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Patch Update #727 - Released 16th June 2023


Marcus
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Patch Update #727 - Released 16th June 2023

 

  • Upgrade prices in Tankoins decreased by half for all MK7 turrets, hulls, and drones (except Brutus)

  • Tesla

    • Critical damage chance decreased from 16% to 15%

  • Twins

    • Critical damage chance decreased from 7% to 6%

  • Ricochet

    • Critical damage chance decreased from 8% to 7%

    • «Helios» augment

      • The energy recovery rate decrease changed from -50% to -45%

  • Smoky

    • Critical damage chance decreased from 15% to 14%

  • Thunder

    • «Anvil shells» augment

      • Added critical hits with a critical damage chance of +33%

  • Magnum

    • Critical damage chance decreased from 30% to 23%

  • Railgun

    • Critical damage chance decreased from 30% to 23%

  • Shaft

    • Critical damage chance decreased from 30% to 18%

  • The SGE mode is now available starting from the Gefreiter rank

  • The TJR mode is now available starting from the Master Corporal rank

  • Redesigned the announcement widget on the lower right side of the lobby

 

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On 6/15/2023 at 4:04 PM, Marcus said:

Upgrade prices in Tankoins decreased by half for all MK7 turrets, hulls, and drones (except Brutus)

That's was necessary for F2P  players, (like me)  so thanks ^-^

(It's still a lot but at least achievable)

Edited by tanshin

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On 6/15/2023 at 4:09 PM, NightCity said:

Decreasing 1% crit chance does nothing lol

they gonna reduce it again and again until it reach 1% crit chance and then rework (remove) it and put it as an augment that will give you crit shots again

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On 6/15/2023 at 9:09 AM, NightCity said:

Decreasing 1% crit chance does nothing lol

Ever since the critical damage update, they've had patterns for critical chance parameters of the turrets. Most of them were the same on release and would change along the way, keeping with a certain pattern. The general pattern changed in December 2021 then they tweaked the turrets from that throughout 2022. You had as many as 5 turrets (Thunder, Railgun, Magnum, Shaft, Scorpion) sharing the same critical chance paramaters. 

 

If you were not aware, they've been changing the chances to a new pattern. They started with Twins earlier this year when they nerfed the chance from 8% to 7% and was changing the other turrets with each subsequent patch. When they make chance changes in the patch notes, they only mention changes happening to the maximum critical chance. There are 3 other parameters working alongside it determining how often you may get a critical hit that they do not mention in patch notes. The new characteristic now is the chance step is the same as the maximum chance. So if you get a critical hit, your chance will drop to 0%. Afterwards, you will only need one more hit to get back to your maximum critical chance compared to before where you'd need multiple to get back to maximum. 

 

The most obvious change should have been felt with Thunder and Scorpion. Their chances before the change were:

 

Maximum: 30%

Initial: 30%

Minimum: 0%

Step: 5%

 

After spawning their chance for a critical hit is 30% (Initial). If they get a critical hit, the change will drop to 0%, and would increase by 5% with each hit until it gets a critical hit again to set it back to 0, or u til it reaches the maximum, 30%. What happens is a lot of the time you'd get critical hits shortly after spawning. The subsequent critical hit may take 5+ shots to come again. If you're very lucky, you can get it to 2-3 hits later but your chance would be as low and 5% and 10% respectively. When the patch stated "Critical chance decreased from 30% to 23%", this is what it changed to:

 

Maximum: 23%

Initial: 23%%

Minimum: 0%

Step: 23%

 

The end result is your first critical hit after spawning may come 1-2 shots later than usual, but subsequent critical hits come much faster on average. So while it looked like a nerf on paper, it's actually a net buff for their critical damage output. But you wouldn't know this because they don't mention changes that occur to the other 3 chance paramaters. There is another reason why this change was great for Scorpion and Thunder but I don't think I'd need to explain that. 

 

In the previous patch, Railgun and Gauss' chance step were increased to convert them to the new pattern. That was a big buff to Railgun's crit rate. For Gauss it wouldn't be noticeable because most people salvo-spam with it. 

 

The last turrets on the list to be converted was Tesla, Magnum and Shaft and we see now it's here, alongside slight chance decreases for the others. 

On 6/15/2023 at 9:04 AM, Marcus said:
  • Tesla

    • Critical damage chance decreased from 16% to 15%

  • Magnum

    • Critical damage chance decreased from 30% to 23%

  • Shaft

    • Critical damage chance decreased from 30% to 18%

For Tesla, it would be a buff and would make certain status Teslas obnoxious to fight against if they get lucky. 

For Magnum, it's a buff. 

For Shaft, it's more like a reshuffling of the current parameters. 

Edited by TheCongoSpider
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On 6/15/2023 at 5:09 PM, NightCity said:

Decreasing 1% crit chance does nothing lol

When there's thousands of shots flying around every minute, small changes like that actually matter. There's a lot of work that goes into deciding what to tweak and by how much. besides, surely you wouldn't want them to accidentally make changes that are too drastic, causing thousands of players to complain about some item being ruined or made too OP?

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what makes you to change these parameters? why? do you guys always think that weapons are unstable even after 10 yrs? if so, consider reducing the strength of paid augments like "assault magazine for hammer". i know you will not modify the parameters of this aug until its released in the tanki fund. cheaters!

I remember you didnt touch vampire nanabots until its released to public! why? is it money? u want to increase its strength for the buyers? and promote pay2win strategy?

 

Edited by thunder_corp
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On 6/15/2023 at 1:33 PM, firety31 said:

@TheCongoSpider Well how buyers always ,discover the new overbuffed item directly after the update? They definitely don't understand such a thing, because we don't see them in the forum.

I'm explaining what's happening that may make something feel better or worse after an update. That doesn't stop said thing from being better or worse even if I don't say anything.

 

For critical chance changes, you either wait until the (German) Wiki is updated or you play extensively with the updated turret after the update to come to a conclusion, whichever comes first. When the Thunder change came, I didn't see any noticeable difference but that was because I was unlucky. I played it some days later and I immediately felt the changes and it boosted my performance against certain enemies. 

 

On 6/15/2023 at 1:33 PM, firety31 said:

@TheCongoSpider They definitely don't understand such a thing, because we don't see them in the forum.

You may not see them talking, but that doesn't mean they don't view the patch notes, have someone else tell them about it or have a basic understanding of how the damage output of something may be changing. The change could have come for one of their favourite turrets to use. They could just be trying out the turrets they see in the patch that have been buffed or mentioned. And they'll be powerful primarily because of their drones, which more people have proper access to now that drone upgrade prices FINALLY have been reduced. There is a stark difference between a combo using Brutus and a combo using Hyperion. 

There's also the fact that some of the powerful things they're using come from events and Ultra Containers. If something happens to be powerful when introduced to the game, it's usually spelt out for them visually or on paper. 

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On 6/15/2023 at 2:12 PM, tanshin said:

That's was necessary for F2P  players, (like me)  so thanks

Your really missing the fundamental, advantageous (for the devs) point of this decrease. 

Never mind your happy, so all is good in TO. ?<<---- this is hazel by the way. 

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On 6/15/2023 at 5:43 PM, Maf said:

There's a lot of work that goes into deciding what to tweak and by how much.

Pity they couldn't do "a lot of work" improving the abysmal state of the game as a whole.

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On 6/15/2023 at 7:43 PM, Maf said:

When there's thousands of shots flying around every minute, small changes like that actually matter. There's a lot of work that goes into deciding what to tweak and by how much. besides, surely you wouldn't want them to accidentally make changes that are too drastic, causing thousands of players to complain about some item being ruined or made too OP?

Instead of this crap critical damage chance decreased, fix the MM. MM battles are the most important thing to fix in this crap game. Not stupid low updates.

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On 6/16/2023 at 2:01 AM, TargetXAcquired said:

Pity they couldn't do "a lot of work" improving the abysmal state of the game as a whole.

Balancing changes are done by the game designer Opex Rah. He has spreadsheets with data about performance of various items, and his work involves analysing this data to understand which numbers need to be tweaked in order to improve balance.

Meanwhile, improving "the game as a whole" is done by the software development team. These different jobs require completely different sets of skills and are not interchangeable. 

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On 6/15/2023 at 5:04 PM, Marcus said:

Railgun

  • Critical damage chance decreased from 30% to 23%

Hopefully I won't get one-shotted with rail destabilization now

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On 6/16/2023 at 8:00 AM, yuvraj007 said:

Hopefully I won't get one-shotted with rail destabilization now

Round Destabilisation has a fixed 50% crit chance. Nothing is changing with that augment.

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On 6/16/2023 at 4:10 PM, TheCongoSpider said:

Round Destabilisation has a fixed 50% crit chance. Nothing is changing with that augment.

ohh no
I misread that crit damage was reduced, double bad news for me 

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On 6/16/2023 at 12:54 AM, TargetXAcquired said:

Your really missing the fundamental, advantageous (for the devs) point of this decrease. 

Never mind your happy, so all is good in TO. ?<<---- this is hazel by the way. 

Don't worrie, my money is waiting for better uses o.O

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On 6/15/2023 at 9:04 AM, Marcus said:
  • Thunder

    • «Sledgehammer rounds» augment

      • Added critical hits with a critical damage chance of +33%

Sledgehammer still doesn't have any critical hits. 

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On 6/17/2023 at 12:11 AM, TheCongoSpider said:

Sledgehammer still doesn't have any critical hits. 

Just noticed it says sledgehammer and looked through posts if somebody else had same idea. I assume it's for anvil shells.

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This does not change anything for me, because I can't join any battles for 2 days already, before that I would be able to join one game in 10-15 hours.

I think 14 years was enough for this game, it's like a dog too old to keep up and is ready to die.

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On 6/16/2023 at 10:03 PM, emrakul said:

Just noticed it says sledgehammer and looked through posts if somebody else had same idea. I assume it's for anvil shells.

Looking at the RU Forum, it appears to be for Anvil Shells, yes. 

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On 6/16/2023 at 6:43 AM, Maf said:

Balancing changes are done by the game designer Opex Rah. He has spreadsheets with data about performance of various items, and his work involves analysing this data to understand which numbers need to be tweaked in order to improve balance.

Meanwhile, improving "the game as a whole" is done by the software development team. These different jobs require completely different sets of skills and are not interchangeable. 

Ooookkkk. When any player references the "devs" they, i am assuming all players not just me mean the entire team, as they all combine to make the game accessible to all the players. So improving the game as a whole, (which is so very badly needed) means the dev team as a whole is responsible to do this. So far they have only contrived to make it unnecessarily worse, which is why they get so many complaints and yet they do nothing to address these complaints. Here are just three that have still not been addressed.

1 Re-working the notifications and name tags so they do not obscure everything on your screen.

2 Fix the no damage bug that happens frequently.

3 Randomly getting kicked from battles at any given time. It's pointless to name MM as this is a shambles they will never fix.

Three of the dozens of complaints they have not fixed. 

You keep covertly defending the devs and i will keep defending the players from the atrocious game play in all it's guises, that impact the game in a negative and wholly bias way.

   

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On 6/15/2023 at 9:12 AM, tanshin said:

That's was necessary for F2P  players, (like me)  so thanks ^-^

(It's still a lot but at least achievable)

How do you have tankoins if you are F2P?

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On 6/19/2023 at 11:44 PM, Gabe2607 said:

How do you have tankoins if you are F2P?

Saving ? Right now, I have almost 3k Tankoins. Was lucky to win 8K in one Tanki Fund. I just buy BP only when I don't have a Skin. And for Tanki Funds. Not interested in other events with bad rewards where you need to waste Tankoins to participate...

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On 6/16/2023 at 12:07 AM, TheCongoSpider said:

The new characteristic now is the chance step is the same as the maximum chance.

Is it applicable to all turrets?

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