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Patch Update #683 - Released 8th April 2022


Marcus
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13 minutes ago, Opex-Rah said:

Uuuuuuhh, someone making a dangerous bet leaving himself no chance to backtrack ?

you mean herself out..

and no i'm not sir. if you think about it we all ready have a long range augment for ricochet and it gives players everything a ricochet was meant to be. so why add another long range augment but has nothing to offer or to improve a ricochet players game. all I see is what I said above about it coming across as another rail/ hammer cross breed .

and I did say I was going to try it once to see how it works , but i'm not changing .. I love My RICOCHET been using it from the day I started back in 2013 . I have used other turrets  but its not as good as my ricochet.

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8 minutes ago, Bydo said:

you mean herself out..

and no i'm not sir. if you think about it we all ready have a long range augment for ricochet and it gives players everything a ricochet was meant to be. so why add another long range augment but has nothing to offer or to improve a ricochet players game. all I see is what I said above about it coming across as another rail/ hammer cross breed .

and I did say I was going to try it once to see how it works , but i'm not changing .. I love My RICOCHET been using it from the day I started back in 2013 . I have used other turrets  but its not as good as my ricochet.

I dont know what this new augment has to do with either hammer or railgun. It is a long range augment unlike hammer and it shoot 7 rapid bullets unlike railgun. For me, it is like rapid fire mode augment for shaft but with 7 bullets.

Also, it is a pay2win augment, how are you going to try it out? ?

Edit: you finally said it is a railgun with the hammer mechanics, my bad. Tho, it can be very fun too. I wish i could get it

Edited by numericable
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3 minutes ago, Bydo said:

you mean herself out..

I beg your pardon

3 minutes ago, Bydo said:

if you think about it we all ready have a long range augment for ricochet and it gives players everything a ricochet was meant to be. so why add another long range augment but has nothing to offer or to improve a ricochet players game

The beauty of the augment system is that if something is not your jam, it might be someone else's jam.

5 minutes ago, Bydo said:

I love My RICOCHET been using it from the day I started back in 2013 . I have used other turrets  but its not as good as my ricochet.

Please do not end up one of those people who hate others for turrets they play...

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3 minutes ago, numericable said:

I dont know what this new augment has to do with either hammer or railgun. It is a long range augment unlike hammer and it shoot 7 rapid bullets unlike railgun. For me, it is like rapid fire mode augment for shaft but with 7 bullets.

Also, it is a pay2win augment, how are you going to try it out? ?

remember I'm a buyer , so for me to buy it , it has to be worth the money value.

1 minute ago, Opex-Rah said:

I beg your pardon

The beauty of the augment system is that if something is not your jam, it might be someone else's jam.

Please do not end up one of those people who hate others for turrets they play...

sir I'm a lady ( basically around your parents age) . I will not stop others from using what turret they like , I merely only stated how I felt it was coming across as. for trying it out I would end up having to buy it if its for sale.. if not then wait until I do end up getting it from containers or other?.  Until then I will stick to the oldie but goodie Ricochet..

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7 minutes ago, Bydo said:

basically around your parents age

Wow, kudos to you. I wish my parents could play Ricochet in their 70-s

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3 hours ago, Marcus said:

Repair kit now can remove all applied status effects and protect from status effects for 1 second

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insane love it now buyers will not be too strong

3 hours ago, Marcus said:

Ricochet

  • «Minus-field stabilization» augment

    • Maximum range increase is now 200% instead of 100%

thanks i love this aug and with my new LC it will be perfect

3 hours ago, Marcus said:

Thunder

  • Critical damage increased from 450-900 to 495-990 HP

its enough to make a grown man cry keep going until it gets 1020 like old times

great updates this time

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1 hour ago, Marekos1111 said:

Seems like Railgun will be OP, can't wait to test it tomorrow. 

It just going to be normal turret.

I miss when Railgun had 1200 dmg per shot.

Edited by Mr.Spark
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3 hours ago, Marcus said:

Electromagnetic accelerator "Scout"» augment

  • Regular damage decreased by 18%; 

  • Critical damage decreased by 34% instead of 40%; 

  • Shot warmup time decrease is 20% instead of 30%; 

  • Reload time decrease is 50% instead of 20%; 

  • Impact force decrease is 50% instead of 40%

Our scout is back ?

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9 minutes ago, Opex-Rah said:

Wow, kudos to you. I wish my parents could play Ricochet in their 70-s

I'm not that old but will be 60 in Sept. Thanks for the Kudos

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Good Railgun change. It was so broken with 50% crit chance.

 

4 hours ago, Marcus said:
  • Matchmaking equipment change cooldown increased from 13 to 14 minutes.

  •  

Devs. If you do this. It means you have to release Presets, or some new switching mechanic by next patch updates. Otherwise there is no point in entering matches. Your original formula of no switching worked in original Tanki because of the smaller amount of players in a match and the limited combos you can use. It will not work now because of more players in matches, there are too many Augments causing customizability, and this greatly impacts the game balance.

You don't want players to leave matches? Well if we lock changes, you don't need to worry about players leaving matches. You should worry about more players leaving the game. ?‍♂️

 

4 hours ago, Marcus said:
  • Fixed the way all augments work when Viking’s overdrive is activated

  • (Note) In this version of the characteristics, the convenience of turret control is exchanged for an increase in its power. Shot warmup time has significantly increased, and may increase even more in future updates.

IS THIS A VIKING NERF ?

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4 hours ago, Marcus said:

A new augment for Ricochet has been added to Ultra Containers — «Helios».

ME WANT!

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1 hour ago, Opex-Rah said:

Uuuuuuhh, someone making a dangerous bet leaving himself no chance to backtrack ?

Wowza are we active today!

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The devs are always a few battle passes ahead . This bp has shaft alt and in next 1-2 bp alt's for firebird and freeze will be present which they added a while back. After that they had to go for short range turrets alt's . Since hammer and twins have a lot of legendary alt's it would be no problem for devs but rico has only one legendary alt which has already come in battle pass earlier. So this alt will give them a chance to go for a rico alt in battle pass which is not recycled. Railgun and Thunder have also received buffs recently and I highly expect that the next new alt would be for one of these turrets.     

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33 minutes ago, Maf said:

ME WANT!

Me see you in battle. Me leave.

Seriously though, imagine crisis and Helios in juggernaut 

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4 hours ago, Marcus said:

A new augment for Ricochet has been added to Ultra Containers — «Helios».

Nice to see Ricochet is getting some attention again. The new augment sounds pretty cool.

4 hours ago, Marcus said:

Thunder

  • Critical damage increased from 450-900 to 495-990 HP

I honestly like where this is going, it might actually make Thunder a bit more usable in MM.

4 hours ago, Marcus said:

Requirements for the «Be in the winning team of N battles» are decreased from 3/4/5 to 2/3/4.

Requirements of the «Be in the winning team of N battles in any matchmaking battles» decreased from 10-20-30 to 5-7-10.

These two changes to the missions were more than needed this time. Glad you listened to the players.

 

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20 minutes ago, tank7 said:

The devs are always a few battle passes ahead . This bp has shaft alt and in next 1-2 bp alt's for firebird and freeze will be present which they added a while back. After that they had to go for short range turrets alt's . Since hammer and twins have a lot of legendary alt's it would be no problem for devs but rico has only one legendary alt which has already come in battle pass earlier. So this alt will give them a chance to go for a rico alt in battle pass which is not recycled. Railgun and Thunder have also received buffs recently and I highly expect that the next new alt would be for one of these turrets.     

Nah, trust me, they will give again ricochet AP augment, dont expect them to give out Helios in BP anytime soon.

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6 hours ago, Marcus said:

Update_wide_1006_EN.jpg

 

Patch Update #638 - Released 8th April 2022

 

  • A new augment for Ricochet has been added to Ultra Containers — «Helios».

    • (Note) This augment doesn’t apply any status effects and doesn’t increase critical damage chance. With this augment, this is no longer Ricochet.
      This is a new sniper plasma-gun. It significantly increases both range and rate of fire. You only have enough energy for 7 shots which are launched as a continuous burst at the target. You need to play this new Ricochet in a different way. 

  • Repair kit now can remove all applied status effects and protect from status effects for 1 second

    • (Note) It may seem that one second is not enough. Maybe. But even one second may be enough to make some overdrives completely useless against you. We will keep an eye on how you use this new feature.

  • Ricochet

    • «Minus-field stabilization» augment

      • Maximum range increase is now 200% instead of 100%

  • Thunder

    • Critical damage increased from 450-900 to 495-990 HP

  • Railgun

    • Regular damage increased from 350-700 to 495-990

    • Critical damage increased from 655-1310 to 755-1510

    • Critical damage chance decreased from 50% to 30%

    • Shot warmup time increased from 1.1 to 1.5 seconds

      • «Reinforced aiming transmission» augment

        • Turret rotation speed increase is 50% instead of 40%; 

        • No longer decreases vertical auto aim; 

        • Price increased from 149 000 crystals to 245 000 crystals

      • «Round stabilisation» augment

        • Regular damage increase is now 20% instead of 33%; 

        • Critical damage decrease is 20%; 

        • Penetration is no longer increased; 

        • Critical damage chance is no longer zero;

        • Price increased from 96 000 crystals to 245 000 crystals

      • «Large calibre rounds» augment

        • Regular damage increase is 5% instead of 20%;

        • Critical damage increase is 35% instead of 20%

      •  «Round destabilisation» augment 

        • No longer increases critical damage

        • Instead increases critical damage chance to 50%

      • «Electromagnetic accelerator "Scout"» augment

        • Regular damage decreased by 18%; 

        • Critical damage decreased by 34% instead of 40%; 

        • Shot warmup time decrease is 20% instead of 30%; 

        • Reload time decrease is 50% instead of 20%; 

        • Impact force decrease is 50% instead of 40%

      •  «"Death Herald" compulsator» augment 

        • No longer increases shot warmup time

        • Instead increases shot reload time by 15%

      •  «Hyperspace rounds» augment

        • Regular damage increase is 20% instead of 45%; 

        • Impact force decrease is 100% instead of 25%; 

        • Penetration increase is 250% instead of 100%

      •  «Incendiary Rounds» augment

        • Shot warmup time is no longer increased

        • Critical damage decreased by 33%

        • Critical damage chance increased from 30% to 50%

      • «Cryo Rounds» augment 

        • Shot warmup time is no longer increased

        • Critical damage decreased by 33% 

        • Critical damage chance increased from 30% to 50%

      • «EMP Rounds» augment

        • Shot warmup time is no longer increased

        • Critical damage decreased by 33% 

        • Critical damage chance increased from 30% to 50%

      • «Stun Rounds» augment 

        • Shot warmup time is no longer increased

        • Critical damage decreased by 33% 

        • Critical damage chance increased from 30% to 50%

      • «Super Armor-Piercing Rounds» augment 

        • Regular damage is no longer increased; 

        • Critical damage decrease is 33% instead of 20%; 

        • It is possible to deal critical damage right after a critical shot again

    • Fixed the way all augments work when Viking’s overdrive is activated

    • (Note) In this version of the characteristics, the convenience of turret control is exchanged for an increase in its power. Shot warmup time has significantly increased, and may increase even more in future updates.

  • Daily missions

    • Requirements for the «Be in the winning team of N battles» are decreased from 3/4/5 to 2/3/4.

    • Requirements for the «Finish N battles in any mode» are increased from 2/3/4 to 3/4/5.

    • Requirements for the «Earn crystals in X mode» are doubled.

    • Requirements for the «Capture N flags», «Capture N balls», «Destroy N Juggernauts» are decreased to 1.

    • (Note) We tried to equalise the level of difficulty of missions.

  • Weekly missions

    • Requirements of the «Be in the winning team of N battles in any 

 

Play_Button_EN.png

Well done tanki, you ruined ap totally with these new repair feature. Just beacuse some players were constantly crying beacuse they were dying to often by ap and emp pfff. Weapons which constantly shot wont feel these ap and emp nerf, but weapons like magnum, shaft, gauss, railgun will suffer heavy. 

Edited by fire_shoter
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1 hour ago, 2shots2kills said:

Thunder is still in need of a rework, I am afraid that those small changes are not going to be enough to make it playable. 

True, but I appreciate the constant small buffs that are being provided to Thunder rather than no buff at all.

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1 hour ago, NikmanGT said:

True, but I appreciate the constant small buffs that are being provided to Thunder rather than no buff at all.

It is a trend I believe. Thunder will be getting small buffs in span of several patch notes and will be getting incrementally stronger. I wouldn't be surprised if it actually got a very interesting premium augment soon too, and I'm all for it.

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I'm very curious to see the results of the new repair kit. I appreciate that now we have some means of countering multiple status effects that is available to all players. It's very interesting how it require to sacrifice your ability to heal later for status immunity now, that could lead to some interesting gameplay.

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