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Patch Update #677 - Released 28th January 2022


Marcus
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2 minutes ago, B.A.B.I said:

We can finally buy Containers for Crystals. 
If they didn't do anything to containers, i would be more excited, but nice

If they didn't do anything to containers it would probably cost 4k or something 

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4 minutes ago, wild001 said:

Lower hover, means smoky, guass, strike, thunder, cant shoot over crowded tanks in front, bad for hover users

Well I don´t see why they should have that advantage in the first place, so good I guess.

  • Agree 1

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4 minutes ago, B.A.B.I said:

We can finally buy Containers for Crystals. 

at least the daily container has returned but it's payed instead of free (the cost is affordable)

and yes it sounds really strange why decreasing 300k crystals to 100k

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I am a little worried about the new Twins augments. We already had Twins EMP being overpowered as it is, now this augment won't depend on even the 50% twins Protection, only Armadillo users will be able to defend themselves or is there something else ?

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20 minutes ago, fghjkl54 said:

as long as you get 1k from it + 200 from battles 

yes ?

It's a good investment if you're not struggling with crystals. I'm obviously not the one to speak, but I think it's a decent investment to spend 1250 crys on a container every day and get an augment every now and then, with probably around 50% of the crystal investment returning to you as crystals from the container itself.

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Next Patch Update #678, buff magnum by decreasing its reloading time and nerfing smoky's alteration such fire, freeze, emp, stun and ap pls

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Interesting update. I remember requesting to change the anti-cheat system at least for the parkour mode so we all can parkour like before, I'm glad they give attention to smaller communities such as the parkour community too, I appreciate it. ☺️

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I think the new twins augment will deal 0 DAMAGE with NORMAL shots and will only affect you with critical shots. Otherwise, it doesnt make sense... like, where is the drawback?. It's Plasma Accelerator on steroids. Faster rate, longer range, only critical... it sounds too op to be true.

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2 hours ago, Marcus said:
  • Container ×1 – 1230 crystals;

  •  

With 20M crystals, if i quit tanki one day, i can stand for 16,7k days with this, thats 45 years, until 2067  lol

Edited by numericable

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15 minutes ago, Maf said:

It's a good investment if you're not struggling with crystals. I'm obviously not the one to speak, but I think it's a decent investment to spend 1250 crys on a container every day and get an augment every now and then, with probably around 50% of the crystal investment returning to you as crystals from the container itself.

if it was 3k in return it would be a fair deal

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22 minutes ago, ZivOfficial said:

If they didn't do anything to containers it would probably cost 4k or something 

They would cost 0 crystals because they would never give us those containers for crystals

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10 minutes ago, fghjkl54 said:

if it was 3k in return it would be a fair deal

I don't see how it makes any difference, since the crystal value of things like paints and legendary augments is only equivalent to how you yourself value them.

Say you buy 100 of these containers. You spend 125 000 crystals. From the container you get 50 common rewards, 34 uncommon, 10 rare, 5 epic and 1 legendary. So you'll get about 100 000 crystals, 500 of each supply (with fewer RK and batteries), maybe 2 rare paints, 2 rare augments, 3 epic paints, 2 epic augments, and 1 legendary augment.

So that's 500 of each supply, 5 paints, and 6 augments (of which 1 is legendary) all for the price of 25k crystals. Pretty good deal, eh?

Obviously this is all very much napkin math, but in general I think buying the container would be a good daily investment, even if it does initially appear like a waste of crystals when you spend 1250 and get 1000 back.

  • Saw it 1

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7 minutes ago, Maf said:

 

you got a point here so what they said about increasing containers gain was true after all (despite we'll get 4 instead of 2-3) but then the problem of rewards still present too :sad:

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3 hours ago, Marcus said:

Striker’s «Stunning missiles» augment:

  • Only one opponent is stunned, the one that was hit by the rocket.

Haha, what a huge nerf. Okay. Being serious for a second - when will you remove the reduced reload and replace it with the INCREASED one that was announced in both patch #675 and was claimed to be added instead of the -40% it got in patch #676?

3 hours ago, Marcus said:

The «EMP» status effect now only forces «Repair kit» and «Mine» supplies to reload when their remaining cooldown time is less than the duration of the applied effect.

  • Note: In other words, applying the «EMP» status effect will not speed up enemies’ reload of «Repair kit» and «Mine» supplies.

EMP augments now outclass their AP counterparts. All of them. Will there be tweaks to the augments to make them more balanced? Their durations no longer need to be longer or equal to AP, as they remove speed and damage supplies in addition to armour.

3 hours ago, Marcus said:
  • Paladin:

    • The tank can now flip over when falling off a cliff;

    • Distance between the hull and ground decreased from 0.75 to 0.3m.

  • Crusader:

    • The tank can now flip over when falling off a cliff;

    • Distance between the hull and ground decreased from 0.75 to 0.3m.

  • Ares:

    • The tank can now flip over when falling off a cliff;

    • Distance between the hull and ground decreased from 0.75 to 0.3m;

    • Overdrive damage/healing radius increased to 10m;

    • The range of mutual detonation of balls of different teams is 5m.;

would be hilarious if they're all as unplayable as hopper

3 hours ago, Marcus said:
  • Added a 1.1s delay before shooting for all overdrives except Wasp’s one.

    • Note: Now players will need to plan their actions in advance before using an overdrive. This way players can show their skills of using overdrives. Perhaps some overdrives may become weaker. We will watch how tankers adapt to the changes and make adjustments if needed.

  • All the hulls except Wasp lose 50% of the overdrive charge in case its launch was interrupted.

These change seems geared to make stun more powerful. You could have just not touched the retention system and had it work properly for stun instead of removing 100% charge on stun, but NoOOoOoooO. Pointless changes, especially for overdrives that can be activated in advance thanks to their healing, their full status immunity, their jamming, their armour piercing, and their 20 second long duration. Ever think about touching that for overdrives instead of adding a flat, arbitrary delay time to all overdrives?

3 hours ago, Marcus said:

Maximum height of jumps increased by 30-40%;

>increase striker and vulcan vertical autoaim height
>increase hopper jump height
>repeat as necessary until hopper reaches the moon

Edited by Abellia

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3 hours ago, Marcus said:

Added a 1.1s delay before shooting for all overdrives except Wasp’s one.

  • Note: Now players will need to plan their actions in advance before using an overdrive. This way players can show their skills of using overdrives. Perhaps some overdrives may become weaker. We will watch how tankers adapt to the changes and make adjustments if needed.

This is a huge nerf for the Hornet and Dictator Overdrives you will no longer take advantage of the seconds of critical damage it gives you. I don't like this change at all.

Edited by xPuma

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3 hours ago, Marcus said:

Crusader:

  • The tank can now flip over when falling off a cliff;

  • Distance between the hull and ground decreased from 0.75 to 0.3m.

Welp time to enjoy the last moments with crusader...???

  • Haha 1

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bring back the shop change button at N/C .

we need to be able to change shop items if they're not what we want . giving us a limited items .wont help it but its restricting us from buying..

 

 

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33 minutes ago, xPuma said:

This is a huge nerf for the Hornet and Dictator Overdrives you will no longer take advantage of the seconds of critical damage it gives you. I don't like this change at all.

This is assuming they touch Hornet's asanine retention period at all. Something like this for Hornet was long overdue. The same for Paladin because it has the same problem as Hornet. 

 

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1 hour ago, Abellia said:

would be hilarious if they're all as unplayable as hopper

They are, I just checked on the Test Server. 

I guess I''ll go back to my trusted Viking, but I wonder what the mobile playerbase will think, now that hovering hulls have been nerfed quite a bit. 

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1 hour ago, xPuma said:

This is a huge nerf for the Hornet and Dictator Overdrives you will no longer take advantage of the seconds of critical damage it gives you. I don't like this change at all.

And crusader too, how hard will it be to aim now, there will be lot of icicle wasted for nothing.

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