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Patch Update #686 - Released 13th May 2022


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15 hours ago, TheCongoSpider said:

He's aware that there are many counters to Titan. What he doesn't see as good is how binary the interactions with the dome are. Either you can't do anything about it for the 20 seconds, or you steamroll the player(s) inside of it.

isnt it supposed to be that? what do you want from protective OD? you still can apply statuses, and even make damage for guys under dome

wth everyone find everything "ToXiC" 

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11 minutes ago, NikmanGT said:

No need to get exaggerated, just rather stick to your point as to what you actually mean to say.

I meant to say all that, so are we good?

I never mince my words, I say exactly what I mean to say, the truth/facts.

Edited by YANUKFIN

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6 hours ago, numericable said:

(atleast 2 + you buddy did too)

Now, think twice before complaining about something you did and started with your buddies. 

Just one thing, if this was referred to me, next time quote me so I can read it instead of having to dig through comments. it's not polite to quote someone indirectly. 

If this was not directed to me, then ignore it.

 

I'd like to clarify that I seldom give shrugs, and only do when I feel like I heavily disagree about something and I already gave my opinion about the matter. 

Please don't make it sound like I go on a mad rampage spamming shrugs on every post because it simply is not true. 

 

Now for me, I personally don't care about that emote, anyone is free to disgree with me, and it does not change anything for me.

I'm all for an upvote and downvote system like we used to have, such a system would reflect the community response to opinions much better. 

 

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1 hour ago, Entropy said:

isnt it supposed to be that? what do you want from protective OD? you still can apply statuses, and even make damage for guys under dome

wth everyone find everything "ToXiC" 

Lol I wanna know what's so toxic about it myself. Titan's OD is not that big of a deal. What's important is that you can counter it in many ways.

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All in all, every OD has a counter, they charge slower than they did before now although undisclosed.

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I’d say Magnum is borderline OP. If it weren’t for the no-damage bug AND provided you have decent aim, then yes, it absolutely would be OP in my book.

I must say that it doesn’t help that you have half the team camping at the back of the map for the whole battle duration but I don’t even blame them because battles are a mess.

For that reason I pretty much always have Shaft protection equipped and if the devs don’t touch Magnum then that will apply to it as well.

Edited by LambSauce
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4 hours ago, YANUKFIN said:

I could list a host of updates that involved the need to spend cash to increase your chances...

So could I, except this is not one of those updates. You don't need to spend cash to get Magnum MAX.

4 hours ago, YANUKFIN said:

Do we play the same game

As a matter of fact — we do, and I've been playing quite a lot in the past few days. Magnum doesn't seem particularly OP, and I only find myself using a module against it when there's a lot of them in the enemy team, which would be the same thing I'd do for any turret. And as for the numbers, I only found a small increase in the number of Magnum users I've encountered so far.

10 hours ago, BruhBruhThingThing said:

You do realize that most buyers who get baited with this due to their gullibility will buy enough tankoins to get a product kit with the meta turrets and hulls that the time right? If they also buy crystals, they can also use them for micro upgrades or augments.

I assume that most buyers have Premium account, and therefore crystals are easy to acquire for them. Therefore, they buy and upgrade most equipment items anyway, just for the sake of owning them (because that's what buyers do), and regardless of whether they are OP or not.

Over-buffing an item to increase its sales is a very short-term and ineffective way to generate revenue, since it will only work once for each turret on one person's account. I stand by my word that the Magnum buff wasn't a direct sales strategy.

 

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12 minutes ago, Maf said:

Magnum doesn't seem particularly OP, and I only find myself using a module against it when there's a lot of them in the enemy team, which would be the same thing I'd do for any turret.

No, but you see, the thing that makes it “overpowered” is the fact that you can easily deal a couple thousand damage even if your shot lands 10-15 metres away from an enemy AND you don’t need any line of sight for this as you do with Gauss AND because of the decreased projectile gravitation the required amplification time is much less, effectively decreasing the turret’s reload significantly.

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13 minutes ago, LambSauce said:

No, but you see, the thing that makes it “overpowered” is the fact that you can easily deal a couple thousand damage even if your shot lands 10-15 metres away from an enemy AND you don’t need any line of sight for this as you do with Gauss AND because of the decreased projectile gravitation the required amplification time is much less, effectively decreasing the turret’s reload significantly.

That's a good point. We'll see how the situation develops in the coming months — another factor that's playing a major role right now is the projectile gravity change (no idea why that was done btw), so the Magnum players who were good with the previous mechanics now suddenly lost all their accuracy skills due to the new projectile behaviour. This will change as people get used to the new settings.

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4 hours ago, LambSauce said:

No, but you see, the thing that makes it “overpowered” is the fact that you can easily deal a couple thousand damage even if your shot lands 10-15 metres away from an enemy AND you don’t need any line of sight for this as you do with Gauss AND because of the decreased projectile gravitation the required amplification time is much less, effectively decreasing the turret’s reload significantly.

Honestly, this is exactly why I don't like these changes. Magnum feels like a variant of Gauss now. Shoot randomly and you just might tag someone with that huge radius. Wouldn't it be better to go the other way - increase damage but reduce the splash? Then, Magnum's theoretical range won't be its practical range unless the player uses Hornet's radar AND is a master of the turret AND the target is immobile (a sniper in the enemy base on a large map, perhaps). Having a module and boosted armor will save you from a one-shot even if Mag's base damage was 2000; Crisis might make things difficult, but that's the very point of that drone. It was created to be overpowered and it's expensive to use, so it is only logical that you need to go a step further to counter it directly. Plus, Shaft deals 3300 - the fact it doesn't deal splash damage is a balancing factor. Well, if Magnum were to get a damage buff but a splash nerf, that would make it different from the "sniper Thunder".  
Regardless, my point is that combining theoretically unlimited range with a huge splash damage radius is a recipe for trouble. I think that Magnum should hit harder than Gauss but have a much less potent splash.

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I was hoping for some buff to railgun cause that is only turret that i have max of it, this turret need some attention from devs. really sad my boy -_-

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56 minutes ago, nima1333 said:

I was hoping for some buff to railgun cause that is only turret that i have max of it, this turret need some attention from devs. really sad my boy -_-

Oh yes, Railgun is SO weak. It can't do anything in battle, like, at all. 

Spoiler

x86NjTY.png

 

  • Haha 6

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5 minutes ago, 2shots2kills said:

Oh yes, Railgun is SO weak. It can't do anything in battle, like, at all. 

  Reveal hidden contents

 

 

That augment is plain broken in line of tanks, very powerful in Siege and other modes.

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3 minutes ago, 2shots2kills said:

Oh yes, Railgun is SO weak. It can't do anything in battle, like, at all. 

  Reveal hidden contents

x86NjTY.png

 

You should take into consideration that this is a statistically overtuned gimmick augment (1 of 12 in total) being used in a game mode and map where its gimmick is easily achievable. You can't base the entirety of Railgun's performance on one augment doing a very specific job. 

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9 minutes ago, NikmanGT said:

That augment is plain broken in line of tanks, very powerful in Siege and other modes.

8 minutes ago, TheCongoSpider said:

You should take into consideration that this is a statistically overtuned gimmick augment (1 of 12 in total) being used in a game mode and map where its gimmick is easily achievable. You can't base the entirety of Railgun's performance on one augment doing a very specific job. 

I know, but I believe Railgun is doing fine now, asking for a buff is just too much.

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50 minutes ago, 2shots2kills said:

I know, but I believe Railgun is doing fine now, asking for a buff is just too much.

I don't think it is asking too much, Rail's warm up time is just plain obnoxious for the amount of damage you usually get without any gimmicks.

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15 minutes ago, krokorok said:

I don't think it is asking too much, Rail's warm up time is just plain obnoxious for the amount of damage you usually get without any gimmicks.

This here. ^ The 50% crit chance was annoying for Eagle users but there was a reason for it. 30% feels a bit low for me and critical shots are so rare that I've switched to Stabilization or Hyperspace which increase normal damage the most. Plus, status rails are dead. The versions that reduced critical damage by 33% but increased chance to 50% were great. I'm also angry about Destabilization- its premise was supposed to increase damage spread. It irritates me that the devs only increased the critical chance for it now, even though the increase in stock damage is lower than the 26% increase you had before. It should increase the chance and the damage, like it was before the 180% normal damage nerf...

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35 minutes ago, krokorok said:

Rail's warm up time is just plain obnoxious for the amount of damage

This

The increase in warm up time is very bad rn, it was fine as it was before.

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1 hour ago, Me0w_XP said:

This here. ^ The 50% crit chance was annoying for Eagle users but there was a reason for it. 30% feels a bit low for me and critical shots are so rare that I've switched to Stabilization or Hyperspace which increase normal damage the most. Plus, status rails are dead. The versions that reduced critical damage by 33% but increased chance to 50% were great. I'm also angry about Destabilization- its premise was supposed to increase damage spread. It irritates me that the devs only increased the critical chance for it now, even though the increase in stock damage is lower than the 26% increase you had before. It should increase the chance and the damage, like it was before the 180% normal damage nerf...

I think 50% for the status augments would be fine if the critical damage was reduced

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18 hours ago, Maf said:

Do people even buy crystals from the shop anymore? I agree that the container nerf was a massive punch in the gut for F2P players' crystal income, but even despite that, crystals are still pretty easy to get. Upgrading Magnum from Mk1 to Mk7 with a 30% discount costs just 270k crystals. I think that's a reasonable amount for a F2P to have on hand just in case.

Either way, I don't believe the idea of using balance changes to intentionally skew balance to generate revenue is reasonable. It's all about skins and augments now.

Your quote, is it not?

The last sentence was what I was referring to.

All changes are about generating cash. The fact that changing the parameters of magnum was not buyer friendly is beside the point.

270,000 cry is still a lot for most players to save up. TO is not just about legends and MK7s, It's about all players and all ranks.

The developers have made ranking so easy that the vast majority of players, regardless of rank, can't compete because they gain far more XP than cry in every battle. This is reflected in the appalling G/S of a lot of players at every rank, making them so weak as to be ineffective and a liability to other team members.

The developers could alleviate this problem greatly by giving more cry to XP in battles, or at the very least making the ratio 1-1.

By the way, try starting a new account without buying are getting your perks as a mod and then explain again how 270,000 cry is a reasonable amount to spend, not taking into account all the supplies you will need to be competitive (including batteries) and upgrades to all garage equipment, (including drones) just to compete in this total P2W game.

 

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6 hours ago, Maf said:

I assume that most buyers have Premium account, and therefore crystals are easy to acquire for them. Therefore, they buy and upgrade most equipment items anyway, just for the sake of owning them (because that's what buyers do), and regardless of whether they are OP or not.

Over-buffing an item to increase its sales is a very short-term and ineffective way to generate revenue, since it will only work once for each turret on one person's account. I stand by my word that the Magnum buff wasn't a direct sales strategy.

If that is true, then why do the devs still keep doing it?

If they were truly trying to achieve balance here, then they wouldnt need to make changes to items that were already balanced before. If they werent doing it for money, then the only other answer is that they are incompetent. Either way, they should be fired and replaced by a team that do care.

I chose to believe that they did it for profits because it would make alot more sense, plus it'll give their intelligence some credit.

Besides, over buffing an item not only increases the purchase of the item itself, it also increases the purchase of:

•upgrades to the item.

•protection module of the item.

•upgrades to the protection module.

•augments to the item.

And maybe skins and shot effects to the item.

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5 hours ago, 2shots2kills said:

Oh yes, Railgun is SO weak. It can't do anything in battle, like, at all. 

  Reveal hidden contents

x86NjTY.png

 

ow wow, one lucky shot and you appealing that railgun is ok? beside the fact for only one augment

cruel joke

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1 minute ago, Entropy said:

ow wow, one lucky shot and you appealing that railgun is ok? beside the fact for only one augment

cruel joke

Yes, it was a joke, too bad you did not get it.

 

I play Railgun with Scout, Death Herald, Hyperspace and EMP. I have 0 problems with it and I think it's an ok Turret. Amazing? No. Weak? Neither. 

A lot of people seem to have trouble with the long warm up, but I enjoy Railgun way more in this form, with a shorter reload and longer warm up. 

Sure, when some players stay still in the open and wait 3 years for the warm up and get evaporated, Railgun may appear weaker that it could really be. 

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5 hours ago, 2shots2kills said:

 

 

and without booster you amazed me ?

i hope i knew such changes to it would come. i barely stand vs 50% with Mk4 

10 hours ago, Akame said:

All in all, every OD has a counter, they charge slower than they did before now although undisclosed.

but still one more OP than other

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