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Patch Update #695 - Released 5th August 2022


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

I read this in your voice 

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On 8/4/2022 at 8:40 PM, max6782 said:

Finally i can trashtalk paladin users and get banned for saying 1 word like i get twice this week even when it was deserved word ?

me too i want to empty my stockplied rage on those who plays 2 vs 1 in solo mode

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On 8/4/2022 at 3:00 PM, Marcus said:
  • 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

Been waiting for this for a long time!

 

On 8/4/2022 at 3:00 PM, Marcus said:

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

Happy to see the chats back ?

 

On 8/4/2022 at 3:00 PM, Marcus said:

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.

This is going to be interesting, would love to test it out in MM

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Ya will be interesting seeing piles of dead tanks. 

*I was thinking the other day about an idea for tanki, Destructable Obstacles (walls) that last only a few hits. But you can also use another

friend tanks for that, heh.

Davis3d I think it is sort of buff for hammer, now you get critical hit status, which is cool. I wish they do this for Shaft AP too.

I wish they brought back  old slow ARES Ball, the ARES ball is too powerful and ruins siege games in some ways. 

 

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I'll be honest, the changes to Hammer are really good. Just used AP Hammer in CP mode and got a K/D of 49:14 - top of winning team.

Not that I haven't got over 49 kills with Hammer before, but there were many occasions in the battle where the surprise AP crit hit came clutch. So thanks for that...

However, I still think stun hammer, jammer hammer and certainly dragon's breath augments are weaker. 

 

 

 

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A change that wasn't mentioned in the patch: Legendary Firebird augments were added to Containers. AP, Jammer, and Stun Firebird are in the pool on my main account but EMP is also there on my alt.

Screen-Shot-2022-08-04-at-10-31-30-PM.pn
Screen-Shot-2022-08-04-at-10-31-37-PM.pn

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On 8/5/2022 at 4:34 AM, Okami said:

A change that wasn't mentioned in the patch: Legendary Firebird augments were added to Containers. AP, Jammer, and Stun Firebird are in the pool on my main account but EMP is also there on my alt.

Screen-Shot-2022-08-04-at-10-31-30-PM.pn
Screen-Shot-2022-08-04-at-10-31-37-PM.pn

Damn shame tanki, I totally wasn't hoping I'd steal a few old exotics for free

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

Update_wide_1006_EN.jpg

 

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

 

Play_Button_EN.png

Wow so interesting patch updates. 

I really like, you guys to trying improve mobile version and i hope you will fix soon mobile physics too. 

Also i also like and interesting to, how would be new Damage Effect. 

Megagoldbox is also funny and enjoyable update. 

Night mode for all MM maps - it's really great (But night modes aren't actually, i mean when playrr starting to join in MM, we see nihht modes 10-1 times)

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pls nerf salary for those who got idea make hulls disappear for 10 seconds, justifying it with visuals of knocking off turret, so trashy ?

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On 8/4/2022 at 3:00 PM, Marcus said:

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

This is great because before it was too dark

 

On 8/4/2022 at 3:00 PM, Marcus said:

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.

The problem with this is that since the bodies of the tanks stay too long you think the body is someone alive and then you get confused and shoot him

 

On 8/4/2022 at 3:00 PM, Marcus said:

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

this is great

 

On 8/4/2022 at 3:00 PM, Marcus said:

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

This is much better than the previous option

 

On 8/4/2022 at 3:00 PM, 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

great

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On 8/5/2022 at 11:30 AM, Entropy said:

pls nerf salary for those who got idea make hulls disappear for 10 seconds, justifying it with visuals of knocking off turret, so trashy ?

flying turrets themself looking fun though

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On 8/5/2022 at 12:28 PM, Cor7y said:

Gauss still sucks

you expected it would be op because of shot speed and recoil buff? ?

Edited by Entropy
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On 8/5/2022 at 3:26 PM, Entropy said:

you expected it would be op because of shot speed and recoil buff? ?

Not really, no

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

this not logic why they make us slow?

Cant play with this  update..idk how developers think i rly dont know

They should fix this no more fun in this game

#STOPTHENEWUPDATES

Edited by NikmanGT
Kindly refrain from using profane language
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I don't know who had the brilliant idea of making the dead tanks stay around for longer than the entire game has been, but that's (imo) exactly what the game didn't need. If you die and block a flag with your dead tank you can prevent an entire push, that's just ridiculous and can even win you games easily. Slows the game down way too much if playing around flags is unnecessarily difficult.

It's yet another mechanic Tanki doesn't need, I hope you rethink it and make the time dead tanks stay around shorter or revert it to its previous state.

And honestly, you managed to break XP/BP once more. Play only one match and all you will see is just turrets flying out of bounds the whole time and dead tanks all over the place.

Edited by Son_Goku
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On 8/4/2022 at 9:09 PM, No_Ob said:

@Opex-Rah

Man I am angry , (just joined the forum to say this lol) . How dare you change my first and only exotic ever? (which I just got last week ) to legendary tier ( Magnetic mix). I know it wasn't nerfed but this feels like I wasted my only exotic chance .

Also I'm not in the fund so won't get those fancy equipments , I feel I will have great disadvantage in battles next week?

Also I have noticed something strange , I was playing this game long ago (like 2013) but retired and came back this year , I remember using forum before but my activity seems blank . Is this because my name was changed?( I was offered a name change after mine has been taken) or just I was using another account back then and maybe I forgot??

Another question, don't you plan to bring back my deleted gifts? They were good memories from my friends years ago maybe 2016 . And this is why I came back ( due to that nostalgia )

I feel like I remember your name , aren't you the one who was using new turrents before there release and wrecking people's tanks with your op striker then leave the battle while we chat you are a hacker ?

Sorry everyone for the long text haven't wrote something here for ages

  1. it's ok, i got adrenaline gauss in legendary then became epic
  2. maybe your account in forum is a separated one from the old one. contact a moderator for help
  3. they are planing to bring it back if you read plan list in wiki

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OK So you want our feed back on this ..

well the issue I find is too many tanks - turrets flying all over the place . or you have tanks not being removed fast enough and you end up having players trying to destroy a tank which has already been destroyed. for others I can't speak on there behalf. I can only say on  how and what I see in battles.

another issue is the star's are not being added now. been in two battles and both battles did not even give me my 1 / 2 stars ( with premium pass ) .

 

 

  • 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 game play 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

  • fu3MnC6.png

Edited by Bydo

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On 8/5/2022 at 8:10 AM, Bydo said:

another issue is the star's are not being added now. been in two battles and both battles did not even give me my 1 / 2 stars ( with premium pass ) 

You need to have above 100 score at the end of the battle to be eligible to obtain stars as a PC player. In the picture there (and presumably the battles before that), you have below 100 score.

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On 8/5/2022 at 8:37 AM, TheCongoSpider said:

You need to have above 100 score at the end of the battle to be eligible to obtain stars as a PC player. In the picture there (and presumably the battles before that), you have below 100 score.

sir it use to be around 65 to get stars ?

 

also back to my complaint .

the tanks once destroyed takes too long for them to be removed off the battle field and what ends up happening is a pile up in the way of point / gold box's or even the rugby ball. making players having to wait and loose on the battle time to play the game. not right in general for players to end up loosing time to battle. trying to get threw a tank which just been destroyed is no different then a tank in a battle playing. it ends up being too many items blocking you to get to your destination...

= Changed color indication of damage types. Now, Orange color means critical damage and Red implies that a target is destroyed.

not a huge fan of this . due to it looks way to much the same colours in a battle . please change it to a different colour ...

also since when did Chat in battle change , so players can talk with the other team. the last time I knew it was only on your own team..

gxA9WE7.png

Edited by Bydo

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