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Patch Update #684 - Released 22nd April 2022


Marcus
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Patch Update #684 - Released 22nd April 2022

 

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

    • (Note) Just like Vaporizer ignites a target, this new augment freezes it.
      We have seen your comments that these augments should also have an explosion or ricochet. We might add such features in the future.

  • The maximum number of players per group has been decreased from 4 to 3.

    • (Note) We have conducted a study to find out how often tankers play in groups of 4 and asked their opinion about such groups in matchmaking. After analyzing the results and taking into account that the matchmaking system works better when the maximum group size is lower, we have decided to reduce the maximum number of players in a group from 4 to 3.

  • Duration of Repair kit’s protection from status effect decreased from 1 to 0.9 s.

    • (Note) Longer protection from status effects duplicates the functions of hull immunity augments. Thus we do not see any reasons to increase the duration. Instead, we are decrease the duration to emphasize not only a new feature of the Repair kit but also to make its use more skill-dependent. 

  • Added lighting for headlights and lamps on turrets and hulls

  • Isida

    • Critical damage (not healing) chance decreased from 12% to 7%.

  • Smoky

    • «Sorted Ammunition» augment

      • The first shot after respawn is critical;

      • Fixed the bug when you shoot to the sky and it doesn’t update critical chance counter. It caused the «Sorted Ammunition» augment to function incorrectly.

  • Thunder

    • Regular damage decreased from 405-810 to 355-710 HP;

    • Critical damage increased from 495-990 to 505-1010 HP;

    • Critical hit chance increased from 15% to 30%;

    • Minimum and average damage ratio increased from 25%-10% to 60%-60%;

    • Radius of weak splash damage decreased from 12-12 to 8-12 m;

    • Radius of average splash damage decreased from 5 to 2 m;

    • Сritical damage explosion radius decreased from 12 to 1 m;

    • Reload duration changed from 3.2-2.3 to 3.3-2.0 s;

    • «Small caliber charging machine» augment:

      • Reload duration decrease changed from 20% to 25%;

      • Regular Damage decrease changed from 20% to 25%;

      • Critical damage no longer decreased;

      • Price increased from 149 000 to 245 000 crystals.

    • «Subcaliber rounds» augment

      • Reload duration decrease changed from 15% to 10%;

      • Projectile speed increase changed from 50% to 100%.

    • «"Sledgehammer" rounds» augments:

      • Range of Max Damage decrease changed from 95% to 80%;

      • Reload duration decrease removed;

      • Added Regular Damage increase of 50%;

    • (Note) The previous version of Thunder allowed dealing effective splash damage with critical hits. The new version is different in that it applies full and critical damage only on direct hits. But splash damage is no longer dependent on distance, and you always deal 60% of damage if your splash damage reached the opponent. We hope that it will make shooting at the ground and obstacles a more viable tactic.

  • Railgun

    • Shot warmup time increased from 1.5 to 1.6 s;

    • Shot reload time decreased from 4.4-2.6 to 4.3-2.5 s;

    • Impact force decreased from 4-12 to 3-9;

    • Changed the sound file so that the moment of the shot and the sound of the shot will be synchronized.

    • (Note) We are glad you like the new and more skill-dependent Railgun. Let’s make it even better.

    • «Hyperspace rounds» augment 

      • Added  a10% increase to the Shot warmup time;

  • Shaft

    • Critical damage increased from 350-700 to 465-930;

    • Critical hit chance increased from 12% to 30%;

    • Initial Field of view increased from 40 to 90 deg.;

    • Final Field of view decreased from 20 to 15 deg.;

    • Aiming acceleration decreased from 27 to 20 units;

    • Scope exit delay decreased from 0.5 to 0.2 s;

    • Scope enter delay decreased from 0.5 to 0.4 s;

    • (Note) New FOV zooms slower when you enter the sniping mode and zooms faster at the end. It will be useful for those players who prefer to make quick scoped shots at short distances.

  • Terminator:

    • Initial rocket speed decreased from 120 to 100 m/s;

    • Max rocket speed (m/s) decreased from 60 to 50 m/s;

    • (Note) A bit more emphasis on melee range fights for the rocket launcher.

  • Containers

    • Freeze’s «Magnetic mix» and «Paralyzing Mix» augments have been added to regular containers;

    • You are guaranteed to get an item of «RARE» rarity every 15 regular containers.

    • You are guaranteed to get an item of «EPIC» rarity every 15 Ultra Containers.

  • Matchmaking equipment change cooldown increased from 14 to 15 minutes.

  • PRO battle equipment change cooldown decreased from 8 to 7 minutes.

  • Fixed the bug with the «Unequip» button for modules in the Garage;

  • Fixed the bug on low resolution screens where the tank in the Garage was displayed on top of the interface.

  • In Rugby mode, the speed of a parachute with a ball has been increased by a third.

 

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6 minutes ago, Marcus said:
  • Critical damage now longer decreased;

now? it's ''no longer''

7 minutes ago, Marcus said:

«Hyperspace rounds» augment 

  • Added  a10% increase to the Shot warmup time

i thought it'll be impact force. such disappointment (but slightly unnoticeable)

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2 minutes ago, Frye said:

Decreasing group members' place isn't good. That will be boring.

 

 

I'm fine with not getting spammed by AP, EMP, Stun and Jammer while getting Paladin Od'ed when I'm in a group of 2 or 3

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Good move on making containers guarantee a rare and an epic. This will encourage more players to buy them from the shop as you'd feel you're getting something worth your money. It's a win-win for buyers, free-to-play players, and developers.

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4 minutes ago, Frye said:

Decreasing group members' place isn't good. That will be boring.

 

 

Maybe for you, but I believe it will influence the MM system in general positively.

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Glad to see the reduced group size ^^

15 minutes ago, Marcus said:

Freeze’s «Magnetic mix» and «Paralyzing Mix» augments have been added to regular containers;

Would very much like to get them now ^^

14 minutes ago, Marcus said:

Railgun

  • Shot warmup time increased from 1.5 to 1.6 s;

Now this is  bad ?

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13 minutes ago, Marcus said:

Containers

  • Freeze’s «Magnetic mix» and «Paralyzing Mix» augments have been added to regular containers;

  • You are guaranteed to get an item of «RARE» rarity every 15 regular containers.

  • You are guaranteed to get an item of «EPIC» rarity every 15 Ultra Containers

Can you please add this for legendary and exotic items too?

It would motivate us to play and earn containers as the garanty to get a good item would be assured. This would work like this:

1/100 container would be a legendary item and the same goes for exotic but with its respective drop chance. This can be perceved as a buff for unlucky players and a nerf for lucky players. But one thing is sure, i would be so excited to see which legendary item i would get for each piece of 100 containers.

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13 minutes ago, Marcus said:

The maximum number of players per group has been decreased from 4 to 3.

I can already tell this is going to affect MM quite a bit, especially the smaller 6vs6 maps.

14 minutes ago, Marcus said:

Added lighting for headlights and lamps on turrets and hulls

Can't wait to check it out in night mode maps!

14 minutes ago, Marcus said:

Smoky

  • «Sorted Ammunition» augment

    • The first shot after respawn is critical;

    • Fixed the bug when you shoot to the sky and it doesn’t update critical chance counter. It caused the «Sorted Ammunition» augment to function incorrectly.

Very interesting change, I might have to try it out one day. ?

15 minutes ago, Marcus said:

Containers

  • You are guaranteed to get an item of «RARE» rarity every 15 regular containers.

  • You are guaranteed to get an item of «EPIC» rarity every 15 Ultra Containers.

Looks like I can finally get something else than supplies or crystals from Ultra Containers. ?

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Finally a Thunder rework, I am gonna go and test it tomorrow and report here.

 

However, with sledgehammer it seems like we are talking about 1065 dmg per shot with 2 sec reload and a crit of 1010 hp.

Doesn't seem too bad for now.

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  •  

    Quote

     

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

      .
      • We have seen your comments that these augments should also have an explosion or ricochet. We might add such features in the future.

     

    •  

I haven't even said a word on this yet..lol  will wait it out to  see how it  works  ..

  •  

    Quote

     

    • The maximum number of players per group has been decreased from 4 to 3.

      • (Note) We have conducted a study to find out how often tankers play in groups of 4 and asked their opinion about such groups in matchmaking. After analyzing the results and taking into account that the matchmaking system works better when the maximum group size is lower, we have decided to reduce the maximum number of players in a group from 4 to 3.

     

    •  

  • when you are you relating it to group's.  your referring to Friend groups ?

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16 minutes ago, Marcus said:

The maximum number of players per group has been decreased from 4 to 3.

  • (Note) We have conducted a study to find out how often tankers play in groups of 4 and asked their opinion about such groups in matchmaking. After analyzing the results and taking into account that the matchmaking system works better when the maximum group size is lower, we have decided to reduce the maximum number of players in a group from 4 to 3

Hello developers, do you not see the problem? The problem is not in grouping itself, it is in the equipment they use. Are you so stubborn not to change the equipment, and instead change another factor that didn't have anything to do with the unbalance. I'm am sure that you are aware of the fact. Please, change the right thing

I hope you will see this lostvand realize your mistake. ?

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4 minutes ago, Bydo said:

when you are you relating it to group's.  your referring to Friend groups ?

Yes, it is being talked about the time when you group with other tankers or friends, means now only 3 players can group together at once.

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1 minute ago, Incorp said:

Hello developers, do you not see the problem? The problem is not in grouping itself, it is in the equipment they use. Are you so stubborn not to change the equipment, and instead change another factor that didn't have anything to do with the unbalance. I'm am sure that you are aware of the fact. Please, change the right thing

I hope you will see this lostvand realize your mistake. ?

Developers have admitted there will always be some form of meta equipment, as it´s always been. Reducing the max. group size at least reduces the potential power gap between teams.

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7 minutes ago, 2shots2kills said:

Finally a Thunder rework, I am gonna go and test it tomorrow and report here.

 

However, with sledgehammer it seems like we are talking about 1065 dmg per shot with 2 sec reload and a crit of 1010 hp.

Doesn't seem too bad for now.

Presumably still no crits for Sledgehammer, though.

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Just now, Abellia said:

So...

Sledgehammer.
2 second reload, 16 meters of 1000+ damage, 42 meters of 750+ damage.

I am going to enjoy this patch.

Thunder will become the new meta soon, zero to hero going strong!

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11 minutes ago, i.Alfi said:

Looks like I can finally get something else than supplies or crystals from Ultra Containers. ?

but it's too important as long as they are reduced

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2 minutes ago, frederik123456 said:

Thunder will become the new meta soon, zero to hero going strong!

Nahhh not meta. It's not strong enough to beat out the ridiculous stat buffs inherent to having status effects, unfortunately.

 

3 minutes ago, frederik123456 said:

Developers have admitted there will always be some form of meta equipment, as it´s always been. Reducing the max. group size at least reduces the potential power gap between teams.

Now, what about those mass status augment nerfs, eh? When are those coming?

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7 minutes ago, Abellia said:

Presumably still no crits for Sledgehammer, though.

Ouch, you are right I forgot about that... I think I'll go cry in a corner rn

 

 

Edit: so this means that Striker will still be way better of a choice, no contest about it. 

Striker: 900dmg / 1.6 reload / 1700Crit + various useful Augments + lock on feature/salvo

Thunder /w Sledgehammer: 1065dmg/ 2.0 reload/ No Crit + .... (also, the damage decreases with range) 

Edited by 2shots2kills
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7 minutes ago, 2shots2kills said:

Ouch, you are right I forgot about that... I think I'll go cry in a corner rn

Sledgehammer will (probably) still be beating things up though.

It won't be as good as Missile Launcher Hunter, but I think a skilled Sledgehammer unironically might be able to make it work as well as a skilled Striker. Remember, flat 60% - this is even at the very edge of your splash damage - and also, you have a small window to be doing 1k+ damage. That's pretty big.

Edited by Abellia

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Let me sum this up...

Cryo Field for Ricochet - Another boring copy/paste augment

Group size reduction - Good, now nerf paladin and status augments given they're what makes playing against groups of buyers so aggravating in the first place

Repair kit status immunity - Given you added such a stupidly busted augment for ricochet that is buyer exclusive in the cosmonautics day mini-game... mixed feelings

Isida crit nerf - Not good enough, crits aren't the problem with isida, it's the vampire augment which needs nerfing instead

Sorted Ammunition - I have it, not used it, seems pretty good when your base is overrun and spawnkilling is an issue

Thunder changes - An overhaul of a turret you killed for so long, I'm interested in seeing it in action to see if its worth my time or if it'll remain a turret which sits dormant in my garage

Railgun changes - Not as big of a nerf as I anticipated which I enjoy, hyperspace rounds is something people complain about now because they hate how effective it is, especially the buyers given it is an augment available for crystals. I find it very useful in TJR if you can line a couple tanks up. Easy wins. Just depends on map and timing, timing will be even more essential now. 

Shaft changes - I'm a man who loves shaft (take that as you will, dirty minded or not) and any buffs to it are very welcome in my eyes to make up for the long reload that shockingly didn't kill the turret. 

Terminator changes - I stick with long range attacks in juggernaut rather than going face-to-face. I have nothing wrong with people who tackle them with short-range turrets, it's just not my style. Won't really affect me overall, I try to avoid becoming juggernaut myself given it's so cancerous to control with mouse controls in my experience. 

Container changes - Freeze augments... copy/paste garbage which will become so much more common on the battlefield. Guaranteed rare/epic rarity drops when opening 15 at a time, for ultras it's not bad but for "rare" rarity in regular containers it's pretty garbage still given you'll just get 100 repairs more often than not. 

Equipment change time - I have nothing against removing equipment changing in the midst of a battle, but the system you're going for is completely wrong. In my opinion, in the start of a battle, the first 30 seconds should disable the ability to hurt the enemy team or go to their base altogether and that it should be the only window of opportunity in the battle to change equipment. Let me set the scene... you load into a battle, you get to look at the enemy team augments/protections and the map. You go to your garage and change accordingly for the setup you'll use in the battle and that is it, you can't change anymore. Done, sorted. In this system, your base wouldn't be able to be spawn-camped before the actual battle begins (flags/points spawn) and you won't have to deal with people swapping immunities/protections mid battle forcing you to switch also. Rather than the stupid pre-set system that was advertised in the VLOG. 

'Nuff said, Pce~

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