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Patch Update #697 - Released 19th August 2022


Marcus
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Patch Update #697 - Released 19th August 2022

 

  • Updated Skin Container

    • In the new skin container you will find the following new skins: Hammer Legacy, Shaft Legacy, Titan Legacy, Dictator Legacy

  • Tesla

    • Exothermic lightning, Endothermic lightning, Superconducting discharge, Shocking lightning, Armour-piercing discharge — now all these augments work the same way, applying different status effects. Augments add ricochet ability to ball lightning and an ability to apply status effect on critical hit and with ball lightning. Maximum radius for applying status effect with ball lightning decreased from 8 to 5 metres.

    • Exothermic lightning

      • Heating coefficient decreased from +1 to +0.4

    • Shocking lightning

      • Status effect duration decreased from 2 to 1 second

    • Armour-piercing discharge

      • Status effect duration increased from 2 to 5 seconds

    • Jamming discharge

      • Each shot applies the «Jammer» status effect. 

      • Status effect duration decreased from 7 to 3 seconds

  • Scorpion

    • Range of max damage decreased from 120-150 to 80-100 metres.

    • Range of min damage decreased from 180-210 to 120-150 metres.

  • All Pulsar augments now decrease critical hit chance by 30% instead of 50%.

  • For all hulls the delay before overdrive activation increased from 1.2 to 1.3 seconds.

  • Updated loading tips

    • (Note) Now tips depend on player’s rank. Some of them are only shown to newbies and some are only for legends.

  • Fixed the bug that let tankers change their equipment, ignoring the cooldown in mobile version

  • Hover hulls’ corpses now behave the same way as other destroyed hulls

  • Hover hulls no longer slide around the ground when falling to the ground after getting the «Stun» status effect applied

    • (Note) This will let us fix the bug when hovering tanks were not getting any damage after getting the «Stun» status effect applied due to sliding far away from the point from where it was applied.

  • Sandbox Remastered map got an evening theme

  • Weakened contrast and orange tint on evening theme maps

  • Fixed the bug with a notification icon being shown for unavailable items

  • Supplies notification icon now only appears when you unlock a new type of supply

  • You will no longer get a notification icon each time you get new units of supplies

  • Improved resources loading

 

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On 8/18/2022 at 3:16 PM, Marcus said:

All Pulsar augments now decrease critical hit chance by 30% instead of 50%.

As if tesla pulsar for everyone wasn't already enough. 

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On 8/18/2022 at 2:16 PM, Marcus said:

Fixed the bug that let tankers change their equipment, ignoring the cooldown in mobile version

Nice to see bugs on mobile are addressed to some extent.

However, it should be to full extent. Next solve bug where hammer and railgun have insane impact force where they can even flip dictator with heavy weight, which should be impossible (bug that has persisted for half a year and has been ignored dispite being reported by many players). Makes game almost unplayable.

There are multiple bugs with  self-destruction happening without a reason, which have been reporteded before. It happens, for example, after any equipment change sometimes. Sometimes it happens out of nowhere and after respawn player may not be able to deal any damage to others.

There is also annoying bug where after the attempt to change equipment, nothing happens.

I also had situation few times where when I switched turret augments, game switched to standard, leaving me without of augment for the rest of the battle.

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Thanks for ruining status electroturret tesla augments

Now it makes close to 0 sense in using AP/EMP Tesla over Pulsar tesla 

Edited by Cor7y
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On 8/18/2022 at 3:33 PM, Cor7y said:

Thanks for ruining status electroturret tesla augments

Now it makes close to 0 sense in using AP/EMP Tesla over Pulsar tesla 

Ah yes, the 90% crit damage reduction on Pulsar makes no difference at all...

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On 8/18/2022 at 8:16 AM, Marcus said:

Exothermic lightning

  • Heating coefficient decreased from +1 to +0.4

RIP more burning augments...

 

On 8/18/2022 at 8:16 AM, Marcus said:

Jamming discharge

  • Each shot applies the «Jammer» status effect. 

  • Status effect duration decreased from 7 to 3 seconds

Dead.

 

On 8/18/2022 at 8:16 AM, Marcus said:
  • All Pulsar augments now decrease critical hit chance by 30% instead of 50%.

  •  

This will be fun for those who own the augments, but hell for people who don't... Mixed feelings since I participated in Tanki Fund but I'd hate to face a Pulsar myself.

 

On 8/18/2022 at 8:16 AM, Marcus said:
  • For all hulls the delay before overdrive activation increased from 1.2 to 1.3 seconds.

  •  

Railgun: I have the longest delay
Overdrives, delay increasing by 0.1 sec every week: Are you sure about that

 

On 8/18/2022 at 8:16 AM, Marcus said:
  • You will no longer get a notification icon each time you get new units of supplies

  •  

Very nice, this was getting irritating.

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I would liked a new rebalance update, because last time I saw Opex-Rah in battle recently, I saw him using railgun but updated, also many things are unbalanced still : vampirism isida aug and helios aug

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On 8/18/2022 at 8:16 AM, Marcus said:
  • Exothermic lightning, Endothermic lightning, Superconducting discharge, Shocking lightning, Armour-piercing discharge — now all these augments work the same way, applying different status effects. Augments add ricochet ability to ball lightning and an ability to apply status effect on critical hit and with ball lightning. Maximum radius for applying status effect with ball lightning decreased from 8 to 5 metres.

Why use this as a springboard for status Teslas? I think the Electroturret augments were perfectly fine before. At least we can get the status effect on critical hits; that is a welcome change. I'm generally unsure about how this will affect former Electroturret augment gameplay.

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@Me0w_XP Exothermic Lightning now applies burning both with the ball and crits, so it's an alteration rather than a nerf. Certainly a buff if you use Supercharge frequently. Jamming Discharge went from borderline useless to very useful - why "dead"?

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On 8/18/2022 at 4:46 PM, Marcus said:
  • Improved resources loading

Sounds good. It is about the MM system and joining battles. Some steps toward stabilizing game battles.

wanna see more updates on game stability

Edited by SulfuricAcid
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On 8/18/2022 at 9:37 AM, Me0w_XP said:

RIP more burning augments...

 

Dead.

 

On 8/18/2022 at 9:33 AM, Cor7y said:

Thanks for ruining status electroturret tesla augments

This is a net improvement. You no longer need to completely rely on your ball lightning to apply status effects. Multiple of them can set up a status minefield. 

 

Incendiary - passively higher damage due to the critical hits, can potentially force repair kits early in Siege

 

Cryo - passively decrease enemy damage and speed due to critical hits. Potentially forces a repair kit early on a target so they can fight you properly. 

 

Stun - passively pause enemy damage output and potentially interrupt the activation of an Overdrive. At melee range you can combo a critical hit with a ball lightning. Supercharge lets you stun lock players that don't have stun Immunity. 

 

EMP - people were complaining that EMP Tesla was garbage because of the Electroturret template and damage reduction on the ball lightning. Now they'll have passive EMPs on critical hits, which can hit more than one enemy, and also randomly EMP a target with floating ball lightnings. 

 

AP - passive 5-second AP on critical hits and the ball lightnings. Forces repair kits on enemies early and can help wipe out a push in Siege quickly for those who do not have AP Immunity. 

 

Jammer - Following suit with the other Jammer augments that jam with every hit. You no longer have to rely on your ball lightning to jam an enemy and can do so to multiple players. Lifeguards, Blasters and other meta drones will be easier to beat. 

 

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On 8/18/2022 at 7:05 PM, Kazareen said:

Ah yes, the 90% crit damage reduction on Pulsar makes no difference at all...

Does it really, when you apply nearly all status effects on critical hits? 
You could just keep damaging enemies once you apply critical as there’s basically nothing they can do if they don’t have stun immunity 

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Fix the bug with Striker and Gauss losing their lock-on progress way too quickly. I mostly use arcades because of RRE but I’d still like the option to use my salvo without being vulnerable for more than is necessary. 

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On 8/18/2022 at 4:39 PM, Cor7y said:

Does it really, when you apply nearly all status effects on critical hits? 
You could just keep damaging enemies once you apply critical as there’s basically nothing they can do if they don’t have stun immunity 

You get one - two if lucky - unprotected hits, after which the enemies can use a repair kit to kill the other debuffs. If they have AP/EMP/Stun immunity and an RK available, you're most likely not going to kill them. The critical dmg penalty makes a Supercharged Pulsar a defense breaker rather than an annihilator, plus it makes your crits useless against a Paladin or Juggernaut. The other Tesla augments don't have such a downside.

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On 8/18/2022 at 9:47 AM, Kazareen said:

Exothermic Lightning now applies burning both with the ball and crits, so it's an alteration rather than a nerf.

Again I'm not completely sure how it'd affect gameplay. But it's sad that they keep decreasing the effect.

On 8/18/2022 at 9:47 AM, Kazareen said:

Jamming Discharge went from borderline useless to very useful - why "dead"?

Ah, I missed the part where it applies Jammer on every hit. I stand corrected.

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On 8/18/2022 at 8:16 PM, Marcus said:

Exothermic lightning, Endothermic lightning, Superconducting discharge, Shocking lightning, Armour-piercing discharge — now all these augments work the same way,

Unfortunately, it will be relatively difficult to apply EMP or AP effects to enemies. I lost my happiness

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Tesla pulsar and thunder pulsar can stun multiple enemies and kill them too . Need more buffs.

Smoky  stun augment only has mini stun where as pulsar has stun effect. Crit chance is lower than any pulsar augment.  Pulsar augments can kill multiple enemies. Smoky stun can't even win 1vs 1.  

So pulsar augments need buff 

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On 8/18/2022 at 11:44 PM, V-vulcan said:

Smoky  stun augment only has mini stun where as pulsar has stun effect. Crit chance is lower than any pulsar augment.  Pulsar augments can kill multiple enemies. Smoky stun can't even win 1vs 1.  

??? 

They're the same duration. And Smoky has the highest crit rate in the game. 

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