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Patch Update #690 - Released 10th June 2022


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32 minutes ago, davis.3d said:

You've  just made it unusable.

They really don't know how many players they lost when they nerfed booster the first time. Now they've made booster unusable,

Dealing 20% extra damage all the time is so trash oh my god amirite? Literally unplayable, you should sue Alternativa! You spent 200 bucks on this game and all your favorite equipment got nerfed to the ground. How can you play now without oneshotting light hulls? Impossible. 

 

Imagine now using Brutus for 90% of your games and still winning most of them and being on top of the scoreboard.  But why would anyone bother to play that way? 

 

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13 minutes ago, 2shots2kills said:

Imagine now using Brutus for 90% of your games and still winning most of them and being on top of the scoreboard.  But why would anyone bother to play that way? 

Chad life, brother

Edited by JustBlackWolf
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58 minutes ago, davis.3d said:

 Now it's LITERALLY garbage. Just played CTF and i can't even one shot a light hull (no gauss protection) with my maxed EMP gauss and booster.

There's this neat augment called Adrenaline. You might want to try it out sometime. 

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30 minutes ago, numericable said:

Guys, i played one game with heating hammer, and during the FULL battle of 15 minutes, it didnt dealed the heat effect a single time, why?

Either you didn't actually have it equipped, your critical hit luck was just THAT bad, or every single person you went up against had heat immunity.

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4 hours ago, Okami said:

Booster users try something else challenge (IMPOSSIBLE)

if i had crys i could max camper and play with it as booster in full HP

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1 minute ago, cruel_beast said:

You got to be lucky to get Adrenaline for every turret

You could have also purchased it as well just like every other crystal augment if you use a handful of turrets. They've been in the rare section of containers for half a year. If you're an old active player surely you'd have that in your garage for the turret you use most by now. 

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4 minutes ago, Deep.Sea said:

@TheCongoSpider bro who cares about adrenaline i mean the drone,Booster is dead now they should bring it to 30% 

Agreed on 1 point that pairing with booster meant a significant extra damage which is now heavily nerfed.

Disagreement on the other that Devs subsequently increased the base damage of many turrets to compensate with the change.

But for those turrets which have the previous basic damage parameters, booster paired with those turrets took a hit.

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1 hour ago, Deep.Sea said:

@TheCongoSpider bro who cares about adrenaline i mean the drone,Booster is dead now they should bring it to 30% 

I know exactly why you're upset about the Booster change. I offered a temporary solution for you to reobtain what you've lost. It is up to you if you want to make use of that solution. 

 

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@NikmanGT okay bro,

But booster is really weak also use 3 double damage for nothing! Brutus makes 900 damage and booster max makes 990? And sometimes 900 only how can we play with this man! Its really strange move from the developers,from the day they nerf it i dont use it and i use brutus is this logic?

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On 6/11/2022 at 3:00 AM, 2shots2kills said:

Dealing 20% extra damage all the time is so trash oh my god amirite? Literally unplayable, you should sue Alternativa! You spent 200 bucks on this game and all your favorite equipment got nerfed to the ground. How can you play now without oneshotting light hulls? Impossible. 

 

Imagine now using Brutus for 90% of your games and still winning most of them and being on top of the scoreboard.  But why would anyone bother to play that way? 

 

Actually, I still have vampire isida, EMP Firebird, Jammer Freeze, AP Freeze, AP Hammer, Jammer Hammer, Stun Hammer, AP smoky, EMP Smoky, AP Striker and Healing emitters.

so not all my 'favorite equipment has been nerfed to the ground'. 

But kudos to you for being good with Brutus, that means you're truly skillful. 

 

On 6/11/2022 at 3:19 AM, TheCongoSpider said:

There's this neat augment called Adrenaline. You might want to try it out sometime. 

ehhhhhh... i don't rlly like adrenaline. But since i don't even get to capitalize on my EMP/AP shots anymore I may try it ? thx

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10 hours ago, Deep.Sea said:

@NikmanGT okay bro,

But booster is really weak also use 3 double damage for nothing! Brutus makes 900 damage and booster max makes 990? And sometimes 900 only how can we play with this man! Its really strange move from the developers,from the day they nerf it i dont use it and i use brutus is this logic?

I agree with your point, the additional supply cost should be cut down to atleast 2

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Visible changes in the Test Server:

 

  • Current critical chance is now shown; it is now possible to see if the next shot will be a critical hit
  • Tesla, Hammer, Ricochet, Twins, Thunder, Vulcan, Smoky, Striker, Magnum, Shaft, Gauss and Railgun now advance the critical chance step when firing the turret instead of only when an enemy is hit
  • It is now possible for the above turrets to lose a critical hit with a miss

 

Firebird:

  • Firing at allies now advances the critical chance step
  • It is now possible to miss a critical hit when firing at an ally's hull

Freeze:

  • Firing at allies now advances the critical chance step
  • It is now possible to miss a critical hit when attacking an ally's hull

Isida:

  • Healing an ally now advances the damaging critical chance by +2%
  • It is now possible to miss an attacking critical hit when firing at an ally's hull
     

Railgun:

Round Destabilisation:

  • Minimum critical chance increased from 0% to 30%
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10 hours ago, TheCongoSpider said:
  • Current critical chance is now shown; it is now possible to see if the next shot will be a critical hit
  •  

Could you elaborate on this a little?

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25 minutes ago, Me0w_XP said:

Could you elaborate on this a little?

Basically this, kinda like what the devs use when they're showcasing some stuff on the Test Server, but it's in the chat log rather than popping up on your screen. 

Spoiler

Here is Isida's healing advancing the attacking chance step by +2%
Image

Initial critical chance was rolled and came ->T (True?), meaning my first show after spawning will be a critical hit.

Image

 

When you shoot, a new ROLL will appear. If it shows ->T then the shot immediately after will be a critical hit. If you shoot it at no one, it will count as a crit and go back to the minimum critical chance 0%, which is what I was referring to with this line:

11 hours ago, TheCongoSpider said:

 

  • It is now possible for the above turrets to lose a critical hit with a miss

 

 

Let's wait until the patch note in about half an hour. All of this could be saved for a future update and could change. 

I forgot to mention a few things. Gauss' salvo and Shaft's sniping shot no longer advanced their critical chance step. Only arcade shots did. And it seems they had a new mechanism for shutting off critical hits for augments after the critical damage update in 2021. Uranium, Shock Freeze and Sledgehammer Rounds showed this OFF with each roll. The original no-critical hit augments, Assault Rounds and Hyperspace did not.

 

Spoiler

Image 

 

Edited by TheCongoSpider
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20 minutes ago, TheCongoSpider said:

Basically this, kinda like what the devs use when they're showcasing some stuff on the Test Server, but it's in the chat log rather than popping up on your screen. 

  Hide contents

Here is Isida's healing advancing the attacking chance step by +2%
Image

Initial critical chance was rolled and came ->T (True?), meaning my first show after spawning will be a critical hit.

Image

 

When you shoot, a new ROLL will appear. If it shows ->T then the shot immediately after will be a critical hit. If you shoot it at no one, it will count as a crit and go back to the minimum critical chance 0%, which is what I was referring to with this line:

 

 

Let's wait until the patch note in about half an hour. All of this could be saved for a future update and could change. 

I forgot to mention a few things. Gauss' salvo and Shaft's sniping shot no longer advanced their critical chance step. Only arcade shots did. And it seems they had a new mechanism for shutting off critical hits for augments after the critical damage update in 2021. Uranium, Shock Freeze and Sledgehammer Rounds showed this OFF with each roll. The original no-critical hit augments, Assault Rounds and Hyperspace did not.

 

  Hide contents

Image 

 

Interesting... thanks for responding! The test server wasn't loading for me.

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  • Developer
31 minutes ago, TheCongoSpider said:

Let's wait until the patch note in about half an hour. All of this could be saved for a future update and could change. 

This is still under development and will not go to the next release.

I need to explain that this is not a rework of the system, but an additional system certain weapons can or can not abide by. There won't be a system to know that the next shot is a crit-shot, at least it is not currently planned. Crit chance information is purely for debugging purposes.

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