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Patch Update #676 - Released 21st January 2022


Marcus
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On 1/20/2022 at 9:43 AM, Marcus said:
  •  
  • «Sorted Ammunition» augment

    • Every 4th shot is critical whether previous shots dealt damage or not

So presumably all of the critical hit Smokies are bugged right now. They don't do what the Patch Notes says it will and the critical hit chances appear much more variable and out of place. I decided to look into the Sorted Ammunition augment to see it was affected by the update. It's affected rather weirdly. Previously, you would always get a critical hit with 3 normal hits in between, looking like Spawn, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit........

 

Right now, what is happening is after you spawn, you need 4 normal hits instead of 3 before you get a critical hit. After that first critical hit, you will go back to needing 3 normal hits in between. It will look like this:

 

Spawn, Normal, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit, Normal, Normal, Normal, Crit......

                                       x4                                                            x3                                              x3

 

 

 

That is a nerf there. However another thing occurs. I will take the previous line and will underline and highlight certain "Normals" in green. 

 

Spawn, Normal, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit, Normal, Normal, Normal, Crit......

 

If you were to die while your Sorted Ammunition Smoky is on step highlighted in green, then your first shot after spawning will be a critical hit. As this is predictable for Sorted Ammunition, someone can use this to their benefit. This also happens to the other Smokies in some way, but due to their RNG not being absolute like Sorted Ammunition, I can't pinpoint what criteria needs to be satisfied in order for them to be able to get a critical hit on the first hit. Do be wary, as that enemy EMP Smoky that just spawned near you may have a critical hit loaded and ready to weaken you immediately as they materialise.

As for Sorted Ammunition's interaction with Supercharge, when the effect ends, you will be pushed back to the beginning, where you will need 4 normal hits for your next critical hit instead of 3 normal hits. 

 

@frederik123456 As far as I have gathered from using Incendiary Rounds, Cryo Rounds, Rubberised Rounds, High-Precision Aiming System and EMP Rounds, it seems like you're eligible for it to happen after you have already made a good number of shots after a critical hit. Say, dying 3-5 normal shots after your last critical hit might trigger it, I am not certain. 

 

For now overall, Sorted Ammunition and Paralyzing Rounds became worse. I have yet to try Supercumulative to see if it benefitted from this update. 

 

 

Edited by TheCongoSpider
Forgot to mention Interaction with Supercharge
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8 hours ago, FrozenRailgun said:

No new Shaft rebalance patch note:

I sleep.

What's wrong with Shaft right now? Yeah, out of the crystal augments, three are duds, but there are at least two playable ones, and Shaft as a whole right now is pretty good for active gameplay.

Edited by Abellia
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So my alt account opened 60 containers.

First batch of 15 gave 6 mk1 turrets.  SIX out of 15.

Next 15 gave 10x1000 crystals and an mk1 and few supplies.

Out of 60 containers I must have gotten 25x1000 crystals, a bunch of 3000 crystals, a whole wack of mk1 items and a few supplies.   Not 1 battery in 60 containers.

 

Looks like they are rolling back 5 years (for the worst of 5 years ago) and want us to start paying crystals again for supplies.  ?

Edited by wolverine848
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9 hours ago, wolverine848 said:

So my alt account opened 60 containers.

First batch of 15 gave 6 mk1 turrets.  SIX out of 15.

Next 15 gave 10x1000 crystals and an mk1 and few supplies.

Out of 60 containers I must have gotten 25x1000 crystals, a bunch of 3000 crystals, a whole wack of mk1 items and a few supplies.   Not 1 battery in 60 containers.

 

Looks like they are rolling back 5 years (for the worst of 5 years ago) and want us to start paying crystals again for supplies.  ?

Ultra containers are not much better. Opened 12 UC from the weekend and got supplies (including 100 repair kits) and several 3000 crystals. No augment and no epic content.

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Spoiler

«Sorted Ammunition» augment

  • Every 4th shot is critical whether previous shots dealt damage or not

this says that you can shoot wall 3 times and then shoot enemy at 4th shot to deal critical shot? true? if yes? I have tried it but it doesnt work and seems that its critical steps have been raised over 5 shots or more. It seems that it is a bug on "sorted ammunation" augment. @Marcus

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11 hours ago, Abellia said:

What's wrong with Shaft right now? Yeah, out of the crystal augments, three are duds, but there are at least two playable ones, and Shaft as a whole right now is pretty good for active gameplay.

You realize theres a 10 (or was it 9) sec cooldown after a full charge shot yh?

Edited by Thankxtu

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2 minutes ago, Thankxtu said:

You realize theres a 10 (or was it 9) sec cooldown after a full charge shot yh?

You do realize that you don't need to full charge if you use arcades to shoot people yh?

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11 hours ago, Abellia said:

What's wrong with Shaft right now? Yeah, out of the crystal augments, three are duds, but there are at least two playable ones, and Shaft as a whole right now is pretty good for active gameplay.

I agree, Shaft is a turret I've been using quite a bit lately. Very viable turret right now & quite fun to use with the new playstyle.

 

17 minutes ago, Thankxtu said:

You realize theres a 10 (or was it 9) sec cooldown after a full charge shot yh?

You don't need to wait for a full 10 seconds if you don't fire fully charged shots, and also you can fire arcade shots in between - which are quite strong these days. Shaft is much weaker than before if you just do pure camping from long range - it is very viable as a mid range turret however, if you are moving around the map.
 

Edited by DestrotankAI9
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11 hours ago, wolverine848 said:

So my alt account opened 60 containers.

First batch of 15 gave 6 mk1 turrets.  SIX out of 15.

Next 15 gave 10x1000 crystals and an mk1 and few supplies.

Out of 60 containers I must have gotten 25x1000 crystals, a bunch of 3000 crystals, a whole wack of mk1 items and a few supplies.   Not 1 battery in 60 containers.

 

Looks like they are rolling back 5 years (for the worst of 5 years ago) and want us to start paying crystals again for supplies.  ?

I got the same mk1s' while i have fulhouse of turrets

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15 hours ago, TheCongoSpider said:

So presumably all of the critical hit Smokies are bugged right now. They don't do what the Patch Notes says it will and the critical hit chances appear much more variable and out of place. I decided to look into the Sorted Ammunition augment to see it was affected by the update. It's affected rather weirdly. Previously, you would always get a critical hit with 3 normal hits in between, looking like Spawn, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit........

 

Right now, what is happening is after you spawn, you need 4 normal hits instead of 3 before you get a critical hit. After that first critical hit, you will go back to needing 3 normal hits in between. It will look like this:

 

Spawn, Normal, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit, Normal, Normal, Normal, Crit......

                                       x4                                                            x3                                              x3

 

 

 

That is a nerf there. However another thing occurs. I will take the previous line and will underline and highlight certain "Normals" in green. 

 

Spawn, Normal, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit, Normal, Normal, Normal, Crit......

 

If you were to die while your Sorted Ammunition Smoky is on step highlighted in green, then your first shot after spawning will be a critical hit. As this is predictable for Sorted Ammunition, someone can use this to their benefit. This also happens to the other Smokies in some way, but due to their RNG not being absolute like Sorted Ammunition, I can't pinpoint what criteria needs to be satisfied in order for them to be able to get a critical hit on the first hit. Do be wary, as that enemy EMP Smoky that just spawned near you may have a critical hit loaded and ready to weaken you immediately as they materialise.

As for Sorted Ammunition's interaction with Supercharge, when the effect ends, you will be pushed back to the beginning, where you will need 4 normal hits for your next critical hit instead of 3 normal hits. 

 

@frederik123456 As far as I have gathered from using Incendiary Rounds, Cryo Rounds, Rubberised Rounds, High-Precision Aiming System and EMP Rounds, it seems like you're eligible for it to happen after you have already made a good number of shots after a critical hit. Say, dying 3-5 normal shots after your last critical hit might trigger it, I am not certain. 

 

For now overall, Sorted Ammunition and Paralyzing Rounds became worse. I have yet to try Supercumulative to see if it benefitted from this update. 

 

 

Alright, so what seems to be happening is that Smoky determines whether the next shot will be a critical hit as it delivers the previous shot, and then after dying, it fires out that shot as a "buffer" before going back to the initial crit chance, which explains the sorted rounds pattern and the increase in frequency of the crits on spawn when dying 4-5 normal shots after a crit. Brilliant.

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On 2 accounts I've opened 120 containers.  ZERO batteries.

Batteries are only available on Epic level rewards.

Pretty soon all F2P tankers will be equipping Brutus, while buyers will still be using Crisis or Defender or Trickster or Booster or Saboteur.

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36 minutes ago, wolverine848 said:

On 2 accounts I've opened 120 containers.  ZERO batteries.

Batteries are only available on Epic level rewards.

Pretty soon all F2P tankers will be equipping Brutus, while buyers will still be using Crisis or Defender or Trickster or Booster or Saboteur.

that's why last week the number of player base was 4k and it'll be the same until a further notice 

Edited by fghjkl54
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@Marcus It says in your profile that you’re the EN community manager, but I’m yet to see you get involved in the community, except for posting new topics.
Numerous people have been criticising the container update and pointing out bugs, but I haven’t seen you respond to any of them lol

 

*Insert mod comment “But he’s busy!” *

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3 hours ago, Cor7y said:

@Marcus It says in your profile that you’re the EN community manager, but I’m yet to see you get involved in the community, except for posting new topics.
Numerous people have been criticising the container update and pointing out bugs, but I haven’t seen you respond to any of them lol

 

*Insert mod comment “But he’s busy!” *

i think it make a sense or two when he said in his discord profile (which is why he refrained from posting challenges posts)

Quote

availability on Thursday

 

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6 hours ago, wolverine848 said:

On 2 accounts I've opened 120 containers.  ZERO batteries.

Batteries are only available on Epic level rewards.

Pretty soon all F2P tankers will be equipping Brutus, while buyers will still be using Crisis or Defender or Trickster or Booster or Saboteur.

Sounds like the end of tanki online is just around the corner.

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11 hours ago, DestrotankAI9 said:

I agree, Shaft is a turret I've been using quite a bit lately. Very viable turret right now & quite fun to use with the new playstyle.

 

You don't need to wait for a full 10 seconds if you don't fire fully charged shots, and also you can fire arcade shots in between - which are quite strong these days. Shaft is much weaker than before if you just do pure camping from long range - it is very viable as a mid range turret however, if you are moving around the map.
 

Ik that if you dont fire a fully charge shot you dont need to wait as long and also you can fire arcade shots in between, Just saying a buff would be appreciated.

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12 hours ago, Abellia said:

You do realize that you don't need to full charge if you use arcades to shoot people yh?

and why exactly would I not fully charge if i wanted to get the maximum damage possibe since I am mostly sniping over long distances? and the arcade shots just give over ~100 damage at such distances unless I get a critical shot. And since the reloading takes far too long I can only at most times get 2-3 kills per damage boost (I use brutus cuz me poor)

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36 minutes ago, Thankxtu said:

I can only at most times get 2-3 kills per damage boost

You think you deserve more?   How many kills DO you think you should get - per damage boost.

Shaft isn't meant to kill many targets fast.  It's meant to have a better chance at killing select targets.

Maybe you should use a different turret if that's what you want...

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To the develpers (not that you care):  I started  the game a few minutes ago to  play a little, but closed it right away instead. You made it absolutely not worth it.

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10 hours ago, Thankxtu said:

And since the reloading takes far too long I can only at most times get 2-3 kills per damage boost

For my imagination -- Theoretically I see 1 kill = 1 die . For every time you kill someone, you die, with a perfect K/D of 1.00  - Remember every time you kill more than 1 player, you passed the limit.  Shaft usually get way higher than 1.00

It's more than you think when you kill 2-3 players per run, you killed someone and forced him to refresh, not a meaningless kill.  Honestly for old Shaft, I used to get in 2017 around 15+/1 K/D in the start of the battle (then it shrinks to 5 K/D).  BTW, before or after the nerf my Shaft protection is the most upgraded & Shaft players haven't shrinks

Edited by asem.harbi
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Honestly, the last two updates are nothing short of pure cringe. The economy of the game is now in shambles, to a point where it's not worth addressing (yet again) anymore.
 Paladin got nerfed, and so of course now Hornet is dominating everything - especially in tandem with the now unstoppable, broken OP Striker. Seriously, I can hit an over 6k rocket crit, one after another with almost no delay, yet the best Magnum can do, an artillery launcher that requires actual skill to use - is 3k. What's the logic behind this? Did you want to promote the BP with AP missiles (lmao) that badly? I personally love Striker and it's one of my Mk8 turrets, however I stopped using it because of how absurdly overpowered it is; and now, instead of nerfing it, you removed the sole way for us to defend ourselves against it. You nerfed Tesla to the ground (though this can be alleviated with the perfectly balanced Hornet, of course) and made it's premium augments literally USELESS. Not even just bad. USELESS. The standard ones, or the BP Exothermic Lightning are now superior because all of the triple speed augments are now utter trash - You said you wanted us to use these at large distances. Well guess what - now the very best a Tesla can hit (without booster but with double damage) against an unarmored enemy is 400. That is nothing. And sure, I can still use the AP augment at point blank and maul others at short range like that, but THAT IS NOT FUN. It literally turns the turret into an uncreative short-ranged auto kill button. I'm back to Exothermic Lightning/Dilatory Protocol and I'm getting far superior results. It's pretty hilarious that the "premium augments" are outclassed by the garage ones lol (Exo was the BP one, but really, it's just the same as Minus-Field except it also burns the enemy if you are alive at the moment the ball makes contact with an enemy tank - which doesn't happen very often, unless we're playing Siege and the enemies are blind). As for the latest Freeze and especially Twins' augments... do you realize how stupidly broken they are with Hornet? Twins can literally keep it's enemies stunned for 7 seconds. Freeze will disable everyone's supplies on demand. God damn. Don't get me wrong, I love Hornet, but it's absolutely OP now. Just give Paladin it's critical protection back, and if low Crusader usage is the issue - why not buff Crusader, rather than ruin the balance of everything else? Also - Ricochet needs a buff. Not the shadow nerfs you keep throwing it's way here and there. Stop it. 
  Here are my suggestions on how to fix this mess without going to the other extreme end - Revert Paladin back to where it was, but remove AP from it's overdrive. It's supposed to be a support hull, not an assault one like Hornet. Revert Tesla's latest nerf, it wasn't necessary - and rather than making the triple speed augments garbage, make the turret focused on being long-ranged, just like you said you wanted it to be with them. Simply disable the chain lightning for like 2-3s after firing a ball. Voila, done. Though, of course, for this to work - the ball needs to be at it's original damage. Striker's critical damage needs to be halved. It just hits too hard for how quickly it can fire; let's be honest, with Hunter or Stunning Missiles it has pretty much unlimited range as well, so it will be fine. Magnum and Ricochet both need a buff - Magnum in damage (because being unable to one-shot a normally armored light hull with a direct hit from artillery is just silly), Ricochet in range - because how are we supposed to utilise the feature it's named after if the plasma dissipates before it reaches the target? As for Crusader - you could simply increase it's charging rate. Oh, also - notice how there are almost no Hoppers in battles? Yeah, it's trash now. Must you people always either make things overpowered or weak to the point of being nigh-unusable? I won't even talk about drones because now we need to conserve supplies so much that using any of them other than Brutus is a suicide lmao.

I know nothing will come out of this, but I just wanted to vent a little I suppose.

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6 minutes ago, Kazareen said:

Paladin got nerfed, and so of course now Hornet is dominating everything - especially in tandem with the now unstoppable, broken OP Striker. Seriously, I can hit an over 6k rocket crit, one after another with almost no delay, yet the best Magnum can do, an artillery launcher that requires actual skill to use - is 3k.

Paladin barely got nerfed.  Being subject to critical damage (like every other hull) is not much while it still retains the healing, immunity to status effects and having AP aura.  They are still dominating in the upper ranks.  the only reason you might see more hornets than Paladins in battle is because everyone had a hornet before paladin came out.  And there's players like me that refuse to buy/use hovering hulls.

There's still a full-factor cheese magnum out there - the Magnum AP which requires little still to use.

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18 hours ago, fghjkl54 said:

i think it make a sense or two when he said in his discord profile (which is why he refrained from posting challenges posts)

So on Thursday he will respond to all our queries and criticisms regarding the container update? Great!

Spoiler

like that's gonna happen

 

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