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Patch Update #741 - Released 13th October 2023


Marcus
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Patch Update #741 - Released 13th October 2023

 

  • Added a new Hammer augment to Ultra Containers — «Hunter Duplet»

    • (Note) This augment is a long-range version of the current Duplet augment

  • Added a new Vulcan augment to Ultra Containers — «Armor-Piercing Band»

    • (Note) Critical damage applies the «Armor-Piercing» status effect

  • Added «Engineer» augment available for crystals for all hulls in the Garage.

    • (Note) With this augment, the tank is repaired when any box is picked from the ground.

  • The following augments have been added to Regular and Ultra Containers:

    • Ricochet’s «Helios» augment

    • Thunder’s «Strict Ammunition Load» augment

    • Scorpion’s «Missile Launcher "Tornado"» augment

    • «Engineer» augment for all hulls

  • Added Halloween decorations to the Garage

  • Updated visual effects of throwing a grenade and grenade explosion

  • Removed the requirement to have a drone equipped to use supplies

    • You can also unequip drones again

  • Vulcan

    • Turret rotation slowdown coefficient increased from 0.2 - 0.1 to 1.0

    • «Reinforced Aiming Transmission» augment 

      • Increased turret rotation speed by +50%;

      • Increased turret rotation acceleration by +50%;

      • Added a decrease of upward auto-aim: -80%

  • Scorpion

    • Initial angular rocket velocity increased from 45 to 100

    • Final angular rocket velocity decreased from 45 to 10

    • Minimal rocket speed increased from 60 to 75

    • Salvo reload duration decreased from 28.5 - 19 to 21 - 14 sec.

    • «Missile Launcher "Wolfpack"»

      • Aiming time increase changed from +100% to +50%; 

      • Minimum rocket speed decrease changed from -99% to -90%; 

      • Maximum rocket speed increase changed from +1100% to +500%; 

      • Rocket acceleration phase duration increase was removed

    • «Missile Launcher "Tornado"»

      • The number of Rockets in salvo changed from 16 to 20; 

      • Aiming recovery time increase changed from +30% to +25%;

      • Arcade reload time increase was removed

    • «Missile Launcher "Spear"»

      • Salvo reload time decrease changed from -50% to -75%; 

      • Final angular rocket velocity increase changed from +300% to +1900%; 

      • Rocket acceleration phase duration decrease changed from -75% to -50%

  • Railgun

    • «Stun Rounds»

      • «Stun» status effect’s duration decreased from 1.5 to 1 s

    • «Super Armor-Piercing Rounds»

      • «Armor-Piercing» status effect’s duration decreased from 6 to 5 s

    • «Jamming Rounds»

      • «Jammer» status effect’s duration increased from 5 to 9 s

  • Juggernaut destroys surrounding tanks when destroyed. 

    • (Note) Self-destructing at close range can destroy the enemy Juggernaut

  • Juggernaut restores 1000 health points when any box is picked up

  • Fixed some bugs with the action log shown on the right

  • Fixed the bug with the Back button when purchasing items over the battle screen

  • Added support for linking your Twitch account with partnering sites (other sites you can play Tanki Online on)

 

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On 10/12/2023 at 3:10 PM, Marcus said:

 

  • The following augments have been added to Regular and Ultra Containers:

    • Ricochet’s «Helios» augment

    • Thunder’s «Strict Ammunition Load» augment

    • Scorpion’s «Missile Launcher "Tornado"» augment

    • «Engineer» augment for all hulls

Does it mean current containers become "old" or it just gets added to them aswell? Like Canyon Hero got removed altogether from conts

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On 10/12/2023 at 4:40 PM, Marcus said:

 

    • «Missile Launcher "Spear"»

      • Salvo reload time decrease changed from -50% to -75%; 

      • Final angular rocket velocity increase changed from +300% to +1900%; 

      • Rocket acceleration phase duration decrease changed from -75% to -50%

It is the most interesting part of this update, seems like a deserved buff.

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On 10/12/2023 at 9:10 AM, Marcus said:

Juggernaut destroys surrounding tanks when destroyed. 

  • (Note) Self-destructing at close range can destroy the enemy Juggernaut

Huh, Juggernaut is now secretly equipped with blaster drone/blaster augment or what??

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Hahaaa! Another "update"!  Now I know why I get "SYSTEM ERROR: Cannot load resources" and I cannot enter the game!Tanki developers must be very proud for their consistency on screwing up every single "UPDATE"!

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I dont thnik scorpion tornado augment needed a buff it was OP  with 16 rockets now with 20?! Damn... no way you can survive that even with heavy hull and protection 

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On 10/12/2023 at 5:10 PM, Marcus said:

Added «Engineer» augment available for crystals for all hulls in the Garage.

 i'm surprised they aren't selling those for $999 just like driver augment

On 10/13/2023 at 9:02 PM, Tekken8 said:

I dont thnik scorpion tornado augment needed a buff it was OP  with 16 rockets now with 20?! Damn... no way you can survive that even with heavy hull and protection 

Looks like they haven't capitalised on it enough, so they decided to bring it back in containers

On 10/12/2023 at 5:10 PM, Marcus said:

Added Halloween decorations to the Garage

Let's hope there aren't server lags!  

 

 

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- More and more "newer and stronger" equipment favoring buyers and short-term Tanki economics

- meaning more and more technical bugs/lags/errors 

- older equipment getting weaker and weaker continuing to push older players out

Every update same story

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  • Juggernaut destroys surrounding tanks when destroyed. 

    • (Note) Self-destructing at close range can destroy the enemy Juggernaut

  • Juggernaut restores 1000 health points when any box is picked up

so when your in a battle and the red team jug just sits on the blue team side and allowing players to try to destroy him , but the jug doesn't get a scratch on him. due to the fact all he is doing is turning on supplies every couple of seconds .

How are players suppose to destroy him to get the missions done ?

also once ( if he ever gets destroyed)  he do's , then he takes out  nearly the whole blue / red team in one sitting.

 

MOST Horrendous update ever,,,, go back to the drawing room and fix it back to the way it use to be..

The person who thought of this update should be FIRED..

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On 10/14/2023 at 3:19 PM, Bydo said:

due to the fact all he is doing is turning on supplies every couple of seconds .

JGR can't use own supplies, it only works on boxes that they pick up (camping in enemy base as a JGR relying on repair kits from boxes is a one-way ticket to dying fast)

 

On 10/14/2023 at 3:19 PM, Bydo said:

 

also once ( if he ever gets destroyed)  he do's , then he takes out  nearly the whole blue / red team in one sitting.

 

Only the surrounding tanks

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On 10/13/2023 at 7:02 PM, Tekken8 said:

I dont thnik scorpion tornado augment needed a buff it was OP  with 16 rockets now with 20?! Damn... no way you can survive that even with heavy hull and protection 

This update is a clean buff to Scorpion only if  you're using Wolfpack, Swarm or (especially) Spear. The homing ability of the stock rockets has been significantly weakened, removing the possibility of abusing Tornado by turning away and thus forcing the rockets to hit their target at close range. It also makes them less effective in general against mobile targets. This renders light and medium hulls capable of easily dodging them - unless, of course, the Scorpion in question is using one of the 3 augments I mentioned, as that is their purpose - with Wolfpack, it makes some concessions in order to remove this weakness; you could say that this update gave it purpose. Swarm and Spear meanwhile alter the turret's role altogether. Overall, I'd say it's a healthy change - it gives Scorpion and its augments clear role definition, and can be a net buff if you adapt & use them the way they're meant to be used; which in the case of anything involving stock rockets means only using them against heavy/stationary targets.

Edited by Kazareen
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On 10/14/2023 at 5:32 PM, Kazareen said:

This update is a clean buff to Scorpion only if  you're using Wolfpack, Swarm or (especially) Spear. The homing ability of the stock rockets has been significantly weakened, removing the possibility of abusing Tornado by turning away and thus forcing the rockets to hit their target at close range. It also makes them less effective in general against mobile targets. This renders light and medium hulls capable of easily dodging them - unless, of course, the Scorpion in question is using one of the 3 augments I mentioned, as that is their purpose - with Wolfpack, it makes some concessions in order to remove this weakness; you could say that this update gave it purpose. Swarm and Spear meanwhile alter the turret's role altogether. Overall, I'd say it's a healthy change - it gives Scorpion and its augments clear role definition, and can be a net buff if you adapt & use them the way they're meant to be used; which in the case of anything involving stock rockets means only using them against heavy/stationary targets.

thanks for very good explation, i think tornado was not buffed, juts changed

 

close range scorp augment are now better, hopefully we wont see so many campers ...

 

actaully pretty good changes tankii, well done

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On 10/14/2023 at 8:32 PM, Kazareen said:

it gives Scorpion and its augments clear role definition, and can be a net buff if you adapt & use them the way they're meant to be used

Eventually, someone smart will ask why it wasn't done sooner.

For history and for those who are interested in how game development works, I leave this comment. It took so long because these changes were enabled only after new code was developed, tested, and implemented in the game. Specifically, the ability to manipulate the initial and terminal angular speed of the rockets.

When the Scorpion turret was developed the design documentation required only initial and terminal linear speed for the rockets to be manipulated. Not the angular speed. If my English is too complicated think about it this way: the linear speed is how fast rockets can fly forward, and the angular speed is how fast rockets can turn.

For the prototype, it seemed like the linear speed was enough to do everything we needed with the rockets. But the actual gameplay made it clear that having only the linear speed makes it too hard to keep interesting vertical arks and not make rockets chase tanks throughout the entire battlefield. So the update to the mechanics was required.

And the new code is expensive.

If you find yourself in the same situation and thinking about making a better prototype I need to warn you. The better way is not to improve planning. The better way is to make it iterative. If you'll become a game developer you will be amazed at how hilariously easy it is to see your mistakes in production, but insanely hard to see them in advance when the only thing on your hands is a prototype. You can take yourself only thus far with planning. If you want to go beyond and make a mechanic better than it was initially planned you need to find a way to release it faster so it fails faster so you can iterate on It faster. This is why modded games always feel better. Some insights and ideas you can find only by playing with the mechanic in the wilds.

I mean, what's worse going to happen? Are the players going to ask to fire you? ?
This is irrelevant if you can keep improving the mechanics.

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On 10/14/2023 at 6:24 PM, Opex-Rah said:

Eventually, someone smart will ask why it wasn't done sooner.

For history and for those who are interested in how game development works, I leave this comment. It took so long because these changes were enabled only after new code was developed, tested, and implemented in the game. Specifically, the ability to manipulate the initial and terminal angular speed of the rockets.

When the Scorpion turret was developed the design documentation required only initial and terminal linear speed for the rockets to be manipulated. Not the angular speed. If my English is too complicated think about it this way: the linear speed is how fast rockets can fly forward, and the angular speed is how fast rockets can turn.

For the prototype, it seemed like the linear speed was enough to do everything we needed with the rockets. But the actual gameplay made it clear that having only the linear speed makes it too hard to keep interesting vertical arks and not make rockets chase tanks throughout the entire battlefield. So the update to the mechanics was required.

And the new code is expensive.

If you find yourself in the same situation and thinking about making a better prototype I need to warn you. The better way is not to improve planning. The better way is to make it iterative. If you'll become a game developer you will be amazed at how hilariously easy it is to see your mistakes in production, but insanely hard to see them in advance when the only thing on your hands is a prototype. You can take yourself only thus far with planning. If you want to go beyond and make a mechanic better than it was initially planned you need to find a way to release it faster so it fails faster so you can iterate on It faster. This is why modded games always feel better. Some insights and ideas you can find only by playing with the mechanic in the wilds.

I mean, what's worse going to happen? Are the players going to ask to fire you? ?
This is irrelevant if you can keep improving the mechanics.

nice explanations, we could have known there is always physics and coding ?

and, hazel, please stay in a game, we need someone who is funny enough to keep this game updating with pumpking golds ❤️ 

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On 10/14/2023 at 8:24 PM, Opex-Rah said:

When the Scorpion turret was developed the design documentation required only initial and terminal linear speed for the rockets to be manipulated. Not the angular speed. If my English is too complicated think about it this way: the linear speed is how fast rockets can fly forward, and the angular speed is how fast rockets can turn.

Please explain the physics behind scorpion's ability to aim behind obstacles, because it doesn't make any sense till date.  

On 10/14/2023 at 8:24 PM, Opex-Rah said:

you need to find a way to release it faster so it fails faster so you can iterate on It faster.

oh I see

That's why every new augments are overpowered as hell, because you fail to properly assess the impact on game balance during the prototyping phase.

I thought it was for the money, my bad.

Edited by yuvraj007

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On 10/14/2023 at 9:51 PM, Vacuum said:

pumpking golds ❤️ 

Pumpkin grenades next year, you wait.

On 10/14/2023 at 10:11 PM, yuvraj007 said:

Please explain the physics behind scorpion's ability to aim behind obstacles, because it doesn't make any sense till date.

This is easy one https://www.popularmechanics.com/military/weapons/a40450717/tech-allows-troops-to-see-through-walls/

On 10/14/2023 at 10:11 PM, yuvraj007 said:

That's why every new augments are overpowered as hell, because you fail to properly assess the impact on game balance during the prototyping phase.

I thought it was for the money, my bad.

WDYM? It is actually genuinely for the money. The players are always upset if they find new augment lacking, so I don't fight it anymore.

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On 10/14/2023 at 8:24 PM, Opex-Rah said:

Eventually, someone smart will ask why it wasn't done sooner.

For history and for those who are interested in how game development works, I leave this comment. It took so long because these changes were enabled only after new code was developed, tested, and implemented in the game. Specifically, the ability to manipulate the initial and terminal angular speed of the rockets.

When the Scorpion turret was developed the design documentation required only initial and terminal linear speed for the rockets to be manipulated. Not the angular speed. If my English is too complicated think about it this way: the linear speed is how fast rockets can fly forward, and the angular speed is how fast rockets can turn.

For the prototype, it seemed like the linear speed was enough to do everything we needed with the rockets. But the actual gameplay made it clear that having only the linear speed makes it too hard to keep interesting vertical arks and not make rockets chase tanks throughout the entire battlefield. So the update to the mechanics was required.

And the new code is expensive.

If you find yourself in the same situation and thinking about making a better prototype I need to warn you. The better way is not to improve planning. The better way is to make it iterative. If you'll become a game developer you will be amazed at how hilariously easy it is to see your mistakes in production, but insanely hard to see them in advance when the only thing on your hands is a prototype. You can take yourself only thus far with planning. If you want to go beyond and make a mechanic better than it was initially planned you need to find a way to release it faster so it fails faster so you can iterate on It faster. This is why modded games always feel better. Some insights and ideas you can find only by playing with the mechanic in the wilds.

I mean, what's worse going to happen? Are the players going to ask to fire you? ?
This is irrelevant if you can keep improving the mechanics.

Dayum, dev really said ''enough is enough'', lmao. I appreciate your dedication to read forum posts and to reply to them, often in long paragraphs xD.

Edited by Assasin-TO
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On 10/14/2023 at 9:30 PM, Opex-Rah said:

Well, seeing through walls & shooting precise missiles on target behind walls are quite different, not to mention encouraging active camping in the game.

On 10/14/2023 at 9:30 PM, Opex-Rah said:

WDYM? It is actually genuinely for the money. The players are always upset if they find new augment lacking, so I don't fight it anymore.

haha I know, if it works, don't fix it

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On 10/14/2023 at 8:24 PM, Opex-Rah said:

But the actual gameplay made it clear that having only the linear speed makes it too hard to keep interesting vertical arks and not make rockets chase tanks throughout the entire battlefield.

Was this intentional? Because I gotta say, equipping a fast hull with Crisis and running around the battlefield with a bunch of rockets chasing right behind me is some of the best fun I've had in the game lately.

On 10/14/2023 at 8:24 PM, Opex-Rah said:

If you'll become a game developer you will be amazed at how hilariously easy it is to see your mistakes in production, but insanely hard to see them in advance when the only thing on your hands is a prototype. You can take yourself only thus far with planning. If you want to go beyond and make a mechanic better than it was initially planned you need to find a way to release it faster so it fails faster so you can iterate on It faster.

Interesting. Either this is the universal approach to product development that's shared by many industries, or you were directly inspired by one of Elon Musk's interviews. Because this is pretty much word-for-word how he explains his approach to new developments at SpaceX (specifically Starship).

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On 10/14/2023 at 11:01 PM, Maf said:

Interesting. Either this is the universal approach to product development that's shared by many industries, or you were directly inspired by one of Elon Musk's interviews. Because this is pretty much word-for-word how he explains his approach to new developments at SpaceX (specifically Starship).

Nope, it's Valve.

They are getting some hatred for CS2 lately but I am sure everybody going to love them even more in two years when they iron all the things out. And also after they update TF2 bcs gddmt!

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