Jump to content
EN
Play

Forum

Patch Update #695 - Released 5th August 2022


Marcus
 Share

Recommended Posts

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

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

This is going to change xpbp a lot, especially in 1v1s. Hope they allow a feature to disable it in these types of battles.

Share this post


Link to post
Share on other sites

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

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

It was already useless when they nerfed its emp duration some month ago, i think, this one is a buff for emp hammer more than a nerf. Because now, in its current state, hammer emp gives the effect only with the last shot, and by the time ur turret reloads the ennemy could already put DD and repair himself.

Share this post


Link to post
Share on other sites

On 8/4/2022 at 7:22 PM, TheCongoSpider said:

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. 

Thanks so much man ? That mean's Hyperspeed shells have been nerfed (to an extent). 

That means players who use this without camping at the back of map will be less OP. But campers who use this will still be insane. 

 

On 8/4/2022 at 7:31 PM, Opex-Rah said:

I so much love reading these on the first day

What do you mean 

 

On 8/4/2022 at 7:38 PM, LambSauce said:

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

I think he was trying to seem smug and clever , whereas he actually just came across as a wanker.

Just realized @Opex-Rahis a developer. Makes sense that he's defending the patch update now. Of course he will.

So if you're brave enough to respond, answer this question. Do you think the following are nerfs or buffs?:

Dragon Breath: crit damage is now normal but burning power reduced by 60%...

Wyvern's breath: I won't bother explaining cos that is clearly a buff. Thanks for that.

Magnetic pellets: Applies EMP status effect both on crits and last shots but reload speed is normal... (EMP on last shots means nothing because by the time it reloads enemy has supplies back). And now you've nerfed its reload speed.... so basically EMP Hammer only works on critical shots according to common sense...

Stunning pellets: Stun effect on both crits and last shot but stun is reduced to 1 sec and reload speed is nerfed...

AP shot: AP effect on both crits and last shot but reload speed is nerfed...

Jamming shot: Jamming effect is no longer on all shots, now it's only last shot and crits. Also, Jammer duration also nerfed from 5secs to 3secs. Also, reload speed is nerfed...

Anyone who looks at this UNBIASDLY will agree that OVERALL, these augments have been nerfed. Wyvern's breath is certainly a buff and AP is now maybe slightly better. The rest have undoubtedly been nerfed. 

@Opex-Rah this that means you have no counter argument and you accept that you have nerfed all these Hammer augments, except Wyvern's breath. We already know you nerf augments in Tanki. That's nothing new, although it's very annoying for F2P. The point here is that you quoted my points as if I didn't know what I was talking about and as if I contradicted myself, making it seem as if these augments haven't been nerfed. I've just shown above that they clearly have been nerfed overall...

  • Like 1
  • Agree 3

Share this post


Link to post
Share on other sites

On 8/4/2022 at 10:23 AM, davis.3d said:

Thanks so much man ? That mean's Hyperspeed shells have been nerfed (to an extent). 

It's not a huge nerf but it's a start. 

 

On 8/4/2022 at 10:23 AM, davis.3d said:

But campers who use this will still be insane. 

Unfortunately. 

  • Agree 1

Share this post


Link to post
Share on other sites

On 8/4/2022 at 4:49 PM, Dr.Isida said:

Loving these new avatars, I think they look cute!?

Yeah, they do if you are 10 years old. But I guess this is the average age group this game is now aimed at.

Edited by 2shots2kills
  • Agree 1

Share this post


Link to post
Share on other sites

  • Developer
On 8/4/2022 at 6:25 PM, davis.3d said:

I guess I have to respond, otherwise, the universe will collapse.

 

On a serious note, I am responding to show everyone else how sometimes patch notes are accidentally complex and there is not much way around it.

So here is a stated change in the said Hammer Magnetic Augment. There is no reload speed bonus and there is additional critical hit that can put on the status effect. Is this a nerf or a buff?

First of all, it is a change. The augment might become effective or ineffective only if a specific use pattern is taken into consideration. A dull point, but a must.

Second of all, one should review the whole Augment before jumping to the conclusion.

How this augment worked before? It gave a 10% magazine reload speed and a guaranteed status effect on the last shot in the magazine.

How it will work from no on? It give a guaranteed status effect on the last shot and a status effect on the critical hit.

Now if one is a Paladin of the Devine Order of Holy Hammer (this is a joke, please do not take it seriously) one can spot that there is no 10% magazine reload speed bonus. One can conclude that it is clearly a nerf as you won't be able to land a follow-up shot on the enemy without supplies anymore. So what is the point in this augment?

Lets dive in into specifics. Hammer reload time is 7,2 at Mk 1 to 4,4 Mk MAX. A status effect gives 2 seconds of EMP effect. -10% magazine reduction therefore gave a 6,48  to 3,96 seconds of reload time on the previous version of the augment. One can see that clearly this augment could not use a 'zap-and-tap' combo even bore the change.

Not justified a title of a wanker so far, lets go deeper.

Now to the second change. Now you can apply a status effect on the enemy by a critical hit. It is random, but get this! Hammer reload time between shots takes 2,5 to 1,8 seconds. With a 2 second EMP status effect it seems like that after this change the augment actually CAN use a 'zap-and-tap' combo. Something that wasn't possible before now become possible!

Even more, having a status effect on a critical hit means that one can use supercharge effect effectively. If every hit is a critical hit, and every hit is and EMP hit that basically means this augment is way stronger then it was before.

I guess I have been insulted for nothing once again.

Or did I?

 

This entire story might have been just hilarious but there is a question I have regarding any patch notes. It is clear that patch notes will be inevitably complex and people will get upset over nothing all the time. But what can be done about that? Not posting patch notes is not an option. Posting more explanation like that one above is robbing people of fun communication they might have on a forum. Also it takes too much time and nobody read these. Posting a comment 'NERFD' 'BUFFED' or 'CHENGED' before every explanation? I dunno, this might work.

Let's see if there are better ideas out there.

  • Like 2
  • Saw it 4
  • Agree 8

Share this post


Link to post
Share on other sites

Spoiler

 

Rah-Opex was ready for that lmaoooooo. this gives me hope that they don't just nerf/buff everything because its a sunny day instead of a rainy one

 

On 8/4/2022 at 9:10 PM, Opex-Rah said:

This entire story might have been just hilarious but there is a question I have regarding any patch notes. It is clear that patch notes will be inevitably complex and people will get upset over nothing all the time. But what can be done about that? Not posting patch notes is not an option. Posting more explanation like that one above is robbing people of fun communication they might have on a forum. Also it takes too much time and nobody read these. Posting a comment 'NERFD' 'BUFFED' or 'CHENGED' before every explanation? I dunno, this might work.

Let's see if there are better ideas out there.

Calculations would probably do the job or "NERFED" , "BUFFED" or just a reason why its been nerfed/buffed/changed.

  • Agree 1

Share this post


Link to post
Share on other sites

On 8/4/2022 at 11:47 AM, Kimura said:
  Reveal hidden contents

 

Rah-Opex was ready for that lmaoooooo. this gives me hope that they don't just nerf/buff everything because its a sunny day instead of a rainy one

RIP Dragon's Breath, though. That thing has been dead and is even more dead now. Same for status Railguns...

  • Agree 2

Share this post


Link to post
Share on other sites

On 8/4/2022 at 8:10 PM, Opex-Rah said:

This entire story might have been just hilarious but there is a question I have regarding any patch notes. It is clear that patch notes will be inevitably complex and people will get upset over nothing all the time. But what can be done about that? Not posting patch notes is not an option. Posting more explanation like that one above is robbing people of fun communication they might have on a forum. Also it takes too much time and nobody read these. Posting a comment 'NERFD' 'BUFFED' or 'CHENGED' before every explanation? I dunno, this might work.

Let's see if there are better ideas out there.

 

suggestion: add + with explaintion in green, add - with explanation in red. then sum up the change/es.

  • Agree 4

Share this post


Link to post
Share on other sites

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

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

i wouldn't be surprised tbh, an effect similar to AP which makes all the incoming damage be "chaoes" therefore can't be reduced by anything.

-

Also i don't know what happened above but lol

Edited by JustBlackWolf

Share this post


Link to post
Share on other sites

On 8/4/2022 at 7:40 PM, Opex-Rah said:

 

@Opex-Rah Fairplay mate. You've justified the changes. Firstly, insulting you seems far fetched now - I apologize.

Secondly, you've even given me an idea: using my EMP and AP hammer with Dictator for its supercharge, so I can take supplies/ pierce armor and follow up with another critical shot (a.k.a 'zap and tap'). Thanks for the idea ? 

Thirdly, While I do stand by my points that, for example, Dragon's breath and perhaps Stun Hammer are useless now, in theory, these augments (especially AP and EMP which I have) can work really really well on crit hits. From that perspective, it adds a powerful element of surprise to the augments, which is a 'buff'. 

I stand corrected to an extent because Wyvern's breath can now be an underrated OP augment, and EMP/AP can be excellent on crit hits, and even manipulated by abusing Hornet/ Dictator OD. 

BUT, I still think Stun Hammer and especially Jammer Hammer have been 'nerfed' quite a bit. Interesting to see how these changes affect CTF mode especially. 

Edited by Maf
  • Thanks 1

Share this post


Link to post
Share on other sites

On 8/4/2022 at 4:40 PM, Opex-Rah said:

Let's see if there are better ideas out there.

How about look at rebalancing and improving many of the garage augments?

When will you appropriately balance the new augments that change the functionality of a turret with the status effect augments?

How about increasing the MM map pool so people aren’t playing in the same selection of maps?

If you’re going all in with a P2W business model at least decrease the shop prices a little. 200 euros seems pretty extortionate for a bunch of RNG containers and cosmetics.

There’s something to start you off.

  • Agree 4

Share this post


Link to post
Share on other sites

On 8/4/2022 at 5:16 PM, wild001 said:

My jammer hammer cant stop flying buyers now,

Need more skills to stop skillless OP buyers

Yeah, but the new Thunder augment can do it on every shot. Notice how you’re crippled but those who buy all the offers are now the only ones with that power.

Share this post


Link to post
Share on other sites

On 8/4/2022 at 4:40 PM, Opex-Rah said:

Posting a comment 'NERFD' 'BUFFED' or 'CHENGED' before every explanation? I dunno, this might work.

This isn't a bad idea tbf. That way we know what the developer's intentions are to the updates. If you aim to 'nerf' an augment/ turret/ drone/ hull's OD - I think we'd all appreciate it if you told us plainly in the patch notes. Likewise, if you intended to 'buff' an augment/turret/ drone/ hull's OD, I think we'd appreciate it if you told us that too.

Telling us these things has no disadvantage per se, but it has 2 advantages that I can think of;

A) It's clear and effective communication between players and developers, so we know your exact intentions for the changes - meaning don't need to assume or develop conspiracy theories.

B) Like you just did in your last post, I think we'd all appreciate it if you exemplified where the changes made can be effective, which can help players better understand the mechanics of the changes and even give us ideas to enlighten us................. for example if you didn't type that paragraph above, I and potentially many others wouldn't have thought of the idea of using crits/ supercharge in combination.

But then again, it isn't the developer's job to give us tips on how to play. 

Share this post


Link to post
Share on other sites

  • Head Administrator
On 8/4/2022 at 5:00 AM, Marcus said:

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. 
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.

Good tactic indeed, however this brings the idea to counter this by using the Heavyweight Construction augment. If the ability is implemented it will have the possibility to push destroyed tanks. It will definitely impact gameplay as this augment will be more vital to clear a path to capture a flag and by sacrificing a status immunity.

  • Agree 2

Share this post


Link to post
Share on other sites

On 8/4/2022 at 5:16 PM, wild001 said:

My jammer hammer cant stop flying buyers now,

Need more skills to stop skillless OP buyers

Stopping Trickster/ Crisis users in CTF or Rugby with Jammer Hammer was honestly such a good feeling though ? Now we have to time it perfectly or rely on chance. 

Share this post


Link to post
Share on other sites

On 8/4/2022 at 5:30 PM, max6782 said:

Just use magnum you just need how should i say it, feeling when to shoot its really easy.

Every time i try to use magnum I'm horrible at it. I need to practice using it but it's only mk2 and I won't upgrade it unless I start liking it ? 

Share this post


Link to post
Share on other sites

On 8/4/2022 at 11:40 AM, Opex-Rah said:

Let's see if there are better ideas out there.

Giving rationales for the changes would go a long way. We see that you made an across the board change somewhere but we do not know why this change happened.  Status Ricochets now use the Destabilised Plasma template but we do not know why Jamming Field specifically uses Stock's template instead, etc. 

  • Agree 3

Share this post


Link to post
Share on other sites

On 8/4/2022 at 2:00 PM, Marcus said:

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

It's been a while, but I still don't get it why you disable chatting with enemies, I suggest we should get a whole justification about it

Share this post


Link to post
Share on other sites

The P2W Tanki Business Model

 

STEP 1: CREATE OP AUGMENT

On 8/4/2022 at 4:00 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

STEP 2: CAPITALISE ON BUYERS

 

STEP 3: NERF IT SLIGHTLY AFTER SOME TIME

- Jammer status will be decreased to 2 seconds

 

STEP 4: NERF IT TO THE GROUND AFTER 10,000 YEARS

- Jammer status will be decreased to 1 second

- Jammer status will be applied only on critical shots

 

Hyperspeed is already experiencing its first set of nerfs, can't wait for more:

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

Thunder

  • «Hyperspeed» shells» augment

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

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

 

With that said, let me open my 300 containers which I just bought

(joking)

 

  • Like 4

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...