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Patch Update #679 - Released 18th February 2022


Marcus
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5 minutes ago, wolverine848 said:

Speaking of consecutive battles... when I'm in TJUG and hit continue ... why the heck do I end up in an Assault battle?

If I have missions for a battle mode - I definitely don't want some random battle.

The only way that is acceptable is if they allow us to check off the battle-modes we want to participate in.  Otherwise I'm exiting and then don't qualify for "consecutive" battles.

I don't know honestly. 

Thought it was a bug, but one small enough for me not to care about.

Now if this bonus was implemented, I'd definitely want it fixed aswell.

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8 hours ago, Rutgers said:

A normal damage or critical damage debuff is warranted for Striker.

This is absolutely true. I have a Mk3 Striker with the Hunter augment equipped at Brigadier and I deal considerable damage with it, especially with critical damage. Imagine if I had an upgraded one.

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5 hours ago, wolverine848 said:

Well that's just dumb.

Since we have no idea what map we'll get players will just keep dropping out of battles until they get a map that favors their equipped items.

TO dumbs it down every single year as time goes by.

Wasn't the ability to change equipment in battle added because players were tired of leaving battle every single time in the first place?

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New UI stuff looks nice. Definitely an aesthetic improvement over the drab gray that was everywhere previously. It is nice to see the stats of your tank on the higher levels of the garage page again, too. If I may offer a couple nitpicks: 

  • Some of the new icons aren't very descriptive. For example, it wasn't obvious to me that the six dots in the lower left was supposed to be my friends list.
  • Having the chat button be on the opposite side of the screen from where the chat opens feels counter-intuitive. 

Other than that, looks good. 

Spoiler

gVRKIiA.png

 

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33 minutes ago, At_Shin said:

The new interface is nice but I found a problem - the event mode icon hides my drone.

45% Crisar eclipse.

  Reveal hidden contents

RB6fkTO.png

95% Crisar eclipse (found when I entered full screen mode) -

  Reveal hidden contents

BGkbfjM.png

 

Why didn't they fix the default mission page?  It's STILL page 2 which makes no sense.

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Besides the new twins turbo augment, you guys at Alternativa games really haven't got any creativity left for augments to add to squeeze more money out of the soulless players you market them towards. Instead you just add new skins to the game and add overpowered equipment which is buyer exclusive, only ever nerfed once it is available to everyone. Although we're still waiting for more paladin nerfs, which, i'll admit, you have brought a few of to us. 

The rest of the update is mostly good, I suppose. Although as people have pointed out, hornet nerfs are unnecessary, thunder needs a huge buff for it to ever see the light of day used by anyone other than mults with broken turret rotation keys, striker needs a cut in damage, desperately, especially for its AP and Stun augments. Last but certainly not least, the increase in equipment change time. I've seen both sides of the argument at this point, I've experienced the pros and cons of it in many battles, and I feel like the ability to change equipment is very important within a battle, although it certainly isn't a realistic element of the game switching to an entirely new tank every so often... but neither is respawning or flying tanks, game balance and an actual matchmaking system.

When it comes to equipment changing, I feel like augments play a bigger role than the turret or hull. The issue people face is all the status effects in battles, and have to change turret or hull to deal with somebody else's immunity/effect due to not having the respective augments on what they're currently using. Dealing with crisis drone users is especially annoying, but it's a lot better than it used to be, we have an increased variety of tools to deal with them which we can change between to fight back against immunities; Jammer, Freeze, EMP, AP, stun to a lesser degree. I enjoyed the idea of a preparation period at the beginning of a battle to change equipment accordingly based on the map/enemy team. I'm the type of person to see the map and have tab open to glimpse at protections and modules to get an idea of enemy team turrets and quickly go into my garage to change my equipment accordingly, but of course there is no preparation period and oftentimes my tank doesn't spawn after meaning I have to close the game and re-open it just to play in the battle, which is infuriating as you'd expect, still don't know why this is so hard for you to fix... 

I feel like, if you are going to remove equipment changing mid-battle, just roll it out all at once and keep equipment changing time to 5 minutes or so, for the current state of the game the last thing you need is to slowly add these changes which every despises, thus you just keep slowly unplugging the life support that this game sure as hell needs to operate at this point. Quite frankly the only thing keeping most players going is that they're OG players and have been here quite a while, they come back for nostalgia purposes, because they were so addicted to the game in its good years. 

Back to hornet for a moment... It isn't hornet which is overpowered, it's certain turrets which are o-so commonly used with it. Freeze, most notably. Striker is definitely very powerful too. Tesla, Firebird, Isida and Twins are also pretty busted but nowhere near as bad. Vulcan with it's newly doubled critical damage is very strong with it, will certainly be ridiculous with dictator's buff, but I digress. In short, nerf freeze, not hornet. The freeze effect is very powerful alone and with status augments it becomes especially cancerous to deal with.  

 

 

TL;DR: There isn't one, read it since you're here. ?

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On 2/17/2022 at 7:16 AM, Marcus said:

Equipment change cooldown increased from 9 to 10 minutes. 

  • (Note) You are right, we keep increasing the cooldown intentionally. Ask us why and we will answer in the V-LOG.

So weird what you're doing!

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10 hours ago, BruhBruhThingThing said:

I think its when you leave battles too many times you get labeled with the deserter tag. Not sure though.

Yep, and you got matched up only with other deserters. It took forever to be able to play a game if you had that tag. 

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20 hours ago, Opex-Rah said:

First time I see here someone talking about this obvious TX issue.

Nope, we are not going that way. No chance

Forgive me if I call BS on your words, TO has said it wouldn't do many things yet it did so. Your words are hollow and meaningless.

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On 2/17/2022 at 8:16 AM, Marcus said:
    •  

  • Striker:

    • Min projectile speed decreased from 15-20 to 10-20 m/sec;

    • Max rocket speed increased from 300 to 350 m/sec;

    • Time to reach max rocket speed decreased from 2.0 to 1.5 s.

      • «Remote rocket explosives» augment — no longer affects max rocket speed.

It seems clear now that you have no plans on actually nerfing Striker. Just like with the Freeze change in January.

 

"(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."

Of course, the scores of cries on the forum and in the game for Freeze to be nerfed meant that we liked it the way it was. 

 

On 2/17/2022 at 8:16 AM, Marcus said:
    • .

  • Ares:

    • Damage/Healing radius increased from 10 to 12 m.

Again, this is not enough. If you're keeping the ball speed that high at 18m/sec, you need to considerably increase the damage/healing radius, not slightly like you've been doing. If you're worried about it becoming too brain-dead in the gameplay at lower ranks, you always have the option of making that damage an upgradable paramater. 

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13 minutes ago, TheCongoSpider said:

It seems clear now that you have no plans on actually nerfing Striker. Just like with the Freeze change in January.

 

"(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."

Of course, the scores of cries on the forum and in the game for Freeze to be nerfed meant that we liked it the way it was. 

They buff a turret to be very very OP

Then they nerf it a bit to be just very OP.  Moderators and many players have a logic that everything have to nerfed "just a bit", whatever it was hugely OP or whatsoever. Anything other than that is considered as an overkill and unwisely thinking.

Edited by asem.harbi
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12 minutes ago, TheCongoSpider said:

Again, this is not enough. If you're keeping the ball speed that high at 18m/sec, you need to considerably increase the damage/healing radius, not slightly like you've been doing. If you're worried about it becoming too brain-dead in the gameplay at lower ranks, you always have the option of making that damage an upgradable paramater. 

I think the radius have to be shrinking over distance

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18 minutes ago, asem.harbi said:

I think the radius have to be shrinking over distance

Ares' actual ball lags behind the visual ball. It's less immediately noticeable now because the speed has been doubled. If the radius shrinks over distance, that would make it worse. 

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On 2/17/2022 at 10:09 PM, numericable said:

The equipment change increased to 10 minutes might be in favor of non buyers players as they have 1 or 2 combos. I personnaly have everything maxed but i dont care that much because i never really change equipment in battles, for example, if i want to play ricochet, i will play ricochet no matter of protection (except if everyone has 50%). Even a 10 minutes cooldown leaves opportunity to change combos 3 Times, 1st at 1 or 2 minutes and 2nd at 11 or 12 minutes.

In my experience, it promotes waiting later to swap. You have to see how the flow of the battle is before you swap.

 

You only need two status options offensively now because there's usually ever one or two swaps now, but... you still need a full set of immunities, and less swaps means people who don't have said full sets are punished harder.

 

I would rather they remove equipment swapping entirely so if you have an immunity to someone, that's that. No idiotic pussyfooting around "I have more/have better rays than you :^)", just pure rock paper scissors where all you really need is one status aug and one immunity and there's actual strategy in choosing what you use for when you're in a group or depending on what turret/hull you're using for synergy. It would also bring back the old system of modules in a way, with what you choose being what you get via in-battle lock in rather than economic lock in with paint protections. As for personal anecdote - I think it's pretty telling of how flawed the system is that so many people people pull out thunder protection against a single thunder less than a minute into a match.

 

Equipment swaps existing at all are not healthy for the game with how polarized counters and options are, and how weak other options are. Either fix the game, or commit to removing swaps entirely.

 

AND FOR THE RECORD. LOADOUTS COUNT AS A SWAPPING SYSTEM AND ARE STILL NOT HEALTHY.

Edited by At_Shin
Refrain from using inappropriate language.
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22 minutes ago, Abellia said:

I would rather they remove equipment swapping entirely so if you have an immunity to someone, that's that. No idiotic pussyfooting around "I have more/have better cancer rays than you :^)", just pure rock paper scissors where all you really need is one status aug and one immunity and there's actual strategy in choosing what you use for when you're in a group or depending on what turret/hull you're using for synergy. It would also bring back the old system of modules in a way, with what you choose being what you get via in-battle lock in rather than economic lock in with paint protections. As for personal anecdote - I think it's pretty telling of how flawed the system is that so many people people pull out thunder protection against a single thunder less than a minute into a match.

 

Equipment swaps existing at all are not healthy for the game with how polarized counters and options are, and how weak other options are. Either fix the game, or commit to removing swaps entirely.

Unless they show us the map before hand we HAVE to be able to swap equipment.

Plus... no-swapping punishes those with a variety of combos - many of which may not be fully upgraded - sacrificing some extra MUs for choice.  But those with fully upgraded 1 combo won't care if they can switch - that's all they got.

Many casual players don't play in groups so they don't have the benefit of the synergies you speak of. catering to hard-core but brushing aside the (many) casual players will just kill the game more quickly. I mean - look at the decline in players already.

Edited by wolverine848
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3 minutes ago, wolverine848 said:

Unless they show us the map before hand we HAVE to be able to swap equipment.

Plus... no-swapping punishes those with a variety of combos - many of which may not be fully upgraded - sacrificing choice over some extra MUs.  But those with fully upgraded 1 combo won't care if they can switch - that's all they got.

Most F2P players won’t have many combos upgraded, fully or not. They will probably be using their strongest equipment anyway.

I feel like no equipment changes punishes those with maxed or near maxed garages a lot more.

I am personally warming up to the idea. At least the 9999 GS players won’t feel as invincible as they do now.

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1 minute ago, Opex-Rah said:

This discussion is going in a very curious direction

How about this:

In the pre-match warmup, you allow every player to select a combo from their garage, but there will be no equipment changes beyond that.

Would make for an interesting little experiment.

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