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Patch Update #713 - Released 20th January 2023


Marcus
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Patch Update #713 - Released 20th January 2023

 

  • Added multiple Pulsar augments to Ultra Containers
  • Firebird
    • Regular damage increased from 400-1100 to 560-1400 hp/s
    • Critical damage decreased from 700-1700 to 610-1700 hp/s
    • Critical hit chance increased from 9% to 10%
  • Freeze
    • Regular damage increased from 500-1000 to 600-1200 hp/s
  • Smoky
    • «Autocannon» augment
      • The decrease of regular damage changed from -90% to -75%
    • «Incendiary rounds» augment
      • Critical hits now raises the target's temperature by 0.4 instead of 0.3
  • Striker
    • Radius of max splash damage increased from 1 to 5 m
    • Radius of average splash damage increased from 2 to 6 m
    • Radius of critical splash damage decreased from 6 to 2 m
  • Shaft
    • «Armor-Piercing Sight» augment
      • Additionally applies the «Armor-Piercing» status effect on critical hits for 3 seconds
  • Hulls’ weight modified
    • Wasp 1000-2000 → 1500-3000
    • Hopper 1100-2200 → 1500-3000
    • Hornet 1200-2400 → 1500-3000
    • Viking 1300-2600 → 1500-3000
    • Crusader 1400-2800 → 1650-3300
    • Hunter 1500-3000 → 1650-3300
    • Paladin 1600-3200 → 1650-3300
    • Dictator 1700-3400 → 1800-3600
    • Titan 1800-3600 → 2000-4000
    • Ares 1900-3800 → 2000-4000
  • Gear Score
    • Increased GS for «Epic» category augments for turrets from 200 to 300 GS 
  • Updated Shop prices for some platforms
  • Like 11
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  • Agree 1

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You need to update the hulls that remain on the battlefield after being destroyed... It's unplayable, turrets like Gaus can shoot through these hulls (I saw this in some games, I don't know if it's a bug or the automatic aiming system, in any case, very unfair), and others turrets like Striker always get hit in these hulls, no matter what you do.

And also they get very heavy, for example a hornet hull, with Dictator can't I push him or pass through him? How is that possible.

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On 1/19/2023 at 6:00 AM, Marcus said:
  • Added multiple Pulsar augments to Ultra Containers

Just... why?

On 1/19/2023 at 6:00 AM, Marcus said:
  • Firebird
    • Regular damage increased from 400-1100 to 560-1400 hp/s
    • Critical damage decreased from 700-1700 to 610-1700 hp/s
    • Critical hit chance increased from 9% to 10%
  • Freeze
    • Regular damage increased from 500-1000 to 600-1200 hp/s

Increasing damage even more, huh?

 

On 1/19/2023 at 6:00 AM, Marcus said:

Smoky

  • «Autocannon» augment
    • The decrease of regular damage changed from -90% to -75%
  • «Incendiary rounds» augment
    • Critical hits now raises the target's temperature by 0.4 instead of 0.3

 

More Autocannon buffs, nice. Interesting to see Incendiary parallel other fire augments' 0.4 temperature.

 

On 1/19/2023 at 6:00 AM, Marcus said:

Striker

  • Radius of max splash damage increased from 1 to 5 m
  • Radius of average splash damage increased from 2 to 6 m
  • Radius of critical splash damage decreased from 6 to 2 m

 

Undoing last week's update?

 

On 1/19/2023 at 6:00 AM, Marcus said:

Shaft

  • «Armor-Piercing Sight» augment
    • Additionally applies the «Armor-Piercing» status effect on critical hits for 3 seconds

 

Lots of people were asking for this, nice.

 

On 1/19/2023 at 6:00 AM, Marcus said:

Hulls’ weight modified

  • Wasp 1000-2000 → 1500-3000
  • Hopper 1100-2200 → 1500-3000
  • Hornet 1200-2400 → 1500-3000
  • Viking 1300-2600 → 1500-3000
  • Crusader 1400-2800 → 1650-3300
  • Hunter 1500-3000 → 1650-3300
  • Paladin 1600-3200 → 1650-3300
  • Dictator 1700-3400 → 1800-3600
  • Titan 1800-3600 → 2000-4000
  • Ares 1900-3800 → 2000-4000

 

Interesting.

 

On 1/19/2023 at 6:00 AM, Marcus said:

Gear Score

  • Increased GS for «Epic» category augments for turrets from 200 to 300 GS 

 

W.

  • Saw it 1

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On 1/19/2023 at 4:30 PM, Marcus said:

Increased GS for «Epic» category augments for turrets from 200 to 300 GS

Fair Reversion actually, there is no point to reduce GS for augments that have a lot of potential than they might not show and are still in the Epic Category.
I believe even rare hull and turret augments should have their GS reversed, the main change should be applied to Brutus solely which would solve the problem to a fair extent.

On 1/19/2023 at 4:30 PM, Marcus said:
  • Firebird
    • Regular damage increased from 400-1100 to 560-1400 hp/s
    • Critical damage decreased from 700-1700 to 610-1700 hp/s
    • Critical hit chance increased from 9% to 10%
  • Freeze
    • Regular damage increased from 500-1000 to 600-1200 hp/s

I guess the main focus is on melee turrets, but I am quite critical of increasing base damage again and again like this.

We already saw the effect on hammer from the experiment, even 50% prot feels useless to defend against a basic hammer with BD equipped. Equip booster and crisis and It's way too impactful damage wise.

The main problem is that the basic hitpoints of hulls remain the same, while gradually increasing base damage of turrets over the time. This makes you with little scope left for defending when countering an enemy and receiving damage subsequently. 

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On 1/19/2023 at 1:35 PM, NikmanGT said:

I guess the main focus is on melee turrets, but I am quite critical of increasing base damage again and again like this

Freeze is my most used turret on all of my accounts that have it and I thought it was strong enough

I don't know what effect the weight changes will have, but it's a shame that another stat for each hull class is becoming the same within its class (with a couple of exceptions)

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On 1/19/2023 at 1:00 PM, Marcus said:

Added multiple Pulsar augments to Ultra Containers

- Critical damage went from -90% to +200%

- Critical damage chance for all Pulsar Augments 90%

do these and we're cooking. Best update ever! Also give Pulsar Twins to everyone after they create a new account.

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On 1/19/2023 at 3:47 PM, Kimura said:

- Critical damage went from -90% to +200%

- Critical damage chance for all Pulsar Augments 90%

do these and we're cooking. Best update ever! Also give Pulsar Twins to everyone after they create a new account.

Well by introducing Pulsar to UT containers it means that they will become less rare. And we all know what happens to an augment after it has become available to the entire playerbase. 

Secretly hoping for some nerf in the near future, especially Twins Pulsar

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Nice to see Shaft AP arcade critical hits will AP; I felt sorry for Smoky autocannon users; fair to give it a buff.

Tornado is good for juggernaut hunting, but that 25% delay in arcade shell makes it weak upclose...additional nerf, not sure...less rocket damage?

I wish the Shaft Rapid fire reload was a reduced a little more, was a fun augment to use.

 

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On 1/19/2023 at 5:02 PM, BloodPressure said:

Well by introducing Pulsar to UT containers it means that they will become less rare. And we all know what happens to an augment after it has become available to the entire playerbase. 

Secretly hoping for some nerf in the near future, especially Twins Pulsar

its a type of augment that cannot be nerfed to the point where playing against it is fun in any way shape or form. even if it does -99% damage there is always going to be that guy who uses it and randomly gives you a whole pack of gifts out of nowhere. 

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On 1/19/2023 at 4:07 PM, cybernite said:

Nice to see Shaft AP arcade critical hits will AP; I felt sorry for Smoky autocannon users; fair to give it a buff.

Tornado is good for juggernaut hunting, but that 25% delay in arcade shell makes it weak upclose...additional nerf, not sure...less rocket damage?

I wish the Shaft Rapid fire reload was a reduced a little more, was a fun augment to use.

Agree on Shaft AP: it needed status infliction on critical hits for it to be practically useful (AP arcade + scope shot). Plus now it is more consistent with other status augments. 

Disagree on Tornado. Its reduced firing rate in salvo-mode and ridiculous reload allows for usability at close range (see video), not to say that it deals an unnecessarily high amount of damage in such short time and deals splash damage. Taking all these statistical changes into account, a 25% delay in arcade shots means absolutely nothing. I have never seen something this broken damage-wise. 

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On 1/19/2023 at 10:02 AM, BloodPressure said:

Well by introducing Pulsar to UT containers it means that they will become less rare. And we all know what happens to an augment after it has become available to the entire playerbase. 

Secretly hoping for some nerf in the near future, especially Twins Pulsar

Scorpion Pulsar is sobbing.

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On 1/19/2023 at 2:10 PM, AzaborBR said:

You need to update the hulls that remain on the battlefield after being destroyed... It's unplayable, turrets like Gaus can shoot through these hulls (I saw this in some games, I don't know if it's a bug or the automatic aiming system, in any case, very unfair), and others turrets like Striker always get hit in these hulls, no matter what you do.

And also they get very heavy, for example a hornet hull, with Dictator can't I push him or pass through him? How is that possible.

I agree, I think that blown up tanks should be easier to push away. I have recently been seeing a lot of videos where tanks in a column blow up their friendly tank in front to push it out of the way after it got too damaged to move on its own anymore. 

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On 1/19/2023 at 5:00 AM, Marcus said:

 

  • Hulls’ weight modified
    • Wasp 1000-2000 → 1500-3000
    • Hopper 1100-2200 → 1500-3000
    • Hornet 1200-2400 → 1500-3000
    • Viking 1300-2600 → 1500-3000
    • Crusader 1400-2800 → 1650-3300
    • Hunter 1500-3000 → 1650-3300
    • Paladin 1600-3200 → 1650-3300
    • Dictator 1700-3400 → 1800-3600
    • Titan 1800-3600 → 2000-4000
    • Ares 1900-3800 → 2000-4000

Do Lightweight augments now only reduce hull weight to 1500 then? Previously these augments reduced the weight to that of the lightest modification level of the lightest hull (1000, that of Wasp with no upgrades), that's why I'm wondering...

Going to be really irritated if this is case, as that's the equivalent of the prior M2 Wasp, which, in the old days, used to be, in my opinion, the most useless Wasp modification level as it wasn't light enough to be good on that front, but not fast enough to be good on that stage either.

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On 1/19/2023 at 7:05 PM, NikmanGT said:

I am quite critical of increasing base damage

Pun intended? :ph34r:

 

On 1/19/2023 at 4:30 PM, Marcus said:

Shaft

  • «Armor-Piercing Sight» augment
    • Additionally applies the «Armor-Piercing» status effect on critical hits for 3 seconds

 

3 seconds? Sounds like a lot to me... I prefer the older version of this augment tbh. But I'll still try it out and see how it fares. And how I fare against it.

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Oh would you look at that, tanki team is buffing the turrets that I clearly said were useless, but my opinion was brushed aside as some conspiracy. Where are all the mults now??? 

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On 1/19/2023 at 8:50 PM, dinek789 said:

Oh would you look at that, tanki team is buffing the turrets that I clearly said were useless, but my opinion was brushed aside as some conspiracy. Where are all the mults now??? 

shannon-sharpe-suit-meme.gif

What's good my goat Winek789?

What do you think is UP/OP after this update?

Edited by Kimura
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On 1/19/2023 at 10:29 PM, Devoid said:

Do Lightweight augments now only reduce hull weight to 1500 then? Previously these augments reduced the weight to that of the lightest modification level of the lightest hull (1000, that of Wasp with no upgrades), that's why I'm wondering...

 

Lightweight reduces any hull's weight to 1000 units.

 

On 1/20/2023 at 12:20 AM, dinek789 said:

Oh would you look at that, tanki team is buffing the turrets that I clearly said were useless, but my opinion was brushed aside as some conspiracy. Where are all the mults now??? 

No way, the forum bot is back... (jk)

 

On 1/20/2023 at 12:20 AM, dinek789 said:

Oh would you look at that, tanki team is buffing the turrets that I clearly said were useless, but my opinion was brushed aside as some conspiracy. Where are all the mults now??? 

Firebird's normal damage was increased, but its critical damage was decreased. Though the critical chance was also increased. Only Freeze's normal damage was buffed. Tesla and Hammer, which you also called useless, were untouched. "OP turrets" like Smoky and Railgun were untouched. You might have had reasons for your opinions, but it's likely a coincidence. 

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On 1/19/2023 at 7:50 PM, dinek789 said:

Oh would you look at that, tanki team is buffing the turrets that I clearly said were useless, but my opinion was brushed aside as some conspiracy. Where are all the mults now??? 

......... you said smoky was one of the top 3 turrets in the game... and they just buffed 2 of its augments..? Nice try though..?

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On 1/19/2023 at 7:18 PM, 2shots2kills said:

When I saw Hull changes I was hoping for an HP buff across the board, but no such luck... 

nah now you get buffed Freeze and Firebird, you need to die FASTER. 

Edited by JustBlackWolf
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