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Patch Update #688 - Released 27th May 2022


Marcus
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Patch Update #688 - Released 27th May 2022

 

  • A new augment for Thunder that can be received from a special offer — «Pulsar»

    • (Note) It is similar to Ricochet’s version, but it differs in status effect durations and critical damage chance is halved. Also, Thunder’s «Pulsar» can apply status effects with splash damage.

  • Smoky

    • Reload time changed from 1.6-1.2 to 1.81-1.15 s;

    • Recoil decreased from 1.0-2.0 to 0.5-1.0;

  • Striker

    • Single shot reload time increased from 2.0-1.6 to 2.4-1.6 s;

    • Salvo reload time increased from 2.0-1.6 to 2.4-1.6 s;

    • Aiming time increased from 3.5-2.8 to 4.2-2.8 s;

      • (Comment) The increase in aiming and reloading time will be noticeable only on the lower modification levels of the turret;

    • Aiming recovery time has been increased from 0.7 to 1 s;

    • «Missile launcher "Cyclone"» augment

      • Aiming recovery time increased by 50%;

      • (Note) It’s annoying to lose the lock on a target when the aiming time has increased, this change should make life a little fairer;

  • Vulcan

    • Reload increased from 75-55 to 75-60 ms;

  • Thunder

    • Regular damage increased from 355-710 to 495-990 HP;

    • Critical damage increased from 505-1010 to 510-1020 HP;

    • Reload time changed from 3.2-1.9s to 3.0-2.0s;

    • Average and minimum splash damage decreased from 60% to 50%.;

    • Recoil decreased from 1.2-2.5 to 1.2-2.4;

  • Railgun

    • Regular damage increased from 495-990 to 625-1250;

    • Shot reload time changed from 4.3-2.5 to 4.4-2.4 s;

    • «Reinforced aiming transmission» augment:

      • Added an increase of auto-aim upward and downward by 50%;

      • Turret rotatory acceleration increased from 35% to 50%;

    • «Round stabilization» augment:

      • The increase in regular damage changed from +20% to +9%;

      • The decrease in critical damage changed from -20% to -9%;

      • Now the critical chance is always 50%;

      • (Note) Now «Round stabilization» decreases not only the gap between minimal and maximal damage but also the gap between the chance to deal regular and critical damage;

    • «Round destabilization» augment:

      • Returned to the original increase to critical chance of 100%;

      • Removed the fixed critical chance of 50%;

      • Added an increase to the shot warmup time of 10%;

      • (Note) The augment got back its key feature of high critical damage. Due to the current critical chance settings, increased damage will be dealt about once per three shots, not once per two shots as before;

    • «Large caliber rounds» augment:

      • The increase in regular damage changed from +5% to +20%;

      • The increase in critical damage is removed;

      • The increase in shot reload changed from +90% to +50%;

    • «Electromagnetic accelerator "Scout"» augment:

      • The decrease in regular damage changed from -18% to -25%;

      • The decrease in critical damage changed from -34% to -25%;

      • The decrease in shot warmup time changed from -20% to -50%;

      • Added a decrease to the impact force of 20%;

      • (Note) With these settings, this augment makes the turret as close as possible to Thunder in terms of rate of fire and damage;

    • «"Death Herald" compulsator» augment:

      • Decreased shot warmup time by 20%;

    • «Hyperspace rounds» augment:

      • The increase in regular damage is removed;

      • Penetration damage bonus decreased from +250% to +200%;

      • (Note) All the changes to this augment are a result of the turret’s regular damage being increased;

  • Magnum

    • Regular damage increased from 670-1340 to 745-1490 HP;

    • Critical damage increased from 670-1340 to 745-1490 HP;

    • Reload time increased from 4-2.4 to 4.9-2.6 s;

    • Radius of max splash damage decreased from 10 to 5 m;

    • Average splash damage radius decreased from 11 to 6 m;

    • Critical splash damage radius decreased from 10 to 5 m;

    • Recoil increased from 1.7-4.0 to 2.0-4.0;

    • Viking's Overdrive «Berserk Reactor»

      • The increase in damage decreased from +200% to +150%;

      • The increase in rate of fire increased from +65% to +75%;

    • «Armor-Piercing Core» augment:

      • The «Armor piercing» status effect’s radius increased from 2 to 5 m;

  • Gauss

    • Reload time in arcade mode increased from 2.0-1.5 to 2.25-1.5 s;

    • Damage in sniping mode increased from 800-1600 to 900-1800 HP;

    • Aiming time increased from 2.8-1.8 to 3-2 s;

    • Reload time in sniping mode changed from 4-3 to 4.2-2.8 s;

    • Radius of max splash damage in sniping mode decreased from 11 to 5 m;

    • Average splash damage radius in sniping mode decreased from 12 to 6 m;

    • Recoil in sniping mode increased from 1.2-2.5 to 2-4;

    • «Electromagnetic salvo» augment:

      • The «EMP» status effect’s radius increased from 11 to 15 m;

    • «Armor-Piercing Salvo» augment:

      • The «Armor-Piercing» status effect’s radius increased from 11 to 15 m;

  • Shaft
    • Arcade shot reload time increased from 2.0-1.5 to 2.25-1.5s;

    • Full sniping shot reload increased from 10 to 14.5-10 s;

    • «Short-band emitter» augment:

      • The increase in arcade damage changed from +20% to +48%;

      • The increase in critical damage changed from +20% to +10%;

      • The increase in arcade reload time changed from +25% to +34%;

      • The increase in minimum sniping damage changed from +20% to +48%;

      • Price increased from 149,000 to 245,000 crystals;

      • (Note) With these settings, this augment makes the turret as close as possible to Thunder in terms of rate of fire and damage;

    • «Rapid-fire mode» augment:

      • The decrease in arcade shot reload duration changed from -80% to -83%;

      • Energy per arcade shot changed from 350 to 384;

      • Added an increase in recharge rate by +167%;

      • Added a decrease to sniping mode damage of -66%;

      • Sniping shot consumes all the energy stored;

      • (Note) Now this augment makes Shaft be useful only for Arcade shots and sniping mode is useless with such a low damage;

    • «Armor-Piercing Sight» augment:

      • The «Armor-Piercing» status effect’s duration increased from 2 to 5 s;

      • The decrease in energy consumed by sniping shot is removed;

      • (Note) The original setting allowed for about half a second to hit a target with an arcade shot after the target’s armor was deactivated. With these changes, it should be a bit easier.

  • «Lifeguard» drone

    • Drone reload time decreased from 60 to 9 s;

    • Healing decreased from 1000-3000 to 500-1000 HP;

    • (Note) With the «Jammer» status effect becoming more popular and available, this drone should stop causing serious problems when catching gold boxes. The new settings should be much more useful in a regular battle.

  • Icons on all supplies in the garage have been updated;

  • Added a new daily mission «Use the Nuclear energy supply»

    • (Note) Don’t forget, any supply-related mission can be completed not only by activating the supply, but also by taking the respective bonus box;

  • Updated the old «Tanki Online» logo that you see while entering the game with the new modern one.

 

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32 minutes ago, Marcus said:

A new augment for Thunder that can be received from a special offer — «Pulsar»

  • (Note) It is similar to Ricochet’s version, but it differs in status effect durations and critical damage is halved. Also, Thunder’s «Pulsar» can apply status effects with splash damage.

? for those who bought rico pulsar

Edited by wild001
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Quote
  • Viking's Overdrive «Berserk Reactor»

    • The increase in damage decreased from +200% to +150%;

    • The increase in rate of fire increased from +65% to +75%;

Quote

Shaft

  • Arcade shot reload time increased from 2.0-1.5 to 2.25-1.5s;

  • Full sniping shot reload increased from 10 to 14.5-10 s;

@Ghost_Animators  your prediction is true! 

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Scout: 2 second reload, breaks 1k on both normals and crits with booster. Scout is literally back to how it was right when the railgun crit change happened. Scout is back, except with a ridiculous amount of impact force.

Sledgehammer: 2 second reload, breaks 1.5k on a direct hit and 750 on an indirect hit. Sledgehammer is well above where it was when the powercreep started happening. Sledgehammer is fully, 100%, back to glory.

RFM: Takes 4 seconds to reload a clip, can unload its clip within one second, has its range back.

Striker has had its time. The old powerhouses are finally powerhouses again.

...except for LCR. LCR is still dead.

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Just now, numericable said:

*Noobs taking OD box while having overdrive 100% ready has entered the chat*

Eh, they've always been around... I don't think much will change here.

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45 minutes ago, Marcus said:

Regular damage increased from 495-990 to 625-1250;

Best favorable change according to me, Huge upvotes ^^

46 minutes ago, Marcus said:

The increase in shot reload changed from +90% to +50%;

LCR will be comparatively good now, time to try the old combos back.

46 minutes ago, Marcus said:

Decreased shot warmup time by 20%;

Yes, this is what I was waiting for, warm up time is decreased.

For me, this rail change has been immensely positive, time to polish the Hornet Railgun from tomorrow.

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Glad to see Shaft RFM will hopefully be playable again.

Lifeguard changes are interesting. I'm quite worried that a light hull that can get healed to 50% hp from taking damage every 9 seconds will be quite a nuisance.

Magnum nerf is much needed.

Thunder Pulsar augment is meh — I think it has potential for way more interesting augments.

Curious that the recent Railgun changes seem to completely discourage people from using it in attack, putting it into the backlines with the other long range turrets. It makes sense, though the Railgun users are probably unhappy. Fortunately, I'm not one of them :ph34r:

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 So the next step is to give to every single Turret a Pulsar augment? I'm not even happy to see Thunder buffed, because I can see the game going in a worse direction in every update. 

 

Also, why do you keep buffing the damage on everything? Why don't you nerf the overpowered equipment instead? 

A medium Hull has 3000 hp and we are at a point where a turret does 1k damage with one shot, or it has an insane DPS... we will reach COD levels of suvivability soon... why don't you implement headshots that kill in one hit since you are at it? 

 

 

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1 minute ago, 2shots2kills said:

 So the next step is to give to every single Turret a Pulsar augment? I'm not even happy to see Thunder buffed, because I can see the game going in a worse direction in every update. 

 

Also, why do you keep buffing the damage on everything? Why don't you nerf the overpowered equipment instead? 

A medium Hull has 3000 hp and we are at a point where a turret does 1k damage with one shot, or it has an insane DPS... we will reach COD levels of suvivability soon... why don't you implement headshots that kill in one hit since you are at it? 

 

 

I'd rather have TTK be screwed over and the game be balanced than have TTK screwed over and the game not be balanced, unfortunately.

Hopefully they do another mad tanks style experiment where health is doubled?

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1 minute ago, Abellia said:

Hopefully they do another mad tanks style experiment where health is doubled?

You see, if they double the health then the drones become a gigantic problem. The tanks are too fast with Trickster and Crisis and it becomes impossible to kill them before they run away with the Flag/Ball. Or they become unkillable with Defender.

 

If they double the HP they have to rework most Drones and the Protection % ... this is too much work, so they resort to the lazy way, just buff everything to the max... 

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7 minutes ago, 2shots2kills said:

You see, if they double the health then the drones become a gigantic problem. The tanks are too fast with Trickster and Crisis and it becomes impossible to kill them before they run away with the Flag/Ball. Or they become unkillable with Defender.

 

If they double the HP they have to rework most Drones and the Protection % ... this is too much work, so they resort to the lazy way, just buff everything to the max... 

True. That was a big problem with the previous mad tanks experiment, as well wasn't it?

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1 hour ago, Marcus said:

«Lifeguard» drone

  • Drone reload time decreased from 60 to 9 s;

  • Healing decreased from 1000-3000 to 500-1000 HP;

  • (Note) With the «Jammer» status effect becoming more popular and available, this drone should stop causing serious problems when catching gold boxes. The new settings should be much more useful in a regular battle.

What kind of excuse for the change is this? Nonsense, if it has /3 hp received now, it should see reduction in repair kits used. One per activation would be alright. However, this change should have never happened in the first place.

 

Edit: Lifeguard is not the drone I have seen dominate battles. Hyperion, trickster, booster, defender are way more used, even blaster and assault are more used.

Edited by stat.padder
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@fire_shoter Come on, bruh. For most cases, 5m of splash damage is completely sufficient. Only in incredibly specific Siege/ASL scenarios would you actually NEED a bigger radius, and we're getting a damage buff in exchange for 2 milliseconds of increased reload. I think this is a positive change, since Magnum will hit harder and being skilled with it will mean something again while those whom hate this turret will have less arguments to screech to have it nerfed to the ground again. And hey, perhaps now the AP augment will be worth using. If you hit a group with it, maybe at least one of them won't purge it.

As for the rest...
I quite like the changes for Gauss, the intention clearly is to set it further apart from Thunder; though I really do not see the point of giving the status augments such a colossal splash radius. A slight Vulcan nerf is welcome given the monstrous crit damage, and I'm really happy to see a Railgun buff. Pulsar for Thunder... well, time to hate Thunder I guess? But seriously, this is gonna be a more annoying and unpredictable version of EMP Gauss, and even I, its user, consider that thing barely humane. Eugh. The QoL changes to Striker are nice, and so are the buffs to Shaft's augments - not that they matter to me, since I enjoy being a sniping healer too much lol.

Edited by Kazareen
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1 hour ago, Marcus said:

A new augment for Thunder that can be received from a special offer — «Pulsar»

hahahahahaha no.

turning Pulsar into common augment is an amazing idea! now even its non existent crit chance will feel like 90% because every big buyer will have pulsar. you cant breathe without making a difference between big buyers and F2Ps bigger.
cant wait for Pulsar shaft with healing emmiters combined 

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Just now, Kazareen said:

@fire_shoter Come on, bruh. For most cases, 5m of splash damage is completely sufficient. Only in incredibly specific Siege/ASL scenarios would you actually NEED a bigger radius, and we're getting a damage buff in exchange for 2 milliseconds of increased reload. I think this is a positive change, since Magnum will hit harder and being skilled with it will mean something again and those whom hate this turret will have less arguments to screech to have it nerfed to the ground again. And hey, perhaps now the AP augment will be worth using. If you hit a group with it, maybe at least one of them won't purge it.

As for the rest...
I quite like the changes for Gauss, the intention clearly is to set it further apart from Thunder; though I really do not see the point of giving the status augments such a colossal splash radius. A slight Vulcan nerf is welcome given the monstrous crit damage, and I'm really happy to see a Railgun buff. Pulsar for Thunder... well, time to hate Thunder I guess? But seriously, this is gonna be a more annoying and unpredictable version of EMP Gauss, and even I, its user, consider that thing barely humane. Eugh. The QoL changes to Striker are nice, and so are the buffs to Shaft's augments - not that they matter to me, since I enjoy being a sniping healer too much lol.

Well, how do I put it?

I would be completely fine with the Magnum buff if they didn't just give steroids to a bunch of the other members of the "old guard" of powerhouses. Also - the argument against its nerf was that it didn't break any noteworthy barriers without booster. It no longer requires that to do so, and still has the relative faster reload compared to how it was before its recent tweaks, making it relatively more obnoxious in a 1v1 scenario and thus more likely to be complained about. It doesn't need to be a 1v1 powerhouse, it needs to be a solid team player - preferably through a way that isn't camping people out, which I think the decreased gravitation accomplished. All that was really needed was a Reinforced Gun Carriage tweak to make it more suitable for slower gameplay - reducing its raw reload would have been nice - and a fix to Harpoon, which was and continues to be stupidly bugged out. 

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After every Turret will have its own version of Pulsar, we will see Hull Augments that have 2 or 3 immunities at the same time, only available in special offers and for $ only... mark my words.

 

This will create the separation: F2P cannon fodder; small buyers with ONE status effect/ ONE immunity; and Whales with Pulsars/3-Full Hull immunities... 

Edited by 2shots2kills
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