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Patch Update #672 - Released 10th December 2021


Marcus
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18 minutes ago, wolverine848 said:

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.

...and you'll also see that with 6 other turrets. Higher firing rate allows you to cycle back to your maximum critical chance faster (provided you are accurate with your shots), which lets you get more of those range-ignoring critical hits. Higher firing rate also allows you disrupt repair kits earlier and catch players off guard easier for more damage before they react. 

 

Smoky is far from bad. 

 

25 minutes ago, wolverine848 said:

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

By all means, go ahead with that. ?

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46 minutes ago, TheCongoSpider said:

Smoky is far from bad. 

At longer distances?  Yes it is.

The faster firing rate will not even come close to making up for cutting weak damage in half.

I was using it on Magistral last night and it just tickles enemies from distance.

 

If the Special Event actually makes it to Lvl14 (will be surprised if it does) Auto-cannon will become totally useless. As will stock Rail which relies on Critical a LOT too.

Edited by wolverine848

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19 minutes ago, wolverine848 said:

At longer distances?  Yes it is.

The faster firing rate will not even come close to making up for cutting weak damage in half.

I was using it on Magistral last night and it just tickles enemies from distance.

It's a medium range turret. It has performed poorly at long ranges for a long time. This update made it even worse at long ranges but better at short ranges.

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5 minutes ago, ThirdOnion said:

It's a medium range turret. It has performed poorly at long ranges for a long time. This update made it even worse at long ranges but better at short ranges.

I'm not debating it will be better at shorter ranges.

But I used it for longer ranges - quite effectively.  Going forward... not so much.

 

For Vulcan what does this mean?

Turret rotation slowdown when firing has been weakened from 40-25% to 40-30%;

the "slowdown has been weakened"... yet the numbers increased.  

Edited by wolverine848

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22 hours ago, wolverine848 said:

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

Funnily enough, I do. I swap to mobile and pull out Rubberized Rounds, and well... I let the autoaim do all the work. That's not what Smoky is designed for though, so I don't see a problem with that being nerfed, and I don't see that as a significant nerf to its effectiveness.

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10 minutes ago, wolverine848 said:

For Vulcan what does this mean?

Turret rotation slowdown when firing has been weakened from 40-25% to 40-30%;

the "slowdown has been weakened"... yet the numbers increased.  

When Vulcan starts firing, it slows down to a % of the original speed. Previously, for Mk7+ it would slow down to 25% of the maximum speed. Now, it slows down to 30% of the maximum speed. It's a negligible buff. You can ignore it. 

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Just now, TheCongoSpider said:

When Vulcan starts firing, it slows down to a % of the original speed. Previously, for Mk7+ it would slow down to 25% of the maximum speed. Now, it slows down to 30% of the maximum speed. It's a negligible buff. You can ignore it. 

oh... a minor buff.  OK - was hard to figure based on the wording...

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33 minutes ago, At_Shin said:

Shouldn't slowing down of turret be considered as a nerf? RAT augment for Vulcun removes this penalty of turret slowdown. Surely, then this property of the turret should be considered as a nerf and not a buff?

Guess what, I used Cryo Smokey here. I would point it out to you that this augment has the power to remove damage boosts provided by booster, camper and crisis drones. Hence, it is far from useless while fighting OP enemies. This augment was suddenly very powerful after the last freezing effect buff and now that smokey has been buffed up too, it is insane - especially since not many players like to equip cold immunity.

This is one crazy battle I had the pleasure of playing in: 

Augment used - Cryo Smokey.

Lgg6lpS.png

Feel free to guess the rest of my tank combo in this topic.

Your 9999 GS probably didn't hurt either. 

 

The description of Vulcan tweak is worded awkwardly.  It describes the new low of the original 100% turning speed.

So instead of only turning at 25% of original speed it will now turn at 30% of original speed...  CongoSpider's explanation cleared it up for me.

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1 hour ago, numericable said:

How many repair and mines does it use each times?

As of now, the current Crisis Drone consumes only 1 Repair Kit and 1 Mine.... Already said before, the patch update yesterday, of crisis using more repair and mines hasn't been implemented yet.

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1 hour ago, Desghidorah said:

Can anyone explain the line to me please.

The range of minimum damage is the range at which you will be dealing your turret's weak damage. Taking Thunder for example, its weak damage is 25% of your total damage. If the target is at 120m, your Thunder will deal 202 damage instead of 810. 

 

The sight mark distance is the distance in which enemies will be highlighted in red. If they are farther than 120m, they will not be highlighted if they are within your turret's line of sight. 

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TOTALY WRONG! I just play with Thunder and now Thunder is really gone! I have to come here and check if something changed, because thunder is gone on battle... And surprise, they nerfed it AGAIN!

Remove turret at all... No sense! Every time I do upgrade on my thunder and soon it is nerfed! 

Now on battle, I have 5300 with Ditactor and Thunder, I joined on 2k battle, and I got 0/13! Every player with 2k got last hit on my battle. That's makes NO SENSE!

Tesla and Striker that shoud be nerfed got buff! What???? Go play with Thunder against tesla or striker, 0% win... I have Hammer on my Thunder, but look at it, with striker for example, striker can shot faster than Thunder and with double damage! And the turret that you nerf is thunder?????

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16 minutes ago, AzaborBR said:

TOTALY WRONG! I just play with Thunder and now Thunder is really gone! I have to come here and check if something changed, because thunder is gone on battle... And surprise, they nerfed it AGAIN!

Remove turret at all... No sense! Every time I do upgrade on my thunder and soon it is nerfed! 

Now on battle, I have 5300 with Ditactor and Thunder, I joined on 2k battle, and I got 0/13! Every player with 2k got last hit on my battle. That's makes NO SENSE!

Tesla and Striker that shoud be nerfed got buff! What???? Go play with Thunder against tesla or striker, 0% win... I have Hammer on my Thunder, but look at it, with striker for example, striker can shot faster than Thunder and with double damage! And the turret that you nerf is thunder?????

Right. Striker is really really overpowered, and it is one of my official turrets with Vulcan. Terrible performance of Striker. Total game- changer.

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20 hours ago, Moisthero said:

Well, it isn't, so nothing has been done. What has changed is that all bushes no longer obstruct the view in snipe mode, which is also an old TO device.

The change is felt if you play aggressively with Shaft. Not if you're camping with it.

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15 hours ago, 0179432 said:

I can see giving Magnum Mortar a bit of a nerf, but removing splash completely?  Good luck finishing near the top of leaderboard....to the trash bin u go!

I agree, personally I thought that after the last nerf (to the non-mine damage) was more than enough if Magnum Mortar needed a nerf, but this change is ridiculous - this totally kills the augment. This was an interesting and unique augment, and if they wanted to nerf it fine, but this basically removes it from the game. If you are using vertical Magnum, you absolutely rely on splash damage, because there is no way that you are going to hit that many direct shots if you are firing over walls or terrain on to targets that you can't see (unless using Hornet's overdrive), so having no splash at all with a vertical Magnum augment is ridiculous.

The mine layed will not come close to making up for the complete removal of splash damage. The developers have once again destroyed an interesting augment which they made that many people enjoyed using (and also IMO that was not OP), with an absurd over-nerf, just like they have done to Scout Railgun, Large Calibre Railgun and numerous other augments lately. But removing splash from a vertical Magnum augment just takes the cake - pointless change.
 

4 hours ago, TheCongoSpider said:

The change is felt if you play aggressively with Shaft. Not if you're camping with it.

Shaft seems much better now - definitely playable again. However, it is still a bit of a medium range turret, the only true long-range turrets left in the game are Railgun and Gauss. I mean maybe that's OK, but camping with Shaft is certainly dead. Mobile shaft playstyle however seems great right now.

Edited by DestrotankAI9
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4 hours ago, TheCongoSpider said:

The change is felt if you play aggressively with Shaft. Not if you're camping with it.

I don't understand. The loading time was supposed to be shortened, That was the massage. What has passive or aggressive game got to do with it?  I am also tired of players not understanding what is defending the flag. I am close to the base, so I put mines around it, I fight off intruders, and when possible give long range support to our attackers, and also try to keep the enemy at a distance. I think that's pretty active. What is wrong with that? Anyway, I am not sure what you mean by your comment.

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36 minutes ago, Moisthero said:

I don't understand. The loading time was supposed to be shortened, That was the massage. What has passive or aggressive game got to do with it?  I am also tired of players not understanding what is defending the flag. I am close to the base, so I put mines around it, I fight off intruders, and when possible give long range support to our attackers, and also try to keep the enemy at a distance. I think that's pretty active. What is wrong with that? Anyway, I am not sure what you mean by your comment.

This change benefits Shafts that quickscope, i.e Shafts that are on the front lines attacking or midfielding, constantly changing positions and instigating enemies. Not the ones that stay in their base in one spot waiting ages for someone to come in front of their laser. 

Edited by TheCongoSpider
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40 minutes ago, Moisthero said:

I don't understand. The loading time was supposed to be shortened, That was the massage. What has passive or aggressive game got to do with it?  I am also tired of players not understanding what is defending the flag. I am close to the base, so I put mines around it, I fight off intruders, and when possible give long range support to our attackers, and also try to keep the enemy at a distance. I think that's pretty active. What is wrong with that? Anyway, I am not sure what you mean by your comment.

Just to add to what @TheCongoSpider said... it's OK for Shafts to stay at the base doing what you do, the problem Shafts are the ones that do what he said instead of looking for targets > scoping > shooting > looking for another target > repeat, and keeping their situational awareness.

In Rugby mode, I've often taken the ball past enemy Shafts near their goal (and facing towards me) because they stay in scope mode nearly all the time.

The problem Shafts are like anglers / fishermen that cast their line once and spend ages waiting for a fish to take the bait instead of reeling in their line and casting it again every few minutes.

Edited by SporkZilla
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16 minutes ago, SporkZilla said:

The problem Shafts are like anglers / fishermen that cast their line once and spend ages waiting for a fish to take the bait instead of reeling in their line and casting it again every few minutes.

Lol :P Great analogy

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3 hours ago, DestrotankAI9 said:

However, it is still a bit of a medium range turret, the only true long-range turrets left in the game are Railgun and Gauss.

How you figure?

It can still one-shot a medium hull under the right conditions.  It's damage remains constant over distance just like Rail and Gauss.

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50 minutes ago, wolverine848 said:

How you figure?

It can still one-shot a medium hull under the right conditions.  It's damage remains constant over distance just like Rail and Gauss.

Ever since they greatly increased the reload time on the sniper shots, you have to make use of the arcade shots in between scoped shots to use the turret optimally, with the new design of Shaft. The arcade shots have the approximate range of medium range turrets - therefore if you want to use them, you have to get into the same range as medium range turrets have to.

The damage of scoped shots is consistent regardless of the distance, but that is not the case with arcade shots.

 

On 12/9/2021 at 1:11 PM, Marcus said:

Smoky

  • Range of max damage has been decreased from 70-100 to 60-80 m.;

  • Range of min damage and displaying the sight mark distance have been decreased from 120-170 to 80-120 m;

On 12/9/2021 at 1:11 PM, Marcus said:

Shaft

  • 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.;

As you can see, Shaft now has the same max and minimum damage range on its arcade shots as Smoky has, and prior to this patch it had less - so the arcade shots in between sniped shots really didn't work too well, as Shaft had to get wayyy too close. Now, you have to get into the range that a medium range turret does to be effective with Shaft. An improvement at least, but it is amusing that Shaft is effectively no longer a long-range turret.

If you try to use it as a truly "long-range" turret (let's say at 120m or more) you can't compete with Gauss and Railgun, as your scoped shot cooldown is too long, and arcade shots do little at such ranges. So basically, Shaft is now a medium range turret, with potential to fire a long range shot every 10 seconds or so. You can fire faster than that if you don't need to fully charge your shots - but often you will need to.

Having tested Shaft since the patch it seems an effective medium range turret, but a medium range turret nonetheless.

Edited by DestrotankAI9
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9 minutes ago, DestrotankAI9 said:

Ever since they greatly increased the reload time on the sniper shots, you have to make use of the arcade shots in between scoped shots to use the turret optimally, with the new design of Shaft. The arcade shots have the approximate range of medium range turrets - therefore if you want to use them, you have to get into the same range as medium range turrets have to.

The damage of scoped shots is consistent regardless of the distance, but that is not the case with arcade shots.

 

As you can see, Shaft now has the same max and minimum damage range on its arcade shots as Smoky has, and prior to this patch it had less - so the arcade shots in between sniped shots really didn't work too well, as Shaft had to get wayyy too close. Now, you have to get into the range that a medium range turret does to be effective with Shaft. An improvement at least, but it is amusing that Shaft is effectively no longer a long-range turret.

If you try to use it as a truly "long-range" turret (let's say at 120m or more) you can't compete with Gauss and Railgun, as your scoped shot cooldown is too long, and arcade shots do little at such ranges. So basically, Shaft is now a medium range turret, with potential to fire a long range shot every 10 seconds or so. You can fire faster than that if you don't need to fully charge your shots - but often you will need to.

Having tested Shaft since the patch it seems an effective medium range turret, but a medium range turret nonetheless.

So what if it is effective at medium range.

Does not change the fact it can still kill a medium hull from distance of even largest maps.  Rail can't claim to do that consistently.

You make it sound like all targets are out in the open all the time and thus susceptible to Rail immediately upon reload.  That is not the case. 

Just because you have to wait 10 seconds between full shots doesn't mean it's not a long range turret.

 

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