be five seconds. A fully-charged shot will have a reload of ten seconds.
  • The amount of energy spent per shot is the energy spent charging up, plus 20% of the entire energy reserves. For example, a shot that spends 30% of the energy reserves charging up will consume 30% + 20% = 50% of the reserves in total.

I'm glad variable reload times have made a comeback; hopefully they will encourage more dynamic and strategic Shaft usage.

Edited by ThirdOnion
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2 hours ago, wolverine848 said:

You do realize the weak damage is cut in half right?

And the range at which this weaker damage kicks in is closer too.

So for a 14% buff to reload the min damage range took a 29% hit and the weak damage took a 50% hit.

You think that's "juicing it up"?

Guess you don't play on any of the large maps... Highways, Berlin, Osa, skylark...

I love it when the devs nerf the weakest turret in the game

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On 12/9/2021 at 11:18 AM, Tank_Cleaver said:

This change in addition to the 10 second sniping reload has completely ruined the HC augment. I could go make a sandwich between sniping reloads. They should just remove it from the game. ?

Maybe you should take a more active approach with Shaft and attack or go to the midfield with it, instead of solely camping. There are other augments for Shaft, you know. 

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@At_Shin thanks for details,

shaft is so complex now, not a aim shooting anymore.

anyway, camper will keep camping no matter what.


Also, flag carrier got more sec to escape after a failed shaft shot. A lot of times, i saw a missed shaft shot effect, i know i can run safely on open area. (Which make railgun a better chaser gun than shaft, esp stun rail)

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I like these new shaft changes. I think it rewards active play more, which is a welcome change from the previous rebalance. The arcade shots are very strong, quite effective to finish off targets after a quickscope, and it's viable again to fight at mid range with only arcade shots.

Edited by Catbird
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2 hours ago, At_Shin said:

I confused when I first saw changes to shaft. But now I have understood them.

I have analyzed the changes made to shaft. Let's start from the beginning of  patch notes regarding  Shaft:

Thank you very much for this explanation.

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Quote

Is it just me, or is ever patch ruining tanki bit by bit?

It's not just you.  Tanki seems so eager to attract new players with floaty tanks and gimmicks that it feels that way to me too.

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4 hours ago, At_Shin said:

Arcade shots got strengthened. Now, it has similar range as other medium turrets such as smokey.

I don't understand why they did this.

They nerf smoky so it's not nearly as good at long distance.

Then they give a sniper turret damage and range similar to smoky.  Makes no sense.

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42 minutes ago, wolverine848 said:

I don't understand why they did this.

They nerf smoky so it's not nearly as good at long distance.

Then they give a sniper turret damage and range similar to smoky.  Makes no sense.

I definitely wouldn't be complaining about Smoky, it seems awesome now - it is a mid-range shredder. Both EMP and Cryo smoky seem super good - the faster rate of fire also means that you have more chance to crit, and therefore more uptime on your status effects. Cryo smoky is really good since the buff to freezing status effect. Other changes here seem questionable, but really liking the update to Smoky - it now seems very viable from the first few matches I have tried it.

I just wish they gave Autocannon and AP smoky a bit more power (nerf to Autocannon was too excessive, and AP lags behind AP augments for other turrets), and Smoky would be in good shape I think.

Edited by DestrotankAI9
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1 hour ago, DestrotankAI9 said:

I definitely wouldn't be complaining about Smoky, it seems awesome now - it is a mid-range shredder. Both EMP and Cryo smoky seem super good - the faster rate of fire also means that you have more chance to crit, and therefore more uptime on your status effects. Cryo smoky is really good since the buff to freezing status effect. Other changes here seem questionable, but really liking the update to Smoky - it now seems very viable from the first few matches I have tried it.

I just wish they gave Autocannon and AP smoky a bit more power (nerf to Autocannon was too excessive, and AP lags behind AP augments for other turrets), and Smoky would be in good shape I think.

Cryo is meh - have used it and it's not all that effective.  You might slow a tank down and then one of your team-mates gets the 15 score for the kill.

With these changes they are basically saying.. use status effects augments.

Smoky will be quite meh with anything that can be purchased with crystals.  And it will no longer be effective at long range.  The weak damage being cut in half will hurt the most.

I might as well glue my EMP augment to smoky cuz that's pretty much all I'll use on it.

Edited by wolverine848

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4 minutes ago, wolverine848 said:

Cryo is meh - have used it and it's not all that effective.  You might slow a tank down and then one of your team-mates gets the 15 score for the kill.

With these changes they are basically saying.. use status effects augments.

Smoky will be quite meh with anything that can be purchased with crystals.  And it will no longer be effective at long range.  The weak damage being cut in half will hurt the most.

I might as well glue my EMP augment to smoky cuz that's pretty much all I'll use on it.

I definitely would not say that Cryo smoky is meh - you deal more damage on criticals than EMP smoky, and the Freeze effect lasts for 10 seconds (as far as I know?) vs EMP Smoky's 5. The freeze effect slows down the target and also removes the damage increase from Boosted Damage, so it effectively does a very similar thing to EMP, aside from not taking away Boosted Armor or stopping them using repair kit. But you have more damage on crit with Cryo, and a higher effect uptime - plus people are probably a bit less likely to wear Freeze immunity since it is still a less potent effect. Cryo does more damage against a target immune to its effects that EMP Smoky does, too.

So I would say EMP Smoky is probably a bit better, but Cryo is quite close in effectiveness. I have been doing well with both today, personally.

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13 minutes ago, DestrotankAI9 said:

So I would say EMP Smoky is probably a bit better, but Cryo is quite close in effectiveness. I have been doing well with both today, personally.

EMP is way, way better.   Have used both and for me it's not close.

But it seems everyone is skirting the biggest nerf.  Maybe many of you don't care for large maps.  I do. You will see smoky's effectiveness drop off a lot on those maps.

Actually... might as well go back to auto-cannon then... since the crits dont suffer damage reduction over range...

Edited by wolverine848

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