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Patch Update #704 - Released 21st October 2022


Marcus
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Patch Update #704 - Released 21st October 2022

 

  • A new augment for Scorpion has been added to Ultra Containers — «Cryo Shells» 

    • (Note) This augment applies «Freezing» status effect on critical hits and rocket salvos

  • Hammer

    • Range of min damage increased from 40-50 to 50-60 m.

  • Twins

    • Range of min damage increased from 40-50 to 50-60 m.

  • Ricochet

    • Range of min damage increased from 40-50 to 50-60 m.

  • Smoky

    • Projectile speed decreased from 350-350 to 300-350 m/sec.

    • (Note) Previously all modifications had the same value — 350. Now Mk1 has 300 and MkMAX has 350. Players quite often confuse this writing of parameters with a spread of possible values, as if it would be a random value from this range. We no longer use random values from ranges, now this writing always means that the first number is a value for Mk1 and the second value is a value for MkMAX

    • «Rubberized Rounds» augment

      • Projectile speed increased by 100%

    • «Sorted Ammunition» augment

      • Reload time decreased by 10%

  • Striker

    • «Stunning Missiles» augment

      • Duration of the «Stun» status effect applied by a critical hit is increased from 1 to 1.5 s.

      • Duration of the «Stun» status effect applied by a rocket salvo is decreased from 1 to 0.8 s.

    • «Armor-Piercing Missiles» augment

      • Duration of the «Armor-Piercing» status effect applied by a critical hit is increased from 5 to 9 s.

      • Duration of the «Armor-Piercing» status effect applied by a rocket salvo is decreased from 5 to 3 s.

    • (Note) We would like to try having differentiated status effect duration for equipment that have multiple ways of applying status effects - randomly and guaranteed. Striker will be used as a test stand for it. An interesting feature of Striker is that it is the only turret than can deal critical damage with an alternative way of shooting.

  • Vulcan

    • Projectile speed increased from 150-150 to 150-200 m/sec.

  • Thunder

    • Projectile speed decreased from 350 to 300-350 m/sec.

    • «Hyperspeed» shells» augment

      • Boost of weak damage is decreased from +400% to +330%

  • Scorpion

    • Arcade reload time increased from 4.2 - 2.8 to 4.5 - 3.0 s.

    • Salvo reload time increased from 24 - 16 to 27 - 18 s.

    • «Missile launcher «Swarm» augment

      • Reduction of salvo reload time decreased from -50% to -25%

      • Reduction of aiming time decreased from -75% to -50%

  • Railgun

    • «Electromagnetic accelerator «Scout» augment

      • Reduction of shot warmup time decreased from -50% to -25%

  • Gauss

    • Reload time sniping mode increased from 6.6 - 4.8 to 6.9 - 5.0 s.

  • Wasp

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

    • Overdrive charge time decreased from 180 to 150 s.

    • (Note) We decrease overdrive charge from battle points. We want to balance this parameter so that overdrives are not used simultaneously in a battle, but at the same time successful players cannot significantly outperform other players in the number of overdrives they can use.

  • Hopper

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

    • Overdrive charge time decreased from 180 to 150 s.

  • Hornet

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

    • Overdrive charge time decreased from 240 to 210 s.

  • Viking

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

  • Crusader

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

    • Overdrive charge time decreased from 180 to 150 s.

  • Hunter

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

  • Paladin

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

    • Overdrive charge time decreased from 360 to 330 s.

  • Dictator

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

  • Titan

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

    • Overdrive charge time decreased from 300 to 270 s.

  • Ares

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

    • Overdrive charge time increased from 180 to 240 s.

  • Mammoth

    • Overdrive charge from battle points decreased from 333 to 300 unit/point

    • Overdrive duration increased from 9 to 15 s.

  • The number of stars players get no longer depends on which team won

    • 1 place — 3 stars

    • 2 place — 3 stars

    • 3 place — 3 stars

    • 4 place — 2 stars

    • 5 place — 2 stars

    • 6 place — 2 stars

    • 7 place — 2 stars

    • 8 place — 1 star

    • 9 place — 1 star

    • 10 place — 1 star

    • 11 place — 1 star

    • 12 place — 1 star

    • 13 place — 1 star

    • 14 place — 1 star

    • (Note) Now the only thing you need to earn more stars is to show your best till the end of a battle and it doesn’t matter in which team you are. Let's see if this will affect the problem of early (before the balancer reacts) exits from battles if a player is in a weak team.

  • Fixed the animation issue with the Ricochet HD skin that caused the turret energy tank to keep rotating after reload

 

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❤️

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Scout ❤️

On 10/20/2022 at 4:04 PM, Marcus said:

(Note) Now the only thing you need to earn more stars is to show your best till the end of a battle and it doesn’t matter in which team you are. Let's see if this will affect the problem of early (before the balancer reacts) exits from battles if a player is in a weak team.

Cool ?

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On 10/20/2022 at 6:34 AM, Marcus said:

 

    • Arcade reload time increased from 4.2 - 2.8 to 4.5 - 3.0 s.

    • Salvo reload time increased from 24 - 16 to 27 - 18 s.

    • «Missile launcher «Swarm» augment

      • Reduction of salvo reload time decreased from -50% to -25%

      • Reduction of aiming time decreased from -75% to -50%

And here I was, expecting Wolfpack to become more practical to use, but nothing changes. 

 

On 10/20/2022 at 6:34 AM, Marcus said:

 

  • Thunder

    • Projectile speed decreased from 350 to 300-350 m/sec.

    • «Hyperspeed» shells» augment

      • Boost of weak damage is decreased from +400% to +330%

Thunder's garage augments remain bad for yet another week. 

 

On 10/20/2022 at 6:34 AM, Marcus said:

 

  • Smoky

    • Projectile speed decreased from 350-350 to 300-350 m/sec.

    • (Note) Previously all modifications had the same value — 250. Now Mk1 has 200 and MkMAX has 250. Players quite often confuse this writing of parameters with a spread of possible values, as if it would be a random value from this range. We no longer use random values from ranges, now this writing always means that the first number is a value for Mk1 and the second value is a value for MkMAX

Funny you say that and immediately make a typo. 

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On 10/20/2022 at 1:34 PM, Marcus said:

«Electromagnetic accelerator «Scout» augment

  • Reduction of shot warmup time decreased from -50% to -25%

braindead augment gets buffed. Yay.

On 10/20/2022 at 1:34 PM, Marcus said:
    • (Note) Now the only thing you need to earn more stars is to show your best till the end of a battle and it doesn’t matter in which team you are. Let's see if this will affect the problem of early (before the balancer reacts) exits from battles if a player is in a weak team.

  •  

im 99% sure early exits don't happen because of stars of all things. It happens because fast ranking and braindead augments like Hyperspeed, Helios etc. made average player just as braindead so now they see bigger number in GS section than theirs and insta quit without even trying to win even though its been proved by me many times that big GS don't matter against skill.

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On 10/20/2022 at 1:34 PM, Marcus said:

(Note) Now the only thing you need to earn more stars is to show your best till the end of a battle and it doesn’t matter in which team you are. Let's see if this will affect the problem of early (before the balancer reacts) exits from battles if a player is in a weak team.

In your dreams. I leave because of noob missions. Like be in winner team or Top 3 in winner team. If enemy ahead in first 2 minutes, I'm out of the battle. Not wasting 999999 supplies or 15 minutes for noob team.

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14 minutes ago, TheCongoSpider said:

Thunder's garage augments remain bad for yet another week. 

Fortunately, Vacuum augment has no balance issues whatsoever /s

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On 10/20/2022 at 1:34 PM, Marcus said:

Mammoth

  • Overdrive charge from battle points decreased from 333 to 300 unit/point

  • Overdrive duration increased from 9 to 15 s.

KsokAhe.png

Edited by firety31
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Decent changes to overpowered equipment, finally. Unfortunately, I dont think the stars will help early battle termination coming from players, as I dont really think that is what is driving people away from battles.

MM is being obscenely unbalanced, the GS and Rank differences are just so massive that you simply oftentimes end up in a mult team. Yeah these guys are not planted mults like they used to be 6 years ago, these guys are just not playing in the GS range that they should be. This results in very unenjoyable experience. Who wants to stay in a CTF where enemy is winning by 6 flags? Who wants to play TDM with your teams score being 30 while opponents already has 100 kills?

Another thing is that your missions actually support early battle termination from players, especially since they are forced to do them to receive rewards necessary for being at least semi-competitive. Get Top 3? How when you u put us in aforementioned dead battles that have like 4 minutes left? Be in a winning team? How when you u put me into a dead battle with mults?

Improve MM, delete trash camping modes like Assault and Siege that are obnoxious, not working properly, heavily favoring just certain playstyles, turrets, and drones to increase the amount of players in the other modes, and perhaps advertise your game so that people at least have an idea that you even exist still.

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Overall it is a very good update:

Ares is everywhere becasue of its OP overdrive. Now it will even the odds. Mammoth was rarely seen in battles.

Same with viking/hunter vs. crusader which was almost non existant in battles.

Scorpion and Gauss got nerfed a bit, and vulcan got a buff. It will be more difficult to avoid vulcan with constant movement now.

I guess striker with stun will be OP with the changes. 1.5 seconds of being stunned will allow the striker to shoot you again without response.

I don't know about Cryo shells augment for scorpion. If every missile that hits is freezing the target more, it might be OP.

Edited by galziv01

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On 10/21/2022 at 12:19 AM, galziv01 said:

Ares is everywhere becasue of its OP overdrive. Now it will even the odds. Mammoth was rarely seen in battles.

Mammoth overdrive is perfect counter to ares overdrive, many people still dont know that trick.

When enemy spam Ares overdrive, i choose mammoth + trickster, eat over that Ares ball and crash all their tanks, epecially you can chain multiple mammoth overdrive with nukr energy as mammoth is all immu in OD mode, like paladin, 

Now new update for mammoth 15s OD meams more mammoth will crash around, eat their OD like ares, paladin, crusade, also crash titan dome and wasp bomb, there is not much counter against mammoth OD, 

Edited by wild001

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Why is Railgun's « Scout » still weakened? Does Railgun really think it is strong in this environment? Now that « Scout » can be played, the result will be weakened, and there will be fewer and fewer people playing Railgun

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On 10/20/2022 at 2:34 PM, Marcus said:

A new augment for Scorpion has been added to Ultra Containers — «Cryo Shells» 

Another copy-pasted augment. Let me guess, stun rounds for scorpion next?

 

On 10/20/2022 at 2:34 PM, Marcus said:

«Hyperspeed» shells» augment

  • Boost of weak damage is decreased from +400% to +330%

The never-ending cycle of creating ridiculous op augments & nerfing it down gradually after capitalising on braindead buyers

 

On 10/20/2022 at 2:34 PM, Marcus said:

«Missile launcher «Swarm» augment

  • Reduction of salvo reload time decreased from -50% to -25%

  • Reduction of aiming time decreased from -75% to -50%

Here we go again.. why not create a balanced augment in the 1st place?

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On 10/20/2022 at 7:11 PM, Mr.Spark said:

will be nerfed according to this patch update…

Yeah...

I actually stopped using scout recently but was frustrated with the constant shots by the enemy users. Hope this update helps to ease the situation a bit.

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On 10/20/2022 at 6:34 AM, Marcus said:

«Sorted Ammunition» augment

  • Reload time decreased by 10%

Nice question mark this is my main augment for Smoky so that's nice, hehe.

 

On 10/20/2022 at 6:34 AM, Marcus said:
    • «Hyperspeed» shells» augment

      • Boost of weak damage is decreased from +400% to +330%

  •  

A good direction.

 

On 10/20/2022 at 6:34 AM, Marcus said:
    • «Missile launcher «Swarm» augment

      • Reduction of salvo reload time decreased from -50% to -25%

      • Reduction of aiming time decreased from -75% to -50%

  •  

Ah, it was only a matter of time.

 

On 10/20/2022 at 6:34 AM, Marcus said:

«Electromagnetic accelerator «Scout» augment

  • Reduction of shot warmup time decreased from -50% to -25%

Man, from 0.8 to 1.2 sec. It's longer than the original 1.1 sec now.

 

On 10/20/2022 at 6:34 AM, Marcus said:

Gauss

  • Reload time sniping mode increased from 6.6 - 4.8 to 6.9 - 5.0 s.

Uhh pretty deserved I guess.

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On 10/20/2022 at 5:16 PM, yellowghetto said:

Scout nerf finally, but it doesn't look like it's enough.

We'll see how it goes. It takes quite a hit to it's firing rate with this. The first shot will take longer to fire. There won't be any more last second hits when an enemy is retreating behind an obstacle. Longer shot delay gives enemies more time to knock off the aim. For sure Scout was the strongest (intentionally so, after all) but it being nerfed doesn't bode well for the other augments in the near future. Scout was carrying Railgun because many of the others aren't worth the stress of trying to make them work. Perhaps Iteration 6 Railgun is upon us and this is a preparatory change made to Scout beforehand.

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On 10/20/2022 at 5:26 PM, TheCongoSpider said:

Perhaps Iteration 6 Railgun is upon us and this is a preparatory change made to Scout beforehand.

I hope to god they do something about the firing rate/critical scheme and status augments.

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