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Patch Update #686 - Released 13th May 2022


Marcus
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9 minutes ago, numericable said:

BUT the no-damage bug is INSANE. Like 2/3 shots

So it's not just me, ok. I was trying to play with Harpoon and a lot of my direct hits weren't dealing damage. And then I started lagging for the rest of the battle. 

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49 minutes ago, numericable said:

Omg guys, magnum is so easy to use now, its like a thunder on steroid BUT the no-damage bug is INSANE. Like 2/3 shots

it's now extremely overpower and ruins the game balance. Shows once again the incompetence of the devs at balancing this game.

Surely it was garbage before the buff, but that also shows the incompetence of the devs.

Edited by JustBlackWolf
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1 hour ago, JustBlackWolf said:

it's now extremely overpower and ruins the game balance. Shows once again the incompetence of the devs at balancing this game.

Surely it was garbage before the buff, but that also shows the incompetence of the devs.

It's not extremely OP as most of the shots are filtered by the no-damage bug. I would say it's even worse than before actually. 2/3 shots are affected by no damage bug

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6 hours ago, numericable said:

It's not extremely OP as most of the shots are filtered by the no-damage bug. I would say it's even worse than before actually. 2/3 shots are affected by no damage bug

the problem is the constant crits and people using it with booster/Crisis. 50% protection won't really save you from that.

It's uncounterable for people who didn't spend tons of money on Armadillo or simply weren't lucky enough opening UTs.

Also out of all players shooting me, only once maybe twice got a non-damaging hit. This isn't an excuse to say the turret isn't overpower now.

Edited by JustBlackWolf

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16 minutes ago, numericable said:

It's not extremely OP as most of the shots are filtered by the no-damage bug. I would say it's even worse than before actually. 2/3 shots are affected by no damage bug

If they haven't fixed it yet, I kinda tend to understand to consider this bug as one of magnum mechanics/parameters. But believe me if this was the case, then magnum with Flash was just crazily OP.

16 hours ago, Marcus said:

Crusader

  • Overdrive’s damage type is immune to any kind of protection, like Hopper and Hunter overdrives;

I think the best example is TITAN, the hull that you haven't mentioned here.

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I'm curious what was the reason to give Magnum such a massive buff all of a sudden. Based on numbers alone it seems like the stats are essentially going back to the 2017 days when Magnum was first added and was insanely OP.

Crusader OD buff is nice, though I'd rather see the impact calculation get fixed. Otherwise the damage might as well be a million, because it's equally frustrating when you get a great opportunity for a multi-kill, but the icicle seemingly just phases through enemy tanks.

Hornet buff is underrated, imo. A single Hornet camping in the back lines and constantly using OD to provide radar for the team will be very powerful now in all game modes, and particularly in capture modes. Wall hacks are OP.

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1 hour ago, Maf said:

I'm curious what was the reason to give Magnum such a massive buff all of a sudden.

money-rain.gif

Here's your reason. And to be honest, I saw it coming. Heck, I even said it was gonna happen eventually, so I'm not surprised it actually did happen.

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2 hours ago, Maf said:

I'm curious what was the reason to give Magnum such a massive buff all of a sudden. Based on numbers alone it seems like the stats are essentially going back to the 2017 days when Magnum was first added and was insanely OP.

My guess is Magnum, along with Thunder, will be the next two turrets to get status effect augments when they are “reworked”.

Edited by LambSauce
Grammar
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Crusader's Icycle is heavily bugged. Very frequently goes through player or should I say glitches giving no damage or just a 1000. I have used crusader for the second most time out of all hulls I own, and personally its overdrive is now worse than it was prior to this patch note.

Edited by Apis_the_Professor

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3 hours ago, BruhBruhThingThing said:

 

Here's your reason. And to be honest, I saw it coming. Heck, I even said it was gonna happen eventually, so I'm not surprised it actually did happen.

Money? For an item anyone can buy with crystals? I don't see the logic here. They didn't even add any new augments or skins for Magnum to go along with the buff.

 

2 hours ago, LambSauce said:

My guess is Magnum, along with Thunder, will be the next two turrets to get status effect augments when they are “reworked”.

Hmm. We'll see.
But if it was a business strategy, then I would add the augments first and then buff the turret to further encourage people to buy it.

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4 minutes ago, Maf said:

Money? For an item anyone can buy with crystals? I don't see the logic here. They didn't even add any new augments or skins for Magnum to go along with the buff.

1. There are Legend ranks with mk1 magnum.

2. They see magnum is not OP as hell.

3. they don't just randomly have 1,000,000 crystals sitting around for mk2-7.

4. they save for weeks until it gets nerfed or they BUY crystals.

Even if its 1 player that buys 1$ worth of crystals for them its a huge win knowing how greedy for short-term profit they are.

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1 minute ago, max6782 said:

I dont know what are developers trying to achieve with constantly changing turrets hulls, alterations statistics but im losing track of what is actually happening with the game.

They want people to chase for OP stuff and spend money. Also just memorize couple turrets/hulls that are OP no need to memorize their new stats etc. at least thats what i do and it works

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  •  

  • Hornet

    • Overdrive duration increased from 30 to 90 s.;

    • [Note] Might be very useful with the new Magnum.

  • lets hope the issue has been fixed for the OD when you activate it in a battles. most of the time it takes way too long . when you do finally get it kicked in  its too late.

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3 hours ago, Maf said:

Money? For an item anyone can buy with crystals? I don't see the logic here. They didn't even add any new augments or skins for Magnum to go along with the buff.

 

Hmm. We'll see.
But if it was a business strategy, then I would add the augments first and then buff the turret to further encourage people to buy it.

Its not intended for the mature players who are smart enough to know thier ploy. Its for those who are gullible enough to want it ASAP rather than thinking about it. Typically the younger audience.

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I feel like Magnum should get tweaked still. Just as I feared, it is raining damage from everywhere, without a chance to be safe. Sometime its crits you removing half of your HP.

In a game where the TTK is so low, this adds yet another source of damage that lowers the overall survivability.

 

It's clear that this was done because your average Magnum player can't aim at all, but the game keeps getting dumbed down more and more... just how far can we go?

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On 5/12/2022 at 10:35 AM, TheCongoSpider said:

The new Magnum will be similar to Railgun back when they nerfed the damage but gave it a flat 50% crit rate. By itself, you get something useable, but only the players with Booster/Crisis get the real fun. 

Yup, just like with Railgun last year, this is basically what's happening. Stock Magnum is nice, but Booster skyrockets your performance against enemies because it pushes you over 3,000 damage again. You now get to deal 3,000 damage to anyone in a 10m radius, and half that for the remaining radius. That cuts down your shots to kill by at least 1, and makes your splash deadlier against those without protection. I don't know what feedback to give for this change. 



Additonally, it seems like Magnum didn't get buffed with Viking's Overdrive. It was supposed to be shooting 11/12 shots now but it's still shooting 9. 

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Just now, LambSauce said:

This is sarcasm, right?

No I genuinely don't know, Many directions you can take. Decrease the base damage such that Booster can't get above 3,000, but that also pushes Stock below 1,334. Increase the reload, but that's justifying Magnum's significantly heightened effectiveness with Booster. Decrease the range of maximum splash damage but I fear that would make Booster vs non-Booster too significant. 

 

There too much of a difference between Booster vs non-Booster Magnum. 

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28 minutes ago, TheCongoSpider said:

No I genuinely don't know, Many directions you can take. Decrease the base damage such that Booster can't get above 3,000, but that also pushes Stock below 1,334. Increase the reload, but that's justifying Magnum's significantly heightened effectiveness with Booster. Decrease the range of maximum splash damage but I fear that would make Booster vs non-Booster too significant. 

 

There too much of a difference between Booster vs non-Booster Magnum. 

To me it’s simple, just increase the damage in the shot radius’ centre and massively decrease it after that. That way you reward high-accuracy shots instead of favouring lazy, half assed shots in an enemy’s general direction.

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After having tried out the "new" Magnum, I must say that I don't like it. It's basically a more annoying - but less instantaneously lethal - Gauss now rather than the artillery launcher I've come to know. I'd suggest that you increase the base damage to 1700, but make the splash radius much smaller (2 meters for full damage tops, and make the fall-off sharp so that a lack of accuracy will be punished). That way, Magnum will be capable of one-shotting light and medium hulls with a direct hit, but even with Booster it will fall short of killing a heavy hull. That way, Magnum will live up to it's name and bio (1340 dmg is not exactly powerful on it's own, and it certainly is not the most destructive explosive shell you could find - it just has a stupidly large range) but it won't tread on the heels of the king of splash damage, which is Gauss; moreover, the abuse of booster will be discouraged too, since it won't offer any clear benefits besides catching up to an opponent with a better GS. Or, if you wanna restore Magnum back to its original purpose, make the base damage 2000 so that it CAN one-shot an unprotected heavy hull - but then it would have to have almost no splash damage. Make it a turret that demands skill and rewards you for it again, rather than a nuisance that chips away at the HP of random tanks. With the new physics, the projectiles are slower, so that increases the difficulty too in terms of accurate shooting. Also, to prevent abuse - add a system where the shell needs to "build up" damage in flight. Basically, the longer it is in the air, the harder it will hit, until it reaches the maximum value. That way, close-range blasting to smithereens won't be possible.

Edited by Kazareen

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@BruhBruhThingThing Like everything associated with this game.....??........... ⚖️=☠️

There is only 1 mode as I see it that reflects "SKILL" in this game and that is jug mode.

Have to admit I marvel at some of these players that get 50 kills and even 100 without loss, true mastery of a turret. Having said that a lot of the kills are against weak players, (G/S non existent) but you can't blame the jug player for taken out WEAK players, who because of the developers insistence that X zillion XP is earned in battle (for a lot less cry) they rank, become weak ER (the place they end up every 30 secs for duration of battle) than the previous rank they were at.

Whatever update the developers bring in it will always be un-balanced for the majority of players. They either can't or won't compromise when it comes to the word they are not allowed to speak.

 

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