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Patch Update #711 - Released 23rd December 2022


Marcus
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On 12/25/2022 at 11:17 AM, Bydo said:

since these new up dates my hunter and ricochet combo is garbage. I can't even get a winning team , also struggle to get in the top 3 placements

here is proof of the postings in the middle of the battle page needs to be redo.. we have to struggle to look around the words to see the battle

U9nZ0Ks.png

It depends on your screen resolution. I play with QHD (2560x1440) and I don't have any problem with the interface.

Try to reduce the interface size in the settings, it may helps you.

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What is going on with the new challenge? 1000 crystals for free tier and 3000 for gold tier? No more ultra containers? Less batteries? So there are more regular containers, but with the new percentages you have much more than 50% to get 1000 crystals per container. I am not going to buy battle pass anytime soon.

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On 1/1/2023 at 2:52 AM, x_Sorinel_x said:

True. Was so happy because of last challenge. Bought it in first day. Now, back to crap rewards... Guess the last challenge was special because of Christmas and New Year.

Yes, the last challenge lasted longer and was "special". However, this new challenge is even worse than the ones before the December challenge. Those at least had 3 augments. This only has 2. (which I think is actually how they were at the start of 2022)

 

Anyways, I'm not worried about this and neither should you. If no one buys the battle pass because it sucks, they'll adjust it to make it more enticing if they want people to actually buy it. 

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On 12/22/2022 at 8:47 AM, Marcus said:

 

  • Firebird
    • Range of min damage increased from 12-15 to 12-20 m.
    • Displaying sight mark distance changed to 17-25 m.
  • Freeze
    • Range of min damage increased from 12-15 to 12-20 m.
    • Displaying sight mark distance changed to 17-25 m.

Feels nice. High-Pressure Pump feels like it's actually doing something now compared to Adrenaline. There's still the issue of Shock Freeze needing better ammo management. 

 

On 12/22/2022 at 8:47 AM, Marcus said:
  • Tesla
    • Regular damage decreased from 450-900 to 300-600 HP
    • Critical damage decreased from 450-900 to 410-820 HP
    • Chain lightning reload duration decreased from 0.9 to 0.66 s
    • «Minus-field» augment
      • Increased the price from 149,000 to 245,000 crystals

This obviously benefits status augments the most, but Acceleration Protocol no longer feels like it does much with these current settings compared to the normal 5m/sec augments. Electroturret also doesn't feel as worthwhile. 

 

On 12/22/2022 at 8:47 AM, Marcus said:
  • Scorpion
    • Arcade reload time increased from 4.5-3.0 to 4.8-3.2 s.
    • Artillery reload time increased from 27-18 to 28.5-19 s.
    • Range of min damage increased from 120-150 to 150-180 m.

Still no buff for Missile Launcher Wolfpack, and we're about to get two more salvo augments that are more practical than it. Lovely. 

 

On 12/22/2022 at 8:47 AM, Marcus said:
  • Railgun
    • Shot reload time decreased from 4.4-2.4 to 4.2-2.4 s.
    • Shot warm-up time changed to 1.6-1.2 s.
    • Range of min damage increased from 120-150 to 150-180 m.
    • «Electromagnetic accelerator «Scout» augment
      • Regular damage decrease changed to -15%
      • Critical damage decrease changed to -15%
      • Shot warm-up time decrease changed to -15%
      • Reload time decrease changed to -15%

    • «Round destabilization» augment
      • Regular damage decrease changed to -50%
      • Critical damage increase changed to +20%
      • Fixed critical damage chance of 50%
      • Rarity changed to Legendary, no longer available for crystals and is added to the «Legendary» category of containers
    • «Large caliber rounds» augment
      • Regular damage increase changed to +33%
      • Critical damage increase changed to +33%
      • Added a shot warm-up time increase of 25%
      • Reload time increase changed to +25%
    • «Death Herald» compulsator» augment
      • Removed the shot warm-up time decrease
    • «Hyperspace rounds» augment
      • Damage is again distance-dependent

All of them except Round Stabilisation and the status augments feel nice to use now. Round Destabilisation is on the more practical side of RNG augments and might need toning down. Maybe it can go back to that 10% minimum chance then back to 70% on the next shot like it was in 2021. 

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On 1/1/2023 at 9:14 PM, TheCongoSpider said:

All of them except Round Stabilisation and the status augments feel nice to use now.

Yeah, I'd love a buff to status augments. The 50% chance, -33% damage versions were all right to use.

 

On 1/1/2023 at 9:14 PM, TheCongoSpider said:

Round Destabilisation is on the more practical side of RNG augments and might need toning down. Maybe it can go back to that 10% minimum chance then back to 70% on the next shot like it was in 2021. 

The thing about 50% is that you could get really lucky or really unlucky. I've gotten so many normal shots in a row; other times I get crit shot after crit shot. I never used the 10, 70 scheme myself.

 

On 1/1/2023 at 1:22 PM, x_Sorinel_x said:

True. Was so happy because of last challenge. Bought it in first day. Now, back to crap rewards... Guess the last challenge was special because of Christmas and New Year.

Taspens speculated that it was because the servers went down so the challenge was longer than usual.

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Tried out the new Round Destabilization, and honestly... it pretty much became a Blunderbuss with infinite range. With the Camper drone, your crit damage is 6732 (meaning you have a 50% chance to slaughter anything that isn't a heavy hull or a tank with a leveled Armadillo - both cases require the double armor to be active), meanwhile your normal damage, while significantly lower - will not be by any means negligible. Throw in Dictator or Hornet and it becomes hilariously broken; unless your opponent is a pack of Armadillos, but even then you should remain competitive - just no longer capable of trashing protected medium hulls in one hit. Good for Railgun players, but I don't see why won't the status augments get buffed already. They're dookie.

Edited by Kazareen
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On 1/1/2023 at 7:28 PM, Kazareen said:

Tried out the new Round Destabilization, and honestly... it pretty much became a Blunderbuss with infinite range. With the Camper drone, your crit damage is 6732 (meaning you have a 50% chance to slaughter anything that isn't a heavy hull or a tank with a leveled Armadillo - both cases require the double armor to be active), meanwhile your normal damage, while significantly lower - will not be by any means negligible. Throw in Dictator or Hornet and it becomes hilariously broken; unless your opponent is a pack of Armadillos, but even then you should remain competitive - just no longer capable of trashing protected medium hulls in one hit. Good for Railgun players, but I don't see why won't the status augments get buffed already. They're dookie.

The only reason why railgun is ok in this meta, is because all of the short range turrets were nerfed (tesla, hammer - and firebird, freeze and isida are useless). Also, scorpion got a massive nerf, to players will switch to other ways. They nerfed all turrets to the ground and we have only 2 to 3 turrets that are good.

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On 1/1/2023 at 1:58 PM, dinek789 said:

The only reason why railgun is ok in this meta, is because all of the short range turrets were nerfed (tesla, hammer - and firebird, freeze and isida are useless). Also, scorpion got a massive nerf, to players will switch to other ways. They nerfed all turrets to the ground and we have only 2 to 3 turrets that are good.

? Are we playing the same game. Tesla's faster fire speed is a buff to all of its status augments. The melee weapons you mention are "weak" because the midrange/long range weapons are too strong. Ie. the melee user dies before they are able to deal damage. Not because they "nerfed all turrets to the ground"

 

scorpion's nerf wasn't massive. It's a very brain dead turret that requires very little skill to use. A nerf (and more) is long overdue. I would imagine juggernaut required some level of skill to play. Now half the damage and kills is probably from scorpion salvos. But that's not all. Just wait for the cyclone augment to go live. I'm interested in hearing what the 2-3 good turrets are too

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On 1/1/2023 at 7:58 PM, dinek789 said:

The only reason why railgun is ok in this meta, is because all of the short range turrets were nerfed (tesla, hammer - and firebird, freeze and isida are useless). Also, scorpion got a massive nerf, to players will switch to other ways. They nerfed all turrets to the ground and we have only 2 to 3 turrets that are good.

Are we even playing the same game? Hammer remains crazy strong. Tesla was not really nerfed; the normal DPS was reduced by about 10%, but crits happen more often, making the turret overall stronger against groups; this also is good for its status augments. Firebird and Freeze both received buffs to their range; battles on maps with lots of walls were always their niche; you can't further buff them in any way other than making them kill you almost instantly if they can reach you - we had such a meta once, it was not pretty. Isida offers either healing (a prized mechanic for team play) or vampirism which with the Defender drone is very potent. The change made to Scorpion was a trade-off. Its DPS decreased a bit, but now its main turret is more efficient at what it is meant to do thanks to the increased range. Are Thunder/Ricochet (Helios remains powerful) above the rest? They can pump out the most kills in the right hands, yes - Thunder with its big 3 augments especially. But the other turrets are not far behind and they can hold their own just fine. No turret is left dead in a ditch at the moment, they're all usable and have their own niches they excel at.

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On 1/1/2023 at 8:12 PM, LoveDealer said:

It's a very brain dead turret that requires very little skill to use.

  What a silly thing to say. If Scorpion is a brain-dead turret, then so is everything else except for Magnum, as that's the only one that actually has a skill barrier - and it appears that soon enough, that will be "normalized" as they will add a scope. All turrets have nuance, of which the short-range ones have the least.
  Railgun for example has a shooting delay; but that is compensated with its ability to shoot through tanks, something very valuable to a mid-fielder which it has become. Scorpion is, without specific augments - single target; meaning it requires every bit as much aiming as Railgun or Shaft do. The rocket launcher requires a brain too, believe it or not - if you just capture a target and launch the rockets without doing anything, then unless the target is wide open, you can be almost certain they will trick your rockets into smashing into a wall or simply outrun them - and then you wait an eternity for it to reload.

Edited by Kazareen

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On 1/1/2023 at 1:58 PM, dinek789 said:

The only reason why railgun is ok in this meta, is because all of the short range turrets were nerfed (tesla, hammer - and firebird, freeze and isida are useless). Also, scorpion got a massive nerf, to players will switch to other ways. They nerfed all turrets to the ground and we have only 2 to 3 turrets that are good.

I disagree. Tesla's base damage was decreased, but the increased firerate lends favor to more critical hits, which benefits status Teslas as well as the infamous Pulsar Tesla. On paper, melee turrets are not useless- it's just that it's hard to reach enemies before long range turrets trash you. As for Hammer? It's been buffed over and over. With the 30 pellets, long range, and high base damage, even the former laughingstock Duplet is a powerhouse once again.

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On 1/1/2023 at 2:24 PM, Kazareen said:

  What a silly thing to say. If Scorpion is a brain-dead turret, then so is everything else except for Magnum, as that's the only one that actually has a skill barrier - and it appears that soon enough, that will be "normalized" as they will add a scope. All turrets have nuance, of which the short-range ones have the least.
  Railgun for example has a shooting delay; but that is compensated with its ability to shoot through tanks, something very valuable to a mid-fielder which it has become. Scorpion is, without specific augments - single target; meaning it requires every bit as much aiming as Railgun or Shaft do. The rocket launcher requires a brain too, believe it or not - if you just capture a target and launch the rockets without doing anything, then unless the target is wide open, you can be almost certain they will trick your rockets into smashing into a wall or simply outrun them - and then you wait an eternity for it to reload.

Getting easy kills while exposing yourself for only a few seconds is pretty brain dead, but that's just me. The target is only hiding if they know the salvo is coming. If they don't know, they're either lucky or camping behind a wall. 

 

You don't have to believe me, but my numbers tell the story. I'm a very average player. But give me a scorpion and I'll hit K/D ratios of 3-9x in a game. Way too powerful for the lack of effort to use it

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On 1/1/2023 at 9:12 PM, LoveDealer said:

scorpion's nerf wasn't massive. It's a very brain dead turret that requires very little skill to use

The turret you're using is as braindead as you want it to be when using without augments 

Normal tacked hull - depends on how you play with that turret.

Flying monkey - ofcourse absolutely braindead with its legal hacks.

Augments are the things that make a turret braindead. augments like
1. Hyperspeed (ultimate camping augment)

2. Helios (insult to intelligence)
3. Pulsar Tesla (If you can't win after getting a crit just quit the game)
4. Pulsar Twins (makes helios user look like a pro)

5. Vampire isida (if you have K/D below 10.00 you have no skill)

and anothers im forgetting about. 

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I use freeze and isida often and they are far from useless if they are paired with the right hulls and drones (hyperion or trickster for me, I have crisis but only use it for goofing around in pk)

Anyone lazy enough to sit in one place for too long with any turret is an easy kill for them

Edited by SporkZilla

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On 1/1/2023 at 9:52 PM, SporkZilla said:

Anyone lazy enough to sit in one place for too long with any turret is an easy kill for them

This right here is what Scorpion was CREATED to hunt from afar, @LoveDealer and it just so happens to be the most common type of a... casual player. As for your point about K/D - any camper can achieve that quite easily unless they're being actively pursued. The thing that really matters is how effective the turret is at dispatching tanks of skilled players, and using Scorpion sub-par for this purpose won't yield good results. Stock Scorpion has no splash - so if you miss you're cooked - and if you just chuck your missiles without altering their trajectory (and waiting for the right moment if the map demands it, so you must balance between delaying the launch and not losing your reticle lock), you can forget about any of them hitting such a tanker; because any decent juggernaut/flag or ball carrier will KNOW rockets will come after them, and then either let them smash into an obstacle (heck, even the billboards work for this purpose) or just enter your blind spot. Now, is altering the trajectory particularly difficult? Not really. But neither is rocking your hull to increase your range. Tanki isn't a particularly demanding game in terms of raw skill. What matters most is your reaction time and muscle memory. 

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On 1/1/2023 at 5:03 PM, Kazareen said:

This right here is what Scorpion was CREATED to hunt from afar, @LoveDealer and it just so happens to be the most common type of a... casual player. As for your point about K/D - any camper can achieve that quite easily unless they're being actively pursued. The thing that really matters is how effective the turret is at dispatching tanks of skilled players, and using Scorpion sub-par for this purpose won't yield good results. Stock Scorpion has no splash - so if you miss you're cooked - and if you just chuck your missiles without altering their trajectory (and waiting for the right moment if the map demands it, so you must balance between delaying the launch and not losing your reticle lock), you can forget about any of them hitting such a tanker; because any decent juggernaut/flag or ball carrier will KNOW rockets will come after them, and then either let them smash into an obstacle (heck, even the billboards work for this purpose) or just enter your blind spot. Now, is altering the trajectory particularly difficult? Not really. But neither is rocking your hull to increase your range. Tanki isn't a particularly demanding game in terms of raw skill. What matters most is your reaction time and muscle memory. 

The Scorpion salvo situation is funny. Using it from across the map runs the risk of it crashing into the walls enemies hide behind. Solution? Stop camping. I know it's harder for tracked hulls to pull this off safely because they can't strafe, but I've seen knowledgeable Scorpions on tracked hulls do it as well. There are players that use powerful equipment, and then there are knowledgeable players that put in effort to be efficient with said powerful equipment. 

 

 

Edited by TheCongoSpider

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On 1/1/2023 at 5:32 PM, TheCongoSpider said:

The Scorpion salvo situation is funny. Using it from across the map runs the risk of it crashing into the walls enemies hide behind. Solution? Stop camping. I know it's harder for tracked hulls to pull this off safely because they can't strafe, but I've seen knowledgeable Scorpions on tracked hulls do it as well. There are players that use powerful equipment, and then there are knowledgeable players that put in effort to be efficient with said powerful equipment. 

 

Why's it called needle threading?

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On 1/1/2023 at 8:06 AM, galziv01 said:

What is going on with the new challenge? 1000 crystals for free tier and 3000 for gold tier? No more ultra containers? Less batteries? So there are more regular containers, but with the new percentages you have much more than 50% to get 1000 crystals per container. I am not going to buy battle pass anytime soon.

I think it's okay to not add ultra containers to us in the challenge, but really...

Why are they decreased the crystals from 5000 to 1000 in free tier and from 15000 to 3000 in the gold tier?

The price for the gold tier ofc the same

I'd be happy if they would give us a reason for decreasing the rewards

 

Edit:

nvm, the crystals decreased from 100k to 48k, but the containers increased from 40 to 80.

Edited by Nuclear
Additional information

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On 1/1/2023 at 7:03 PM, Me0w_XP said:

Why's it called needle threading?

If you're not using Explosive Warheads, you need to be at the perfect range for the salvo to come down vertically on the target over the wall, but not too close that it hits the ground behind them and misses. 

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On 1/2/2023 at 12:35 AM, TheCongoSpider said:

What are those 2 or 3 turrets?

Currently, thunder, railgun and smoky are the only usable turrets. The rest are bad

 

On 1/2/2023 at 12:45 AM, Kazareen said:

Are we even playing the same game? Hammer remains crazy strong. Tesla was not really nerfed; the normal DPS was reduced by about 10%, but crits happen more often, making the turret overall stronger against groups; this also is good for its status augments. Firebird and Freeze both received buffs to their range; battles on maps with lots of walls were always their niche; you can't further buff them in any way other than making them kill you almost instantly if they can reach you - we had such a meta once, it was not pretty. Isida offers either healing (a prized mechanic for team play) or vampirism which with the Defender drone is very potent. The change made to Scorpion was a trade-off. Its DPS decreased a bit, but now its main turret is more efficient at what it is meant to do thanks to the increased range. Are Thunder/Ricochet (Helios remains powerful) above the rest? They can pump out the most kills in the right hands, yes - Thunder with its big 3 augments especially. But the other turrets are not far behind and they can hold their own just fine. No turret is left dead in a ditch at the moment, they're all usable and have their own niches they excel at.

Yes, we are playing the same game and what I say is the truth, and you are talking rubbish. Your subjective feeling about hammer or tesla or any other turret is irrelevant. What is relevant is the change in the meta of turrets, and If you cant notice that, then you don't play enough, or you are stupid. I am not saying that there are only a few turrets that we can use, I am saying that there are only a few turrets that we can use and have an above average result in games. I don't know about you but I finish very high every battle and I am always searching for the turret that can give me maximum of points. Tesla and hammer got weaker than before, they are still good, but not good enough. There is not a single short range turret that is viable at the moment. If you want to play hammer, be my guest, you wont even come near me. Long range turrets have been dominating the game for son long. Tesla is high skill, most people don't know how to play it. If you have prot against hammer, it is useless turret. The only turrets that we can play and achieve above average results right now are railgun and thunder.

 

On 1/2/2023 at 1:06 AM, Me0w_XP said:

I disagree. Tesla's base damage was decreased, but the increased firerate lends favor to more critical hits, which benefits status Teslas as well as the infamous Pulsar Tesla. On paper, melee turrets are not useless- it's just that it's hard to reach enemies before long range turrets trash you. As for Hammer? It's been buffed over and over. With the 30 pellets, long range, and high base damage, even the former laughingstock Duplet is a powerhouse once again.

Are you braindead?? You literally contradicted yourself by saying that melee turrets are not useless but then saying they are not as good because you cannot reach your enemy. That is precisely my point. Long range turrets have been dominating the game. It was railgun and shaft and before Scorpion release they both got nerfed and Scorpion was OP. Now scorpion is dead, shaft also, but we have 2 other long range turrets Rail and Thunder that are dominating the game.

Edited by NikmanGT
Kindly refrain from using profane language

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All of these people are coming after me acting like I said anything controversial but I bet that If I made a list of TOP 3 turrets in the game right now, you would agree.

TOP 3 turrets currently in the game (all augments included) are:

1. Thunder

2. Railgun

3. Smoky

 

If you have any different opinion, then you are 1. clueless and should get a doctor check or 2. you are not even playing the game. 

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On 1/2/2023 at 12:56 PM, dinek789 said:

Are you braindead?? You literally contradicted yourself by saying that melee turrets are not useless but then saying they are not as good because you cannot reach your enemy. That is precisely my point.

Actually, what is braindead is blind aiming and shooting with long range guns. As for melee turrets, it just takes more strategy to reach your enemies via detouring or sneaking around. They have always had this disadvantage and always will, because their niche is domination in close range one on ones. As for a global decrease in TTK, the same point can actually be made about other turrets as well: Railgun's 1.6 second warmup time made it quite unusable as you would be finished before you could even fire a shot. This is what made many prefer Scorpion over Railgun.

 

On 1/2/2023 at 1:10 PM, dinek789 said:

If you have any different opinion, then you are 1. clueless and should get a doctor check or 2. you are not even playing the game. 

Honestly, I find it laughable that you convey your points through needlessly aggressive language and call people out for their "subjective feelings" when you yourself refuse to recognize that your own points are neither objective nor perfect.

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On 1/2/2023 at 12:56 PM, dinek789 said:

If you have prot against hammer, it is useless turret.

One word: Blunderbuss.

 

Go on Youtube and search up recent videos showcasing Blunderbuss's domination in battles.

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