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Patch Update #710 - Released 16th December 2022


Marcus
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Patch Update #710 - Released 16th December 2022

  • A new augment for Scorpion has been added to Ultra Containers — «Armour-piercing shells» 

    • (Note) This augment applies the «Armour-piercing» on critical arcade shots and with each rocket.

  • Smoky

    • Fixed the bug when the «Assault rounds» augment was dealing critical damage, when it shouldn’t

    • «Incendiary rounds» augment

      • Legendary augment now, no longer available for crystals and is added to the «Legendary» category of containers

  • Railgun
    • Regular damage increased from 625-1250 to 670-1340 HP
    • Crticial damage increased from 755-1510 to 935-1870 HP
    • Turret’s damage now depends on the distance between you and a target.
      • 100% of damage is dealt if the distance is less or equal to 80-100 m.
      • If the distance is between 80-100 m. and 120-150 m., the damage is decreasing respectively.
      • If the distance is more than 120-150 m., 50% of the maximum damage is dealt.
      • (Note) We have argued for a long time about whether to introduce distance-based damage reduction for the classic version of Railgun. Our final decision is that without this feature, the turret turns out to be either extremely powerful at all distances or completely irrelevant at any distance, except for the large ones. This dependence of damage on the distance to a target makes the turret be much more flexible in balancing. In the «SPORT» format, the old version of this turret remains. 
    • Changed the coefficient of the decrease of the Railgun’s shot reload time when Viking’s overdrive is activated from 0.25 to 0.3
      • (Note) This reduces the rate of fire increase
    • «Round stabilization» augment
      • Removed the regular damage increase
      • Added a regular damage decrease of -5%
      • The Critical damage decrease is changed from -9% to -32%
      • Damage is not distance-dependent
    • «Electromagnetic accelerator «Scout» augment
      • The Regular damage decrease is changed from -28% to -7%
      • The Critical damage decrease is changed from -20% to -19%
      • The Shot warmup time decrease is changed from -25% to -30%
    • «Round destabilization» augment
      • The Critical damage increase is changed from +100% to +80%
    • «Large caliber rounds» augment
      • The Regular damage increase is changed from +20% to +12%
      • Added a Critical damage increase of +7%
      • The Reload time increase changed from +50% to +15%
    • «Death Herald» compulsator» augment
      • Legendary augment now, no longer available for crystals and is added to the «Legendary» category of containers
    • «Hyperspace rounds» augment
      • Damage is not distance-dependent
  • Magnum
    • Changed the coefficient of the decrease of the Magnum’s shot reload time when Viking’s overdrive is activated from 0.25 to 0.4
  • Battle interface is updated
    • The first one is where you have the main elements of the HUD at the corners of the screen. Health and reload bars are beneath your tank, and above them, we left a place for supplies and status effects. This version is used for modern shooter games.
    • The second variant is where you have the main elements packed in the center of the screen and is more similar to the old one. The bars are located on the tank and adapt to the game window’s width. Right below them, are the supplies and status effects.
    • You can choose the best one in Settings.
    • (Note) The new TAB scoreboard is still in development.
  • Added an option for supply auto-activation. You can choose which supply to activate next, just press the button, and it will be activated for you automatically as soon as the cooldown is over.

    • (Note) The main difference between Android and HTML versions of this feature is that we won’t activate your supplies without your request, and they will only be consumed when needed.

  • Removed some in-battle notifications, so they do not overlap important elements of the interface and other tanks
  • Fixed the bug with the size of a destroyed tank
    • (Note) Now it is not that small.
  • Like 11
  • Agree 1

❤️

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On 12/15/2022 at 6:58 AM, Marcus said:

 

  • Smoky

    • Fixed the bug when the «Assault rounds» augment was dealing critical damage, when it shouldn’t

The RU Patch Note mentions that Incendiary Rounds is turning into a Legendary augment as well. 

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Spoiler
On 12/15/2022 at 4:28 PM, Marcus said:
  • Railgun
    • Regular damage increased from 625-1250 to 670-1340 HP
    • Crticial damage increased from 755-1510 to 935-1870 HP
    • Turret’s damage now depends on the distance between you and a target.
      • 100% of damage is dealt if the distance is less or equal to 80-100 m.
      • If the distance is between 80-100 m. and 120-150 m., the damage is decreasing respectively.
      • If the distance is more than 120-150 m., 50% of the maximum damage is dealt.
      • (Note) We have argued for a long time about whether to introduce distance-based damage reduction for the classic version of Railgun. Our final decision is that without this feature, the turret turns out to be either extremely powerful at all distances or completely irrelevant at any distance, except for the large ones. This dependence of damage on the distance to a target makes the turret be much more flexible in balancing. In the «SPORT» format, the old version of this turret remains. 
    • Changed the coefficient of the decrease of the Railgun’s shot reload time when Viking’s overdrive is activated from 0.25 to 0.3
      • (Note) This reduces the rate of fire increase
    • «Round stabilization» augment
      • Removed the regular damage increase
      • Added a regular damage decrease of -5%
      • The Critical damage decrease is changed from -9% to -32%
      • Damage is not distance-dependent
    • «Electromagnetic accelerator «Scout» augment
      • The Regular damage decrease is changed from -28% to -7%
      • The Critical damage decrease is changed from -20% to -19%
      • The Shot warmup time decrease is changed from -25% to -30%
    • «Round destabilization» augment
      • The Critical damage increase is changed from +100% to +80%
    • «Large caliber rounds» augment
      • The Regular damage increase is changed from +20% to +12%
      • Added a Critical damage increase of +7%
      • The Reload time increase changed from +50% to +15%
    • «Death Herald» compulsator» augment
      • Legendary augment now, no longer available for crystals and is added to the «Legendary» category of containers
    • «Hyperspace rounds» augment
      • Damage is not distance-dependent

 

wwe-yes.gif

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On 12/15/2022 at 5:18 PM, Ghost_Animator_XP said:

wwe-yes.gif

 

On 12/15/2022 at 2:58 PM, Marcus said:

 

  • Turret’s damage now depends on the distance between you and a target.

NO NO NO NO NO

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On 12/15/2022 at 2:58 PM, Marcus said:

Added an option for supply auto-activation. You can choose which supply to activate next, just press the button, and it will be activated for you automatically as soon as the cooldown is over.

THANK YOU!

That was always one of my favourite features in TO mobile :happy:

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On 12/15/2022 at 5:58 AM, Marcus said:

A new augment for Scorpion has been added to Ultra Containers — «Armour-piercing shells» 

  • (Note) This augment applies the «Armour-piercing» on critical arcade shots and with each rocket.

Toxic copy/paste augment. Not a fan.

 

On 12/15/2022 at 5:58 AM, Marcus said:

Smoky

  • Fixed the bug when the «Assault rounds» augment was dealing critical damage, when it shouldn’t

And I was just talking about it last week. Good catch but unfortunate for AR lovers.

On 12/15/2022 at 5:58 AM, Marcus said:

Railgun

  • Regular damage increased from 625-1250 to 670-1340 HP
  • Crticial damage increased from 755-1510 to 935-1870 HP
  • Turret’s damage now depends on the distance between you and a target.
    • 100% of damage is dealt if the distance is less or equal to 80-100 m.
    • If the distance is between 80-100 m. and 120-150 m., the damage is decreasing respectively.
    • If the distance is more than 120-150 m., 50% of the maximum damage is dealt.
    • (Note) We have argued for a long time about whether to introduce distance-based damage reduction for the classic version of Railgun. Our final decision is that without this feature, the turret turns out to be either extremely powerful at all distances or completely irrelevant at any distance, except for the large ones. This dependence of damage on the distance to a target makes the turret be much more flexible in balancing. In the «SPORT» format, the old version of this turret remains. 

 

Wh.
At least we're getting a damage increase. I'm not sure how this will affect gameplay though... To be fair, you are correct in saying that Railgun was pretty strong long-range but weak as heck in close combat. Hopefully that damage increase will make it stronger in closer range battles...

On 12/15/2022 at 5:58 AM, Marcus said:

«Round stabilization» augment

  • Removed the regular damage increase
  • Added a regular damage decrease of -5%
  • The Critical damage decrease is changed from -9% to -32%
  • Damage is not distance-dependent

 

Sad to see RS get hit down to 1200 damage. I hope it's worth the extra range.

 

On 12/15/2022 at 5:58 AM, Marcus said:

«Electromagnetic accelerator «Scout» augment

  • The Regular damage decrease is changed from -28% to -7%
  • The Critical damage decrease is changed from -20% to -19%
  • The Shot warmup time decrease is changed from -25% to -30%

 

If I'm reading this right... this is a massive buff. I'm expecting a range nerf to this.

 

On 12/15/2022 at 5:58 AM, Marcus said:
  • «Round destabilization» augment
    • The Critical damage increase is changed from +100% to +80%
  • «Large caliber rounds» augment
    • The Regular damage increase is changed from +20% to +12%
    • Added a Critical damage increase of +7%
    • The Reload time increase changed from +50% to +15%

A net gain in damage for RDS. However, the critical chance is still pathetic. As for LCR, the normal damage breaks 1500 and the critical damage breaks 2000. With the reload buff, perhaps this will become my main Railgun augment once again instead of RS. Again, it depends on how the new range-dependent Railgun plays.

On 12/15/2022 at 5:58 AM, Marcus said:
  • «Death Herald» compulsator» augment
    • Legendary augment now, no longer available for crystals and is added to the «Legendary» category of containers
  • «Hyperspace rounds» augment
    • Damage is not distance-dependent

...No comment.

On 12/15/2022 at 5:58 AM, Marcus said:
  • Battle interface is updated
    • The first one is where you have the main elements of the HUD at the corners of the screen. Health and reload bars are beneath your tank, and above them, we left a place for supplies and status effects. This version is used for modern shooter games.
    • The second variant is where you have the main elements packed in the center of the screen and is more similar to the old one. The bars are located on the tank and adapt to the game window’s width. Right below them, are the supplies and status effects.
    • You can choose the best one in Settings.
    • (Note) The new TAB scoreboard is still in development.
  • Added an option for supply auto-activation. You can choose which supply to activate next, just press the button, and it will be activated for you automatically as soon as the cooldown is over.

    • (Note) The main difference between Android and HTML versions of this feature is that we won’t activate your supplies without your request, and they will only be consumed when needed.

Finally, some interface changes! Looking forward to seeing it tomorrow. ?

On 12/15/2022 at 5:58 AM, Marcus said:

Fixed the bug with the size of a destroyed tank

  • (Note) Now it is not that small.

 

Because dead bodies weren't annoying enough... ok lmao.

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On 12/15/2022 at 6:56 PM, avengeful said:

 

NO NO NO NO NO

believe me xD

I've played over 95% of my MM battles using XP only (ever since MM came).

This update makes the combo really good in a general scenario. After all not in every battle you can find a distant spot and camp using Railgun.

And even if you do, most of the times the score won't be as high as other players.

This update makes Railgun playable in way more scenarios and modes.

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On 12/15/2022 at 5:58 AM, Marcus said:

Railgun

  • Regular damage increased from 625-1250 to 670-1340 HP
  • Crticial damage increased from 755-1510 to 935-1870 HP
  • Turret’s damage now depends on the distance between you and a target.
    • 100% of damage is dealt if the distance is less or equal to 80-100 m.
    • If the distance is between 80-100 m. and 120-150 m., the damage is decreasing respectively.
    • If the distance is more than 120-150 m., 50% of the maximum damage is dealt.

 

Heck, buff the warmup time to be shorter and we'll get something that can compete with Scorpion. ?

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On 12/15/2022 at 11:58 AM, Marcus said:

Ultra Containers — «Armour-piercing shells» 

  • (Note) This augment applies the «Armour-piercing» on critical arcade shots and with each rocket.

Are you serious? This is just vile, and I play Scorpion myself.

  • Agree 4

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On 12/15/2022 at 8:32 AM, Ghost_Animator_XP said:

This update makes the combo really good in a general scenario. After all not in every battle you can find a distant spot and camp using Railgun.

 

I'm hoping this change will make Railgun more comfortable at midfield and smaller maps. Long range sniping was always kind of hard for me anyway.

Scout and LCR changes looking kinda... ',:) if you know what I mean. ?

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On 12/15/2022 at 5:31 PM, Me0w_XP said:

Toxic copy/paste augment. Not a fan.

Not quite. Toxic is the AP augment for Freeze, while this one is also AP, but has a different name and is for Scorpion 1hx5mc.jpg?a463944
VD4EMG7.png

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On 12/15/2022 at 11:58 AM, Marcus said:

Turret’s damage now depends on the distance between you and a target.

  • 100% of damage is dealt if the distance is less or equal to 80-100 m.
  • If the distance is between 80-100 m. and 120-150 m., the damage is decreasing respectively.
  • If the distance is more than 120-150 m., 50% of the maximum damage is dealt.
  • (Note) We have argued for a long time about whether to introduce distance-based damage reduction for the classic version of Railgun. Our final decision is that without this feature, the turret turns out to be either extremely powerful at all distances or completely irrelevant at any distance, except for the large ones. This dependence of damage on the distance to a target makes the turret be much more flexible in balancing. In the «SPORT» format, the old version of this turret remains. 

 

wow, it's very interesting, I like it, so you can play with more strategy

 

On 12/15/2022 at 11:58 AM, Marcus said:

Battle interface is updated

  • The first one is where you have the main elements of the HUD at the corners of the screen. Health and reload bars are beneath your tank, and above them, we left a place for supplies and status effects. This version is used for modern shooter games.
  • The second variant is where you have the main elements packed in the center of the screen and is more similar to the old one. The bars are located on the tank and adapt to the game window’s width. Right below them, are the supplies and status effects.
  • You can choose the best one in Settings.
  • (Note) The new TAB scoreboard is still in development

 

Yeeeaahhh finally, the new battle interface, the current 2 are not bad at all, when they put the new window (TAB) it will look even better

Spoiler

FMy2604.jpg

 

 

On 12/15/2022 at 11:58 AM, Marcus said:

Added an option for supply auto-activation. You can choose which supply to activate next, just press the button, and it will be activated for you automatically as soon as the cooldown is over.

  • (Note) The main difference between Android and HTML versions of this feature is that we won’t activate your supplies without your request, and they will only be consumed when needed.

I just tried it in the test and I can say that this will be very useful in battle, imagine going to look for the flag and having to press the shield button again so they don't kill you, or the speed button, with this it will do us much more easy "the escape"

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  • Developer

Scorpion normal damage: 1250
New Railgun normal damage: 1340

Scorpion critical damage: 1500
New Railgun critical damage: 1870

Scorpion range: 100-150 50%
New Railgun range: 100-150 50%

Should I revert the changes? ?

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Railgun is now a more balanced turret. If you just consider the balancing history of railgun, it had gone through lots of ups and downs. in some months it was the most fashionable turret among others while other months it was at the lowest favorite turrets as it has been all these months. You could see few railgun turrets in any MM battles. I my self have not used it for long time. thus IMO from now on, railgun was needed to be long range turret and not a infinite range as rebalancing it is much efficient than before.

Edited by SulfuricAcid

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On 12/15/2022 at 4:01 PM, Opex-Rah said:

Scorpion normal damage: 1250
New Railgun normal damage: 1340

Scorpion critical damage: 1500
New Railgun critical damage: 1870

Scorpion range: 100-150 50%
New Railgun range: 100-150 50%

Should I revert the changes? ?

good change however railgun should keep the infinite range ?

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On 12/15/2022 at 3:58 PM, Marcus said:

Turret’s damage now depends on the distance between you and a target.

  • 100% of damage is dealt if the distance is less or equal to 80-100 m.
  • If the distance is between 80-100 m. and 120-150 m., the damage is decreasing respectively.
  • If the distance is more than 120-150 m., 50% of the maximum damage is dealt.

 

It should be the opposite 

Less distance less damage... 

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On 12/15/2022 at 4:01 PM, Opex-Rah said:

Scorpion normal damage: 1250
New Railgun normal damage: 1340

Scorpion critical damage: 1500
New Railgun critical damage: 1870

Scorpion range: 100-150 50%
New Railgun range: 100-150 50%

Should I revert the changes? ?

I think that's okay for now.
Also, please check your PMs ?

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On 12/15/2022 at 4:01 PM, Opex-Rah said:

Scorpion normal damage: 1250
New Railgun normal damage: 1340

Scorpion critical damage: 1500
New Railgun critical damage: 1870

Scorpion range: 100-150 50%
New Railgun range: 100-150 50%

Should I revert the changes? ?

no, it's perfect

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  • Crticial damage increased from 755-1510 to 935-1870 HP
  • If the distance is more than 120-150 m., 50% of the maximum damage is dealt.

I'm not sure if critical damage will be affected by range, will it?

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On 12/15/2022 at 1:31 PM, crystalmaiden said:
  • Crticial damage increased from 755-1510 to 935-1870 HP
  • If the distance is more than 120-150 m., 50% of the maximum damage is dealt.

I'm not sure if critical damage will be affected by range, will it?

A feature of critical damage is that it ignores damage damage-drop off. Isida as an example has no damage drop-off and has basically a ~x1 critical damage multipler. The only thing Isida gains from the critical damage is higher damage to the enemy on that particular tick against someone with Isida protection. Compares to a Freeze or Firebird that can be at the edge of their damage range and deal higher damage than they would with the normal damage. 

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On 12/15/2022 at 6:48 PM, Ghost_Animator_XP said:
  Reveal hidden contents
 

 

I am telling you as soon as I read that piece of Rail update, I just wanted to ping you, but already found your message here ?

A beautiful update to Railgun ?  makes the turret worthwhile to use for people who like to actively use it at its prime, and nerfed for those who just stay behind and camp. 

 

On 12/15/2022 at 8:31 PM, Opex-Rah said:

Scorpion normal damage: 1250
New Railgun normal damage: 1340

Scorpion critical damage: 1500
New Railgun critical damage: 1870

Scorpion range: 100-150 50%
New Railgun range: 100-150 50%

Should I revert the changes? ?

Please no ?

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