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Patch Update #715 - Released 10th February 2023


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Patch Update #715 - Released 10th February 2023

 

  • A new augment for Railgun has been added to Ultra Containers — «Hyperspeed rounds»
    • (Note) Not to be confused with «Hyperspace rounds»! This is a new augment that increases damage over distance but reduces damage up close.
  • Hammer
    • Regular damage decreased from 70-140 to 43-86 HP
    • Critical damage increased from 555-1110 to 680-1360 HP
    • Reload between shots decreased from 2.3-1.7 to 1.65-1.00 s.
    • Clip reload time decreased from 7.2-4.4 to 3.3-2.5
    • «High-capacity ammo clip» augment
      • Added an increase of Clip reload time by +20%
    • «Duplet» augment
      • The shot reload decrease changed from -86% to -80%
    • «Blunderbuss» augment
      • The range of maximum damage decrease changed from -50% to -30%
      • The range of minimum damage decrease changed from -50% to -30%
      • The increase of critical damage changed to +25% // This change was implemented on Friday, Feb 10th.
  • Wasp
    • Overdrive charge by battle points changed from 300 to 100-400
    • Overdrive charge over time changed from 666 to 200-666
  • Hopper
    • Overdrive charge by battle points changed from 300 to 100-400
    • Overdrive charge over time changed from 666 to 200-666
  • Hornet
    • Overdrive charge by battle points changed from 300 points to 100-400
    • Overdrive charge over time changed from 476 to 200-476
  • Viking
    • Overdrive charge by battle points changed from 300 to 100-300
    • Overdrive charge over time changed from 278 to 200-278
  • Crusader
    • Overdrive charge by battle points changed from 300 to 100-300
    • Overdrive charge over time changed from 666 to 200-666
  • Hunter
    • Overdrive charge by battle points changed from 300 to 100-300
    • Overdrive charge over time changed from 555 to 200-555
  • Paladin
    • Overdrive charge by battle points changed from 300 to 100-300
    • Overdrive charge over time changed from 300 to 200-300
  • Dictator
    • Overdrive charge by battle points changed from 300 to 100-300
    • Overdrive charge over time changed from 333 to 200-333
  • Titan
    • The default skin of the hull is updated to the new HD version
    • Overdrive charge by battle points changed from 300 to 100-200
    • Overdrive charge over time changed from 370 to 200-370
  • Ares
    • Overdrive charge by battle points changed from 300 to 100-200
    • Overdrive charge over time changed from 416 to 200-416
  • Mammoth
    • Overdrive charge by battle points changed from 300 to 100-200
    • Overdrive charge over time changed from 555 to 200-555
  • Lifeguard
    • Drone reload time increased from 9 to 12 s
  • Mechanic
    • Healing increased from 500-1000 to 500-2000 HP
  • Defender
    • Additional Boosted armor bonus changed from 25-50% to 10%-70%
  • Respawn protection in team battles decreased from 5 to 4.5 s
  • Like 4
  • Haha 1
  • Agree 1

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On 2/9/2023 at 7:41 AM, Marcus said:

A new augment for Railgun has been added to Ultra Containers — «Hyperspeed rounds»

  • (Note) Not to be confused with «Hyperspace rounds»! This is a new augment that increases damage over distance but reduces damage up close.

 

Me want. O.o

 

On 2/9/2023 at 7:41 AM, Marcus said:

Hammer

  • Regular damage decreased from 70-140 to 43-86 HP
  • Critical damage increased from 555-1110 to 680-1360 HP
  • Reload between shots decreased from 2.3-1.7 to 1.65-1.00 s.
  • Clip reload time decreased from 7.2-4.4 to 3.3-2.5

 

Damage decreased from 1260 to 774 at MAX. Critical damage is increased though, and reload time is so much faster. Kind of excited to try a quick-reload Hammer. This is also good for status Hammers.

On 2/9/2023 at 7:41 AM, Marcus said:
  • Clip reload time decreased from 7.2-4.4 to 3.3-2.5
  • «High-capacity ammo clip» augment
  • Added an increase of Clip reload time by +20%
  • «Duplet» augment
    • The shot reload decrease changed from -86% to -80%
  • «Blunderbuss» augment
    • The range of maximum damage decrease changed from -50% to -30%
    • The range of minimum damage decrease changed from -50% to -30%

HCAP will have a 3 second clip reload, still less than the previous 4.4 seconds. Slight Duplet nerf but this is a big Blunderbuss buff- more range and damage. That's 2720 critical damage, which can almost one-shot a medium with Booster and can one-shot with Crisis once again.

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On 2/9/2023 at 2:41 PM, Marcus said:
  • A new augment for Railgun has been added to Ultra Containers — «Hyperspeed rounds»
    • (Note) Not to be confused with «Hyperspace rounds»! This is a new augment that increases damage over distance but reduces damage up close.
  •  

So Hyperspeed of all things is the new "Copy n Paste" augment..... Just create "Ultra EMP Pulsar 9000" or something idc anything but Hyperspeed nonsense for every turret... Can't wait to get oneshotted thru my 50% prot double armor while using Mammoth.

On 2/9/2023 at 2:41 PM, Marcus said:

Hammer

  • Regular damage decreased from 70-140 to 43-86 HP
  • Critical damage increased from 555-1110 to 680-1360 HP
  • Reload between shots decreased from 2.3-1.7 to 1.65-1.00 s.
  • Clip reload time decreased from 7.2-4.4 to 3.3-2.5
  • «High-capacity ammo clip» augment
  • Added an increase of Clip reload time by +20%
  • «Duplet» augment
    • The shot reload decrease changed from -86% to -80%

 

As if it was not most OP turret in the end-game already. Thank you. half of my matches are ruined because of one braindead single-celled organism using Duplet hammer and oneshotting me no matter what because WHY NOT  i guess. Thanks for buffing hammer and duplet. Thank you. Best update ever.

 

On 2/9/2023 at 2:41 PM, Marcus said:

Defender

  • Additional Boosted armor bonus changed from 25-50% to 10%-70%
  • Respawn protection in team battles decreased from 5 to 4.5 s

 

My, my... After 5 months of horrible patch notes there is finally something that was made by a person who actually plays the game. Thank you stranger.

 

EDIT: so it looks like Hammer got overall nerf? Well it better be the case. If that's the case thank you. 

Edited by Kimura

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The Hammer changes are interesting imo. It takes away the 1 shot kill aspect most people hate/love, and I think this will result in only people who know what they are doing to use it.

 

Unfortunately, they still haven't undone the god awful changes to Freeze and CP mode.

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On 2/9/2023 at 8:41 AM, Marcus said:

 

  • Wasp
    • Overdrive charge by battle points changed from 300 to 100-400
    • Overdrive charge over time changed from 666 to 200-666
  • Hopper
    • Overdrive charge by battle points changed from 300 to 100-400
    • Overdrive charge over time changed from 666 to 200-666
  • Hornet
    • Overdrive charge by battle points changed from 300 points to 100-400
    • Overdrive charge over time changed from 476 to 200-476
  • Viking
    • Overdrive charge by battle points changed from 300 to 100-300
    • Overdrive charge over time changed from 278 to 200-278
  • Crusader
    • Overdrive charge by battle points changed from 300 to 100-300
  • Overdrive charge over time changed from 666 to 200-666
  • Hunter
    • Overdrive charge by battle points changed from 300 to 100-300
    • Overdrive charge over time changed from 555 to 200-555
  • Paladin
    • Overdrive charge by battle points changed from 300 to 100-300
    • Overdrive charge over time changed from 300 to 200-300
  • Dictator
    • Overdrive charge by battle points changed from 300 to 100-300
    • Overdrive charge over time changed from 333 to 200-333
  • Titan
    • Overdrive charge by battle points changed from 300 to 100-200
    • Overdrive charge over time changed from 370 to 200-370
  • Ares
    • Overdrive charge by battle points changed from 300 to 100-200
    • Overdrive charge over time changed from 416 to 200-416
  • Mammoth
    • Overdrive charge by battle points changed from 300 to 100-200
    • Overdrive charge over time changed from 555 to 200-555

Putting this here for others who may not know what this is doing. Hulls have a passive and manual charging rate. Charge gained from points for doing actions and charge gained per second over time. Those numbers are the conversion rates, 1,000 = 1%. 

For the manual charge,  you get a certain % of charge for every battle point gained. If the conversion is 200 units which means 0.2% for every battle point you gain, you'll get 15 * 0.2 for a kill = 3%. For capturing a flag, you'll get 75 * 0.2 = 15%. 

For the passive charge, you get a certain % of charge for every second that passes. If the conversion is 500 units which means 0.5%, you'll get 0.5% charge every second, needing a total of 200 seconds to passively charge from 0% to 100%. 

 

For a while, every hull had the same manual charge rates but differing passive charge rates. This update will make every hull have the same charging parameters for Mk1. 200 units for passive charging means it will take 500 seconds, or 8 minutes and 20 seconds to passively charge from 100%. All will have the same manual charging rate at 100 units, so a kill will give 1.5% instead of the 4.5% it gave before the update goes though. Below is what the current charging rates are and what they will be at Mk1 and MK7+ after the update. 

 

Before the update:

 

Passive Charging Times:

Spoiler

 

Hopper - 2 minutes, 30 seconds

 

Wasp - 2 minutes, 30 seconds

 

Crusader - 2 minutes, 30 seconds

 

Hunter - 3 minutes

 

Mammoth - 3 minutes

 

Hornet - 3 minutes 30 seconds 

 

Ares - 4 minutes

 

Titan - 4 minutes, 30 seconds

 

Dictator - 5 minutes

 

Paladin - 5 minutes, 30 seconds

 

Viking - 6 minutes

 

Manual Charging %:

 

Kills and capturing a control point:

Spoiler

15 points

 

Wasp - 4.5%

 

Hornet -  4.5%

 

Hopper - 4.5%

 

Viking:   4.5%

 

Hunter - 4.5%

 

Dictator - 4.5% 

 

Crusader - 4.5%

 

Paladin - 4.5%

 

Titan - 4.5%

 

Mammoth - 4.5%

 

Ares - 4.5%

 

Assisting a kill:

Spoiler

7 points

 

Wasp - 2.1%

 

Hornet -  2.1%

 

Hopper - 2.1%

 

Viking:   2.1%

 

Hunter - 2.1%

 

Dictator - 2.1% 

 

Crusader - 2.1%

 

Paladin - 2.1%

 

Titan - 2.1%

 

Mammoth - 2.1%

 

Ares - 2.1%

 

Capturing/assisting/returning a CTF flag or Rugby ball and neutralising a control point:

Spoiler

75 points/25 points/10 points

 

Wasp - 22.5/7.5/3%

 

Hornet -  22.5/7.5/3%

 

Hopper - 22.5/7.5/3%

 

Viking:   22.5/7.5/3%

 

Hunter - 22.5/7.5/3%

 

Dictator - 22.5/7.5/3%

 

Crusader - 22.5/7.5/3%

 

Paladin - 22.5/7.5/3%

 

Titan - 22.5/7.5/3%

 

Mammoth - 22.5/7.5/3%

 

Ares - 22.5/7.5/3%

 

Capturing/assisting an ASL flag:

Spoiler

50 points/25 points

 

Wasp - 15/7.5%

 

Hornet -  15/7.5%

 

Hopper - 15/7.5%

 

Viking:   15/7.5%

 

Hunter - 15/7.5%

 

Dictator - 15/7.5%

 

Crusader - 15/7.5%

 

Paladin - 15/7.5%

 

Titan - 15/7.5%

 

Mammoth - 15/7.5%

 

Ares - 15/7.5%

 

Killing/assisting a Juggernaut kill:

Spoiler

65 points/30 points

 

Wasp - 19.5/9%

 

Hornet -  19.5/9%

 

Hopper - 19.5/9%

 

Viking:   19.5/9%

 

Hunter - 19.5/9%

 

Dictator - 19.5/9%

 

Crusader - 19.5/9%

 

Paladin - 19.5/9%

 

Titan - 19.5/9%

 

Mammoth - 19.5/9%

 

Ares - 19.5/9%

 

 

After the update:

 

Passive Charging Times:

 

Mk1

Spoiler

Wasp - 8 minutes, 20 seconds

 

Hornet - 8 minutes, 20 seconds

 

Hopper - 8 minutes, 20 seconds

 

Viking - 8 minutes, 20 seconds

 

Hunter - 8 minutes, 20 seconds

 

Dictator - 8 minutes, 20 seconds

 

Crusader - 8 minutes, 20 seconds

 

Paladin - 8 minutes, 20 seconds

 

Titan - 8 minutes, 20 seconds

 

Mammoth - 8 minutes, 20 seconds

 

Ares - 8 minutes, 20 seconds

 

Mk7+:

Spoiler

Hopper - 2 minutes, 30 seconds

 

Wasp - 2 minutes, 30 seconds

 

Crusader - 2 minutes, 30 seconds

 

Hunter - 3 minutes

 

Mammoth - 3 minutes

 

Hornet - 3 minutes 30 seconds 

 

Ares - 4 minutes

 

Titan - 4 minutes, 30 seconds

 

Dictator - 5 minutes

 

Paladin - 5 minutes, 30 seconds

 

Viking - 6 minutes

 

Manual Charging %:

 

Kills and capturing a control point:

Spoiler

15 points                                                                                                                               

 

Mk1: 

 

Wasp - 1.5%

 

Hornet -  1.5%

 

Hopper - 1.5%

 

Viking:   1.5%

 

Hunter - 1.5%

 

Dictator - 1.5% 

 

Crusader - 1.5%

 

Paladin - 1.5%

 

Titan - 1.5%

 

Mammoth - 1.5%

 

Ares - 1.5%

 

 

Mk7+ 

 

Wasp - 6%

 

Hornet - 6%

 

Hopper - 6%

 

Viking:   4.5%

 

Hunter - 4.5%

 

Dictator - 4.5% 

 

Crusader - 4.5%

 

Paladin - 4.5%

 

Titan - 3%

 

Mammoth - 3%

 

Ares - 3%

 

Assisting a kill:

Spoiler

7 points

 

Mk1:

 

Wasp - 0.7%

 

Hornet -  0.7%

 

Hopper - 0.7%

 

Viking:   0.7%

 

Hunter - 0.7%

 

Dictator - 0.7% 

 

Crusader - 0.7%

 

Paladin - 0.7%

 

Titan - 0.7%

 

Mammoth - 0.7%

 

Ares - 0.7%

 

 

Mk7+:

 

Wasp - 2.8%

 

Hornet -  2.8%

 

Hopper - 2.8%

 

Viking:   2.1%

 

Hunter - 2.1%

 

Dictator - 2.1% 

 

Crusader - 2.1%

 

Paladin - 2.1%

 

Titan - 1.4%

 

Mammoth - 1.4%

 

Ares - 1.4%

 

Capturing/assisting/returning a CTF flag or Rugby ball and neutralising a control point:

Spoiler

75 points/25 points/10 points

 

Mk1:

 

Wasp - 7.5/2.5/1%

 

Hornet -  7.5/2.5/1%

 

Hopper - 7.5/2.5/1%

 

Viking:   7.5/2.5/1%

 

Hunter - 7.5/2.5/1%

 

Dictator - 7.5/2.5/1%

 

Crusader - 7.5/2.5/1%

 

Paladin - 7.5/2.5/1%

 

Titan - 7.5/2.5/1%

 

Mammoth - 7.5/2.5/1%

 

Ares - 7.5/2.5/1%

 

 

Mk7+:

 

Wasp - 30/10/4%

 

Hornet -  30/10/4%

 

Hopper - 30/10/4%

 

Viking:   22.5/7.5/3%

 

Hunter - 22.5/7.5/3%

 

Dictator - 22.5/7.5/3% 

 

Crusader - 22.5/7.5/3%

 

Paladin - 22.5/7.5/3%

 

Titan - 15/5/2%

 

Mammoth - 15/5/2%

 

Ares - 15/5/2%

 

Capturing/assisting an ASL flag:

Spoiler

50 points/25 points

 

Mk1:

 

Wasp - 5/2.5%

 

Hornet -  5/2.5%

 

Hopper - 5/25%

 

Viking:   5/2.5%

 

Hunter - 5/2.5%

 

Dictator - 5/2.5%

 

Crusader - 5/2.5%

 

Paladin - 5/2.5%

 

Titan - 5/2.5%

 

Mammoth - 5/2.5%

 

Ares - 5/2.5%

 

 

Mk7+:

 

Wasp - 20/10%

 

Hornet -  20/10%

 

Hopper - 20/10%

 

Viking:   15/7.5%

 

Hunter - 15/7.5%

 

Dictator - 15/7.5%

 

Crusader - 15/7.5%

 

Paladin - 15/7.5%

 

Titan - 10/5%

 

Mammoth - 10/5%

 

Ares - 10/5%

 

Killing/assisting a Juggernaut kill:

Spoiler

65 points/30 points

 

Mk1:

 

Wasp - 6.5/3%

 

Hornet -  6.5/3%

 

Hopper - 6.5/3%

 

Viking:   6.5/3%

 

Hunter - 6.5/3%

 

Dictator - 6.5/3%

 

Crusader - 6.5/3%

 

Paladin - 6.5/3%

 

Titan - 6.5/3%

 

Mammoth - 6.5/3%

 

Ares - 6.5/3%

 

 

Mk7+

 

Wasp - 26/12%

 

Hornet -  26/12%

 

Hopper - 26/12%

 

Viking:   19.5/9%

 

Hunter - 19.5/9%

 

Dictator - 19.5/9%

 

Crusader - 19.5/9%

 

Paladin - 19.5/9%

 

Titan - 13/6%

 

Mammoth - 13/6%

 

Ares - 13/6%

 

Edited by TheCongoSpider
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On 2/9/2023 at 4:39 PM, Alvvays said:

The Hammer changes are interesting imo. It takes away the 1 shot kill aspect most people hate/love, and I think this will result in only people who know what they are doing to use it.

 

Unfortunately, they still haven't undone the god awful changes to Freeze and CP mode.

they shouldnt change hammer for that they should changethe unbalanced one shotting light and medium hulls

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On 2/9/2023 at 1:41 PM, Marcus said:
  • Lifeguard
    • Drone reload time increased from 9 to 12 s
  •  

why are you keep nerfing dead drones? there was no need to do that

 

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On 2/9/2023 at 9:15 PM, TheCongoSpider said:

That buff is for the solo-use part of it. Allies still get the usual 1,000 + 3,000 over 3 seconds. 

i've been using mechanic regularly and before the buff it already gave 2000 max hp to the user. (1000 + 1000)

Or it means that you get 3000 instant hitpoints now instead of 2000?

Edited by JustBlackWolf

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On 2/9/2023 at 1:48 PM, Niklas said:

why are you keep nerfing dead drones? there was no need to do that

 

Lifeguard is not a dead drone, its really annoying in some situations (I don't use it), for example if you have a long reload weapon against a melee light hull, you either one shot your enemy or you die. same for a viking on od when you play juggernaut. lifeguard gives you an extra chance to deal more damage which could be crucial seconds, I personally find lifeguard users very annoying for that reason. 

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On 2/9/2023 at 9:34 PM, opwsdj said:

Lifeguard is not a dead drone, its really annoying in some situations (I don't use it), for example if you have a long reload weapon against a melee light hull, you either one shot your enemy or you die. same for a viking on od when you play juggernaut. lifeguard gives you an extra chance to deal more damage which could be crucial seconds, I personally find lifeguard users very annoying for that reason. 

It was better like a year ago when it gave the user 3000 HP but gave it to them only every 60 seconds, that was way better in my opinion, now you die quicker with the drone, which defeats the point of the drone doesn't it? with the old drone, you actually had to try really hard not to die, now you die anyways with the updated version of lifeguard

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On 2/9/2023 at 1:02 PM, Poeiaah said:

they shouldnt change hammer for that they should changethe unbalanced one shotting light and medium hulls

In my opinion, this change is slowly moving away from the one-shot meta. Instead of a strong burst long reload Hammer like before, you get a weak burst swift reload which can occasionally deal high critical damage. You can see this with the Tesla update as well- fast reload, lower damage, high critical damage. This change will also make status Hammers and Blunderbuss strong.

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On 2/9/2023 at 4:21 PM, JustBlackWolf said:

i've been using mechanic regularly and before the buff it already gave 2000 max hp to the user. (1000 + 1000)

That "HP Bonus" parameter is for the Mechanic users themselves. YOU, the one activating the Mechanic drone, is getting more instant healing. Your allies still get the base 1,000 + 3,000 over 3 seconds. 

 

I even saw it when I played with you in this recent battle. 

Spoiler

Just-Black-Wolf-Sandbox.jpg

 

On 2/9/2023 at 4:21 PM, JustBlackWolf said:

Or it means that you get 3000 instant hitpoints now instead of 2000?

This. Any buff to the HP Bonus of mechanic would make it more favourable to pair it with a heavy hull. As it is right now, a light hull will instantly be put to full HP and a medium hull will likely reach full or near full HP unless you're being attacked by a Vulcan or melee turret or something that interrupts it immediately. Heavy hulls will now be like what medium hulls currently are like with the drone. I'm still gonna be using it mostly on medium hulls because I like the mobility, and at least now those fringe cases where I activate at critical HP, get interrupted immediately and then die milliseconds before I could activate the next one won't happen anymore. 

Edited by TheCongoSpider

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On 2/9/2023 at 11:38 PM, TheCongoSpider said:

That "HP Bonus" parameter is for the Mechanic users themselves. YOU, the one activating the Mechanic drone, is getting more instant healing. Your allies still get the base 1,000 + 3,000 over 3 seconds. 

 

I even saw it when I played with you in this recent battle. 

  Hide contents

Just-Black-Wolf-Sandbox.jpg

 

This. Any buff to the HP Bonus of mechanic would make it more favourable to pair it with a heavy hull. As it is right now, a light hull will instantly be put to full HP and a medium hull will likely reach full or near full HP unless you're being attacked by a Vulcan or melee turret or something that interrupts it immediately. Heavy hulls will now be like what medium hulls currently are like with the drone. I'm still gonna be using it mostly on medium hulls because I like the mobility, and at least now those fringe cases where I activate at critical HP, get interrupted immediately and then die milliseconds before I could activate the next one won't happen anymore. 

you have so many accounts lol.
but yes i know how it works.

Also just a curiosity, did you record that battle? I like seeing other people perspective when i'm in their team.

Edited by JustBlackWolf

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Today I noticed that some augments in the garage have disappeared. At the shaft, it appears that RFM is installed, but if I go into augments RFM is no longer there. Standard settings appears. The same for Scorpion Tornado.

 

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