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Patch Update #717 - Released 3rd March 2023


Marcus
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Patch Update #717 - Released 3rd March 2023

 

  • A new augment for Gauss has been added to Ultra Containers — «Super Solenoids»
    • (Note) This augment increases salvo damage but splash radius is minimal
  • For mobile players, the mechanic of earning stars is changed to the one which is used for PC players when you get stars at the end of a battle
  • Firebird
    • «Magnetic Mix» augment
      • The heating rate decrease changed from -50% to -70%
    • «Paralyzing mix» augment
      • The heating rate decrease changed from -50% to -70%
    • «Toxic Mix» augment
      • The «Armor-Piercing» status effect is now applied only with critical hits
      • The «Armor-Piercing» status effect’s duration increased from 1 to 1.5 s
      • The heating rate decrease changed from -50% to -70%
      • Removed the decrease of regular damage
      • Added a decrease of critical damage by -25%
    • «Jamming Mix» augment
      • The «Jammer» status effect is now applied only with critical hits
      • The «Jammer» status effect’s duration increased from 1 to 3 s
      • Added a decrease of critical damage by -25%
      • The heating rate decrease changed from -50% to -70%
  • Freeze
    • «Magnetic Mix» augment
      • The freezing rate decrease changed from -50% to -70%
    • «Paralyzing mix» augment
      • The freezing rate decrease changed from -50% to -70%
    • «Toxic Mix» augment
      • The «Armor-Piercing» status effect is now applied only with critical hits
      • The «Armor-Piercing» status effect’s duration increased from 1 to 1.5 s
      • The freezing rate decrease changed from -50% to -70%
      • Removed the decrease of regular damage
      • Added a decrease of critical damage by -50%
    • «Jamming Mix» augment
      • The «Jammer» status effect is now applied only with critical hits
      • The «Jammer» status effect’s duration increased from 1 to 3 s
      • Added a decrease of critical damage by -50%
      • The freezing rate decrease changed from -50% to -70%
  • Hammer
    • The number of pellets decreased from 30 to 20
  • Twins
    • «Vaporizer» augment
      • Added a decrease of critical damage by -50%
    • «Cryotron» augment
      • Added a decrease of critical damage by -50%
    • «Magnetron» augment
      • Added a decrease of critical damage by -50%
    • «Tectonic Plasma» augment
      • Added a decrease of critical damage by -50%
    • «Plasma Injector» augment
      • Added a decrease of critical damage by -50%
    • «Plasma Disruptor» augment
      • Added a decrease of critical damage by -50%
      • The «Jammer» status effect is now applied only with critical hits
      • The «Jammer» status effect’s duration increased from 1 to 3 s
    • «Pulsar» augment
      • No longer applies the «Burning» status effect
  • Scorpion
    • «Missile launcher «Tornado» augment
      • The decrease of salvo reload time changed from -65% to -50%
      • Added an increase of aiming time by +100%
    • «Incendiary» Shells» augment
      • The «Burning» status effect’s duration, when applied by rocket hits, changed to 1 s
    • «Cryo» Shells» augment
      • The «Freezing» status effect’s duration, when applied by rocket hits, changed to 1 s
    • «EMP shells» augment
      • The «EMP» status effect’s duration, when applied by rocket hits, changed to 1 s
    • «Stun shells» augment
      • The «Stun» status effect’s duration, when applied by rocket hits, changed to 0.4 s
    • «Armour-piercing shells» augment
      • The «Armor-Piercing» status effect’s duration, when applied by rocket hits, changed to 1 s
    • «Jamming shells» augment
      • The «Jammer» status effect’s duration, when applied by rocket hits, changed to 1 s
  • Wasp’s overdrive
    • Radius of max damage increased from 14 to 15 m
    • Radius of average damage increased from 15 to 20 m
    • Radius of min damage increased from 30 to 40 m
    • Average damage percentage increased from 10% to 25%
    • Min damage percentage increased from 10% to 25%
    • Radius of applying the «Jammer» status effect increased from 30 to 40 m.
  • Paladin’s overdrive
    • No longer applies the «Armor-Piercing» status effect
    • Duration increased from 15 to 20 s
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Marcus please look into the CP battles

the old system was you had to complete the colour to lock it in - and then if not completed it would go white .

the new system was you if you only got part of the base colour change , it would stay where you left off .

today the system is now using the old system style of play. if a player only gets the base part way coloured and get destroyed - then the base changes to white real fast.

I hope this makes sense .. if not someone please explain to him what I'm talking about.

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Wasp OD is still weak . You should be decreasing the bomb's timer from 3 seconds to 2 seconds, not instead decreasing the overall damage, which is such a shame, even if weak damage is increased. Also please address the absolutely mess you have made of freeze, please return it to its original fire rate, it shoots even less than fire while doing lesser damage... 

The only good thing I see is that Paladin's OD is not OP anymore. 

Tornado is still too OP. And the decrease of critical damage of twins augments is weird. Atleast increase the critical chance and only specifically reduce Pulsar's critical chance. The players ask for one thing, and you guys instead give them more problems to worry about instead of addressing the older issues.

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On 3/2/2023 at 8:06 AM, Bydo said:

if a player only gets the base part way coloured and get destroyed - then the base changes to white real fast.

I hope this makes sense .. if not someone please explain to him what I'm talking about.

This was changed a few updates back.

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On 3/2/2023 at 2:30 PM, Marcus said:

A new augment for Gauss has been added to Ultra Containers — «Super Solenoids»

  • (Note) This augment increases salvo damage but splash radius is minimal

 

Aight. About time Gauss get's some love i guess....

Firebird/Freeze changes are interesting.

On 3/2/2023 at 2:30 PM, Marcus said:

Twins «Pulsar» augment

  • No longer applies the «Burning» status effect

 

Oh look! Only 50000 things left to do till you make Twins Pulsar not beyond OP! Good job!

 

On 3/2/2023 at 2:30 PM, Marcus said:

Wasp’s overdrive

400 damage if your enemy is 1m from the bomb is not good. Increasing 400 damage zone by 5 meters will not make it usable lol.

On 3/2/2023 at 2:30 PM, Marcus said:

Paladin’s overdrive

  • No longer applies the «Armor-Piercing» status effect

 

chad-gable-chad-gable-thank-you.gif

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On 3/2/2023 at 1:30 PM, Marcus said:
  • Firebird
    • «Magnetic Mix» augment
      • The heating rate decrease changed from -50% to -70%
    • «Paralyzing mix» augment
      • The heating rate decrease changed from -50% to -70%
    • «Toxic Mix» augment
      • The «Armor-Piercing» status effect is now applied only with critical hits
      • The «Armor-Piercing» status effect’s duration increased from 1 to 1.5 s
      • The heating rate decrease changed from -50% to -70%
      • Removed the decrease of regular damage
      • Added a decrease of critical damage by -25%
    • «Jamming Mix» augment
      • The «Jammer» status effect is now applied only with critical hits
      • The «Jammer» status effect’s duration increased from 1 to 3 s
      • Added a decrease of critical damage by -25%
      • The heating rate decrease changed from -50% to -70%
  • Freeze
    • «Magnetic Mix» augment
      • The freezing rate decrease changed from -50% to -70%
    • «Paralyzing mix» augment
      • The freezing rate decrease changed from -50% to -70%
    • «Toxic Mix» augment
      • The «Armor-Piercing» status effect is now applied only with critical hits
      • The «Armor-Piercing» status effect’s duration increased from 1 to 1.5 s
      • The freezing rate decrease changed from -50% to -70%
      • Removed the decrease of regular damage
      • Added a decrease of critical damage by -50%
    •  

I really dislike the freezing/heating rate decreases, as if they were not already meager enough. The very point of these turrets - burning/freezing has become an obscure niche nobody even use them for anymore.

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On 3/2/2023 at 8:30 AM, Marcus said:

 

  • Scorpion
    • «Missile launcher «Tornado» augment
      • Added an increase of aiming time by +100%

Now that you acknowledge that this parameter exists, can you PLEASE remove it from Wolfpack. There was and still is no reason for it to take that long aim at the target, have fewer missiles then Stock and have a flight pattern that is easy to block with obstacles, contrary to the augment's description. 

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On 3/2/2023 at 4:30 PM, Marcus said:

«Plasma Disruptor» augment

  • Added a decrease of critical damage by -50%
  • The «Jammer» status effect is now applied only with critical hits
  • The «Jammer» status effect’s duration increased from 1 to 3 s

«Jamming Mix» augment

  • The «Jammer» status effect is now applied only with critical hits
  • The «Jammer» status effect’s duration increased from 1 to 3 s

Maybe it's just me, but I feel like this defeats the purpose of the Jammer augments.

I always thought that the idea of them is that, while the effect itself is not that significant (compared to something like EMP), you can apply it non-stop as long as you keep hitting the enemy. That way if you are able to keep your opponent under constant, accurate fire, you are rewarded by blocking their ability to use an overdrive or drone, giving you an easier win in a 1v1. Turning Jammer into a chance-based system means that even a fraction of a second between crits would allow the opponent to activate their OD, rendering your jamming augment useless.

That being said, I don't use Jammer augments myself, and I look forward to not being constantly wrecked by jamming Freeze/Firebird.

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On 3/2/2023 at 2:06 PM, Bydo said:

Marcus please look into the CP battles

the old system was you had to complete the colour to lock it in - and then if not completed it would go white .

the new system was you if you only got part of the base colour change , it would stay where you left off .

today the system is now using the old system style of play. if a player only gets the base part way coloured and get destroyed - then the base changes to white real fast.

I hope this makes sense .. if not someone please explain to him what I'm talking about.

What on earth are you talking about

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On 3/2/2023 at 8:21 AM, Me0w_XP said:

This was changed a few updates back.

sir I'm aware that it was changed but today I found that some battles in CP , when you don't get it fully changed to your team colour it then turns back to white. I just finished a battle when the blue team did not have the base turned to blue - it was only half way and it stayed . where as in another battle when it was half blue - it went super fast back to white . the new system is a slower change over - and you now have to get to base to complete or change the base to your team colours.

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On 3/2/2023 at 7:43 PM, Bydo said:

sir I'm aware that it was changed but today I found that some battles in CP , when you don't get it fully changed to your team colour it then turns back to white. I just finished a battle when the blue team did not have the base turned to blue - it was only half way and it stayed . where as in another battle when it was half blue - it went super fast back to white . the new system is a slower change over - and you now have to get to base to complete or change the base to your team colours.

Yes

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On 3/2/2023 at 9:10 AM, Opex-Rah said:

Yes

revert freeze to its original state. freezing is irrelevant now thank you

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On 3/2/2023 at 10:43 AM, Bydo said:

sir I'm aware that it was changed but today I found that some battles in CP , when you don't get it fully changed to your team colour it then turns back to white. I just finished a battle when the blue team did not have the base turned to blue - it was only half way and it stayed . where as in another battle when it was half blue - it went super fast back to white . the new system is a slower change over - and you now have to get to base to complete or change the base to your team colours.

It depends on the state of the capture point. 

 

If the point is neutral (meaning neither team has it captured), then the team capturing the point will lose all progress quickly if they become detached. 

If the point is captured by the enemy and you are in the process of neutralising it, then detaching yourself will have it pause where it is. See the video below for visual demonstrations.

 

 

Edited by TheCongoSpider
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On 3/2/2023 at 9:34 AM, Skepta said:

They killed Paladin

I think it's justified. Its entire premise was a "supportive" overdrive that's only effective in team play. Instead, we initially got an untouchable monster that ripped its way through enemy defenses.

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On 3/2/2023 at 3:56 PM, Me0w_XP said:

I think it's justified. Its entire premise was a "supportive" overdrive that's only effective in team play. Instead, we initially got an untouchable monster that ripped its way through enemy defenses.

This is the second nerf in a row though, and it has the removed utility of AP, as well as no immunity to afterburn and freeze and the one of the slowest OD charges. It was one of the best in 1v1 and support roles but now it’s poultry against any overdrive Vs overdrive scenario. Your support is much less effective now if you main this tank. 

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why yall so pressed bout paladin's nerf? like i don't wanna be slayed by freeze jammer + paladin + trickster whole 15 minute match nonstop.

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On 3/2/2023 at 4:25 PM, ikari said:

why yall so pressed bout paladin's nerf? like i don't wanna be slayed by freeze jammer + paladin + trickster whole 15 minute match nonstop.

Nobody is pressed buddy. Bar Nuclear energy spam battles, paladin isn’t the issue. There is counterplay to every hull. High burst damage, well timed repair kits and team play is more than enough to overwhelm it. Freeze and pala is a good combo for sure, with freeze nerfed to the ground now the combo can’t be exploited as much (booster drone made the combo quite good too). Now with pala’s non existent utility against Titan and it’s survivability reduced it’s not very good at its support role anymore.

Edited by Skepta

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On 3/2/2023 at 8:33 PM, Skepta said:

Nobody is pressed buddy. Bar Nuclear energy spam battles, paladin isn’t the issue. There is counterplay to every hull. High burst damage, well timed repair kits and team play is more than enough to overwhelm it. Freeze and pala is a good combo for sure, with freeze nerfed to the ground now the combo can’t be exploited as much (booster drone made the combo quite good too). Now with pala’s non existent utility against Titan and it’s survivability reduced it’s not very good at its support role anymore.

u just described how pressed u r lol

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On 3/2/2023 at 4:30 AM, Marcus said:

For mobile players, the mechanic of earning stars is changed to the one which is used for PC players when you get stars at the end of a battle

Why though? Didn't these missions encourage players to do more than just get kills?

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On 3/2/2023 at 1:22 PM, UnIeash said:

Paladin no longer invincible FINALLY.

Umm, did you forget, it only needs status immunity (aside incendiary/cryo) and small heals with a decently levelled trickster and prot to still play driving simulator in CTF for an extra 5s od increase in duration. AP effect removal, will not diminish this effect in reality.

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