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Patch Update #683 - Released 8th April 2022


Marcus
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18 hours ago, Opex-Rah said:

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

Seeing as you've posted, I might as well ask - what was the point of reducing Railgun's damage and increasing its critical chance when Booster was reworked, only to bring its damage back up and decrease its critical chance? The past few railgun changes have taken the weapon almost nowhere, with the slight changes of higher normal damage and flat rather than variable crit chance, with the same average.

 

What was the original intention when reworking Railgun to be dependent on booster, and was that intention successful, or not? I would assume it was not, as evidenced by the current change buffing the damage back up and crit rate back down.

 

17 hours ago, yellowghetto said:

It will not work now because of more players in matches, there are too many Augments causing customizability,

Contrarily, this is exactly why swapping is unhealthy for the game. Who wins, the guy who can pull out any cancer ray and can pull out any immunity, or the guy who doesn't even have a choice between cancer rays and immunities? Being able to guarantee your status will work/guarantee you have immunity is awful, and is compounded by the ability to play in groups/the lack of coordination between most random players.

Not having swapping would hurt you maybe, but it certainly wouldn't hurt new legends who are coming up with crystal augments on their turrets and hulls as their only options. 

Unless you're saying you wouldn't like to close the gap between buyers and free players.

 

15 hours 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. 

Oh right. @Opex-Rah another question - what is the point of buffing the critical damage of Thunder? The only changes that have occurred are that critical hits with booster can oneshot unprotected light hulls, and that a normal hit and a critical hit with booster can kill a protected light hull. In what ways does this solve the fundamental problems with Thunder, being that its damage output is too low in all areas, leading it to be outclassed by striker? The argument that striker is more difficult to use does not hold up anymore - a mediocre striker player will typically beat a skilled thunder player.

 

What are the reasons for the recent changes, and what is intended to be done about this problem? 

 

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9 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%

I don't agree with this nerf, before it was two shots viking users mk8 and then it got nerfed and once again you're re-nerfing it again, they're abusing

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16 minutes ago, Yveltal9 said:

I don't agree with this nerf, before it was two shots viking users mk8 and then it got nerfed and once again you're re-nerfing it again, they're abusing

It hardly is a nerf, IMO. Look at that reload time decrease. Coupled with the overall Railgun buff, I think it will do very well.

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As a full mk7 Thunder the critical damage doesn't affect me since I'm using Sledgehammer so the same damage per shot for me unfortunatly...nothing new, I still think Thunder is underpowered, even some Ricos and Twins at mid-range can kill me if I'm not careful...

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11 minutes ago, brunou2 said:

As a full mk7 Thunder the critical damage doesn't affect me since I'm using Sledgehammer so the same damage per shot for me unfortunatly...nothing new, 

Might be underpowered because you're using a generally terrible augment. Try Subcalibre Rounds if you have it. 

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8 minutes ago, TheCongoSpider said:

Might be underpowered because you're using a generally terrible augment. Try Subcalibre Rounds if you have it. 

It's not a generally terrible augment. In fact, it was THE best for thunder prior to the critical damage update. For me, thunder is meant for splash damage. Subcalibre rounds take away the experience. The only way I see thunder making an actual comeback, is if they add critical damage to Sledgehammer. 

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12 hours ago, Marcus said:

 «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

Always read the find print!

Bruh so sad about this change, but I think the damage reduction won't effect it; it's simply  changing along with new railgun; same damage as before?

As for impact force, why in the world?

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27 minutes ago, Incorp said:

As for impact force, why in the world?

Probably to make it more of a damage augment rather than generally utility. 

 

27 minutes ago, Incorp said:

Bruh so sad about this change, but I think the damage reduction won't effect it; it's simply  changing along with new railgun; same damage as before?

There is no damage reduction happening. This is a damage buff. 

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1 minute ago, TheCongoSpider said:

Probably to make it more of a damage augment rather than generally utility. 

 

There is no damage reduction happening. This is a damage buff. 

Well, YAY!!!!!!! 

It is so powerful already ?

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59 minutes ago, King.David said:

It's not a generally terrible augment. In fact, it was THE best for thunder prior to the critical damage update. 

Prior to the critical hit update. An update that happened an entire year ago. 

1 hour ago, King.David said:

It's not a generally terrible augment. In fact, it was THE best for thunder prior to the critical damage update. For me, thunder is meant for splash damage. Subcalibre rounds take away the experience. The only way I see thunder making an actual comeback, is if they add critical damage to Sledgehammer. 

They significantly reduced the normal splash damage of Thunder, and then removed the critical hits of Sledgehammer. What makes you think Sledgehammer will make a grand comeback with critical damage when the majority of your damage will be the same as now? Turrets have multiple augments. There are other augments that exist in the game, you know. Small Calibre Charging Machine exists. Adrenaline exists. 

 

Thinking Sledgehammer is the only viable Thunder augment even after all this time had passed is being narrow-minded. 

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1 hour ago, Incorp said:

Always read the find print!

Bruh so sad about this change, but I think the damage reduction won't effect it; it's simply  changing along with new railgun; same damage as before?

As for impact force, why in the world?

i don't really see it weak because base damage is increased, stabilized round is the one that became a bit UP

as for impect force i should agree with you

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13 hours ago, Marcus said:

«Large calibre rounds» augment

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

  • Critical damage increase is 35% instead of 20%

Even though critical damage is buffed, this alt is still no longer fun especially if you don't have luck of getting often critical damage and now the regular damage is reduced + a harder reloading time. Better buff this alteration by maybe reducing reloading time, at the old time, it was goated, it could one shot almost every m4 tanks with dealing 3700 damage

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2 minutes ago, Yveltal9 said:

And now the regular damage is reduced 

It is a net buff in regular damage compared to before. Previous damage was 840. The new damage bonus is applied to the NEW Stock damage, which is 990 damage. That 5% bonus allows it to cross 1,000 base damage, which allows it to one-shot unprotected light hulls.

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6 hours ago, frederik123456 said:

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.

I really hope I'm wrong about my answer because the last couple of updates (last weeks and this weeks) have restored a small amount of faith in them. But anyway, I think they're slightly buffing thunder so that they can eventually add status augments to it and make money off of it.

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19 minutes ago, TheCongoSpider said:

 

Thinking Sledgehammer is the only viable Thunder augment even after all this time had passed is being narrow-minded. 

You don't think I'm aware of the other augments? I've played with the others prior to the critical damage update, and quite frankly, they were nothing compared to Sledgehammer. Players have their preference. It doesn't mean they should be forced to use other augments just because it's viable. If the developers were planning on adding critical damage, then why not add it on all augments to make it just a little fairer (as dumb as that sounds in Tanki). Give critical damage to Sledgehammer and see how many players start back using Thunder. 

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2 minutes ago, King.David said:

You don't think I'm aware of the other augments? I've played with the others prior to the critical damage update, and quite frankly, they were nothing compared to Sledgehammer. 

As I say again, that was an ENITRE year ago. Have you not seen the number of balance changes that have occured since then?

 

3 minutes ago, King.David said:

Players have their preference. It doesn't mean they should be forced to use other augments just because it's viable. If the developers were planning on adding critical damage, then why not add it on all augments to make it just a little fairer (as dumb as that sounds in Tanki). 

They all had it and was taken away for one augment. All Striker augments haf critical damage and it was taken away from Uranium. All Freeze augments had critical damage and it was taken away from Shock Freeze. Which goes down to this...

 

6 minutes ago, King.David said:

Give critical damage to Sledgehammer and see how many players start back using Thunder. 

...Why do you insist so FERVENTLY that Sledgehammer be the centre of attention for this turret. You make it sound like Sledgehammer is the life and soul of Thunder. You see Thunder as a splash damage turret but refuse to use the other Thunder augments that give splash damage AND critical hits. What is it about Sledgehammer Rounds that is so hypnotic that it is the only Thunder augment that is allowed to exist in players' minds? 

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2 hours ago, King.David said:

It's not a generally terrible augment. In fact, it was THE best for thunder prior to the critical damage update. For me, thunder is meant for splash damage. Subcalibre rounds take away the experience. The only way I see thunder making an actual comeback, is if they add critical damage to Sledgehammer. 

It is a generally abhorrent augment in its current state. It was the best for Thunder prior to the critical damage update, but unfortunately not much past it. As for "thunder is meant for splash damage" - that is unfortunately just no longer the case anymore. Statistically, its splash damage is significantly worse than Striker missiles and even Gauss arcade shots - which retain 90% damage at 5 meters and 4 meters from ground 0, respectively, compared to Thunder's 25% retainment at 5 meters. It also simply doesn't hit anywhere near as Striker and Gauss.

Adding critical damage to Sledgehammer will not do anything. It will still have a rather pathetic 15 meters to feasibly do enough damage to kill a medium hull within four shots, and its reload, while once considered best-in-class (1.65 seconds when Thunder's reload was 2.2 seconds, with the class being the 750-999 damage dealers), is now rather pathetic - it has been increased to 1.72 seconds, and considering its pathetic range, there is little reason to use it over options which outclass it both in damage potential and range - Strikers, HPAS Smoky, SBE Shaft, and when paired with booster, Gausses, and other Shafts. 

I get that there is nostalgia value and plenty of satisfaction with being able to see the slow projectiles fly to your target, but the glory days of Sledgehammer are over.

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44 minutes ago, TheCongoSpider said:

 

...Why do you insist so FERVENTLY that Sledgehammer be the centre of attention for this turret. You make it sound like Sledgehammer is the life and soul of Thunder. You see Thunder as a splash damage turret but refuse to use the other Thunder augments that give splash damage AND critical hits. What is it about Sledgehammer Rounds that is so hypnotic that it is the only Thunder augment that is allowed to exist in players' minds? 

Maybe because it was the life and soul of Thunder. Genuine question, how popular is Thunder usage now? I can tell from my experience, it has been on a massive decline since the majority of players used Sledgehammer, don't even deny that. That's why I'm insisting on buffing it, because it was good holistically even against 50% protection, especially seeing that match making favors smaller maps, I wouldn't mind giving up that decreased max damage range for a faster reload and greater short-medium range damage. Unless of course, new augments are added....

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7 hours ago, BruhBruhThingThing said:

I really hope I'm wrong about my answer because the last couple of updates (last weeks and this weeks) have restored a small amount of faith in them. But anyway, I think they're slightly buffing thunder so that they can eventually add status augments to it and make money off of it.

Status effects will probably becoming to Thunder after it gets an augment like Turbo Plasma Accelerators, Blunderbuss, and the new Ricochet augment - which seem to hint that they're done slapping status effects on augments and calling it a day - instead they'll be slapping a mechanically nonsensical augment that's strong on a turret, and then moving to status spam.

 

5 hours ago, King.David said:

Maybe because it was the life and soul of Thunder. Genuine question, how popular is Thunder usage now? I can tell from my experience, it has been on a massive decline since the majority of players used Sledgehammer, don't even deny that. That's why I'm insisting on buffing it, because it was good holistically even against 50% protection, especially seeing that match making favors smaller maps, I wouldn't mind giving up that decreased max damage range for a faster reload and greater short-medium range damage. Unless of course, new augments are added....

I agree with buffing Sledgehammer, but I don't think it needs crits - they really would not do anything. I would just amp its current gimmick up further like you said - I think the final stats I came up with it were something like -55% reload, 50 meter max damage range. That would sit it pretty comfortably in comparison to the other top tier augment in its damage category, Missile Launcher Hunter - faster reload in exchange for a severe range penalty, as opposed to current Sledgehammer - slower reload and a severe range penalty. 

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14 hours ago, fire_shoter said:

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.

I remind you that these changes are based on the ideas of the players. So they (devs) do what the players ask for, and if it has been implemented, it means that a large part of the players have agreed.

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I like the new Repair kit, not much of a difference from freezing and burning effect because already experienced its change with repair before but against AP and Stun, I saw a huge opportunity to defend myself, appreciate the change ^^

5 hours ago, numericable said:

Lol they also added new legacy skins for smoky and wasp

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1 hour ago, NikmanGT said:

I like the new Repair kit, not much of a difference from freezing and burning effect because already experienced its change with repair before but against AP and Stun, I saw a huge opportunity to defend myself, appreciate the change ^^

It seems like EMP is slightly better off than AP since AP can be disabled during its effect while EMP prevents you from being able to repair as we all know. Likewise with stun.

This may end up being quite a significant nerf to AP augments, especially if you use one of the drones that shortens repair kit reloads.

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