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Patch Update #692 - Released 24th June 2022


Marcus
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42 minutes ago, Marcus said:

 

«Pulsar» augment

  • Critical chance decreased by 50%

«Helios» augment

  • Shots are now able to ricochet once 

Okay okay... I might have some explaining to do.

Now it all makes sense.

I ... met Hazel some time ago

image.png

And ... well....

image.png

?

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1 minute ago, frederik123456 said:

Okay okay... I might have some explaining to do.

Now it all makes sense.

I ... met Hazel some time ago

image.png

And ... well....

image.png

?

Wish we had a better dev team

Edited by yellowghetto
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14 minutes ago, yellowghetto said:

Tanki you should add an Augment called Meteor Shower for Scorpion. Locks on instantly and the splash damage is the same as Magnum and launches a salvo of rockets until the locked on enemy dies. Also if there are remaining missiles, they ricochet only once from the floor, back up into the air and target the next closest enemy. It’s balanced I swear.

Helios tomorrow will do the same thing. almost. Are you stupid?! Its way too OP

Quote

 

Okay okay... I might have some explaining to do.

Now it all makes sense.

I ... met Hazel some time ago

 

I love how all it takes to nerf/buff a turret is for 1 guy in the entire dev team to play MM for 10 minutes or literally for some random dude on the forum to say that he wants a lot of random changes. Thats definitely how Balance updates should work. Good job.

Edited by Kimura
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35 minutes ago, wild001 said:

Yyds = yong yuan de shen = forever god level OverPower?

lol. not that exactly. It is a Chinese abbreviation. We use yyds to show that something is really powerful but we don't really expect it to be powerful forever. 

 

29 minutes ago, Kimura said:

nki you should add an Augment called Meteor Shower for Scorpion. Locks on instantly and the splash damage is the same as Magnum and launches a salvo of rockets until the locked on enemy dies. Also if there are remaining missiles, they ricochet only once from the floor, back up into the air and target the next closest enemy. It’s balanced I sw

nonono, apparently he is joking. Sarcastic towards this damn balance

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3 minutes ago, Kimura said:

I love how all it takes to nerf/buff a turret is for 1 guy in the entire dev team to play MM for 10 minutes. Thats definitely how Balance updates should work. Good job.

I was joking there. The balance change for these augments does not make sense to me, but it definitely wasn´t made as a result of that battle ?

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21 minutes ago, DragonKnight_Fighter said:

Unplayable?? They use that augment to reduce my health by 3/4. 
Reload time is less also, cant even hide now with this change

r/wooosh

Edited by JustBlackWolf
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13 minutes ago, frederik123456 said:

Okay okay... I might have some explaining to do.

Now it all makes sense.

I ... met Hazel some time ago

image.png

And ... well....

image.png

?

Since Hazel knows all the statistics I assume he’s using the most effective equipment in this battle. Ares, Helios Rico and Rico, Smoky, Shaft and crit modules.

Perhaps this exact equipment has the highest efficiency ratio in his spreadsheets of data lol.

In fact I was using this combo a few weeks ago (minus the Smoky module) and it was OP as hell in virtually all modes.

Edited by LambSauce
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Just now, frederik123456 said:

I was joking there. The balance change for these augments does not make sense to me, but it definitely wasn´t made as a result of that battle ?

Ok im sorry. He played for whopping 20 minutes :OOO

we saw how good he is when they went against youtubers. That alone shows how much he plays in MM with a normal not modified conbo. He probably got salty that Pulsar user was better than his brainless Helios conbo so he decided to nerf it. Pulsar was already dead just like i said when it came out but people didn't believe me, now everyone is saying its dead. (what a surprise). Also lets say in some alternative universe he did play MM for more than 20 minutes a week. Explain how a random dude on the forum saying something like "oh only a couple changes lol". results in 1000 absolutely random nerfs/buffs next patch update. its obvious that balance changes happens just to... idk show that they """""know""""" the game.

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1 hour ago, Marcus said:

«Jamming Field» augment

  • Any damage will apply the «Jammer» status effect to a target for 1 second

  • Removed other features of the augment

I got it today from Tanki fund ultra container but haven’t played with it yet.

When I play first with it tomorrow, it’s too late, it gets nerf.

I knew that non buyer like me is supposed to be like that…

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45 minutes ago, tank7 said:

What does that even mean?

in some rare situations you will find that ur rockets only deal one damage and the following rockets will not deal any damage(usually when u use Cyclone). I went into this situations twice recently(one is when I fighting against 3 players in K.C.T) Glad they notice this bug. 

But what about the bug for hammer? Does anyone notice that sometimes hammer can not shot bullets?

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2 hours ago, LambSauce said:

Technically if you shoot at a wall you could cause major self-damage.

Now you can hit nasty angles with it if you use it for bouncing too xD. 

3 hours ago, Marcus said:
  • Pulsar» augment

    • Critical chance decreased by 50%

  • «Helios» augment

    • Shots are now able to ricochet once 

I think pulsar was fine the way it was because crit chance was decent and not too high.  But what makes me more upset is that helios gets buffed....

Oh well time to use hornet/dictator with pulsar I guess. a nerf was bound to happen anyways. I am just disappointed that helios gets a buff. 

Edited by Hiroyukisa
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I love how they used "permanent" and "for now" together .... xD sounds not so permanent after all

Buffing Helios looolllll ... balance changes or "monetary changes"

also this sentence just feels;

"(Note) You can't see if the rocket doesn't deal damage if you haven't launched the rocket."

Spoiler

1940051f29c823a65ef5c25f7474d78e.jpg

 

 

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46 minutes ago, DragonKnight_Fighter said:

Unplayable?? They use that augment to reduce my health by 3/4. 
Reload time is less also, cant even hide now with this change

*Irony created in 2023*

People in 2022 be like:

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3 hours ago, Marcus said:
  • Smoky

    • Fixed the way «Sorted Ammunition» augment works

    • (Note) Permanent fix for now

  • Fixed the rare bug with critical damage chance being reduced

 

 

All the above announcement means that the smoky "sorted ammunition" augment bug, which deals sometimes 1k damage and less, is fixed permanently?

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5 minutes ago, SulfuricAcid said:

All the above announcement means that the smoky "sorted ammunition" augment bug, which deals sometimes 1k damage and less, is fixed permanently?

Again, send a video, please. 

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18 hours ago, Marcus said:

Striker

  • Fixed the way anti-cheat works so it won’t cause all rockets after the first one to lose damage

  • Added an anti-cheat setting that won’t let rockets deal damage if the system considers this damage be illegal

  • (Note) You can't see if the rocket doesn't deal damage if you haven't launched the rocket. ?

Finally! There were so many cases when i died, rockets were already fired and they didn't deal damage. I hope thos means that this is now fixed. Also on the other hand sometime i got damage when i shouldn't have, i guess that's what the second part says.

 

18 hours ago, Marcus said:
  • «Destabilized Plasma» augment
    • Shots are now able to ricochet once
    • Range of average damage decreased from 4 to 2 meters
    • Average splash damage and Minimum splash damage changed from 90% and 25% to 50%
    • Projectile speed is no longer increased
  • «Plasma Torch» augment

    • Projectile speed decrease changed from -40% to -50%

  • «Sizzling Field» augment

    • Hitting an enemy with a critical shot or after ricochet will apply the «Burning» status effect for 4 seconds

    • Works the same way as the «Destabilized Plasma» augment

  • «Cryo Field» augment

    • Hitting an enemy with a critical shot or after ricochet will apply the «Freezing» status effect to them for 10 seconds.

    • Works the same way as the «Destabilized Plasma» augment 

  • «Magnetron» augment

    • Hitting an enemy with a critical shot or after ricochet will apply the «EMP» status effect to them for 1 second

    • Works the same way as the «Destabilized Plasma» augment

  • «Tectonic field» augment

    • Hitting an enemy with a critical shot or after ricochet will apply the «Stun» status effect to them for 0.4 seconds

    • Works the same way as the «Destabilized Plasma» augment

I hate this balancing model. First of all, it devaluates the original augment, because there are direct upgardes from it. Come on Opex, you could have come out with something more creative ? (joke) Secondly, it would be much better if legendary augments aren't statistically better than epic ones. If so, that means that you'll have to use legendary augs only, decreasing the variety of the game, plus it's unfair for those who can't unlock these augments.

A system where a legendary augment means that it's differ quite a lot from the original turret (aka rarity would mean the scale of alteration) would be much more fair, and interesting because of the lot of varieties it could offer.

18 hours ago, Marcus said:

Super-smart Minus-Field» augment

  • Hitting an enemy with a critical shot or after ricochet will apply the «Armor-Piercing» status effect to them for 3 seconds

  • Works the same way as the «Destabilized Plasma» augment

This is a point i have to highlight even more. The original augment was one of my favorites, because it required skill to use it effectively. I' d like if the augment could return to this sate, aka that it gives AP when a shot ricocheted, AND it won't ve a variation of destabilized plasma, which limits the number of ricochets. Right now, with this stats, it sounds pretty boring.

 

18 hours ago, Marcus said:

Scorpion

  • Minor changes in design

  • Added the «Adrenaline» augment available for crystals

    • Maximum damage bonus: 30%

  • Added the «Explosive Shells» augment available for crystals

    • Radius of average splash damage is 2 meters

    • Radius of minimal splash damage is 10 meters

    • Projectile speed decreased by 50%

    • Projectiles cannot ricochet

  • Added the «Explosive Warheads» augment available for crystals

    • Radius of average splash damage is 3 meters

    • Radius of minimal splash damage is 10 meters

  • Added the «Missile launcher «Wolfpack» augment available for crystals

    • Number of rockets in salvo is 8

    • Aiming duration is increased by +100%

    • Initial rocket speed is decreased by -99%

    • Maximum rocket speed is increased by +1100%

    • Time to reach max rocket speed is increased by +300%

It's good to see that we got augments aviable for crystals! Can't wait to play with this turret (after the early acces ends)!

Edited by mjmj5558
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4 hours ago, frederik123456 said:

I was joking there. The balance change for these augments does not make sense to me, but it definitely wasn´t made as a result of that battle ?

Normally I’d think it was a joke, but knowing someone, it was probably the reason.. or...

4 hours ago, LambSauce said:

Since Hazel knows all the statistics I assume he’s using the most effective equipment in this battle. Ares, Helios Rico and Rico, Smoky, Shaft and crit modules.

Perhaps this exact equipment has the highest efficiency ratio in his spreadsheets of data lol.

In fact I was using this combo a few weeks ago (minus the Smoky module) and it was OP as hell in virtually all modes.

Probably played with the thing once, did poorly, and decided. It needs a buff.

 

4 hours ago, Hiroyukisa said:

Now you can hit nasty angles with it if you use it for bouncing too xD. 

I think pulsar was fine the way it was because crit chance was decent and not too high.  But what makes me more upset is that helios gets buffed....

Oh well time to use hornet/dictator with pulsar I guess. a nerf was bound to happen anyways. I am just disappointed that helios gets a buff. 

I think the Pulsar nerfed was deserved. It crit pretty often, and not having immunity against multiple status effects makes it overpowered in my eyes.

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1 hour ago, mjmj5558 said:

I hate this balancing model. First of all, it devaluates the original augment, because there are direct upgardes from it. Come on Opex, you could have come out with something more creative

Agree whats the point for me to use X alt if Y alt does the same thing but with  EMP/AP as added bonus.

Also YOU DID NOT JUST ASKED FOR OPEX OF ALL PEOPLE to be creative and original xD. Gamma ray burst hitting the earth has a bigger probability than opex thinking of something original. lets be honest.

33 minutes ago, yellowghetto said:

I think the Pulsar nerfed was deserved. It crit pretty often, and not having immunity against multiple status effects makes it overpowered in my eyes

I don't know what kind of tanki youre playing but personally Pulsar rico would legit crit like 3-5 times in the entire BATTLE.  And you can easily see that its the same for another Pulsar users even though they don't exist anymore after people realised that Pulsar being strong on paper doesn't mean its going to be strong in game. Just like how i predicted but people blasted me... He he he.

Not to say that Pulsars "immunity" is just EMP or heat immunity with these equipped you won't even realise pulsar just did a crit on you.

But if we're talking about THUNDER Pulsar that thing is the OP one, it crits like 90% of the time and its effects last like 3-5 seconds instead of rico's pathetic 1 second

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7 hours ago, King.David said:

Might as well change the name to Peashooter as @2shots2kills said 

Also rename helios to Kidney stone shooter. Probably reason why it deals more dmg.

New garage description: Increased pressure because of difficult passage of kidney stones and eventual devastating release of a salvo will destroy any opponent in a blink of eye.

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