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Patch Update #714 - Released 3rd February 2023


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On 2/4/2023 at 5:17 PM, Akame said:

Pro battles are irrelevant to the main part of the game, missions are only completed via MM battles, which include the special event modes which are playable on mobile too.

well for a lot of legends which are bored of mm battles pro battles are needed also for xp/bp

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On 2/4/2023 at 10:44 PM, AncientFire said:

I saw the new garage interface on test server a few weeks ago and instantly didn't like it

Dont know why they changed this

Because they can.

First time in awhile I have not entered a battle all day, just can't be bothered with the crap they keep spewing out with every useless update they bring out.

Stuff the daily missions and the challenge, it is no longer worth it.

The game died a long time ago, they just keep adding extra nails to the coffin lid.   

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On 2/3/2023 at 4:45 AM, nukedon said:

and ares - reduced overdrive damage

What damage nerf? dps is reduced by 20% but total damage is the same... as the ball moves 20% slower now so this means that you get damaged or healed the same amount by it. 

 

I think that it's even better now as it's easier to run with your ball. 

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On 2/3/2023 at 4:45 AM, nukedon said:

and ares - reduced overdrive damage

What damage nerf? dps is reduced by 20% but total damage is the same... as the ball moves 20% slower now so this means that you get damaged or healed the same amount by it. 

 

I think that it's even better now as it's easier to run with your ball. 

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Why icons after Striker starts to copy each other with a few exceptions? They tired drawing and starts photoshopping or what?

SSR doesn't make sens in the way it suppose to do.

Why Hyperspeed is Autocannon?

Ok if your plan is give augments with same mechanics same icons than great. Why adaptive for Hammer, Isida and Ricoshet is different than other two? And give Autocannon icon to Scout.

Others are fine, i guess...

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On 2/5/2023 at 12:10 AM, The_Resistance said:

Why icons after Striker starts to copy each other with a few exceptions? They tired drawing and starts photoshopping or what?

SSR doesn't make sens in the way it suppose to do.

Why Hyperspeed is Autocannon?

Ok if your plan is give augments with same mechanics same icons than great. Why adaptive for Hammer, Isida and Ricoshet is different than other two? And give Autocannon icon to Scout.

Others are fine, i guess...

for some reason there is a sect of GD these days who believe icons is superiors to text. maybe the in house translator got a southwest disease?

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  • Redesigned icons: I'm sure I'll acclimate, but I'm not gonna lie, it's pretty annoying to have to relearn them. The big issue are the icons for turrets. The lack of color-coding isn't practical for quick checks in the heat of battle, especially when a lot of them are pretty generic (looking at you, Hammer) and hard to differentiate.
  • New Tab menu:
    • Hidden module list: Definitely the elephant in the room. I'm actually not too bothered by this (at least compared to other things). Most of the info on the old module list was just fluff that wasn't really relevant. I'm already forming a routine where I join a battle, check the bottom list to see how many people are protected against my turret, and then skimming through the enemy team to see who those players are. On the other hand though, you could see whether or not someone was protected just by encountering them in battle, so I dunno.
    • Total amount of modules in play (bottom list): This would be a pretty useful feature, but as I said earlier, it's pretty hard to differentiate the module types. To see how many Armadillo users there are, I have to scan through the list (Because that module isn't highlighted anymore, for... some reason) which takes time, because there isn't any color-coding (Armadillo is also in a really random spot. It's somewhere towards the middle instead of at the beginning, like in the garage, or at the end, like in the actual module list)
      Just as an idea, I think it'd be pretty helpful to still include turrets without protected enemies (Isida moment) but with an icon that's grayed out.
    • All tank components (turret, hull, augments) listed: I don't know how useful it is to list the hull being used. The turret being listed is a good idea, on paper (Scanning to see what modules I should use takes a little more time than it should because again, the new icons/lack of color-coding are still throwing me off)

At least I can say one positive thing, it's better than Flash's Tab menu by a long shot. All you got back then was to see if they were protected against you and that was it. Everything else (GS, augments) relied on your proximity and using the R/V keys so you were gauging your enemy's power right at the last second.

Edited by Okami
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On 2/5/2023 at 6:33 AM, UnIeash said:

we dont need to know what hull each player use because we will encounter them all at some point in battle.

Ngl, the same can be said about the turrets and protections each player uses. It's at least still more informative than the mobile client which you have to guess a lot.

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Revert back that obnoxius useless graphic *thing* . Even disturbiong now , forgert to get used too , tab is useless and battles are casual .
And perhaps optimize battles .. It was added an insane micro delay in battle for dunno whichever reason lot of misses for no reason and so on , exactly as graphic was introduced ( and did not went away) ,
and maybe think at balancing hovers vs regular hulls  ; like their "physics" , flipping is an initial step ( and is not a "vs nerf " as regulars already flip ) but they do  impossible stuff like changing direction abruptly ( FASTER than some pings and thoud lagging  when scenery is crowded )  orstrifing too fast when they should first "brake off"/slow a bit  and then move  , needing time like a REGULAR hull when changing direction which can also not strife at all  and get shot 100% time while turning unless is a 1vs1 and a close freeze .

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Please show the protection modules agains not hide them, then perfect. 

Please add a STRAFE keybind, so I could use like LEFT ALT key hold  down and left/right arrows to control m y hover hulls without mouse, thanks!

 

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On 2/5/2023 at 2:10 AM, The_Resistance said:

SSR doesn't make sens in the way it suppose to do.

It makes some sense, with SSR making it very hard for someone to start overheating which keeps your temperature down. 

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I agree with some others about how it's kind of cheap/confusing to reuse icons. Some examples I could find:

Triple shot.png
Small Caliber Thunder, Assault Smoky, and Rapid Fire Shaft have the same icon. Rapid Fire Shaft has 3 shots which fits the icon perfectly, Small Caliber increases the firing rate which kind of matches RFM, but... Assault Rounds? That's just increased impact force. 

 Hammer shells.png
Sledgehammer Thunder, Large Caliber Railgun, Short Band Shaft, and Supercumulative Smoky. The first three have increased overall damage, whereas Supercumulative Smoky only increased critical damage. Shouldn't this go with Destabilization Railgun then, not LCR?

Destabilized shells.png
Destabilization, Vacuum Shell, and Explosive Smoky. I was going to say it can be said that Destabilization and Vacuum both give a potential increase in damage, but with Explosive Smoky in the picture, it feels like this icon should stay for explosion based augments. So why does Destabilization get it too?

Adaptive recharge (Railgun).png
Hammer ones feel kind of lazy but I can see why they fit. But yeah, why do Nanomass Isida, Adaptive Hammer, and Berserk Ricochet have unique icons whereas Adaptive Thunder Death Herald Railgun are the same? Are we standardizing the representation of similar effects or not?

Shell stabilization.png
High Precision Smoky, Subcaliber Thunder, Spear/Javelin Scorpion, Stabilization Railgun. These all do wildly different things. Why didn't you give them unique icons?

Car turret.png
Why do Autocannon and Hyperspeed Thunder have the same icon? One is a rapid fire critical damage based weapon similar to a minigun, and the other is a brute force based long range sniper.

I somewhat like the idea of standardizing blatantly similar augment icons like the adaptive ones, but the devs group unrelated ones and offer unique icons to related ones. Make it make sense.

Edited by Me0w_XP
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Screen_Shot_2023-02-04_at_12.07.58_PM.pnwhat kills me is there is plenty of screen space to finish the description without making me click and open a whole other thing. see all that dead space on the left underneath "read more"? christ

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I personally don't like the new interface and I think they should add a feature where you can choose which one to use, the old or the new one. As you can choose the battle interface. And if not, at least, add a feature where you can change the new icons for the old ones. As an old player, I don't like them. 

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On 2/3/2023 at 1:53 PM, Oliwierr said:

Freeze - RIP :( total useless

Tower like a scorpion kills Viking even with 49% resistance + 100% defense for one salvo of rockets, and the 1.5 full charge of freeze couldn't kill a hornet without freeze resistance for a few seconds :) Unfortunately, I don't know how much time it would take to killing because I died and I don't feel like bothering with freeze anymore.
Back to scorpion - it's probably only turret that with the resistance described above kills without any problems in one series, and when I was running away from rockets, it happened that the rockets penetrated through the corners of the building, I'm sorry but I don't remember the map.

I was wrong about freeze, once you get used to short attacks it's pretty good.

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On 2/5/2023 at 4:18 PM, Oliwierr said:

I was wrong about freeze, once you get used to short attacks it's pretty good.

It's hard to use and you have to time your bursts. You can no longer start firing before engaging to guarantee a few more hits, and that kind of sucks. It's not dead, just not so good anymore. BUFF CORROSIVE MIX!! xD

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I see a lot of folk talking about negative changes to the freeze effect, am I the only player who will take raw DPM over the freeze effect? unlike fire's damage over time I've never cared about using it on the battlefield. back before I got AP freeze I used the augment that exchanged chilling for anti-armor negations (corrosive?)

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On 2/5/2023 at 2:34 AM, Okami said:

I don't know how useful it is to list the hull being used.

I've thought about it a little more, and if I were the one calling the shots, I'd keep the icons for the turret and augments, but remove the one for the hull and list the drone being used instead.

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On 2/5/2023 at 11:11 PM, Me0w_XP said:

It's hard to use and you have to time your bursts. You can no longer start firing before engaging to guarantee a few more hits, and that kind of sucks. It's not dead, just not so good anymore. BUFF CORROSIVE MIX!! xD

I agree with you, they could raise the crit chance, which is now very rare, making device effects rare.

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from the qurrent description which is given to the each augment i dont really understand how they change the turrent but in the wiki you can clearly see each augments advantages and disadvantages. so why this shouldnt be included in augments description in the game like this: 
i think this would be very helpful to understand what the augment really does.
2321.png?width=225&height=614   

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On 2/6/2023 at 10:35 AM, PirateSpider said:

Looked at the new turret icons, and must say they look pretty good. My only issue with them is they're a tad bit too bright.

I think Vulcan's actually kicks ass

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