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Patch Update #685 - Released 29th April 2022


Marcus
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Gauss has been mega nuked, massive increase to 2.8 seconds for locking, making it basically impossible to get a lock in time on anything, since the lock is so hard to keep with people getting in the way, unless you are locking on camping Shaft or noob unaware of his surroundings. On top of that, you cannot even follow up on lock damage with arcade shots anymore. Even if you score an EMP hit, the effect does not even last till your next arcade shot, relegating Gauss to pretty much a support turret. Even with maxed Crisis, it is almost impossible to score kills.

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EMP nerf is too much 1/2 of duration would be enough, because with this enemy can just spam RK. OOH It still makes impossible to ignite all supplies at once and only SE, can't be dodged by RK.

Edited by The_Voltage
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2 hours ago, krokorok said:

Gauss has been mega nuked, massive increase to 2.8 seconds for locking, making it basically impossible to get a lock in time on anything, since the lock is so hard to keep with people getting in the way, unless you are locking on camping Shaft or noob unaware of his surroundings. On top of that, you cannot even follow up on lock damage with arcade shots anymore. Even if you score an EMP hit, the effect does not even last till your next arcade shot, relegating Gauss to pretty much a support turret. Even with maxed Crisis, it is almost impossible to score kills.

it's not the only victim. railgun and ricochet are affected as well

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@Opex-RahHey fella, instead of nerfing gauss, why don't you nerf the isida vampirism alteration which I find overcheated because it doesn't reduce the damage + high range + high capacity of energy

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25 minutes ago, Yveltal9 said:

@Opex-RahHey fella, instead of nerfing gauss, why don't you nerf the isida vampirism alteration which I find overcheated because it doesn't reduce the damage + high range + high capacity of energy

he don't give a damn, utterly random balancing with glimpse of proper decisions, but mostly wrong

gimme one day, and i'll create better balance cause actually played all turrets/hulls 

and not only me, a lot of players, but no one will listen to them

crying on castrated railgun, richo range, thunder/smoky projectile based projectiles, castrated long ranged turrets ranges (ridiculous isnt it?) etc etc etc etc, huuuuuuge pile of scam

why i even still playing this lmao

Edited by Entropy
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11 hours ago, fghjkl54 said:

it's not the only victim. railgun and ricochet are affected as well

Rico is still easy to play, that's why RIco protections skyrocketed.

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11 hours ago, Deep.Sea said:

@Marcus tell the devs to bring premium to the containers

Now its only to buyers..is this is logic?

You can buy premiun in 1999 coin bundle, which you save half year

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12 hours ago, Entropy said:

utterly random balancing with glimpse of proper decisions, but mostly wrong

I believe they balance based on in-game statistics such as XP/crystal gain per hour played with certain equipment, KD ratios, time spent using certain equipment, etc.

I’m sure the devs also have some metric whereby they can measure overall turret/hull effectiveness and buff/nerf it accordingly. This doesn’t mean, however, that they won’t make experimental changes not based on any statistics (such as what we’ve already seen with the duration of repair kits and equipment changing in battles).

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13 hours ago, Entropy said:

gimme one day, and i'll create better balance cause actually played all turrets/hulls 

Making balance changes isn't as easy as you think. There are many calculations, tests and data analyzing being done before making those changes. Feedback is always being collected from patch update topics, so your best option is to give your feedback/suggestions in a respectful manner.

 

13 hours ago, Deep.Sea said:

tell the devs to bring premium to the containers

Now its only to buyers..is this is logic?

In many other games/platforms, premium account can only be unlocked by paying real money since you get special perks. The decision to remove it from containers is unfortunate yet understandable. I would recommend you to take advantage of contests, official giveaways (such as the ones in the eSports livestreams) & tournaments in which you can earn premium by winning.

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On 4/28/2022 at 8:40 PM, Marcus said:

Hopper’s overdrive now deals instant damage of 1500-3000 HP to all enemies in the radius of the «Stun» status effect. Supplies do not affect the amount of damage.

 

On 4/28/2022 at 8:40 PM, Marcus said:

Hunter’s overdrive now deals instant damage of 1000-2000 HP to all enemies in the radius of the «EMP» and «Stun» status effects. Supplies do not affect the numbers of damage.

I was pleasantly surprised to see this :D

By the way has anyone noticed?! Up until a month ago ig everyone and i mean EVERYONE  was using isida vampire! Now i rarely see any in battles.. How the meta keeps changing :D

Also at the time of release of rico new augments i saw so many youtubers, buyers atleast 1 every 2 battles use em.. now i rarely see any maybe cuz its behind a pay wall and i dont see many buyers :P

On 4/28/2022 at 8:40 PM, Marcus said:

«Cryo rounds» augment

  • No longer increases critical damage chance;

  • No longer decreases critical damage;

i swear to God i havent seen a single soul use em ever since their launch.. like where is this augment lol

On 4/28/2022 at 8:40 PM, Marcus said:

Added dynamic lighting for shots, explosions, and bonus boxes

Absolutely love it! it reminds me of old tanki :D

 however i will go blind if i keep it on while playin in sandbox xp bp 4v4 lol its tooo trippy

On 4/28/2022 at 8:40 PM, Marcus said:

Updated log in and sign up pages

Imma be honest they dont look so good.. the old interface has this robust and rusty feel like i understand they wanna make the *modern* but its literally a game of tanks and that nostalgic, warm feeling like maybe a snowing winter night on 2011 and im on tanki with a couple of friends tryna troll guys with gold boxes flippin tanks all over and.. well i dont even know who im talking to lol.. To whoever sees this silly rant.. im just sad to see old tanki go nothing else.. still in love with the game atleast until my account becomes locked up or sum xD 

Absolute mad lads...
 

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2 hours ago, LambSauce said:

I believe they balance based on in-game statistics such as XP/crystal gain per hour played with certain equipment, KD ratios, time spent using certain equipment, etc.

I’m sure the devs also have some metric whereby they can measure overall turret/hull effectiveness and buff/nerf it accordingly. This doesn’t mean, however, that they won’t make experimental changes not based on any statistics (such as what we’ve already seen with the duration of repair kits and equipment changing in battles).

statistics can hide many factors, devs need TO PLAY, and a LOT, to fully understand the nuances

experiments is ok, but currently some core usability aspects are reaally flawed

1 hour ago, Spy said:

Making balance changes isn't as easy as you think. There are many calculations, tests and data analyzing being done before making those changes. Feedback is always being collected from patch update topics, so your best option is to give your feedback/suggestions in a respectful manner.

from expirienced player perspective it' easy, from usability aspect, not statistically ofc

so well, my main complain atm - severely reduced range for mid-range turrets and really weak damage for long-range

mid-range: hummer is ok since all pellets reach target from last buff, but rico/twins reaally suffer, especially rico - you can't utilize it's main feature, excpect one augment for far ranges (but this aug is not cant compete almost at all)

as you can see from my profile, i played rico a lot and can provide realistic feedback, but you really think Opex will hear me? ahahahhah

about long-ranged - no comments, only shaft is powerful: railgun pathetic, thunder even after buff really weak, gauss killed with this update, despite it wasn't strong at all, magnum not so good either 

if this feedback is not useless text, i can provide realistic player-based suggestions for each turret inclusive

I have been on this forum for a long time and I know perfectly well that the current game designer  does not listen to anyone

Edited by Entropy
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Btw a change that was not mentioned, Pulsar now has only 1s duration of status effects, so the numbers in wiki are not up to date. Just putting it here so you are not dissapointed if you plan to get it with real money :).

image.png

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46 minutes ago, volgatanker said:

i swear to God i havent seen a single soul use em ever since their launch.. like where is this augment lol

It was being completely overshadowed by Magnetron. Cryotron and Magnetron both needed a nerf. Cryotron would have been good enough with the base nerfs to Stock applied to it, but Magnetron was evil, brainless and needed toning down in many areas. It appears they would like Cryo augments to take a step up in power compared to AP and EMP augments. 

 

At the end of the day, the current Cryotron is basically Stock Twins with 25m more range and freezing on critical hits. That alone sets it VERY far away from Stock in terms of power.

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1 hour ago, Spy said:

Making balance changes isn't as easy as you think.

Yes it is. Don't make it so unbalanced in the first place, now that's a good idea don't you think.

They have brought in so many changes that effect game play that TO is beyond repair, unless you go back to the drawing board. 

By the way what tests do they do before they release a new turret, augment, hull, etc. Is it the one that makes the most cash from brainwashed buyers.

TO is corrupt and rotten to the core.

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8 minutes ago, Entropy said:

statistics can hide many factors, devs need TO PLAY, and a LOT, to fully understand the nuances

Well, yeah, that is basically my point. They don’t play a lot so they don’t get the full picture, but I would imagine that any game developer would base their balance changes on statistics as that is the most efficient method of gauging the strength of a piece of equipment.

4 minutes ago, frederik123456 said:

Btw a change that was not mentioned, Pulsar now has only 1s duration of status effects, so the numbers in wiki are not up to date. Just putting it here so you are not dissapointed if you plan to get it with real money :).

image.png

Pulsar seems really pathetic now. They should have just put Helios in the mini-game instead.

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Just now, LambSauce said:

Well, yeah, that is basically my point. They don’t play a lot so they don’t get the full picture, but I would imagine that any game developer would base their balance changes on statistics as that is the most efficient method of gauging the strength of a piece of equipment.

Pulsar seems really pathetic now. They should have just put Helios in the mini-game instead.

Yeah it´s not good at all, not worth it if u already have crisis and armadillo.

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1 hour ago, Spy said:

Making balance changes isn't as easy as you think. There are many calculations, tests and data analyzing being done before making those changes. Feedback is always being collected from patch update topics, so your best option is to give your feedback/suggestions in a respectful manner.

oh and by the way, the statistics should be combined with the opinions of experts in a certain field
Ideally, these should be testers, but everything is thrown in raw. advanced players, eSports participants can act as experts

1 minute ago, LambSauce said:

Well, yeah, that is basically my point. They don’t play a lot so they don’t get the full picture, but I would imagine that any game developer would base their balance changes on statistics as that is the most efficient method of gauging the strength of a piece of equipment.

as we can see, not efficient at all xd

1 minute ago, LambSauce said:

Pulsar seems really pathetic now. They should have just put Helios in the mini-game instead.

nah, did not even notice it, still really strong, especiallu 1vs1, but yeah helios sometimes more op

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9 minutes ago, Entropy said:

as we can see, not efficient at all xd

I’m not defending the devs, but everyone has a different idea of what exact changes should take place, so while you may not like this patch I’m sure there are those who do.

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7 minutes ago, LambSauce said:

I’m not defending the devs, but everyone has a different idea of what exact changes should take place, so while you may not like this patch I’m sure there are those who do.

i think devs should be giving more credit trust for advanced player base

regarding those who liked/disliked patch - there should be poll, but never seen one (in game, not in forum)

Edited by Entropy

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2 hours ago, volgatanker said:

I was pleasantly surprised to see this ?

By the way has anyone noticed?! Up until a month ago ig everyone and i mean EVERYONE  was using isida vampire! Now i rarely see any in battles.. How the meta keeps changing ?

Also at the time of release of rico new augments i saw so many youtubers, buyers atleast 1 every 2 battles use em.. now i rarely see any maybe cuz its behind a pay wall and i dont see many buyers ?

I would like to play the same game you are playing. I have played at least 6-7 matches against helios users in 2 days and I do not even play that much currently. Once there were 2 such guys, unplayable. Every match was pain, even armadillo and defender were powerless, not to mention that smoky emp is no longer good, cryo smoky is not even close replacement.

 

As for the isida vampire nanobots, one of the last matches was against guy with isida vampire, xt paladine, trickster and spectrum protection. He was so focused on me and spamming nuclear energies and trying to kill me for so long that the match they were supposed to win easily ended in draw.

Edited by stat.padder
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https://imgur.com/a/JLpxd6H

Stun smoky: useless as autocannon (I really hoped to open it someday, now I better not get this haha)

Emp smoky: pretty bad (only kind of works with specific ODs: viking, hornet, dictator)

 

Gauss was also done dirty. It wasn't that dominant.

Shaft healing emitters deserved nerf

FIrebird - what the...? It kills instantaneously now, not okay

Tesla - well deserved nerf

Twins EMP should have microEMP of 0.4sec or delete ot from the game.

RIcochet - delete helios from the game, ccc, such a ridiculous augment

Hopper - ridiculous, that OD is one hit KO no matter defender, distance, etc.

Hammer, striker, railgun, wasp, hunter, dictator, ares - all are okay changes

Paladin - nerf was so much deserved! Maybe tweaking a little bit self healing next(300hps), although this is still excellent

 

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7 hours ago, krokorok said:

Rico is still easy to play, that's why RIco protections skyrocketed.

i talk about statues alterations the shot reload and bouncing time is more than 1s 

5 hours ago, Spy said:

In many other games/platforms, premium account can only be unlocked by paying real money since you get special perks. The decision to remove it from containers is unfortunate yet understandable. I would recommend you to take advantage of contests, official giveaways (such as the ones in the eSports livestreams) & tournaments in which you can earn premium by winning.

but i fear they add more special advantages to it which may make buyers more powerful. also there are other F2P games that gives premium modes without spending real money

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So the Gauss; the AP affect only last 3 seconds now and the reloading after sniping mode increased to 4-3 seconds, so you can't really use the AP to your advantage now since your follow up shot is too late. The reload time after sniping mode is definitely the most annoying thing now. Still the best turret ever though ?

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