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Patch Update #717 - Released 3rd March 2023


Marcus
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On 3/2/2023 at 1:30 PM, Marcus said:
  • Paladin’s overdrive
    • No longer applies the «Armor-Piercing» status effect
    • Duration increased from 15 to 20 s

Decreasing the duration from 30s to 20s, fine
Removing Jammer effect, fine
But removing Armor-Piercing? Why? There was no need for it, was there? Wasn't it the point of the OD to destroy the Armor of enemy tanks? I don't understand you guys anymore, you just wildly buffing and nerfing stuff that didn't need it.

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

Paladin no longer invincible FINALLY.

Paladin was never invincible, as a matter of fact, you always were able to kill paladin with Ares OD, Mammoth OD, Wasp OD, Hopper OD, and even with a good timed Hunter OD and probably even more, so I don't get why ppl say Paladin was OP. I agree, at the beginning it was pretty OP, but the version like it is before the update comes out tomorrow is probably the most balanced it ever was, after the update, it probably will not be as good as other overdrives in this game

Edited by Niklas
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On 3/2/2023 at 11:10 AM, Skepta said:

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. 

The previous nerfs were to justify full immunity + AP. So I think you have a point- they should re-add fire/freeze immunity or make it charge faster, but no AP.

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On 3/2/2023 at 12:38 PM, Niklas said:

But removing Armor-Piercing? Why? There was no need for it, was there? Wasn't it the point of the OD to destroy the Armor of enemy tanks? I don't understand you guys anymore, you just wildly buffing and nerfing stuff that didn't need it.

It was supposed to be a "team overdrive" that's only effective when combined with team play.

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wait why yall delete my comment ''arina what are u doin here'' it was that offensive or what? answer me with tears rn!

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On 3/2/2023 at 7:51 PM, Me0w_XP said:

It was supposed to be a "team overdrive" that's only effective when combined with team play.

yeah, but removing both effects that you usually get if you get to close? I don't think that is the right decision, I can see why you would remove the Jammer effect, but removing the AP effect does not make any sense to me.

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On 3/2/2023 at 2:27 PM, Niklas said:

yeah, but removing both effects that you usually get if you get to close? I don't think that is the right decision, I can see why you would remove the Jammer effect, but removing the AP effect does not make any sense to me.

In close quarters, infinite AP even with a limited radius is toxic especially with the global decrease in TTK.

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On 3/2/2023 at 9:23 PM, Me0w_XP said:

In close quarters, infinite AP even with a limited radius is toxic especially with the global decrease in TTK.

it is not like you can take protection against AP, right? so I don't see why it is so annoying.

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On 3/2/2023 at 8:36 PM, Niklas said:

it is not like you can take protection against AP, right? so I don't see why it is so annoying.

Unsure if your wording was intended as is, AP immunity. Or to make it funnier, your own or an ally's Paladin OD.

It is generally a lot easier to kill AP'd targets, provided they don't repair/cleanse, compared to an EMP enemy with prot, since supps can be reapplied to increase ttk a lil bit.

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On 3/2/2023 at 9:55 PM, Akame said:

Unsure if your wording was intended as is, AP immunity. Or to make it funnier, your own or an ally's Paladin OD.

It is generally a lot easier to kill AP'd targets, provided they don't repair/cleanse, compared to an EMP enemy with prot, since supps can be reapplied to increase ttk a lil bit.

yes, this is true, targets that have AP effect applied are easier to kill, but they can always use AP immunity. That is why I don't see a problem with Paladin's OD applying the AP effect. 

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Finally the "support hull" got a bit of a anerf

Wasp od seems way to weak still. I played with wasp quite a bit last week and placing a bomb to a no-supplies mammoth does not even kill him, he can just calmly drive away.
as somebody else suggested maybe 2 seconds before the blast would be a good idea

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On 3/2/2023 at 4:09 PM, Niklas said:

yes, this is true, targets that have AP effect applied are easier to kill, but they can always use AP immunity. That is why I don't see a problem with Paladin's OD applying the AP effect. 

Immunity augments are either pulled from epic rarity containers or bought for 4990 Tankoins. Surely you see the tiny obstacle standing between F2P players and getting AP immunity for the exact hull they wish to use.

Additionally, even if you do have AP immunity, there are stun and EMP augments to watch out for. It's impossible to prevent everything, but infinite AP is especially hard to counter.

Many players don't have AP immunity on hulls they use. It's unreasonable to say that Paladin, a supportive hull, should be able to scythe through defenses offensively just because it's possible to obtain a counter.

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I was wondering about the process of patch updates; is there advisers to the Developers with feedback then they (The Developers) just make the ultimate decision?

I think that is sure going to hurt twins with those crit hits -50%,  just could have reduced crit change with pulsar augment.

I agree with you Maf about jamming, something seems odd.

Isn't Jamming a redundant status effect? Why don't they just remove jamming and just have EMP?

Let them nerf jamming by not at all reducing supplies for the drone, that would be nice. Cause in the real world would a target is jammed/emp'd that just affects your equipment the supplies don't disappear into thin air.

All Jamming would do is disable the enemy overdrive and disable drone abilities for some time -- but not remove their supplies. 

As for Paladin since they weakened why not speed up the OD recharge; lol I have a paladin maxed out hardly used in my garage 1  main reason too long of an OD recharge.

Any information about (%)  damage boost with Gause Large Solenoids augment? 

Will they ever add STRAFE keybind for hovers? I wish there was a trick to do this. LEFT ALT would make a good key to hold down and strafe move left/right.

For the Scorpion turret they increased the aim time to reload, the damaged has been reduced --- Why not decrease reload time for shelling? I find it hard to defend Scorpion just cause the shell reload is so high. This did this to Hammer reduced damage but faster reload, I sort of like.

 

Edited by cybernite

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On 3/2/2023 at 9:38 AM, Niklas said:

But removing Armor-Piercing? Why? There was no need for it, was there? Wasn't it the point of the OD to destroy the Armor of enemy tanks?

But then it wouldnt be a paladin.

On 3/2/2023 at 1:09 PM, Niklas said:

yes, this is true, targets that have AP effect applied are easier to kill, but they can always use AP immunity. That is why I don't see a problem with Paladin's OD applying the AP effect. 

Or you can always just use crusader or hornet if you so badly wanted an overdrive that inflicts AP. Probably the easier solution.

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Well, Scorpion is useless now I guess with the new nerf.

 

Aiming, aiming, aiming, still aiming, get shot, dead.

Not shot taken.

Then if you are lucky enough to actually send some missiles.... you have to wait for such a long time for the turret to reload, you're actually better off firing, hitting delete, waiting to explode and then respawning.

Seriously. Scorpion's nerf has made the turret completely redundant.

 

Rest in Peace, Scorpion.

Along with last week's triple nerf of Vulcan and Freeze (RIP Freeze and Vulcan)... and the secret nerf of Railgun's damage that they didn't announce (Rail no longer one shots anything and it wasn't announced)....... it seems there's not many turrets that are actually of any use for me any more.

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Well, Scorpion is useless now I guess with the new nerf.

 

Aiming, aiming, aiming, still aiming, get shot, dead.

Not shot taken.

Then if you are lucky enough to actually send some missiles.... you have to wait for such a long time for the turret to reload, you're actually better off firing, hitting delete, waiting to explode and then respawning.

Seriously. Scorpion's nerf has made the turret completely redundant.

 

Rest in Peace, Scorpion.

Along with last week's triple nerf of Vulcan and also having Freeze completely nerfed to the point it fires for 2.5 seconds and then dies, (RIP Freeze and Vulcan)... and the secret nerf of Railgun's damage that the devs didn't announce (Rail no longer one shots anything and it wasn't announced, it also takes around 13 shots to kill a Wasp now because it's so weak)....... it seems there's not many turrets that are actually of any use for me any more.
 

Please stop nerfing everything

Edited by Jack
Please reframe from type in full caps.

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This patch is terrible.

Last week's patch was as well.

4 turrets, Freeze, Vulcan, Rail and now Scorpion, all triple or quadruple nerfed in the space of 14 days, and the nerfs are so extreme, they've made all 4 of those turrets obsolete.

 

What's worse, is those 4 are my main 4 turrets.

I use Isida sometimes, but only in Jug fights, and I can't stand any of the other turrets... looks like I'll be quitting Tanki soon.

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On 3/2/2023 at 10:30 PM, MrRodent said:

and the secret nerf of Railgun's damage that they didn't announce (Rail no longer one shots anything and it wasn't announced).......

What on earth are you talking about? 

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On 3/2/2023 at 6:30 PM, MrRodent said:

Well, Scorpion is useless now I guess with the new nerf.

 

Aiming, aiming, aiming, still aiming, get shot, dead.

Not shot taken.

Then if you are lucky enough to actually send some missiles.... you have to wait for such a long time for the turret to reload, you're actually better off firing, hitting delete, waiting to explode and then respawning.

Seriously. Scorpion's nerf has made the turret completely redundant.

Sounds more like a skill issue than an update issue.

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On 3/2/2023 at 9:30 PM, MrRodent said:

Well, Scorpion is useless now I guess with the new nerf.

 

Aiming, aiming, aiming, still aiming, get shot, dead.

Not shot taken.

Then if you are lucky enough to actually send some missiles.... you have to wait for such a long time for the turret to reload, you're actually better off firing, hitting delete, waiting to explode and then respawning.

Seriously. Scorpion's nerf has made the turret completely redundant.

 

Rest in Peace, Scorpion.

Along with last week's triple nerf of Vulcan and Freeze (RIP Freeze and Vulcan)... and the secret nerf of Railgun's damage that they didn't announce (Rail no longer one shots anything and it wasn't announced)....... it seems there's not many turrets that are actually of any use for me any more.

Scorpion is still quite usable. It was overpowered in the first place, and now it's more balanced.

I agree that Freeze is pretty bad right now, but Vulcan is going strong and Railgun's damage hasn't changed at all. 1340 normal, 1870 critical.

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Why are the changes for firebird/freeze in favor of firebird? Like -25% crit for firebird and -50% for freeze? just wondered...

Ya, I haven't tried Scorpion out so far this weekend, I knew it would be bad.

Rail secret nerf? Can you elaborate? For that new hyperspeed rail? ya that would be good, might be too powerful.

For rail the status effects seem useless crit chance is quite low.

I hope they list the advantage/disadvantages for these new Augments, I am curious.

 

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On 3/2/2023 at 10:45 AM, TheCongoSpider said:

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.

 

normally it's suppose to do that but in yesterdays battle it was fully blue ( or red) , then when another team went on it was only half -say red . when he got destroyed it just went all white and not staying at the half mark or ? where he left off.

which as we now know there is issues within the system .

 

also I hate this new log in page. it's a pain now to go a account. mainly when you first open up your page . you now have to click on 3 stages to get to one..

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