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Patch Update #675 - Released 14th January 2022


Marcus
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Yeah; they said better rewards. Increasing chances marginally but also reducing the values even more is a hypocritical change.
6K Crystals; 100 BA, 200 BD. If it were the old containers, all common, it would have been 21K crystals, 125 BA, 250 BD.If this was done to balance having 'broken legendary augments' in the containers; honestly, even that in itself is a poor excuse for killing all other base rewards. Also not to forget that they added a sh- tonne of useless garage paints into them too, as if country paints that could only be purchased by TK didnt already kill the damn container prize pool for players.

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Because those items are worth 10K crystals right?!?

Edited by Akame
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2 hours ago, VIC2000 said:

You catching my drift mod

I am, and I am also concerned.

The Developers have added Mk1 equipment to Containers, and this is a decision that they're highly unlikely to change. Adding Mk1s to containers was intentional.

Now, during implementation, they overlooked something and for this they decided to give those Token of Apology containers. When those high-ranked players (who skipped Mk1s) get Mk1s from those extra containers (or some time later), their container-rewards will no longer have Mk1s, thereby fixing the problem of getting Mk1s despite having higher modifications.

Again, I won't get into how good or bad this is — the point still remains that the Token of Apology did what is should have done, and the Mk1-problem got fixed. 

"Trash rewards in containers", "Why did they add Mk1s to containers", "what's the point of apologising if the real problem is still there" — all of this is something I won't debate/discuss until I fully understand the recent changes. In any case, a debate is absolutely futile if people veer off the main point and start debating on other points (however closely related they may be to the main point). I made no comment on why this update was introduced. Throughout my string of posts, all I have essentially said is this: the Developers made a mistake, admitted it, issued an apology, and gave 23 containers to fix their mistake and this Token of Apology also gave free stuff to players who didn't even face the problem of getting Mk1s.

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@Venerable So don't you think the devs should explain "IN FULL" why they have introduced this horrible update, 2nd only to the upgrade system that they trashed. 

I say "2nd only to" but most of their updates always leave players worse off than they were before a particular update was introduced.

By the way if you had put that post out 1st, then you would not have needed several more to try and get your point across.

 

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5 minutes ago, VIC2000 said:

@Venerable So don't you think the devs should explain "IN FULL" why they have introduced this horrible update, 2nd only to the upgrade system that they trashed.

Yes, perhaps they should explain why they decided to update the Containers — even though they gave a snippet of their reasoning in the latest V-LOG — because just saying "this will help new players to better understand the mechanics of a turret before moving on to a new turret" is not satisfactory for a majority of the player base.

13 minutes ago, VIC2000 said:

By the way if you had put that post out 1st, then you would not have needed several more to try and get your point across.

I still think that my very first post was quite succinct and conveyed my point well. However, if you choose to think that I'm being defensive just because I'm a Helper and then read my posts from a biased point of view ("mods always support all updates", "mods lose their job if they complain", etc.), then I am not at all surprised that it took such a long time to drive the point home. That last post made sense only because the series of posts before that formed the foundation of a point that was already made.

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This update is very bad and in the interest of the game to abandon it immediately and compensate the players. Otherwise, the result will be shocking to everyone. Most of the players will leave the game, the first of them are the buyers and those who play daily in order to achieve tasks and turn on boxes, so why buy and why play daily now and the boxes are empty and the rewards are non-existent, so why play now

 

Wasn’t it enough for you to sabotage the hopper, as well as sabotaging the challenge, deleting the xt continer, sabotaging the light weight of the hopper, and continuous sabotage of weapons per week, and the end of it is freezing, why do you seek the end of the game is strange and confusing !!!!!

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16 minutes ago, Venerable said:

That last post made sense only because the series of posts before that formed the foundation of a point that was already made.

Maybe if i was 3 yrs old but i'm not.

The entire basis in which TO is run now has made the game trash. This latest update is part of a long line of malicious attempts to gain more cash from it's players.

It matters not what you say because the devs have made it quite clear that what players think has no bearing on how they proceed with this game.

They have killed it stone dead.

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So in the past, when we ranked up, we were assured 40K crystals but now when we rank up, we get a container and the below is what I got. How depressing....?

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12 hours ago, Midoo2013 said:

Wasn’t it enough for you to sabotage the hopper

Was needed - badly.  The hull was ruining 3 battle modes.

But you already knew that with your 881 hours on the hull.

I see you've managed to squeeze 140hrs out of Paladin already.  Won't be long till it's right up there with Hopper in usage I imagine.  Go figure...

 

So looks like Striker-stun is still OP because of that much faster lock-on  Only thing keeping it from being ridiculously OP is that many players now seem to be using stun immunity.

Speaking of stun immunity.  One of my accounts lucked out with Jammer immunity (keeping tack... that's 1 jammer and 1 AP immunity among 2 accounts) and it happens to be Hunter.  I though great... now my Hunter can stop a paladin from capping.

Except... they all equip stun immunity.  And since they are immune to status effects, my Hunter can do squat-all to stop them.  And if I equip jammer immunity I'm still completely vulnerable because of their built-in AP.  REMOVE THE AP FROM THE OD FOR CRYING OUT LOUD.

OR... allow Hunter to disable Paladin OD (if the Hunter can affect it - ie equips Jammer Immunity)

Edited by wolverine848
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On 1/13/2022 at 1:44 PM, Marcus said:
  • Special mission to rank up now rewards you with 1 common container

  •  

you should add back the crystals you could've get before the update and give those containers as a cherry on top because tons of players don't like the update anyways and I don't believe that the percentages in regard of what you get are accurate, cause so many players only get commons from containers even after opening almost 200 normal containers no legendary which is sad tbh

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51 minutes ago, wolverine848 said:

Was needed - badly.  The hull was ruining 3 battle modes.

But you already knew that with your 881 hours on the hull.

I see you've managed to squeeze 140hrs out of Paladin already.  Won't be long till it's right up there with Hopper in usage I imagine.  Go figure...

I bet he is one of those ppl who only goes for goldboxes with hopper ?

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1 hour ago, wolverine848 said:

Was needed - badly.  The hull was ruining 3 battle modes.

But you already knew that with your 881 hours on the hull.

I see you've managed to squeeze 140hrs out of Paladin already.  Won't be long till it's right up there with Hopper in usage I imagine.  Go figure...

Violation ? 

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I got Engineer in a Second Lieutenant account.

The new probabilities seem accurate, but of course contents for each rarity have changed.

At least prices of Regular containers are almost half than those of Ultras now.

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8 hours ago, Mr.SkiIIZz said:

This post is posted before the update. With "right now" I mean the old system. But I still have to agree the old system was a little OP

"OP."

The only thing that is "OP" in this game is the balance between free to winners and buyers.

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5 hours ago, Venerable said:

Again, I won't get into how good or bad this is — the point still remains that the Token of Apology did what is should have done, and the Mk1-problem got fixed. 

No it was not fixed. If you hit a higher than common rarity  equipment you already have your chance to get something more valuable is mostly gone for a while. I  am  a programmer and  I can guess from the  results that  there is  some kind of counter reset. There is plenty evidence that it is not purely random. Even prizes from the same rarity group do not happen with equal probability. All this is based on the old containers, but the algorithm is probably the same.

Edited by JoyRide
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1 hour ago, Niklas said:

I bet he is one of those ppl who only goes for goldboxes with hopper ?

Nah, he will be the type of player that enjoys the hack ability it gives him to do well in battles, that is why he is using that other hack paladin. Let him cry, it's no more than these hacking clowns deserve. 

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@VIC2000 I don't know why the lower ranks players hate the hopper so much. Has the game prevented you from owning it, developing it to the highest levels, and buying it what it needs? The answer is no. You hate those who play better than you and show their superior skill over you, I think enough

8 hours ago, VIC2000 said:

 

 

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3 minutes ago, JoyRide said:

No it was not fixed. If you hit a higher than common rarity  equipment you already have your chance to get something more valuable is mostly gone for a while. I  am  a programmer and  I can guess from the  results that  there is  some kind of counter reset. There is plenty evidence that it is not purely random. Even prizes from the same rarity group do not happen with equal probability.

I don't think anything I say as a response to this will matter — but I'll say it anyway. Even though it's highly unlikely that a player has more than 15 Mk1s (I chose 15 arbitrarily; I'm basically referring to a high number of Mk1s) in the container-reward pool, they still get a significant number or extra containers. I'm not much of an expert in probability or programming, but having a container, a chance to get a good item, for every Mk1 is a "non-negative profit" situation. So the profit here can be zero, but you'll never be in a loss. 

Based on my understanding of probability, one can never reach an accurate conclusion from any given data, though one can definitely get closer to the truth as the number of data points increases. The number of trials you considered to reach the conclusions that container-rewards aren't "purely random" will never be enough to say anything with absolute certainty. I can still argue that it's just probability at work and you're seeing patterns which are coincidental. Yes, those patterns are annoying & uncanny, and I don't blame you for being suspicious, but I think it boils down to what you choose to believe. 99.99% is still 99.99% — however trivial it may seem, that 0.01% still has the potential to turn things upside down. 

Now, if you claim to be an expert in programming and probability, then I'm in no position to argue with you. But I still firmly believe that those 23 containers are more than enough to compensate for those repeated hulls & turrets. Conspiracy theories exist everywhere — it really becomes a matter of trust, and I choose to trust the Developers (for multiple reasons, though you'd like to think that I'm saying this simply because I'm a Helper... I won't argue on that because it's futile, but rest assured that my being a Helper plays a very tiny role in what I believe).

Cheers!

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16 minutes ago, Midoo2013 said:

@VIC2000 I don't know why the lower ranks players hate the hopper so much. Has the game prevented you from owning it, developing it to the highest levels, and buying it what it needs? The answer is no. You hate those who play better than you and show their superior skill over you, I think enough

@ VIC2000 

I'm not a lower rank.  I think they do not belong in this game.

Has nothing to do with "playing better".  The hovering hulls are broken and you take advantage of that.  Has nothing to do with your skill.

And... everyone should buy those hulls in order to compete?  Would be a stupid game if that were the case.

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2 hours ago, VIC2000 said:

ناه ، سيكون نوع اللاعب الذي يتمتع بقدرة الاختراق التي تمنحه أداءً جيدًا في المعارك ، ولهذا السبب يستخدم لعبة الاختراق الأخرى. دعه يبكي ، ليس أكثر مما يستحقه هؤلاء المهرجون المتسللون. 

@VIC2000 @wolverine848

I respect your opinion, but please, I want an answer. Why did you put the game in the hopper with these specifications in the store and why did we push Crystal to develop it and update it and why did you put skins on it in the first place and why did you put it for it light weight in the first place and buy it was in the currency of Tankoins If the topic is summarized in your words only, the developers would not have put it in the first place The goal, in my personal opinion, was to develop the game, introduce fun to it, and attract players and buyers to this tank. Just some people hate the idea of making the hopper and flying it. It is not my problem, nor is the problem of those who like to play with it, but rather the problem of those who hate it, and it is markets, but it is not fair to introduce fundamental modifications that insult and destroy. The hopper is basically lost, and the players’ money that was spent for it is lost, and I apologize for the long delay, but it must be clarified.

Edited by Midoo2013
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18 minutes ago, Midoo2013 said:

@VIC2000 @wolverine848

I respect your opinion, but please, I want an answer. Why did you put the game in the hopper with these specifications in the store and why did we push Crystal to develop it and update it and why did you put skins on it in the first place and why did you put it for it light weight in the first place and buy it was in the currency of Tankoins If the topic is summarized in your words only, the developers would not have put it in the first place The goal, in my personal opinion, was to develop the game, introduce fun to it, and attract players and buyers to this tank. Just some people hate the idea of making the hopper and flying it. It is not my problem, nor is the problem of those who like to play with it, but rather the problem of those who hate it, and it is markets, but it is not fair to introduce fundamental modifications that insult and destroy. The hopper is basically lost, and the players’ money that was spent for it is lost, and I apologize for the long delay, but it must be clarified.

EVERYTHING in the game is introduced for ... ... ... ... $$

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On 1/13/2022 at 7:44 AM, Marcus said:

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Patch Update #675 - Released 14th January 2022

 

  • Added a new augment into Ultra Containers: Twins’ «Tectonic Plasma» augment

    • (Note) This augment applies a micro «Stun» effect to an opponent with each critical shot. The micro «Stun» effect is less effective in stopping opponents than the normal one but can be used to disable some abilities that take time to be activated (some overdrives and Vulcan’s barrel startup)

  • 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.

  • Common containers have been updated

    • Updated rarity group chances

      • The chance to get a COMMON item is 50%

      • The chance to get an UNCOMMON item is 34%

      • The chance to get a RARE item is 10%

      • The chance to get an EPIC item is 5%

      • The chance to get a LEGENDARY item is 1%

      • EXOTIC items are no longer found in common containers

    • Updated the list of items available from common containers

      • Removed gold boxes, Premium Pass, skins, and sets of supplies

      • Added legendary augments that were only available in Ultra Containers

      • Added shot effects and paints that were only available in Ultra Containers or Challenges

      • Added base modifications of all turrets, hulls, and drones (except Brutus and Crisis)

    • Updated the different ways of getting common containers

      • Special mission to rank up now rewards you with 1 common container

      • Special daily mission for Premium Pass owners now rewards you with 1 common container

      • Crystals and supplies have now been replaced with 1 common container in the daily mission prizes

    • (Note) It will now be much easier to get updated common containers after this update, and you will have access to new turret augments from common containers. 

  • Updated Ultra Containers

    • Updated rarity group chances

      • The chance to get a COMMON item is <1%

      • The chance to get a UNCOMMON item is 67%

      • The chance to get a RARE item is 20%

      • The chance to get a EPIC item is 10%

      • The chance to get a LEGENDARY item is 2%

      • The chance to get a EXOTIC item is <1%

    • (Note) Now, chances to get cool items from Ultra Containers are twice as likely as getting them from common containers. Exotic items will be items that are available for the duration of an ongoing event (new augments, skins, equipment that are released as a part of an event)

  • Passive income of shards disabled

    • We have abandoned our plans on developing Shards in favor of giving more containers. The container you were getting from Shards every day can now be received for completing daily missions.

  • Firebird:

    • Ordinary damage increased from 240-740 to 380-1060;

    • Critical damage decreased from 500-1500 to 380-1060;

    • Range of max damage decreased from 10-10 to 7-10 m.;

    • Critical damage chance decreased from 20% to 12%;

    • Energy consumption increased from 200 to 333 (eng/sec);

    • Energy Recharge duration decreased from 6 to 1 sec;

    • Cone angle decreased from 30 to 20 (º);

    • Firebird’s «High-pressure pump» augment:

      • Range of max damage increased by 50%;

      • Range of min damage increased by 50%;

      • Price increased to 245 000 crystals;

    • Firebird’s «Compact fuel tanks» augment:

      • Heating rate is always 100%;

      • Temperature limit is always 100%;

      • Reload time doubled;

    • Firebird’s «Incendiary mix» augment:

      • No longer affects energy consumption;

      • Ordinary damage change increased by 20% instead of 50%;

      • Critical damage change increased by 20% instead of 50%;

    • (Note) These changes are needed not only to buff Firebird but also to make its gameplay different from that of Freeze. The faster energy reload is reminiscent of the old Firebird, where you needed to rely on the afterburn effect. This version of Firebird will deplete its fuel faster, forcing you to make a decision on whether to attack the target again or to rely on the afterburn effect.

  • Freeze:

    • Ordinary damage increased from 450-900 to 500-1000;

    • Critical damage decreased from 1800-3600 to 1500-3000;

    • Range of max damage decreased from 10-10 to 7-10 m.;

    • Rate of freezing (temp/sec) decreased from 0,6 to 0,2-0,5;

    • Cone angle decreased from 30 to 20 (º);

    • Freeze’s «Shock freeze» augment:

      • No longer affects energy consumption;

      • Freezing rate is always 100%;

      • No longer deal critical damage;

    • (Note) We are slightly moving focus from critical to ordinary damage. We are glad that you like the new Freeze, but we needed to moderately nerf it in order to keep balance.

  • Tesla:

    • Chain lightning reload increased from 0.9 to 1 (s);

    • Tesla’s «Endothermic lightning» augment:

      • Lightning ball damage decrease changed from -50% to -75%;

      • Lightning ball warmup time doubled;

    • Tesla’s «Superconducting discharge» augment:

      • Lightning ball damage decrease changed from -50% to -75%;

      • Lightning ball warmup time doubled;

    • Tesla’s «Armour-piercing discharge» augment:

      • Lightning ball damage decrease changed from -50% to -75%;

      • Lightning ball warmup time doubled;

    • Tesla’s «Jamming discharge» augment:

      • Lightning ball damage decrease changed from -50% to -75%;

      • Lightning ball warmup time doubled;

    • (Note) These augments apply status effects and the idea behind them is to use them at long distances. However, players found it more useful to use these augments at melee range. Therefore, we had to nerf them as they were too effective in the melee range.

  • Striker:

    • Striker’s «Stunning Missiles» augment:

      • The «Stun» effect duration decreased from 2 to 0.5 s.; 

      • Aiming time reduction increased from 50% to 80%;

      • Salvo reload time increased by 40%;

    • (Note) The previous version of the stunning Striker could immobilize a target too easily. We have replaced the Stun status effect with the Micro-stun status effect, similar to the one that the new Twins augment gives.

  • Paladin:

    • Critical damage protection during overdrive disabled.

    • (Note) The idea behind Paladin’s overdrive was that Crusader’s overdrive would be the main counter to it. Unfortunately, much fewer players use Crusader than Paladin, so we have decided to let the overdrives of Hornet and Viking, the most popular hulls in the game, be effective against Paladin’s overdrive.

  • Hull augments:

    • Prices of «Lightweight Construction» and «Heavyweight Construction» augments are now at 245 000 crystals instead of 4990 Tankoins.

  • Equipment change time increased from 7 to 8 minutes;

  • PRO battles

    • PRO battles are available starting from the Sergeant rank;

    • Sport and Classic formats are added to PRO battles, but you cannot earn crystals or experience in them (like in the Parkour mode);

    • Removed DR, XP, and BP formats. The XP/BP format is kept;

  • Updated Shop prices for particular countries.

 

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Where are the details about changes to rank-up rewards?

They have been implemented without any notice.  People that were saving those will not be happy.

Should have at least been given the chance to collect them before the change was made.

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1 minute ago, wolverine848 said:

Updated the different ways of getting common containers

  • Special mission to rank up now rewards you with 1 common container

  • Special daily mission for Premium Pass owners now rewards you with 1 common container

  • Crystals and supplies have now been replaced with 1 common container in the daily mission prizes

(From the quotebox in your post)

It was definitely mentioned (even in the V-LOG). But...

2 minutes ago, wolverine848 said:

People that were saving those will not be happy.

Should have at least been given the chance to collect them before the change was made.

... I agree with you here.

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3 hours ago, Venerable said:

But I still firmly believe that those 23 containers are more than enough to compensate for those repeated hulls & turrets.

So you mean if I get in the future a turret/hull that I have, those 23 containers are considered as more than a compensation for what will happen?

Ok, the Mk1 turrets/hulls are in Rare, are those containers all in Rare? Definitely no. As Rare requires 10 containers, so they must be 230 containers compensation, not just 23. And if we will substract the possibilty of getting Rare or higher from them, I say lets substract 50. So they must give us 180 containers compensation.

Also what if I get a turret/hull from ultra container?  Have those 23 containers took this thing into account.

Definitely they're not more than enough

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