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Patch Update #684 - Released 22nd April 2022


Marcus
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55 minutes ago, Marcus said:

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

I was going to put the clip of the bug in troll montage xD

 

55 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.

Marcus ?

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14 minutes ago, Annihilation said:

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

That's just gonna end up in the enemy switching to Status effect X and immunity X to counter you, nothing different to how it currently is

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3 minutes ago, TXDOT said:

Who did they “consult” when asked about the number of people in a group?

their selves ? who else you think?!

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5 minutes ago, TXDOT said:

Who in the hell did they “consult” when asked about thr number of people ina group?

angry buyer 4-paladins-in-group noises?

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Interesting changes to thunder ,hope it becomes somewhat playable after the patch. Also Helios needs a nerf , people destroy my tank faster than the server ping . 

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2 hours ago, Marcus said:
  • Matchmaking equipment change cooldown increased from 14 to 15 minutes.

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What's the point of leveling equipament if i can't use them? Joke!

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3 minutes ago, LambSauce said:

This game is basically status effect roulette at this point.

That is how game keep going, people playing 10 years already bored with max turret, hull, drone, modules, and all crystal augment,

Only status augment and hull immu augment are the things keep them playing.

Old days, the only thing buyer can buy are supplies, like we all have thousands free supplies these days

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46 minutes ago, wild001 said:

That is how game keep going, people playing 10 years already bored with max turret, hull, drone, modules, and all crystal augment,

Only status augment and hull immu augment are the things keep them playing.

Old days, the only thing buyer can buy are supplies, like we all have thousands free supplies these days

Hard disagree.

I think nostalgia is keeping a lot of the old players from leaving. And wanting to see how the game progresses.

Status effects are cool and all but they were implemented in the dumbest possible fashion. The crit rate should have been way lower and the effects should last no more than two seconds (with the exception of burning and freezing). Hazel really screwed up with the status effects and as a result everyone is a glass canon.

Edited by LambSauce
Grammar
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  • Developer
11 minutes ago, LambSauce said:

Hazel really screwed up with the status effects and as a result everyone is a glass canon.

To be fair, we do need to fix status length and crit rate. Not that many turrets use status effects to get proven conclusions yet.
We'll get there, eventually.

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1 hour ago, TXDOT said:

Who in the hell did they “consult” when asked about thr number of people ina group?

Marcus "consulted" me couple weeks ago lol, it was a survey with questions like "how hard it is to play against 4 people group" or "can you notice if 2 people are in a group" etc.
Edit: it was exactly 7 days ago not couple weeks

Edited by DokanPerfect
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Equipment change. Where are the presets? 
 

Thunder change. Interesting.... I still cannot imagine Thunder being viable, with Sledgehammer Rounds having no crit, and such a huge damage drop off of projectile over distance, what’s the point?

Default Thunder reloads too slow, and it’s best Augment is probably Adrenaline 

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1 hour ago, TXDOT said:

Who in the hell did they “consult” when asked about thr number of people ina group?

Players. Several of us got surveys.

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7 minutes ago, yellowghetto said:

Oh yeah, also MM groups decreased to 3? Terrible update ???

Why? Because you and your clanmates will no longer be able to team up as a group of four and ruin MM as effectively?

Edited by LambSauce
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5 minutes ago, yellowghetto said:

Oh yeah, also MM groups decreased to 3? Terrible update ???

 

Just now, LambSauce said:

Why? So you and your clanmates will no longer be able to team up as a group of four and ruin MM?

status effect coverage nerfs ????

He can keep malding about it.

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24 minutes ago, Opex-Rah said:

To be fair, we do need to fix status length and crit rate. Not that many turrets use status effects to get proven conclusions yet.
We'll get there, eventually.

It is simple. You take the statistical advantage that the status augments are given by the status, and you cut it off. I have posts about this.

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I would like developers to take this suggestion in application: instead of releasing each week, or each couple of weak a new p2w augment for the SAME TURRET, please make new p2w augments for different turrets each times. Like 2 weeks ago we got 3 rico augments, now we get freezing rico, and next weeks, we will probably see stunning/emp rico. 

Can we see a week its a rico new augment, then the next week it would be a gauss augment, then a striker one, then a shaft one etc

It result in seeing many turrets WITHOUT or with only one p2w augment such as: thunder magnum vulcan isida and gauss/shaft with only 2 p2w augments. We need variety for all turrets.

I dont think when a buyer get for example helios augment, he would need another augment for rico immediately, it would be good for him to have another augment for another turret. 

Edited by numericable
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