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Patch Update #688 - Released 27th May 2022


Marcus
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14 hours ago, Master_Scope said:

I wonder why you want that buffed

Why not? I have explained the reasons and I think I play them really often. I never suggest buffing anything just because I use them and want them to be overpowered(the fact is that I only use defender twice this month because I think hyperion is much better for me, and I start to try blunderbuss after the change made to hammer). U can see that I said railgun maybe a little bit overbuffed. Besides, if u insert such picture just to show that I am not an expert in having any suggestions, well then, u win. I am not an epic player, still I have my understanding of a game. 

Any way, do not forget u are also showing ur understanding of another player based on ur own experience. Let it be more objective rather than more subjective.

Edited by Compasser
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On 5/26/2022 at 8:29 AM, 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;

Can you elaborate? I don't understand, the regular damage + critical damage got buffed or nerfed? In the future, formulate better sentences that make sense pls

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7 minutes ago, Yveltal9 said:

Can you elaborate? I don't understand, the regular damage + critical damage got buffed or nerfed? In the future, formulate better sentences that make sense pls

Regular damage is 25% lower than stock
Critical damage is 25% lower than stock
Shot warmup time is 50% faster than stock
Impact force is 20% less than stock

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8 minutes ago, Me0w_XP said:

Regular damage is 25% lower than stock
Critical damage is 25% lower than stock
Shot warmup time is 50% faster than stock
Impact force is 20% less than stock

hmm but regular damage with double damage, before I deal 1500 damage and now I deal 1800....

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37 minutes ago, Yveltal9 said:

hmm but regular damage with double damage, before I deal 1500 damage and now I deal 1800....

It is that % less than STOCK. 

 

Previous iteration was: 

Stock = 990 

Scout = 990*.82

 

Current iteration is:

Stock = 1250

Scout = 1250*.75

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1 hour ago, FABLOUSFALCON said:

Can someone explain what  are the changes done in  round destabilization for railgun?

it's not working properly is there a bug or what?  

 

1 hour ago, FABLOUSFALCON said:

I also want to know, I bought that augment in sale by reading this and that augment is totally trash. 

It increases your critical damage by 100%, for the downside of having a 1.76-second shot warm up time and -50% normal damage. It is a augment that puts you at the hands of RNG. It is not a consistent augment (never was for most of its lifetime) so you cannot be upset if you don't win at times.

 

Whether or not there is a bug with it, I am not completely sure. The critical chance did seem lower than 30% when I used it. But maybe, again I say, I was just unlucky. 

 

Don't look at descriptions for augments. Instead, go to the dedicated Wiki page or ask around here on the forum or the Tanki discord server if you are there. Specifically the German Wiki. https://de.tankiwiki.com/Ausrüstungs-Variationen

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On 5/26/2022 at 8:29 AM, 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 recoil 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;

Would you mind telling use why Scout now shoots double the number of shots with Viking's Overdrive than it did before? You made a patch specifically to equalise the augments and now you trample on that shortly after. 

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how am i supposed to buy or upgrade anything in sale ..the game is not even loading n there is too much lagg..also garage never loads>>>???

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including goldbox

14 minutes ago, fire_shoter said:

I expect at least 1000 of all supplies as compensation, including BATTERIES !!!

 

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17 minutes ago, fire_shoter said:

I expect at least 1000 of all supplies as compensation, including BATTERIES !!!

2 minutes ago, XD_PRO said:

including goldbox

Add one Skin Container and maybe we are set.

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1 minute ago, 2shots2kills said:

Add one Skin Container and maybe we are set.

Might as well give everyone maxed accounts for a day 

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1 minute ago, 2shots2kills said:

Add one Skin Container and maybe we are set.

I think it would be better if it was one skin of preference or one animated paint of preference (player's choice). I would go for animated paint and it would be Ducks ???

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7 minutes ago, Apis_the_Professor said:

I think it would be better if it was one skin of preference or one animated paint of preference (player's choice). I would go for animated paint and it would be Ducks ???

duck supremacy

???

 

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On 5/26/2022 at 8:29 AM, Marcus said:

 

  • 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;

Huge Railgun changes that deeply affect it and its augments' damage output, and you know what that means. That's right, unannounced changes to the damage coefficients with Viking's Overdrive. They chose to go public with Magnum's Beserk change but not these. Strange indeed. 

 

Stock, Reinforced Aiming Transmission, "Death Herald" Compulsator: 

  • Normal damage: x2.5 -> x2.5
  • Critical damage: x2.5 -> x2.5

 

Hyperspace Rounds: 

  • Normal damage: x2.09 -> x2.5

 

Round Stabilisation:

  • Normal damage: x2.09 -> x2.3 
  • Critical damage: x3.13 -> x2.75

 

Round Destabilisation:

  • Normal damage: x5 -> x3
  • Critical damage: x2.5 -> x1.25

 

Electromagnetic Accelerator "Scout":

  • Normal damage: x3.05 -> x3.34
  • Critical damage: x3.8 -> x3.34
  • # of shots: 9 -> 22

 

Large Calibre Rounds:

  • Normal damage: x2.35 -> x2.07
  • Critical damage: x1.92 -> x2.5

 

Incendiary, Cryo, AP, EMP, Stun Rounds:

  • Normal damage: x2.5 -> x2.5
  • Critical damage: x3.74 -> x2.5

 

 

Obvious attempts were made to equalise the normal and critical damage of the augments to Stock. So why in GOD's NAME is Scout shooting 22 times while the others are still shooting 10?!!

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On 5/26/2022 at 6:54 PM, NikmanGT said:

Best favorable change according to me, Huge upvotes ^^

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

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.

unknown.png

 

I was not wrong, the new Rail has been wonderful to play with.

Let it be scout, Death herald, LCR, they work awesome with booster.

Here is 1 pic of the match I immediately played after the server restart when the patch was implemented.

unknown.png

Spoiler

unknown.png

 

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