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Patch Update #685 - Released 29th April 2022


Marcus
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28 minutes ago, Generalissimo said:

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 ?

Your reload with AP Gauss is 3.6 - 2.7 seconds. I didn't use AP Gauss but EMP can get an unprotected hit in since it takes some time still for the enemy to reactivate boosted armour. 

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34 minutes ago, TheCongoSpider said:

Your reload with AP Gauss is 3.6 - 2.7 seconds. I didn't use AP Gauss but EMP can get an unprotected hit in since it takes some time still for the enemy to reactivate boosted armour. 

It was, now its not right? It says "Reload time in sniping mode increased from 3.6-2.7 to 4-3 s."

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On 4/28/2022 at 8:15 PM, numericable said:

Lool this was my suggestion 2k damage for hunter's OD. There were so many review that it was too much, guys dont hate me xD

I was surprused what this 2000 meant ?

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the dynamic lighting is as good as the flash version but the only problem is that is too bright which make you blind especially on high resolution 

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@Spy the other games not p2w like Tanki

Everything in tanki is made for buyers espacilly now...you are true about premium in other games but in other games they only made the premium for real money.

Also the premium from 2010 till 2022 its for free idk why they make it with money

Edited by Deep.Sea
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48 minutes ago, max6782 said:

How i would like to see such thing, testers, make pool on forum or in the game who started playing from which year and with which turrets hulls he is very good etc. Im sure it would give players who dont see point playing this game except do missions new meaning. But of course developers would have to actually care about us.

There is no need for that pool or something, the stats and data is collected eventually without this method, devs already have data as in which turrets are being most used in a week, what type of combos are people playing the most, how has the patch update affected the Matchmaking etc.

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6 minutes ago, max6782 said:

Right because they actually play matchmaking everyday?

For them to record the data and stats, going into actual MM is not necessary.

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11 minutes ago, NikmanGT said:

going into actual MM is not necessary.

for recording data - no, but we more than thrice have said about importance of gaming experience from first hands

we need polls, we need ask to remaining players, wth devs thinking about? raw statistics is nothing, therefore current online too low for big data, 8k is not suffice

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Guys i have a question for you, the assured 1 rare/epic for green containers/UC, how does it works?

Only in 15 containers opening sets OR each 15 containers opened, like if i open individually one by one 1 UC, would the 15th one would be assured to be epic if i didnt get any epic in the other 15?

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On 4/28/2022 at 11:10 PM, Marcus said:

 

  • Shaft

    • «Armour-Piercing Sight» augment

      • The «Armour-piercing» status effect’s duration decreased from 5 to 2 s.;

    • «Healing Emitters» augment

      • Removed critical damage

  •  

It stinks that Healing Shaft has no more crits. I like the way it was before this patch, but it's still good. I won't recommend pairing it with either Hornet or Dictator hull though

 

Edited by Eradication

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On 4/29/2022 at 11:13 AM, NikmanGT said:

Dictator is very powerful now, pair it vulcan or striker and easy kills, and hunter and Hopper's OD are the new meta I believe, went from 0 to top.

you what else i want??
old physics of hopper, then me and @Mafcould have an party about this. He can invite me to his house or boat, idk which is more enjoyable and celebrate w/ some champagne 

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1 hour ago, DragonKnight_Fighter said:

you what else i want??
old physics of hopper, then me and @Mafcould have an party about this. He can invite me to his house or boat, idk which is more enjoyable and celebrate w/ some champagne 

Wow you serious mate, you live that close to maf? Cooooooool

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 I personally do like the changes to overdrives, however I believe that some of the status augments got hit too hard, which makes them inconsistently underpowered when compared to their "peers". For example, you cannot tell me that AP Freeze and AP Tesla are on the same level. Freeze has constant AP application, it's only penalty is in damage - however it's functioning is otherwise unimpaired. Whereas not only is Tesla fundamentally crippled (cannot create chains anymore) but the damage penalty is so huge (75%) that ball lightning becomes a negligible piece of it's arsenal, and for what? 2s of AP? Not worth it at all. Not to mention that Freeze can fight groups without problems, whereas Tesla needs to crit to not hit more than 2 tanks at once like a wet noodle. Now, AP has an entire problem of it's own when it comes to it's balancing versus EMP. EMP shuts down the repair kit, whereas the latter makes AP useless and thus even if AP could last long enough to be taken advantage of, the enemy can simply get rid of it and, in a sense, AP immunity is obsolete here too, and it's application is limited to fighting Paladin in close quarters. This makes the AP applied by turrets with low DPS such as Magnum or Railgun utterly useless. Imo, AP should not be removed by the repair kit like Burning or Freezing because these two can be applied continuously with ease by their respective turrets. Moreover, I think that while it's okay that EMP lasts less than a turret's reload, AP cannot function in the same way. EMP does its job (to an extent) even if it lasts a millisecond, while if an enemy afflicted with AP is not hit again while the debuff is active, it has basically done nothing. As for Gauss, I personally do not see an issue. The damage buff is sufficient to compensate for the decreased technical metrics. To add a note to what I said in the beginning, I do not like that Dictator lost it's unique supportive feature, but oh well. As for Vulcan - it is very powerful, however I do not see why should Rubberized Rounds retain the projectile speed penalty after the recent changes. This augment's utility is niche enough not to make it nigh-useless on slightly larger distances. As things are, most stock augments are objectively superior. Lastly - I REALLY think Magnum needs a buff. Just compare it's stats to other long range turrets. Even if you land all your hits accurately, you will be overtaken by a Gauss or Shaft, unconditionally, not to mention that these two are simply more versatile.

Edited by Kazareen
EDIT: Grammar fix.
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@Kazareen I have the same opinion with regard to your points. The ap augments for most turrets are dead. From what I've seen, other peoples' take on these nerfs are to make these augments more team oriented. Realistically, that would be nice, if there weren't so many bots and imbalances in matchmaking. BUT, for players, like myself, who always have to compensate for their teammates' slack, the previous (ap + emp) status augments could've gotten the job done without relying on anyone. Using cryo and incendiary alternatives are pointless. If I wanted that effect, I would've used Freeze and Firebird respectively.

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Kazareen puts it nicely. The changes that are being made to the game are inconsistent. It simply can't be simple case of forgetfulness at this point. Important information is being omitted, especially with critical chances. The chances shown in the patch note are the maximum critical chances but:

Quote

Firebird

  • Critical damage chance decreased from 12% to 9%;

This does not mention that the chance step was decreased from 4% to 1%. One might have thought it would simply be 9, 0, 4, 8, 9, but it is actually 9, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9. 
 

Quote
  • Tesla

    • «Superconducting discharge» augment

      • The «EMP» status effect’s duration decreased from 3 to 2 s.;

    • «Armour-piercing discharge» augment

      • The «Armour piercing» status effect’s duration decreased from 5 to 2 s.;

This does not mention that the chance step for Tesla was increased from 4% to 6%

 

Quote
  • Hammer

    • «Dragon's Breath» augment

      • No longer increases Critical shot chance;

      • No longer decreases Clip reload;

      • Critical damage decrease is 25% instead of 50%;

    • «Wyvern's Breath» augment

      • No longer increases Critical shot chance;

      • Clip reload duration decreased by 10%

    • «Magnetic Pellets» augment

      • The «EMP» status effect’s duration decreased from 4 to 2 s.;

    • «Armour-Piercing Shot» augment

      • The «Armour piercing» status effect’s duration decreased from 7 to 5 s.;

This does not mention that the chance step for Hammer was increased from 4% to 6%.

 

Quote

Twins

  • Critical damage increased from 105-205 to 130-260;

  • Critical damage chance decreased from 25% to 16%;

This does not mention that the chance step was decreased from 5% to 2%

 

Quote

Ricochet

  • Critical damage chance decreased from 12% to 9%;

This does not mention that the chance stepwas decreased from 4% to 3%.

 

Quote

Vulcan

  • Critical damage increased from 44-88 to 140-280;

  • Critical damage chance decreased from 12% to 2%;

This does not mention that the minimum critical chance was reduced from 0% to -8%. One might have thought it would be 2, 0, 1, 2, but it is actually 2, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2.

 

 

Quote
  • Railgun

    • «Incendiary rounds» augment

      • The «Burning» status effect’s power decreased from 100% to 50%;

      • No longer increases critical damage chance;

      • No longer decreases critical damage;

    • «Cryo rounds» augment

      • No longer increases critical damage chance;

      • No longer decreases critical damage;

    • «EMP rounds» augment

      • The «EMP» status effect’s duration decreased from 4 to 2 s.;

      • No longer increases critical damage chance;

      • No longer decreases critical damage;

    • «Stun rounds» augment

      • The «Stun» status effect’s duration decreased from 2 to 1.5 s.;

      • No longer increases critical damage chance;

      • No longer decreases critical damage;

    • «Super armour-piercing rounds» augment

      • No longer increases critical damage chance;

      • No longer decreases critical damage;

You were so happy to keep changing the damage coefficients with Viking's Overdrve for Railgun's augments each week. Large Calibre Rounds which is supposed to increase damage, gets less damage during the Overdrive. Status Railguns had unnecessarily high damage with the Overdrive. You reduced it after it was pointed out. You made changes to Railgun that had the status Railguns' critical damages be reduced. To compensate for that, you gave it a specific coefficient to make it have the same critical damage as Stock. Three weeks later, you revert all of them to Stock Railgun's critical damage, yet you did not reduce the coefficient with Viking like you were so happy to do just previously.

 

The end result is status Railguns once again have unnecessarily high damage with Viking's Overdrive. 

 

After that, it's general inconsistencies with some augments. It is the not known by players what the devs think about the state of the game balance. They can only make inferences based on their experiences, the specific numbers the devs use, the changes made to the equipment and the pattern of changes made. 

 

 

Quote
  • Ares

    • Lightning deals damage twice as often;

 

This was ALL that was needed many updates ago. The ball being slow allowed it to deal damage when it eventually pierces someone someone came into its path. Doubling the ball speed did not allow that to happe and players often survived driving through the ball. Each update expecting proper buffs to Ares, we get meaningless range buffs on it when all it needed was to deal more damage or deal that damage more often. now we get piling range buffs, and then for the last one, we get another range buff and the long-awaited buff that it should have gotten weeks ago. We now have something more powerful than it should have been when the simple solution was right there. I guess it was to coincide with more Overdrives becoming powerful at the same time so it's justified. 

 

Quote
  • «Dragon's Breath» augment

    • No longer increases Critical shot chance;

    • No longer decreases Clip reload;

    • Critical damage decrease is 25% instead of 50%;

  • «Vaporizer» augment

    • Critical damage decrease is 50%;

«Sizzling field» augment

  • The «Burning» status effect’s power decreased from 100% to 50%;

  • Maximum number of ricochets increased from 0 to 1;

  • «Incendiary rounds» augment

    • The «Burning» status effect’s power decreased from 100% to 50%;

    • No longer increases critical damage chance;

    • No longer decreases critical damage;

 

Sizziling Field is understandable. It now has a ricochet that it can use to shoot around corners with its short range and to prevent lost damage from firing at a retreating target. Perhaps Incendiary Railgun and Dragon's Breath as well, but the Vaporiser nerf makes absolutely no sense. It already had a hefty penalty to its projectile speed which that alone reduces its damage output. It doesn't have the huge direct damage that Heavy Plasmagun has yet it now also gets halved critical damage whenever it happes? That feels like they just tried to find an excuse to nerf it because it happened to be an incendiary augment, no matter how good or bad it was compared to fighting the other Twins. 

 

Quote
  • «Wyvern's Breath» augment

    • No longer increases Critical shot chance;

    • Clip reload duration decreased by 10%
       

  • «Cryotron» augment

    • No longer decreases Critical damage;

A not-so-subtle way to hint that you want Cryo augments bumped up in power, even though they were already strong enough as they were. At least with Wyvern's Breath the critical chance was significantly reduced. Cryotron gets to have Stock Twins' higher critical damage AND gets to have 25m more range. Along with that, you get to reduce the damage players deal towards you. Magnetron was evil, but Cryotron was also overpowered and for some reason is given more power relatively. 

 

Quote
  • «Paralyzing Rounds» augment 

    • The «Stun» status effect’s duration decreased from 2 to 1 s.;

A completely unustifiable change. It was already one of the weakest Smoky augments if not the weakest. 


Things that should be consistent or in order are all over the place and we have no way of knowing what they're thinking when making these updates. But at this point, we can most certainly say that the ignorance is on purpose. 

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3 hours ago, Incorp said:

Wow you serious mate, you live that close to maf? Cooooooool

i'll hit my head to a wall if it was a joke!

13 hours ago, NikmanGT said:

For them to record the data and stats, going into actual MM is not necessary.

this is not enough to collect full data 

15 hours ago, Deep.Sea said:

@Spy the other games not p2w like Tanki

Everything in tanki is made for buyers espacilly now...you are true about premium in other games but in other games they only made the premium for real money.

Also the premium from 2010 till 2022 its for free idk why they make it with money

also the premium with real money is permanent while here is temporar which it shouldn't be for buyers only

10 hours ago, numericable said:

Guys i have a question for you, the assured 1 rare/epic for green containers/UC, how does it works?

Only in 15 containers opening sets OR each 15 containers opened, like if i open individually one by one 1 UC, would the 15th one would be assured to be epic if i didnt get any epic in the other 15?

yes no matter how you open the 15th one is rare/epic, maybe it can go for legendary and/or exotic in case you open X5 or X15

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1 hour ago, TheCongoSpider said:

Kazareen puts it nicely. The changes that are being made to the game are inconsistent. It simply can't be simple case of forgetfulness at this point. Important information is being omitted, especially with critical chances. The chances shown in the patch note are the maximum critical chances but:

This does not mention that the chance step was decreased from 4% to 1%. One might have thought it would simply be 9, 0, 4, 8, 9, but it is actually 9, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9. 
 

This does not mention that the chance step for Tesla was increased from 4% to 6%

 

This does not mention that the chance step for Hammer was increased from 4% to 6%.

 

This does not mention that the chance step was decreased from 5% to 2%

 

This does not mention that the chance stepwas decreased from 4% to 3%.

 

This does not mention that the minimum critical chance was reduced from 0% to -8%. One might have thought it would be 2, 0, 1, 2, but it is actually 2, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2.

 

 

You were so happy to keep changing the damage coefficients with Viking's Overdrve for Railgun's augments each week. Large Calibre Rounds which is supposed to increase damage, gets less damage during the Overdrive. Status Railguns had unnecessarily high damage with the Overdrive. You reduced it after it was pointed out. You made changes to Railgun that had the status Railguns' critical damages be reduced. To compensate for that, you gave it a specific coefficient to make it have the same critical damage as Stock. Three weeks later, you revert all of them to Stock Railgun's critical damage, yet you did not reduce the coefficient with Viking like you were so happy to do just previously.

 

The end result is status Railguns once again have unnecessarily high damage with Viking's Overdrive. 

 

After that, it's general inconsistencies with some augments. It is the not known by players what the devs think about the state of the game balance. They can only make inferences based on their experiences, the specific numbers the devs use, the changes made to the equipment and the pattern of changes made. 

 

 

 

This was ALL that was needed many updates ago. The ball being slow allowed it to deal damage when it eventually pierces someone someone came into its path. Doubling the ball speed did not allow that to happe and players often survived driving through the ball. Each update expecting proper buffs to Ares, we get meaningless range buffs on it when all it needed was to deal more damage or deal that damage more often. now we get piling range buffs, and then for the last one, we get another range buff and the long-awaited buff that it should have gotten weeks ago. We now have something more powerful than it should have been when the simple solution was right there. I guess it was to coincide with more Overdrives becoming powerful at the same time so it's justified. 

 

 

Sizziling Field is understandable. It now has a ricochet that it can use to shoot around corners with its short range and to prevent lost damage from firing at a retreating target. Perhaps Incendiary Railgun and Dragon's Breath as well, but the Vaporiser nerf makes absolutely no sense. It already had a hefty penalty to its projectile speed which that alone reduces its damage output. It doesn't have the huge direct damage that Heavy Plasmagun has yet it now also gets halved critical damage whenever it happes? That feels like they just tried to find an excuse to nerf it because it happened to be an incendiary augment, no matter how good or bad it was compared to fighting the other Twins. 

 

A not-so-subtle way to hint that you want Cryo augments bumped up in power, even though they were already strong enough as they were. At least with Wyvern's Breath the critical chance was significantly reduced. Cryotron gets to have Stock Twins' higher critical damage AND gets to have 25m more range. Along with that, you get to reduce the damage players deal towards you. Magnetron was evil, but Cryotron was also overpowered and for some reason is given more power relatively. 

 

A completely unustifiable change. It was already one of the weakest Smoky augments if not the weakest. 


Things that should be consistent or in order are all over the place and we have no way of knowing what they're thinking when making these updates. But at this point, we can most certainly say that the ignorance is on purpose. 

hmm, where did you get info about crit chance step? also they've nerfed pulsar statuses duration to 1 sec

 

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10 hours ago, fghjkl54 said:

i'll hit my head to a wall if it was a joke!

this is not enough to collect full data 

also the premium with real money is permanent while here is temporar which it shouldn't be for buyers only

yes no matter how you open the 15th one is rare/epic, maybe it can go for legendary and/or exotic in case you open X5 or X15

So the rarity of the 15th one is epic or higher for UC or just epic? Same for green cont, rare or higher or just rare?

 

9 hours ago, Entropy said:

hmm, where did you get info about crit chance step? also they've nerfed pulsar statuses duration to 1 sec

 

He went into MM and test all weapon and wrote down some numbers on a paper?

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45 minutes ago, Entropy said:

hmm, where did you get info about crit chance step? also they've nerfed pulsar statuses duration to 1 sec

 

 

11 minutes ago, numericable said:

He went into MM and test all weapon and wrote down some numbers on a paper?

The German WIki. After each Patch Note, it is updated relatively quickly. Some things you may not see immediately, like the chance step of Hammer and Tesla being 6% instead of 4%. Some you can see faster, which is Isida and Freeze's chance step being 1% instead of 4% and 7% respectively, or that hull discharge times/retention periods of Overdrives was reduced from 2 seconds to 1.25 seconds.

 

Overdrive parameters are better explained rather than giving the gist of it like the EN and RU Wiki. 

Edited by TheCongoSpider
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1 hour ago, numericable said:

So the rarity of the 15th one is epic or higher for UC or just epic? Same for green cont, rare or higher or just rare?

it's certain in case of X1 open and may be even before in case of X5 or X15

it's all random 

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On 4/30/2022 at 9:08 PM, stat.padder said:

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

 

This is true! It is definitely feasible- an augment that disorients the opponent but isn't a guaranteed win.

 

On 4/30/2022 at 9:08 PM, stat.padder said:

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

 

Honestly if they're not going to change the physics of the jump I think it's alright. Considering Hopper is not only a light hover hull but probably the most flip-able of all the hulls. Most of the time I see a Hopper jump, he ends up flipping himself. Compare this to Hunter, which does only 2000 damage but also does EMP and Stun, has good health, and is stable. Also, Hunter probably has a longer range since it extends 60 meters on all sides of it.

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19 hours ago, max6782 said:

Are these data showing that rico alteration can kill someone in 2 seconds? 

He has a point.

 

7 hours ago, TheCongoSpider said:

But at this point, we can most certainly say that the ignorance is on purpose. 

All about the cash. Everything the developers do is centred around how much cash it will generate, balance and fair play have no place in TO.

They constantly make OP changes to entice the brainwashed buyers, there is no thought as such to how it will affect game play, as they already no the effect it will have.

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