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Patch Update #695 - Released 5th August 2022


Marcus
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Patch Update #695 - Released 5th August 2022

 

  • New augment for Thunder added to the updated Ultra Containers — «Noise» shells

    • (Note) With each shot, this augment applies the «Jammer» status effect to all the affected targets for 3 seconds. Only direct shots apply the status effect

  • New augments for Firebird added to the Legendary category of the updated Regular Containers: Magnetic mix, Paralyzing mix, Toxic mix, and Jamming mix

  • Added «Megagold» — a rare gold box that gives you 10 000 crystals

    • (Note) This type of gold box is available in all matchmaking battles, not only in just event modes. However, it appears only during some special events like Discount Weekend

  • Added the «Jack-in-the-box» effect

  • Changed color indication of damage types. Now, Orange color means critical damage and Red implies that a target is destroyed. You can observe that a target is destroyed with the critical damage by seeing the «Jack-in-the-box» effect in action

  • Highland map got the day theme back

    • (Note) Evening version will be added as a separate theme in one of the upcoming updates

  • Added night themes for all matchmaking maps

    • (Note) Except Iran. Instead of a night theme, there will be an evening one

  • Reduced the contrast between dark and light areas on the night theme maps

    • (Note) Night is more like evening now! We hope that it be will much more comfortable to play on Night maps now

  • Increased the delay before removing a hull after the tank is destroyed

    • (Note) Once upon a time, tanks did not disappear immediately after being destroyed, and the tactic of blocking opponents with a destroyed hull was a good one. With the introduction of the «Jack-in-the-box» effect, we had to increase the delay so that the detached turret has time to return from the flight and hit the ground. We decided to increase the duration when a destroyed tank remains on the ground to the maximum possible (until a new tank appears) to explore all the gameplay possibilities of this mechanic.
      It will be unusual to play this version of the game, but we ask you to take the change as seriously as possible. Evaluate both pros and cons of such settings. We will be reading your feedback closely.

  • Hammer

    • Critical hit chance decreased from 12% to 10%

    • «Dragon Breath» augment

      • The power of setting fire to an opponent on critical hits decreased from 100% to 40%.

      • No longer decreases critical damage

    • «Wyvern’s Breath» augment

      • Applies the «Freezing» status effect: both on critical hit and by a pellet from the last shot in the clip

      • No longer decreases clip reload duration

    • «Magnetic Pellets» augment

      • Applies the «EMP» status effect: both on critical hit and by a pellet from the last shot in the clip

      • No longer decreases clip reload duration

    • «Stunning Pellets» augment

      • Applies the «Stun» status effect: both on critical hit and by a pellet from the last shot in the clip

      • No longer decreases clip reload duration

      • Duration of the «Stun» status effect is decreased from 2 seconds to 1 second

    • «Armor-Piercing Shot» augment

      • Applies the «Armor-Piercing» status effect: both on critical hit and by a pellet from the last shot in the clip

      • No longer decreases clip reload duration

    • «Jamming Shot» augment

      • Applies the «Jammer» status effect: both on critical hit and by a pellet from the last shot in the clip

      • Duration of the «Jammer» status effect is decreased from 5 seconds to 3 seconds

      • No longer decreases clip reload duration

  • Thunder

    • «Hyperspeed» shells» augment

      • The decrease in range of minimum damage changed from -50% to -25%

      • Projectile speed decreased from +200% to +100%

  • Gauss

    • Projectile speed increased from 200 m/s to 300 m/s

    • Recoil in arcade mode decreased from 1,1-2,2 to 1,0-2,0

  • Enabled chats between teams. Use the «TAB» key to switch between chat modes

  • Added a new type of damage — «Chaos» damage

    • This type of damage can neither be increased by boosters nor can be decreased by protection

    • The following entities inflict the «Chaos» damage:

      • Wasp’s overdrive

      • Hopper’s overdrive

      • Crusader’s overdrive

      • Hunter’s overdrive

      • Ares’ overdrive

      • Mammoth’s overdrive

      • Exploding a tank with the «Blaster» drone

      • Gold box meteorite

    • Added a special icon for «Chaos» damage»

    • (Note) Hopper’s, Hunter’s and Crusader’s overdrives already had the same rules as «Chaos» damage. The introduction of «Chaos» damage won’t affect them in any way, but now they work the same way as other overdrives.

  • Fixed the bug that was making it impossible to create an MM group for players who play the game on partner websites

  • You can now choose which mode to play right after you click on the «Play» button

  • Added an auto scroll for list of battles and list of map themes in PRO battles

  • Changed the design of additional settings screen in PRO battles

  • The step of calculating the angle of automatic horizontal aim for mobile players has been reduced from 1 to 0.5 degrees

    • (Note) It means that maximum horizontal aim angle is decreased by two: from 4 to 2 degrees

  • Updated the flags, now with the new Tanki logo

 

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On 8/4/2022 at 4:13 PM, fghjkl54 said:

i hope there will be an option to switch off this horror effect, i feel like separating a head from the body ?

Perhaps the turret just shouldn't fly that high into the air

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On 8/4/2022 at 8:00 AM, Marcus said:

 

  • Thunder

    • «Hyperspeed» shells» augment

      • The decrease in tange of minimum damage changed from -50% to -25%

      • Projectile speed increased from +100% to +200%

Another week goes by and Thunder's garage augments remain forgotten. 

 

On 8/4/2022 at 8:00 AM, Marcus said:

 

  • The step of calculating the angle of automatic horizontal aim for mobile players has been reduced from 1 to 0.5 degrees

    • (Note) It means that maximum horizontal aim angle is decreased by two: from 4 to 2 degrees

It would be nice to experiment with slightly different numbers for each turret if possible. Smoky in particular definitely should have low numbers. 

And if you're nerfing mobile players' overall performance, can you please hurry up with the new version of it? It's coming close to a year since Railgun and Hammer shots rattle your hulls making tracked hulls unplayable and Heavyweight Construction a downgrade. 

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On 8/4/2022 at 10:13 PM, fghjkl54 said:

i hope there will be an option to switch off this horror effect, i feel like separating a head from the body ?

I also feel that the effect is a little terrifying ?

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On 8/4/2022 at 1:00 PM, Marcus said:

New augment for Thunder added to the updated Ultra Containers — «Noise» shells

  • (Note) With each shot, this augment applies the «Jammer» status effect to all the affected targets for 3 seconds. Only direct shots apply the status effect

Here it is, people! The buyers’ cries have been answered and their pleas have been heard. Now they can more easily dominate all the F2Ps with Crisis.

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On 8/4/2022 at 1:00 PM, Marcus said:

«Hyperspeed» shells» augment

  • The decrease in tange of minimum damage changed from -50% to -25%

  • Projectile speed increased from +100% to +200%

Why is this BUFFED?!

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On 8/4/2022 at 4:30 PM, frederik123456 said:

Quite realistic actually, I like it.

That's the point, thinking it should be realistic is what made me think about it

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On 8/4/2022 at 3:35 PM, 2shots2kills said:

Can't wait for Augments with the new status effect "Chaos Damage"

I think you forgot chaos damage protection module :ph34r:

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On 8/4/2022 at 6:47 PM, H-U-N-T-E-R said:

dragon's breath has been nerfed to the ground...

 

On 8/4/2022 at 5:30 PM, Marcus said:

Hammer

  • Critical hit chance decreased from 12% to 10%

  • «Dragon Breath» augment

    • The power of setting fire to an opponent on critical hits decreased from 100% to 40%.

    • No longer decreases critical damage

  • «Wyvern’s Breath» augment

    • Applies the «Freezing» status effect: both on critical hit and by a pellet from the last shot in the clip

    • No longer decreases clip reload duration

  • «Magnetic Pellets» augment

    • Applies the «EMP» status effect: both on critical hit and by a pellet from the last shot in the clip

    • No longer decreases clip reload duration

  • «Stunning Pellets» augment

    • Applies the «Stun» status effect: both on critical hit and by a pellet from the last shot in the clip

    • No longer decreases clip reload duration

    • Duration of the «Stun» status effect is decreased from 2 seconds to 1 second

  • «Armor-Piercing Shot» augment

    • Applies the «Armor-Piercing» status effect: both on critical hit and by a pellet from the last shot in the clip

    • No longer decreases clip reload duration

  • «Jamming Shot» augment

    • Applies the «Jammer» status effect: both on critical hit and by a pellet from the last shot in the clip

    • Duration of the «Jammer» status effect is decreased from 5 seconds to 3 seconds

    • No longer decreases clip reload duration

So basically, all Hammer augments (except Wyvern's Breath) have been nerfed. Thanks a lot Tanki.

1) I'm grateful that Wyvern's breath is stronger now (last shot in clip & crit hits)

2) Magnetic pellets is LITERALLY useless now. By the time your clip reloads, enemy will activate all their supplies back....

3) Stunning pellets is useless now. 1 second of stun isn't a lot

4) Jammer Hammer nerfed. They'll probably nerf the 3 second duration to 2 in the next update....

I get Tanki needs to nerf augments to keep buyers happy but there was literally no need to nerf these. Buyers could easily counter against these augments anyway with the right protection. You've just made it even harder for F2P Hammer players now for no reason at all.

Now I just want Wyvern's Breath. It has same last shot effect as other Hammer augments and freeze protection is very uncommon compared to AP/EMP/Stun/Jammer. And it can be amazing in CTF now ? 

 

On 8/4/2022 at 6:55 PM, LambSauce said:

Here it is, people! The buyers’ cries have been answered and their pleas have been heard. Now they can more easily dominate all the F2Ps with Crisis.

I didn't even think about this. Hazel has literally given buyers a way to nullify our Crisis even from mid range. 

I knew the buyers would have the upper hand again eventually, but this is straight away!!!?

 

On 8/4/2022 at 7:00 PM, LambSauce said:

Why is this BUFFED?!

 

On 8/4/2022 at 7:00 PM, LambSauce said:

The decrease in tange of minimum damage changed from -50% to -25%

What does this mean? Can someone please explain

 

On 8/4/2022 at 7:05 PM, 2shots2kills said:

Can't wait for Augments with the new status effect "Chaos Damage"

You just know it's coming.......

Turret damage we can't protect against.

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On 8/4/2022 at 9:42 AM, davis.3d said:

What does this mean? Can someone please explain

What happen's with Hyperspeed Shells is that gives you an innate damage decrease, but allowes you to increase your damage earlier by reducing the range of maximum and minimum damage. Naturally, the maximum damage range is where you deal 100% of your damage and it goes down to your weak damage % as you go closer to your minimum damage range. That's how you get damage falloff on the turrets. Hyperspeed reverses that by making your weak damage % above 100%, which will increase your damage instead of decrease it.

 

Normal Thunder has 900 damage with 25% weak damage = 225 if an enemy is further than the minimum damage range.

Hyperspeed Thunder has 450 damage with 400% weak damage = 1,800 if an enemy is further than the minimum damage range.

 

To facilitate this gimmick, the range of maximum and minimum damage are decreased, allowing you to faster deal your high "weak damage". The change happening to Hyperspeed is its minimum damage range is becoming longer. This means the enemy needs to be farther in order to deal the 400% damage. Previously, an enemy needed to be 60m away to receive the 400% damage, now they need to be 90m away to receive the 400% damage. 

Edited by TheCongoSpider
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On 8/4/2022 at 6:39 PM, davis.3d said:

Magnetic pellets is LITERALLY useless now. By the time your clip reloads, enemy will activate all their supplies back....

On 8/4/2022 at 5:00 PM, Marcus said:

«Magnetic Pellets» augment applies the «EMP» status effect: both on critical hit and by a pellet from the last shot in the clip

On 8/4/2022 at 6:39 PM, davis.3d said:

By the time your clip reloads

On 8/4/2022 at 5:00 PM, Marcus said:

both on critical hit and by a pellet from the last shot in the clip

On 8/4/2022 at 6:39 PM, davis.3d said:

have been nerfed

On 8/4/2022 at 5:00 PM, Marcus said:

both

I so much love reading these on the first day

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On 8/4/2022 at 3:01 PM, Opex-Rah said:

I so much love reading these on the first day

You love reading people complaining? Or people who misinterpreted the patch notes? Sounds pretty sociopathic to me.

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CHAT IS BACK WOOOOOOOO!!!!
oh how i missed trash talking at my enemies <З

Of all the changes, I'm actually most excited about the dead tank despawn delay. Will be interesting to see piles of dead tanks blocking the way to gold boxes and such. Heavyweight augment might become essential now.

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On 8/4/2022 at 2:52 PM, Cor7y said:

It’s a nerf 

You’re right, though I’m pretty sure it was edited because  before it said the projectile speed was “increased”.

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