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Patch Update #677 - Released 28th January 2022


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

  •  

This can only be paid once per day - Not a huge change, if it was infinity, like you can buy a 1000 bunch of them, that would a different thing.

 

14 hours ago, gio_the_killer said:

Tbh, i kinda like hovering hulls getting nerfed, they were really strong and dominated a lot of maps

Ok nice nerf for hovering hulls.  But still the sliding left and right must be removed at least from PC. They still flip lesser than other hulls and many other advantages they have

Edited by asem.harbi

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It's fun to watch hovering hulls flipping here and there with the stabilizer nerf

Tried Paladin to test it and flipped 6 times in the single battle.   ?

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3 minutes ago, nikunj04 said:

It's fun to watch hovering hulls flipping here and there with the stabilizer nerf

Tried Paladin to test it and flipped 6 times in the single battle.   ?

I was hoping to get crusader as my main hover hull for incorp, mostly cuz it is not OP. now I think I won't have any hover hulls in use any more.

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46 minutes ago, Incorp said:

I was hoping to get crusader as my main hover hull for incorp, mostly cuz it is not OP. now I think I won't have any hover hulls in use any more.

Hovering hulls are good if I am being honest, but their ability to easily strafe across heights and land perfectly is now gone, and you will see many people flipped.

But other than that, hovering hulls are still decent. I would recommend crusader.

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I agree with the Hover Hulls update. Before, Hopper felt unstable as it did random air kicks and did spirals for no reason even if you were straight.

Following with this update, I appreciate how all Hover Hulls have less air stability for balancing.

 

Including with the Hover Hull change, it would seem that they fixed the air kicks Hopper specifically had, which was unreasonable. 

I also like the short delay before OD activation. It requires more strategic anticipation rather than a victory button.

 

Stunning Missiles nerf. Good. That was annoying.

EMP Buff. I don't understand this. I thought the previous EMP was balanced, as EMPs can reset your Supply timers. Like, from Wasp bombs. 

Shop Showcase. Sucks. Not enough Supplies. With the new changes to the game, Supplies are much more valuable, which I am not a fan of. Supplies should be cheap and easily accessible. With Supplies income nerfed it limits play times for players. Why the heck would we want that?

Kits are gone. As long as you guys keep you promise of them returning with the new interface, then I'm fine with that.

Overall rating of this update. Not the best, but not as bad as the crap we started 2022 off with. 7/10. 

 

Personal note. I like the Hopper rework. It got some stability back when driving on crude terrains, as it should be balanced as the other Hulls to not lean/curve randomly.

The longer time and higher jump was the right balance following the OD delay change, as Hopper OD is more strategic, and comes with trade off. 

1) Hopper high jumps means more jump opportunities.

2) The longer you are in the air, makes you prone to lose stability which is more likely with this update.

3 hours ago, asem.harbi said:

This can only be paid once per day - Not a huge change, if it was infinity, like you can buy a 1000 bunch of them, that would a different thing.

 

Ok nice nerf for hovering hulls.  But still the sliding left and right must be removed at least from PC. They still flip lesser than other hulls and many other advantages they have

Since Hover Hulls have similarities to old nerfed Hopper, I'm pretty sure Hover Hulls are more prone to flipping.

Hover Hulls, more mobility, less control.

Tracked Hulls, less mobility, more control.

If it's not that, I think it's a skill issue.

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11 hours ago, wolverine848 said:

They've killed Mammoth OD.  It only lasts 9 seconds and having to wait for the health is a death sentence.

Glad you changed your mind rather quickly, some ODs are needed instantly and waiting for them has no sense.

 

Also I'd like to remind that when ODs were firstly introduced, Hunter with its OD was the most overpowered hull, so ig that's why the devs gave it some sort of delay before activation. Now I'm wondering if hunter users need to firstly wait 1 second and then literally another second because of the stock overdrive delay.

 

Let me make an example. A teammate with the flag is running towards me, he's very low hitpoints and getting chased by the enemies.

Then there's me with my Isida and Viking, and i use my OD to instantly have enough range to heal the guy and massive healing power. Well too bad you now gotta wait for that, meanwhile the guy gets destroyed for the same reason.

It's nonsense and pretty much made mammoth less effective as well, like you said.

Edited by JustBlackWolf

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54 minutes ago, fghjkl54 said:

another untold change

what does the % mean in loading screen

Sort of a loading itself, like in other games, you will load in the battle when the counter reaches 100.

  • Saw it 1

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On 1/27/2022 at 3:34 PM, Marcus said:
  • Changed the way the anti-cheat system reacts to movement, jumps, and flights in the «Parkour» mode.

 

Hey I couldnot understand this one, can anyone explain? is it fix of HTML5 or self zones or what :D

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4 hours ago, JustBlackWolf said:

Glad you changed your mind rather quickly, some ODs are needed instantly and waiting for them has no sense.

 

Also I'd like to remind that when ODs were firstly introduced, Hunter with its OD was the most overpowered hull, so ig that's why the devs gave it some sort of delay before activation. Now I'm wondering if hunter users need to firstly wait 1 second and then literally another second because of the stock overdrive delay.

 

Let me make an example. A teammate with the flag is running towards me, he's very low hitpoints and getting chased by the enemies.

Then there's me with my Isida, and i use my OD to instantly have enough range to heal the guy and massive healing power. Well too bad you now gotta wait for that, meanwhile the guy gets destroyed for the same reason. It's nonsense and pretty much made mammoth less effective too, like you said.

I don't think it's cumulative for Hunter.  Whatever code applied the delay to Hunter OD has been applied to all the other ODs (except wasp)

 

Never liked the delay Hunter.  It's bad on Mammoth because 1) it needs to be close to enemies and 2) the healing is useless in this situation now if not instant.  They should revise it so it heals x-amount each second of the OD.

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4 hours ago, LSHTV said:

Hey I could not understand this one, can anyone explain? is it fix of HTML5 or self zones or what :D

 when you reach a certain high in parkour you would self kill but now you won't

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On 1/27/2022 at 9:25 AM, K3-19 said:

its really good considering you can get legendary augments from containers that you purchased for 1230 crystals each. afaik chances of a legendary is 1% so that's 100 containers or 123,000 crystals for each legendary augment. Edit: You also get crystals back

Mate, that's not how percentages work. Each container is supposed to be independent in terms of the chances to drop a rarity. Buying 100 doesn't give you a 100% chance to get a legendary drop.

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It is a glitch in smoky damage number. equipped with sorted ammunition, it'll randomly somtimes deal fix critical damage of 1000 on a enemy which has no protection module neither armadillo module or boosted armor or any of the drones equipped on the enemy tank. surely, it needs bug fix for the next update ASAP

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On 1/27/2022 at 1:17 PM, Opex-Rah said:

It's not a chance. It's a daily container

So you took away the free container from Shards and are now putting it back, and we should celebrate?

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10 hours ago, yellowghetto said:

Hover Hulls, more mobility, less control.

Tracked Hulls, less mobility, more control.

 

True, but they had some advantages in the past like crossing over tanks and unflipability, which you and most of hovering users don't see them as OP.  While a regular player may flip 1-3 times per battle.

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I keep getting a glitch, I join a game and do no damage and even if i refresh, I still dont, so I have to leave and join another game and it varies. Sometimes I may go 4 games without being able to do damage, and I also restarted my pc but same thing happened. Can u help

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20 hours ago, wolverine848 said:

They've killed Mammoth OD.  It only lasts 9 seconds and having to wait for the health is a death sentence.

You know what, I have found a way that Mammoth is actually buffed with this change, and Paladin nerfed. Now that the charge-up time has been added to both overdrives, if you see a Paladin activates its overdrive near you, you can activate yours before the Paladin overdrive goes off, and once their overdrive activates it won't stop your Mammoth overdrive going off. Then, you can of course kill the Paladin. That's pretty nice.

Overall with this change, Hunter/Wasp/Ares/Crusader are of course buffed relative to all the other hulls, since they already had a charge up time, or in the case of Wasp none was added (however I don't know if Crusader ends up with a net nerf, due to stability changes). I haven't had much play time with Mammoth since the changes, it still seems good to me so far - but more testing will be needed. To be honest I feel the light hulls Hornet & Hopper may have gotten hit hardest by this change, as once they activate overdrive, if they are focussed, with their low health they can take a lot of damage before it goes off. Will need to test more to work out the true impact, however.

Edited by DestrotankAI9

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2 hours ago, DestrotankAI9 said:

Now that the charge-up time has been added to both overdrives, if you see a Paladin activates its overdrive near you, you can activate yours before the Paladin overdrive goes off,

How?

They both have the same delay, and if Paladin hits shift first ...   ?

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8 minutes ago, wolverine848 said:

How?

They both have the same delay, and if Paladin hits shift first ...   ?

 

2 hours ago, DestrotankAI9 said:

you can activate yours before the Paladin overdrive goes off, and once their overdrive activates it won't stop your Mammoth overdrive going off.

That's what I'm saying, the Paladin overdrive will not stop your overdrive from going off, so long as you start your overdrive activation within their "charge-up" period. The Jammer effect won't stop your overdrive from going off once you have already begun the process.

So the Paladin will activate their overdrive, but so will you - if you activate in time. And then, you can kill them - wasting their overdrive.

Edited by DestrotankAI9
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2 minutes ago, DestrotankAI9 said:

That's what I'm saying, the Paladin overdrive will not stop your overdrive from going off, so long as you start your overdrive activation within their "charge-up" period. The Jammer effect won't stop your overdrive from going off once you have already begun the process.

So the Paladin will activate their overdrive, but so will you - if you activate in time. And then, you can kill them - wasting their overdrive.

Are you sure?  Mammoth only immune to status (like Jammer) once the OD is active.

Just like Hunter's OD does not go off when it dies or gets stunned, even if it started activation before it died.

"Launch" can be interrupted - and you lose 50% of the charge.

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3 minutes ago, wolverine848 said:

Are you sure?  Mammoth only immune to status (like Jammer) once the OD is active.

Just like Hunter's OD does not go off when it dies or gets stunned, even if it started activation before it died.

"Launch" can be interrupted - and you lose 50% of the charge.

Hunter's overdrive does not go off if activation is started, and it gets stunned or dies, sure. But what about if it receives Jammer status effect during that time, will that stop it going off? I don't think so. And it appears to be that way for Mammoth, and presumably the other overdrives too after this change. So yes, if you activate your Mammoth overdrive in the window after Paladin has started their overdrive, but before it fully activates, you can also activate your overdrive - and Jammer will not stop it going off. And then, you can kill them. Try it.

I know it works this way, as a Mammoth killed me when I was using Paladin on my alt account - in this exact scenario.

Edited by DestrotankAI9

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1 minute ago, DestrotankAI9 said:

Hunter's overdrive does not go off if activation is started, and it gets stunned or dies, sure. But what about if it receives Jammer status effect during that time, will that stop it going off? I don't think so. And it appears to be that way for Mammoth, and presumably the other overdrives too after this change. So yes, if you activate your Mammoth overdrive in the window after Paladin has started their overdrive, but before it fully activates, you can also activate your overdrive - and Jammer will not stop it going off. And then, you can kill them. Try it.

I know it works this way, as a Mammoth killed me when I was using Paladin on my alt account - in this exact scenario.

Well playing around on mammoth with two accounts I've lost the OD a LOT.

And as I said - the healing is almost useless now as you have to activate early - often before you've taken damage - just to ensure it goes off at all.

Don't think the tradeoff is worth it for that narrow window in your example.

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28 minutes ago, wolverine848 said:

How?

They both have the same delay, and if Paladin hits shift first ...   ?

During that 1 sec delay after activating paladin od u can also activate your mammoth's od as your able to see the enemy is about to use their od and counter them in time and when jammer effect comes in it wont be able to cancel the od even if mammoth also has 1 sec delay.

Edited by Thankxtu
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