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Patch Update #690 - Released 10th June 2022


Marcus
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31 minutes ago, Annihilation said:

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. 

Paladin OD is on the level of another ODs the thing that makes it look OP to some people is the fact that with for example hornet OD you have to have a specific strat to make it OP as hell and paladin is just Hehe i press Shift i win if enemy no AP immunity hehe. I have nothing against status immunity i think all ODs should have some kind of status immunity for 5+ sec this would nerf the skilless status effect era by a lot actually. Also mine immunity should be added to all ODs too because a couple of saboteur users completely freezing CTF/RGB is a little absurd. The things THAT HAVE TO BE NERFED ARE
Helios
Vulcan bots (Flying hull + vulcan with any alteration)
Vulcan critical shots. Yeah its 1% chance or whatever but supercharge OD exists and it turns vulcan into oneshot from any range turret even if you have armadillo 

Saboteur. 1 Saboteur  drone  camper in the enemy team = you cant win in CTF RGB and maybe ASL

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On 6/9/2022 at 7:27 PM, 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, at least to me it does. I thoroughly enjoy playing the game nowadays.

l8yNX5R.jpeg 8nHzCvW.jpg

Edited by JustBlackWolf
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56 minutes ago, Kimura said:

mine immunity

That is why i use mammoth when i see miner drone,

Sabutour is ok if you have a shaft to one shot end all mines.

Miner drone on another hand, you either use trickster + mammoth OD to clear the way or use titan dome drop to stepping over mines with mine module and defender drone

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55 minutes ago, wild001 said:

That is why i use mammoth when i see miner drone,

Sabutour is ok if you have a shaft to one shot end all mines.

Miner drone on another hand, you either use trickster + mammoth OD to clear the way or use titan dome drop to stepping over mines with mine module and defender drone

Well if the nerfs we are using are conbos then nothing is OP.

Helios just use rico prot or armadillo and all it does is tickle you

vulcans? prot/armadillo

the thing is i dont just want to sit with shaft or focus my entire conbo on one random dude potentially sacrificing a win in return. it needs to  be nerfed

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Animated paints should be changed to epic rarity instead of legendary. They give no benefit in battles and just contaminate rewards pool in legendary section.

Plus I get one legendary pull from normal containers every 1000 containers, if even then.

Edited by Apis_the_Professor
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7 hours ago, Marcus said:

Horizontal auto-aim angle for Android client decreased from 6 to 4 degrees.

Finally nerfing the aim assist of mobile players!

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7 hours ago, DaringDeer said:

My guess for Trickster and Crisis is that your acceleration will no longer be increased for your hull, just the top speed.

I get the change for Trickster as it can have Boosted Armor and Boosted Damage at the same time, but not for Crisis. Drone's gonna move down to C tier (from A Tier) in my Tier List from what I'm reading. I'm ranking it that low because of the amount of Status Augments there are in the game now, and how the meta is clearly just revolved around burst damage. Crisis simply can't keep up anymore. You need all Supplies at once. Not suggesting Crisis should get multiple boosts at once, but just saying the mode switching was Crisis's only edge.

I don't know exactly how fast acceleration time to reach a 70% maximum speed, but if it is just going to be the same rate as increasing to standard speed boost, this Drone will cause the user to be a sitting duck trying to reach maximum speed. Point is, it won't be worth going into speed mode, if you are spending too much time without armor or damage just trying to reach maximum speed. Is this Drone just a worse Camper Drone now? 

Crisis should be consuming 2 of each Supply at this point, not 3.

8 hours ago, Marcus said:

Smoky

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

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

Final note, after thinking about it, why is Crisis considered a passive Drone? The only thing passive about this Drone is removing smart cooldowns. I think this Drone should have its own class of Hybrid or something.

8 hours ago, Marcus said:

Thunder

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

  • Critical damage increased from 510-1020 to 615-1230

  • Augment «Small caliber charging machine»

    • The decrease in Standard damage changed from -25% to -30%

    • The decrease in Reload time changed from -25% to -20%

  • Augment «”Sledgehammer” rounds»

    • The increase in Standard damage changed from +50% to +45%

    • Added a decrease in Range of min damage by -50%

  • (Note) The “Sledgehammer” augment was designed as a close-range modification of the turret. Based on what we have observed, the augment is best paired with a speedy hull and used for charging an enemy. With this fix, the augment should remain relevant after changes to the turret’s balance.

KEKW

Thunder already getting nerfed.

We all love critical damage don't we!

8 hours ago, Marcus said:
  • Smoky

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

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

  •  

Remember when Smoky was unique for unexpected high critical damage?

Now it's an Augment called Supercumalative Rounds! for the nicey nice price of 245000 Crystals!

Edited by yellowghetto
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41 minutes ago, Yveltal9 said:

Finally nerfing the aim assist of mobile players!

YESSS! It was very disturbing to see players with aimbot. Hopefully it makes a difference.

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30 minutes ago, yellowghetto said:

Crisis should be consuming 2 of each Supply at this point, not 3.

Well, it’s called Crisis for a reason. It’s still a lot stronger than defender and especially booster now.

After all no one has been forced to play with Crisis and it’s UC exclusive so it should stay like this.

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20 minutes ago, yellowghetto said:

Final note, after thinking about it, why is Crisis considered a passive Drone? 

Its effects do not have an activation requirement. It is baked into the drone itself. Its boosts are a part of those effects which are elligible to be removed by Jammer. 

 

Assault needs to obtain a kill for the drone to activate and reduce current supply cooldowns by -15 seconds. Hyperion has that ability baked into the drone and has no requirement to achieve that, hence it is passive. 

22 minutes ago, yellowghetto said:

Point is, it won't be worth going into speed mode, if you are spending too much time without armor or damage just trying to reach maximum speed. Is this Drone just a worse Camper Drone now? 

Last I remember, Camper can't zip across to the other side of the map in seconds or have boosts below 100% HP. 

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i have a question 

is non-formation battles be affected to the change, if yes let's hope the amount is fair because you know...

7 hours ago, wild001 said:

Weaken drone should not consume 3 supplies

i am with you at this point, even hyperion lvl 1 shouldn't have the same thing

as for drones nerf i am going to stick with my camper drone until it's nerfed

7 hours ago, Apis_the_Professor said:

Can someone please explain what they mean by this?

this is for auto-shoot option where the angle of shooting an opponent higher or below your gun is decreased

7 hours ago, stat.padder said:

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

yes the quick reload won't help with low damage, even incendiary round isn't much touched 

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1 hour ago, TheCongoSpider said:

Its effects do not have an activation requirement. It is baked into the drone itself. Its boosts are a part of those effects which are elligible to be removed by Jammer. 

 

Yeah and why is Jammer able to remove those abilities, when the boosts are baked into the Drone?

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21 minutes ago, fghjkl54 said:

this is for auto-shoot option where the angle of shooting an opponent higher or below your gun is decreased

Auto-shoot depends on the enemy being highlighted to fire the turret. The enemy being highlighted is affected also affected by the horizontal auto-aim angle, which is being nerfed in this patch. It is a nerf for mobile players who use Twins, Ricochet, Hammer, Smoky, Striker, Thunder, Vulcan, Railgun, Shaft and Gauss. 

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1 minute ago, TheCongoSpider said:

Auto-shoot depends on the enemy being highlighted to fire the turret. The enemy being highlighted is affected also affected by the horizontal auto-aim angle, which is being nerfed in this patch. It is a nerf for mobile players who use Twins, Ricochet, Hammer, Smoky, Striker, Thunder, Vulcan, Railgun, Shaft and Gauss. 

but still a bit unfair as long as they'll compete pc players

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8 minutes ago, yellowghetto said:

Yeah and why is Jammer able to remove those abilities, when the boosts are baked into the Drone?

Effect of Jammer:
 

  • Forces a non-passive drone on a cooldown equal to the duration of the Jammer
  • Removes extra damage, speed and armour status effects from Booster, Trickster and Defender respectively, permanently. Removes the extra damage, speed and armour where applicable on Crisis and Camper for as long as the status persists 
  • Removes the ability to activate an Overdrive for as long as the status persists

 

Crisis' passive effects are:

  • Significant reduction of intra-DA/DD/SB cooldowns
  • Removal of after-duration cooldown of DA/DD/SB
  • Prevents the ability to manually activate more than one supply at a time
  • Applies the "additional armour, damage, speed" status when activating one supply manually. 

 

Jammer (temporarily in Crisis and Camper's case) removes boosts, which Crisis has the ability to generate. Look at it this way: Crisis generates a boost that is eligible to be blocked by Jammer but Jammer cannot stop Crisis from generating the boost. It's like Adrenaline vs the freezing status effect. Adrenaline can generate the damage boost when injured and Freezing can block/temporarily disable that boost, but Freezing does not stop Adrenaline from generating the boost. It is external from the drone/augment. 

 

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Bringing back the Pro battles to the forefront (instead of hidden in the back of a menu) seems like a bigger deal than it first appears, and possibly a worrying sign. In the past years, it was stated several times that the plan was to fully commit to MM, and eventually phase out Pro battles completely and turn them into just a flourish for fun. This makes this backtracking all the more significant, and surprising. At the very least, there's been a big change in the vision for the game. At worst, the devs are getting desperate.

Edited by Catbird
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12 hours ago, Marcus said:

Update_wide_1006_EN.jpg

 

Patch Update #690 - Released 10th June 2022

 

  • The «PLAY» button has been updated!

    • Now, upon clicking the button, it shows three main options: Quick battle, Event mode and PRO battles.

    • To select a specific mode in matchmaking, you will now need to click through the additional options located within the «Quick Battle» button.

  • Updated PRO battles

    • Increased battle funds and experience earned in PRO battles.

    • Added a daily limit on the amount of crystals and experience that can be earned from PRO battles.

    • Lifted restrictions on earning crystals and experience in all PRO battle formats (except Parkour). Feel free to configure your games as you would like!

    • Added separate chat channels for different PRO battle formats.

  • Firebird

    • Standard damage increased from 380-1060 to 400-1100 per second

    • Critical damage decreased from 900-1800 to 700-1700 per second

    • Weak damage percentage increased from 10% to 25%

    • (Note) Firebird deals damage 4 times per second. Therefore, the damage numbers in-game will be 4 times lower.

  • Freeze

    • Weak damage percentage increased from 7% to 25%, matching Firebird.

  • Isida

    • Standard damage increased from 575-1150 to 580-1160 per second

    • Critical damage increased from 575-1150 to 600-1200 per second

    • Critical healing decreased from 2000-4000 to 1500-3000

    • (Note) Isida deals damage 4 times per second. Therefore, the damage numbers in-game will be 4 times lower.

  • Tesla

    • Standard and ball lightning damage increased from 409-810 to 450-900

    • Сritical damage increased from 405-810 to 450-900

    • Ball lightning reload increased from 7 to 12-8 seconds

    • (Note) This change means that previously the ball lightning took 7 seconds to charge, but it now takes 12 seconds at Mk1 and 8 seconds at the MAX upgrade of the turret.

  • Hammer

    • Standard damage increased from 60-120 to 70-140

    • Critical damage increased from 540-1080 to 630-1260

    • Reload time of the turret increased from 6.2-4.4 to 7.2-4.4 seconds.

    • Augment «Slugger»

      • No longer decreases the rotation speed of the turret

  • Twins

    • Standard damage decreased from 105-205 to 100-200

    • Critical damage increased from 130-260 to 165-330

    • Reload time increased from 360-257 to 390-260 milliseconds

  • Ricochet

    • Critical damage increased from 270-540 to 300-600

    • Reload time increased from 700-500 to 750-500 milliseconds

    • Recoil decreased from 0.8-1.7 to 0.6-1.2

  • Smoky

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

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

  • Striker

    • Critical damage increased from 850-1700 to 865-1730

  • Thunder

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

    • Critical damage increased from 510-1020 to 615-1230

    • Augment «Small caliber charging machine»

      • The decrease in Standard damage changed from -25% to -30%

      • The decrease in Reload time changed from -25% to -20%

    • Augment «”Sledgehammer” rounds»

      • The increase in Standard damage changed from +50% to +45%

      • Added a decrease in Range of min damage by -50%

    • (Note) The “Sledgehammer” augment was designed as a close-range modification of the turret. Based on what we have observed, the augment is best paired with a speedy hull and used for charging an enemy. With this fix, the augment should remain relevant after changes to the turret’s balance.

  • Railgun

    • «Electromagnetic accelerator “Scout”» augment

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

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

  • Magnum

    • Standard damage decreased from 745-1490 to 720-1440

    • Critical damage increased from 745-1490 to 815-1630

  • Shaft

    • «Rapid-fire mode» augment

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

    • (Comment) The augment was conceived as a melee modification of the turret. We will try to limit its high efficiency to close battles while trying to avoid removing critical damage.

  • 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.

  • Trickster drone

    • No longer grants additional speed boost, only increases maximum speed.

    • (Comment) The standard +1 m/s speed bonus when activating the Speed boost supply is not removed. Here and later, only the additional speed bonus that these drones gave above the standard one is removed.

  • Crisis drone

    • No longer grants additional speed boost, only increases maximum speed.

  • Horizontal auto-aim angle for Android client decreased from 6 to 4 degrees.

With all turrets has an increaded prower, Don't know how the jagg will survive. Will there be any increased power for jagg as well?

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15 hours ago, Marcus said:

The «PLAY» button has been updated!

    • Now, upon clicking the button, it shows three main options: Quick battle, Event mode and PRO battles.

    • To select a specific mode in matchmaking, you will now need to click through the additional options located within the «Quick Battle» button.

  • Firebird

    • (Note) Firebird deals damage 4 times per second. Therefore, the damage numbers in-game will be 4 times lower.

  • Isida

    • (Note) Isida deals damage 4 times per second. Therefore, the damage numbers in-game will be 4 times lower.

  • Thunder

    • Augment «”Sledgehammer” rounds»

      • The increase in Standard damage changed from +50% to +45%

      • Added a decrease in Range of min damage by -50%

    • (Note) The “Sledgehammer” augment was designed as a close-range modification of the turret. Based on what we have observed, the augment is best paired with a speedy hull and used for charging an enemy. With this fix, the augment should remain relevant after changes to the turret’s balance.

  • Shaft

    • «Rapid-fire mode» augment

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

    • (Comment) The augment was conceived as a melee modification of the turret. We will try to limit its high efficiency to close battles while trying to avoid removing critical damage.

  • 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.

  • Trickster drone

    • No longer grants additional speed boost, only increases maximum speed.

    • (Comment) The standard +1 m/s speed bonus when activating the Speed boost supply is not removed. Here and later, only the additional speed bonus that these drones gave above the standard one is removed.

  • Crisis drone

    • No longer grants additional speed boost, only increases maximum speed.

The "modes" selection over "quick battles" is so small and tucked into the corner with the clouds in white font that I didn't even notice it! It's laughable. I liked the former layout better. Or, divide the screen into 4 parts instead of 3: Festive, Quick Battle, Modes, and Pro Battles.

No clue what the "notes" on Fire and Isida mean. Fire, Freeze, and Isida now deal more damage per hit, but they deal less hits per second? Is that right? 

Yes please do something about these alterations that change the range of the turret! Thunder Sledgehammer should have a sharp drop-off in damage after a close range. Shaft Rapid Fire should deal very little damage in close to medium range; it's meant for medium to long range. Ricochet Helios should deal very little damage in close to medium range; it's meant for medium to long range. I never see Ricochet Minus Field anymore; Helios outshines it completely.

As long as you're changing the values of turrets and hulls, you will always have to contend with balancing drones, especially Defender, Booster, Trickster, and Crisis. Kind of shot yourselves in the back with their introduction, just saying. You will forever receive hate messages -- but as a FTP Brutus user, I approve.

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15 hours ago, Maf said:

Ok but... maybe add a way to pick multiple modes to get in queue for? ?

Say I have missions in TDM, CP and ASL, so I'd be able to select those three modes and play whichever one it sends me to.
Or I really dislike TJR, so I select all modes except TJR.
Or I just really like RGB and CTF and nothing else, so I just wanna play those two.

I think many would find it really helpful.

My idea too!1!1!1!1

Why don't you just mark all similar ideas as "Completed", and then Hazel will be "guilted" into implementing this feature? (sic)

16 hours ago, Marcus said:

Updated PRO battles

  • Increased battle funds and experience earned in PRO battles.

  • Added a daily limit on the amount of crystals and experience that can be earned from PRO battles.

  • Lifted restrictions on earning crystals and experience in all PRO battle formats (except Parkour). Feel free to configure your games as you would like!

  • Added separate chat channels for different PRO battle formats.

AAAAAAAA I'm happyyyyyyy

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20 minutes ago, frederik123456 said:

The pro battles change looks very promising.

But tbh i dont like it. It looks so seperated. And now the list seems even emptier. ? it is a creative  move tho ngl. 

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