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Patch Update #675 - Released 14th January 2022


Marcus
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6 hours ago, gio_the_killer said:

I don't understand why so many people dislike this update
True, removal of supplies and premium surely is a downgrade, but don't forget to look at positive side too
now you can obtain OP turret augments that were only available in ultra containers, that's why i personally I prefer this newer version of containers compared to old ones
You can still earn a lot of supplies from challenges and weekly containers, if you spend them wisely you will never face drug shortage problem.
Not to mention now you can get 3 containers a day by just doing missions (+1 if you have premium) and 3 more every week from weekly missions.

IMG_4998.webp

Well, by making a probability post, that's how.

A tale of two expectations, Part III

Now, we want to find how many expected supplies you will get and how many expected legendary augments you will get before and after the change. We can't do this perfectly, but we can do so with the following assumptions:

  • Modeling the previous drops of legendary augments with current Ultra Container probabilities assuming the upper tier rewards are still about the same in terms of augment rewards.
  • Scale the model accordingly for a F2P player playing without Premium over a 2-week challenge period. (e.g. compare current containers to old containers AND compare current # of containers you can earn to current # of containers you could earn)
    • We then assume the player completes all missions for 2 weeks and completes the challenge completely without the battle pass. We also assume there are 2 ultra weekends, each offering 7 UCs and 5 regular containers.
    • We also assume the mission rewards to be 3000 crystals and 15 of 3 types of supplies each day just for simplicity.
    • Add in shard passive income and assume the player earns an additional 50 shards to generate 2 containers per day.
  • Assume that all the rewards are according to my sheet - that is, all the rare rewards are unlocked so there are more chances of supplies.
  • Assume the players don't rank up. It would make little difference.

This yields the following: 

  • Pre-update: Player earns 14 UC and 24 Containers, 2 of which are shard containers and not to mention an additional 42000 crystals and 630 supplies for completing missions.
  • Post-update: Player earns 14 UC and 25 Containers.

image.png.79f9def8c547da214e632b7f73e6b709.png

Earning Supplies:

To simulate earning supplies, we make the following assumptions:

  • The prize pool for tiers with multiple prizes is a bag with all rewards listed. (e.g. for common tier for old containers, you would have 3500 crystals, 125 of each supply excluding repair kits/batteries/golds in a bag and you draw one if you get a common prize). I hope this makes sense.
  • Group all supplies as one "general supply" for simplicity.
  • Generalize the supply kits as 125 for old containers (there were kits with more but we can ignore those as they do not have a large impact) and 100 for new containers (there are kits with less but we can ignore those as they do not have a large impact).

Now, let's simulate how many supplies you would expect to earn with each prize pool. You just simply look through the prize pool to see how many entries there are for supplies as opposed to other entries, get the proportion of those (listed in each Supply Share Column) and then multiply that with the overall probability to get the EV of supply kits per rarity group. Then once that's done, you add the EV of supply kits per rarity (as getting a common is independent of getting an epic, so the expected values can be added together) to get the end result, or the expected number of supply kits you get when opening a container.

image.thumb.png.d35f79b3798d786866431c47f10ba511.png

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Then add any bonus supplies from challenges and weekly/daily missions, and the final values of supplies you earn throughout the week are obtained:

image.png.b44bce9383a50bb9baa0c6972e949109.png

Assuming you use about 25 supplies in a 15-minute battle and that a player plays about 70 battles a week (total of 140 battles) on average to complete all their missions (including Ultra Weekend and possibly arduous weekly missions). 

image.png.160ac835277114edc26dbab7b9baa5fb.png

It's easy to see that you end up with a lot of supplies, and for players who play a lot, they will be constantly lacking supplies. Additionally, I also assumed that all supplies were the same under a pretense of a general supply to make it easier to calculate; however, in reality, often there are fewer repair kits and batteries, which are more crucial and more used, so players can often be in a shortage of supplies from there.

Earning Augments:

This one is a bit easier. You now have 39 chances (14 UC + 25 new containers) as opposed to 14 chances to get legendary augments. Now, let's see how many legendary augments you can expect to earn (assuming you have 35 augments to unlock out of 140 for even 25%):

image.png.57163c98e479345dfa581ff4c0380719.png

To get EV Augment, you multiply Augment Share by Chance (0.01 for regular, 0.02 for UC) and then multiply by number of containers through linearity. Then you sum them up as they are independent variables.

This yields the following chances, which do show that your chances of getting a legendary augment is higher. However, you would expect to only earn 1 legendary augment after 1/0.1325 weeks, or about 7-8 weeks, as opposed to the old 1/0.07, which is about 14 weeks. Despite it being better, it doesn't really give you a great chance at getting a legendary augment, much less one that you'll want to use.

Bottom Line:

  • Earning supplies is going to be a lot harder, and players who lack crucial supplies like repair kits and batteries will be at a disadvantage.
    • There is still consistent supplies income (from challenges and weekly containers) and players will need to be able to manage their supplies very well to stay afloat.
  • You do have more chances to get legendary augments; however:
    • The chances are still very low, so you will need to open a lot of containers to get your hands on one special augment.
    • On top of that, you cannot select which augments you prefer - you could end up with something like rubberized rounds, which could be completely useless.

image.png

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On 1/13/2022 at 5:09 PM, nikunj04 said:

I don't know why, but I still can't figure the reason behind it. Devs reduced the quantity of supplies, removing them from daily missions also.

Hmmm, lets all take a wild guess at this......? i could be wrong......nah I'm spot on. 

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Without any form of Pity system for containers and ultra containers; it's a big shaft for all players, sure you may get lucky, but your chances are still subliminally terrible.
Performed a basic analysis with only crystal rewards for comparison:
unknown.png

 

Surely for those of you who understand the value of crystals, yes you, the near endgame players who need crystals for upgrades and not rubbish paints. This should be suffice to show how much of a generic downfall you are at. Though yes, it is probability, anything can happen, like half the world may be snapped by Thanos the moment you read this. But statistics are here to look at and interpret. So do what you must.

Chances are bettern't.

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1 minute ago, bozo88 said:

UC?

An Ultra Container Augment basically; i,e the 4 augments in legendary in my pool shown below:
unknown.png

They are now included in regular containers which have a boasted 1% chance for Legendary rarity items.

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1 hour ago, bozo88 said:

For real my brethren, put some effort into this QOL mechanic which has the most direct impact on players.

They wont because they do not care. Saying that this game is now trash is an understatement for what it has truly become nowadays. I'm just glad I stopped playing it months ago.

For those who hate this update, I advise you do the same. Maybe that'll be the only way that can make these devs change their ways.( I doubt it, but it can't hurt to try, can it?)

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1 hour ago, Yveltal9 said:

Why does fire rate of some turrets during viking od keep being nerfed???

GOOD! I hate that OD when it came to it.  I'm glad they are doing something about it. 

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19 hours ago, lssimo said:

There's one upside of no Premium for non-Legends, no extra EXP.

Premium crystal bonus was always higher than exp bonus.   there's no upside to not getting it.

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all the super math tells nothing than a picture of truth

super under-common ultra (7 ultra = 4 old common containers.), forget about the ultra weekend.

PX0t2pF.jpg

15-pity box = 5 old container or worse

Spoiler

sBC5Q4j.jpg

In the old shard way, you get 1 container free per day, and 1.5 container from mission shards. Total 2.5 container per day.

now, yes, you got 3 containers from mission, a bit more but that new containers just vale as 1 old container. Since most time you got common + uncommon, but now you get sub-common + commons.

even so called epic + legendary double chance. But at price of way less supplies + crystal in general.

———

last year, i got total 76 epic + 24 legendary + 3 exotic for your reference from all mission and challenges, average 5 container per day = 5 x 365 = 1800 containers. thus out of them, 100 container = augment + animated paints + paints + skin; while 1700 container = supplies + crystals. so, basic, majority of supplies + crystal is nerf to 1/3 basically.

But remember that is the supplies enable me in the legend rank battles, each ultra mission burns 300+ of each supplies.

and those common and uncommon  rewards just balance out the cost and refill my supplies after ultra weekends.

as free players with max garage, container supplies is only support end game free player to on-par with buyers. 
 

i can imagine my 1k RP, 12k DA, 8k DD, 2k SB, 28k mines to slowly down to a point that playing in ultra missions just become painful. Since epic + legendary wont means nothing much when you got most stuffs already.

Edited by wild001
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When is the pro battle changes implemented? The change when you can play with all ranks a recruit  can play with a legend, and there will be a limit for crystals and exp gained if you dont own premium?

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On 1/13/2022 at 4:44 PM, Marcus said:

When aiming at an opponent, you will now see an indication of turret reloading.  Red outlines indicate that your turret is ready to shoot, and orange outlines show that your turret is still reloading.

  • (Note) We are interested in your feedback about this feature. It might be useful against Tesla, Shaft, Gauss, Thunder, etc.

I personally found it to be rather useless. I know how fast my turret reloads, so I press space/LMB as soon as I know it's ready to fire. The outline almost never turns red for me because I don't waste any precious milliseconds when my turret is ready to fire and aimed at the opponent.

On the other hand, what would  be useful for this mechanic is an indication of two things: range and spawn protection.

In case of range, I noticed that with turrets like Striker the outline doesn't appear at long range, even though it's still very much possible to deal full damage at that range, despite it being harder to do due to long rocket travel time. For turrets like Shaft, Gauss, Thunder and Smoky it's also possible to deal some damage at long range, even if significantly less than in effective range. Therefore I think that the orange outline should be shown around the enemy tank whenever you're aiming at them and they are outside of the effective range, but you will still deal damage if you hit them.

As for spawn protection, long range turrets currently suffer a lot because the spawn prot is so long that it's often completely impossible to know from a distance if the enemy is protected or not, because you don't even see them spawn (e.g. on Serpuhov they spawn behind a house and drive out into the open while still protected). This is particularly bad for high damage weapons like Shaft snipe, Gauss salvo, and especially Crusader OD. Even in close range it's often hard to see exactly when the flashing spawn protection icon disappears, so you end up wasting shots because you fired 0.1 sec too early. In order to solve this, the enemy tank should have something like a white outline whenever you aim at them while they're protected.

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On 1/13/2022 at 4:44 AM, Marcus said:
  • When aiming at an opponent, you will now see an indication of turret reloading.  Red outlines indicate that your turret is ready to shoot, and orange outlines show that your turret is still reloading.

    • (Note) We are interested in your feedback about this feature. It might be useful against Tesla, Shaft, Gauss, Thunder, etc.

I was wondering if you guys can add somewhat of a slight pulsing feature or a symbol because Im yellow/orange colorblind. This would help me a bit. 

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Dear devs, i just ranked to legend 133 and 1 container (aka 1 pitbox) isn't enough. 10 would be a reasonable amount. Reasonable i said, 30 would be very generous. But a recruit get the same reward for ranking up as me, i fell kind of humiliated. Recruit has spent 1 minute for ranking up while i did one week for ranking with some try harding in the week end...

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I was just watching the latest video of immortal_hero_dow. He historically saved up and never collected the 40k crystal rank up rewards, looks like after this update the rewards have all been changed to a single container for previous rank ups as well. Means he just lost over 2,200,000 crystals by not not collecting and instead has useless containers 

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1 minute ago, LONDON.ENGLAND said:

I was just watching the latest video of immortal_hero_dow. He historically saved up and never collected the 40k crystal rank up rewards, looks like after this update the rewards have all been changed to a single container for previous rank ups as well. Means he just lost over 2,200,000 crystals by not not collecting and instead has useless containers 

LOOOL i used to watch his video and see him braging with all those 40k crystals uncollected. When i saw that the reward was replaced, i thought he would still have those 40k but i was wrong LOL he must feel disappointed even if he has maxed garage. 

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8 minutes ago, Only_Event said:

I wanna ask, for example u have Magnum MK7 and u got magnum mk1 from containers it will still remain MK7 or it will changed to MK1?

You'll keep your current modification, don't worry, the problem is that if you get mk1 modification from container, it just goes to waste and means you basically got nothing from it. (hooray for empty containers)

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I want to suggest additional "improvements" to the game:

1. Each tank will need petrol to drive. Petrol can be achieved only through containers or in the shop

2. The chains of the hulls will wear off in time, so there will be a need to purchase chains to keep the hull moving smoothly. Chains are unique to each hull. There will be modifications for the chains,

3. Turrets may need ammunition. These can be bought in the shop or purchased for crystals. 10 bullets or 2 seconds of melee turrets cost 100 crystals

4. All purchases in the shop will be with New Tankoins. These new tankoins can be bought with current tankoins at the exchange rate of 1 New tankoin costs 5 old tankoins

5. Drones will rust in time until they are useless and you will have to buy a new one again and upgrade it from scratch

When will the dev team implement these improvements?

Edited by yoni292
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