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Patch Update #688 - Released 27th May 2022


Marcus
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1 minute ago, Ghost_Animators said:

xD

At least shaft is only nerfed at lower modifications. Mk8 is still the same. Plus the buff to "Short-band emitter" looks great! ?

Rapid-Fire Mode is also back. 4 seconds for a full clip.

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1 hour 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 chance is halved. Also, Thunder’s «Pulsar» can apply status effects with splash damage

Not going to lie, I am kind of upset that rico pulsar was mini game exclusive for rico and harder to obtain well thunder pulsar gets to be easily more accessable  just by buying directly at a fixed amount of tankoins in a bundle.... 

Edited by Hiroyukisa
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1 hour ago, Marcus said:

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;

Old scout is back ?

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8 minutes ago, Ghost_Animators said:

xD

At least shaft is only nerfed at lower modifications. Mk8 is still the same. Plus the buff to "Short-band emitter" looks great! ?

You like using the alt with hopper xD

Epic shaft skills are expected in AIMBOT #3 ?

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wow I'm shocked .. that they never added new up dates on Ricochet or Hunter ..lol

will see how these new changes are in a battle tomorrow. for now good luck everyone in battles.

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9 minutes ago, 2shots2kills said:

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.

They already talked about duoble immunities... like a year ago bruh.
I thought they would come because of things like jammer freeze or AP fire (2 effects at the same time getting applied with no punishment)
But if its every turret gets pulsar then its duoble immunities... lol sure we'll see how that goes... hopefully they'll just make pulsar bundles once a lifetime like cryo paint or something and pulsar will never gets added to conts even in exotic.
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Also why the hell do you need to turn every random turret augment into "as close as possible to thunder" if i want to use thunder then well... ILL JUST USE THUNDER INSTEAD OF SHAFT WITH thunder augment or rail. what next week isidas nanobots will get turned into "thunder"? people want unique items not everything becoming literally the same thing with different texture!

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13 minutes ago, Hiroyukisa said:

Not going to lie, I am kind of upset that rico pulsar was mini game exclusive for rico and harder to obtain well thunder pulsar gets to be easily more accessable  just by buying directly at a fixed amount of tankoins in a bundle.... 

And thats why you NEVER buy augments for insane amount of tankoins. Just wait couple months and they'll show up in challenge. or in this case just wait couple weeks and buy Pulsar of your favorite turret

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Majority of the update is fine, but you just had to start it in such a horrendous way. Thunder, god damn, pulsar. Ricochet pulsar should've never existed to begin with, and now you're adding a splash version of it with potentially long range. This update could've gone so well if you just didn't include the "Give us money and we give you overpowered, game-breaking crap which we'll only nerf when we meet profit margin" segment. The rail changes, shaft changes, thunder changes, gauss changes, magnum changes. All good, interesting. But another pulsar augment... It's so dumb. You could've had so much more originality in creating augments, not just for thunder, but for each and every turret. You just don't though, you don't get paid for originality, you get paid for putting broken crap into the game with no regard for game balance. Haven't you ruined your game enough in the past 4 years? Given we know you look at numbers in the form of statistics rather than actually playing the game to get an idea of what changes to make, you should see that the popularity of tanki has gone wayyyy down. Maybe there's a trend... hmm. Maybe people quit when the game is not fun... hmm. Maybe the game isn't fun when it's blatantly P2W making it unbalanced... hmm. Maybe, just maybe, does the community who actually suffers through matchmaking on a day-to-day basis know better than the developers themselves, and that just maybe should said developers listen to the community, else risk it losing yet more popularity, eventually leaving only those loyal... or stupid enough more like, to actually fall for the obvious money-grabs. You shouldn't have to spend money to remain competitive. Money should give a slight advantage or shortcuts, but not in a game-breaking way. Take literally any successful in-game purchases having game, and you'll notice something. People... actually enjoy it! Miraculous. Take a page out of their book, would ya. 

Edited by Annihilation
Grammar
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2 hours ago, Annihilation said:

This update could've gone so well if you just didn't include the "Give us money and we give you overpowered, game-breaking crap which we'll only nerf when we meet profit margin" segment.

Sums up the developers to a T.

 

2 hours ago, Annihilation said:

you get paid for putting broken crap into the game with no regard for game balance.

Couldn't have put it better myself.

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7 hours ago, Marcus said:
  • 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%;

OMG- SBE getting some attention? ?

7 hours ago, Marcus said:
  • Drone reload time decreased from 60 to 9 s;

  •  

Woot! This will be useful in Assault attacking.

 

Legit best update in so long lets goooo

Edited by Spy
Do not type in full CAPS LOCK.

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6 hours ago, Abellia said:

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

We're on the right track with a decrease in the reload penalty though. >:3

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Nice buff for railgun, but maybe a little bit overbuffed? 

It could be a strong buff to accelerator scott. I expect it to be a powerful augment tomorrow(Maybe a little bit too powerful I guess)

And for the destabilization,a shot with 3000+ critical damage could be horrible. Though the chance for critic is 33%.

 

Why do u change the magnum back? I personally think it is fine by now. ?

Also I suggest buffing the defender and blunderbuss a little bit. Just a little bit is enough. Blunderbuss could have a normal damage of 2000 when the max hitting pellets are 18 rather than 15(with 15 now, normal damage is 1800, and even with 2000 normal damage, only about half of the normal shots could deal the full damage because we do not always have the chance to get close enough to our enemy). Compared with other augment for hammer, blunderbuss is with a shorter range of max normal damage, which means that for many cases we will have to fight close against melee-range turrets, and that is not the features for hammer right? On condition that most melee-range turrets are powerful in close range, blunderbuss could hardly win without a critical shot. 

As for the defender, I just simply feel that the extra defend is not really enough since so many turrets are adding basic damage for normal shots and critical shots. So  I think it will be much better if defender gets a little buff. 

By the way, if hornet could have a 9 second of critic, it could be more excellent.?

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lol the reload of smoky is longer at MK1 nad shorter at mk7+ XD

i hope that they hyperscape round won't be weaker

59 minutes ago, Me0w_XP said:

OMG- SBE getting some attention? ?

it's a short range alteration anyway

what surprises me is why after each change to an alteration the price jumps to 245k

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38 minutes ago, Compasser said:

 

Also I suggest buffing the defender and blunderbuss a little bit. Just a little bit is enough. 

So  I think it will be much better if defender gets a little buff. 

By the way, if hornet could have a 9 second of critic, it could be more excellent.?

I wonder why you want that buffed?

Spoiler

d21N8HG.png

https://imgur.com/d21N8HG

 

 

 

 

Edited by frederik123456
Img embedded
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3 minutes ago, Master_Scope said:

I wonder why you want that buffed?

 

no offense but 5M EXP!!! i never saw that high number

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SO after all the work I put into my original account just to have it nerfed.... I started a new account and chose Gauss....... and Gauss is now nerfed.

 

Amazing "update"

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6 minutes ago, MrRodent said:

SO after all the work I put into my original account just to have it nerfed.... I started a new account and chose Gauss....... and Gauss is now nerfed.

 

Amazing "update"

Gauss is still the best Turret by FAR! Wouldn't trade it for any other turret except probably Ricochet with Helios augment. 

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Magnum was fun while it lasted!

imo Ares OD needed a nerf as well.  Pretty crazy how fast it charges for how powerful it is now.  Titan has the weakest OD in the game (imo) and it charges slower than Ares, which is one of, if not the current strongest.....

Edited by 0179432
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