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Patch Update #690 - Released 10th June 2022


Marcus
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1 minute ago, Mr.Fox said:


You guys killed my favorite drone ?.
If its still consume 3 Speed Supplies after this update, I may return back to Brutus ?.

I don't think it should be too bad though, only difference it will take a bit longer to reach the max speed, right?

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Just now, frederik123456 said:

I don't think it should be too bad though, only difference it will take a bit longer to reach the max speed, right?

I think so, but I need my mammoth to be fast as soon as possible ?

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Devs 2 weeks ago:

 

Quote
  • «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;

  • «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;

 

Devs now:

Quote
  • «Electromagnetic accelerator “Scout”» augment

    • The decrease in Standard damage changed from -25% to -28% = 900

    • The decrease in Critical damage changed from -25% to -20%

Thunder

  • Standard damage decreased from 495-990 to 450-900

 

Where is Short-Band Emitters' complementary nerf to its arcade damage? 

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2 hours ago, Marcus said:

Smoky

  • Standard damage increased from 290-580 to 300-600

  • Critical damage decreased from 710-850 to 670-800

Another nerf to autocannon smoky ? it's already dead, no need no beat it even more.

Edited by stat.padder
Explanation: this augment mostly does critical dmg, regular dmg is too low
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19 minutes ago, Apis_the_Professor said:

Can someone please explain what they mean by this?

Supposedly, mobile has an additional upward/downward auto-aim angle of +1 degrees on the turret, and +5 for horzontal. Seeing that it does not go into detail about the change, it may be that it is getting changed to 1 degree upward and 3 degrees horizontal. 

This was taken ~1 year ago as the maximum horizontal auto-aim mobile could achieve. Seeing that the Patch Note stated 6 degrees, it likely means it has not changed since then. 

 

Screenshot_2021-06-10-19-05-22-408_com.t 

 

16 minutes ago, stat.padder said:

Another nerf to autocannon smoky ? it's already dead, no need no beat it even more.

It may get its comeuppance when Assault Rounds and High-Precision Aiming System inevitably get changed into 245k augments. Just have to be patient until that Patch Note comes, I guess. 

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Lol nerf again boosyer to 5-10% more unit damage and it would be even worse than the old brutus that boosted the tank by 10% lol

Rip booster, i won't use you anymore.

 

Can someone explain to me in details what will happen to trickster and crisis, i still didnt understand it

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2 hours ago, JustBlackWolf said:

Yeah! Let's increase damage on everything even more! We're not getting enough oneshots already out there are we?

defender drone is getting equiped ?

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3 hours ago, Marcus said:

«Rapid-fire mode» augment

  • Decreases the ranges of maximum and minimum damage by -50%

Why not reduce the Acade damage and loading time of short-band emitters? Now it can destroy a 3000HP tank with defense with three mouse clicks! And it even takes only three seconds to fill. Why not cut the filling time!?

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LMAO they did nothing about Ares or Helios…guess I can continue to (ab)use that OP combo in MM :ph34r:

Edited by LambSauce
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Quote

Turret damage rebalancing

Quote
  • Booster

    • Bonus damage decreased from 15-30% to 10-20%

    • (Note) Booster bonus damage reduction is in line with the current base damage increases for almost all turrets, where Booster plays a key role in increasing efficiency.

Now is a very good time to suitably address the drone situation in the game. The drone and supply update made some drones more worth using in a vacuum, but the problem persisted and forcefully stayed when containers were nerfed shortly after. The problem was that every drone has the same upgrade price. What is the point of spending at least 1 million crystals on Assault if Hyperion does everything it does better, and MORE? What is the purpose of spending at least 1 million crystals on Sprinter if Trickster does the job of capturing objectives better and MORE?

These drones are at the top of this drunken ladder due to them being more costly to maintain. It's costing the same arm and leg to upgrade as a weak drone and its power gets justified behind further costs to maintain it over a long period of time. Now that Defender has gotten nerfed, Trickster not having as much burst of speed as before and the turret rebalancing shifting less in favour of Booster's influence, it's time to do something about this abhorrent drone system. 

 

Sprinter - 1 speed boost consumed per activation. Remove that.

Lifeguard - 2 repair kits consumed per activation, which happens significantly more frequently now with the recent change to it. Reduce or remove that.

Blaster - 3 mines consumed per activation. Remove that

Saboteur - 7 mines consumed per activation. Reduce that. 

Assault - 1 boosted damage consumed per activation. Remove that.

Defender - 2 boosted armours consumed per activation. Reduce that

Booster - 2 boosted damages consumed per activation. Reduce that

Trickster - 2 speed boosts consumed per activation. Reduce that. 

 

After reducing these, either buff the lower-tier drones so they are actually worth upgrading, or take the safer route for game balance: significantly reduce the price to upgrade every drone besides the top 5 in the their respective rung of the ladder. 500,000 crystals for Driver, Engineer and Trooper is egregious. 1,000,000 crystals for Sprinter is nonsense. It's about time some variety be had for drones in the game. You're not going to get variety if you keep these exorbitant prices for little payoff. 

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29 minutes ago, numericable said:

Can someone explain to me in details what will happen to trickster and crisis, i still didnt understand it

Crisis and Trickster gave an additional 30% boost to acceleration when activated. This boost was reduced to +10% in December and now the boost is being removed. All it means is you will take a bit longer to reach your fast maximum speed than you do now. 

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38 minutes ago, max6782 said:

Developers did you forget to look on your statistics about paladin rico fast shooting "augment"?

It'll only get nerfed once they reach profit margins. They know Helios is overpowered, and they know lots of people want it. Thus more people will spend more money on getting ultra containers to try get it and they will profit from it. Once they reach it, only then will it be nerfed. Paladin, however, is another story... Should've removed AP rather than Jammer from the aura, and should remove either the healing or status immunity, preferably the former. In a game dictated by status effects over skill, status immunity alone is broken for the extended period of time that paladin grants it for, and is more than enough to justify that anything atop of that is simply overpowered. 

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3 hours ago, TheCongoSpider said:

Crisis and Trickster gave an additional 30% boost to acceleration when activated. This boost was reduced to +10% in December and now the boost is being removed. All it means is you will take a bit longer to reach your fast maximum speed than you do now. 

I understand now, so it just affect the acceleration speed, not the potential full speed itself.

Edited by numericable
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The Booster interaction change topic has been updated, here is the new list and what you can look forward to after the update later. As you can see, the list is now shorter has the Booster nerf coupled with the new turret damage spushes it to the edge but not quite enough. Many more major interaction changes will now be seen when using a maxed turret with Booster and Adrenaline.

 

Quote

UPDATED: 10/06/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with ball + chain lightning strike. 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • AP Hammer will require only one shot to kill a heavy hull after it APs them

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 34 metres (from 30m)
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 44 metres (from 41m)

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.3 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Gauss: 

  • Will start one-shotting unprotected medium hulls with the arcade critical hit

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage. 
  • Short-Band Emitters will start one-shotting unprotected light hulls with the minimum sniping damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start two-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 92% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 92% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

 

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This might be an unpopular opinion, but I actually appreciate the work the Developers have been doing in very recent times to keep the game balanced. Nearly every week they tweak something they've found to be an issue in the past, and it feels a lot like older years of the game, at least to me it does. I thoroughly enjoy playing the game nowadays.

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20 minutes ago, Devoid said:

I actually appreciate the work the Developers have been doing in very recent times to keep the game balanced. Nearly every week they tweak something they've found to be an issue in the past, and it feels a lot like older years of the game

Oh my sweet summer child...

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