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Patch Update #744 - Released 10th November 2023


Marcus
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Patch Update #744 - Released 10th November 2023
 

  • Added a new Isida augment to Ultra Containers — «Stunning Nanobots»

    • (Note) Critical damage applies the «Stun» status effect to the enemy tank for a short time.

  • Added a new Magnum augment to Ultra Containers — «Jamming Core»

    • (Note) Each shot applies the «Jammer» status effect to all targets caught in the explosion radius. With critical hits, the duration of the effect increases.

  • Added a new «Your Progress» screen to the Lobby. Click on your rank’s icon to get more information about next ranks and to find out when desired equipment becomes available.

  • You now need to fully upgrade your current modification of equipment to unlock the next one

  • Changed prices of modifications for all equipment:

    • Mk2 — 3 Tankoins

    • Mk3 — 4 Tankoins

    • Mk4 — 5 Tankoins

    • Mk5 — 6 Tankoins

    • Mk6 — 7 Tankoins

    • Mk7 — 8 Tankoins

  • Twins

    • Weak explosion damage increased from 25% to 50%

    • Medium explosion damage decreased from 90% to 50%

    • Radius of critical splash damage increased from 5 to 6 m.

    • Radius of splash damage increased from 5 to 6 m.

    • Radius of medium explosion damage decreased from 3 to 2 m.

  • Vulcan

    • Projectile speed decreased from 200-300 to 200-250 m/sec

    • Turret rotation slowdown coefficient decreased from 1 to 0.9

  • Smoky

    • Projectile speed increased from 300-400 to 400-500 m/sec

  • Striker

    • «Missile Launcher “Faust”» augment

      • Added a +100% increase of Reload after salvo

  • Scorpion

    • Projectile speed decreased from 1000 to 800-1000  m/sec

  • Gauss

    • Projectile speed increased from 300 to 300-400 m/sec

  • Hopper

    • Power decreased from 800-1300 to 550-600

    • Braking increased from 1 to 1.5

    • Reverse acceleration increased from 9-14 to 18-22 м/s²

    • Overdrive’s Instant Damage decreased from 1500-3000 to 1000-2000 HP

  • Crusader

    • Power decreased from 900-1300 to 600-700

    • Braking increased from 1 to 1.5

    • Reverse acceleration increased from 11-15 to 16-20 м/s²

  • Paladin

    • Power decreased from 900-1300 to 600-700

    • Braking increased from 1 to 1.5

    • Reverse acceleration increased from 10-14 to 15-18 м/s²

  • Ares

    • Power decreased from 800-1300 to 650-800

    • Braking increased from 1 to 1.5

    • Reverse acceleration increased from 9-14 to 14-17 м/s²

  • All the Pulsar augments

    • Added a decrease of critical hit chance by -12%

  • All the status effect augments

    • Added a decrease of critical damage by -90%

  • All the «Lightweight Construction» augments

    • Removed the fixed value of Weight parameter

    • Added a decrease of Weight by -30%

    • Added an increase of acceleration by +15%

  • All the «Heavyweight Construction» augments

    • Changed the decrease of Acceleration from -33% to -15%;

    • Changed the increase of Weight from +50% to +30%

  • Changed tutorial missions and restarted them for all players

    • Now tutorial missions consist of 9 sets, each new one opens when you rank up

  • Added the Captcha system to Pro-battles

    • We do not reveal the conditions of asking a player to enter captcha

  • The minimum rank required for Pro-battles increased from Staff Sergeant (7) to  First Sergeant (9)

  • The minimum rank required to purchase the «Spider» module increased from Recruit (1) to Private (2)

  • «Game entry bonus» missions for new players now give only containers and stars

  • All paints of Uncommon category are no longer sold in the Garage

  • Changes made in MM versions of the following maps:

    • Aleksandrovsk

      • minor improvements to bonus drop and spawn locations

    • Barda

      • taking a flag into the hole automatically returns it to its own base

    • Berlin

      • Added a passage at the center of the map, between bases

      • Changed spawn zones for both teams in the CP mode

      • Removed excessive drop zones near flags in the ASL mode

    • Bobruisk 

      • minor improvements to bonus box and spawn locations

      • moved one small house that was near the lower base 

    • Chernobyl

      • reworked the kill zones

    • Kungur

      • minor improvements in the non-playable zone.

    • Lost Temple

      • a passage near one of the bases has been widened

    • Scope

      • major changes, including widening of passages throughout the whole map

    • Skylark

      • added support for Assault, Rugby, Siege and Juggernaut modes; reworked the non-playable zone

    • Solikamsk

      • reworked the killzones

  • Added French language to the game

  • Fixed a bug due to which grenades would appear on the tank shortly after being thrown, without the tank having to respawn

  • Fixed a bug due to which the equipment change within the battle would not be applied immediately 

  • Fixed a bug due to which equipment upgrades did not count sometimes because of quick button presses. Now there is a small delay between upgrade steps.

  • Fixed the bug due to which players would sometimes get an error when editing clan description. Now the clan description character count is limited to 3000 symbols.

  • Like 10
  • Sad 1
  • Saw it 3

❤️

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Spoiler
Quote

 

We understand that this way you will have to spend more crystals on upgrades. That’s why we have changed the prices of purchasing modifications. Now you can purchase modifications for a nominal fee in Tankoins:

Mk2 — 3 Tankoins

Mk3 — 4 Tankoins

Mk4 — 5 Tankoins

Mk5 — 6 Tankoins

Mk6 — 7 Tankoins

Mk7 — 8 Tankoins

 

This is straight up misleading, you haven't reduced the prices here. In real you added more prices when after a player fully upgrades his modification he needs to pay a new fee for the next upgrade. 

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On 11/9/2023 at 3:30 PM, Marcus said:
  • All the Pulsar augments

    • Added a decrease of critical hit chance by -12%

  • All the status effect augments

    • Added a decrease of critical damage by -90%

I mean... It's a step in the right direction..?
The damage with the effect is not the problem. It's the EFFECT and the FREQUENCY of the effect. 
Should've been 
Pulsar
Keep -90% damage on crits. 
Crit chance -70%


Normal status effect

Keep normal damage

crit chance -50% 

Also rework the way some turrets apply status effects. Why magnum applies effect as long as you miss the enemy by 10 lightyears but for example rico needs special conditions to trigger the effect? Add the "must hit the target" condition to magnum and similar conditions to other turrets.

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The tankoin prices might be a bit annoying, as they add up close to 1000 for all turrets and hulls (should be possible to save with discounts, but since it's a small amount, I think people will tend to buy them without sales), which you could spend on a battle pass or tanki fund, but now you'll need to spend them on upgrades.
Lightweight change is scary, I'm afraid it will kill parkour, at least compared to what you can do now.

Not sure if the pulsar change even matters, 12% critical chance decrease is so little, if the effect stays the same. Further decreasing the effect also isn't a good idea in my opinion, because then it becomes so weak, it won't be a good augment to use. I believe the pulsar effect needs a rework, applying all status effects at once is the core problem. What if pulsar applies one status effect, but a random one instead? This way you could still keep the power of the effect strong, keep critical chance higher, but it won't be an instant death by dice roll.
I like the hopper overdrive change and the rest is too much to talk about, I'm either not sure how they play out, or they are just a "ok, cool" at the moment.

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On 11/9/2023 at 2:30 PM, Marcus said:
  • All the Pulsar augments

    • Added a decrease of critical hit chance by -12%

  • All the status effect augments

    • Added a decrease of critical damage by -90%

It's good to see that these type of augments got nerfed. They've become super common these days, and they're definitely a reason behind the increased time to kill.

Of course, there were some less powerful status augments, like the jammer ones, that definitely need to be tweaked to not be ineffective, but i guess the developers will collect statistics after the update comes live.

Also, like @Kimura said, at least a few augs definitely need changes related to the frequency of the effect, like hammer status augments and magnum ones. For the latter, i actually enjoyed using it while it lnly applied the effect on a perfect hit, as that added a skill factor for the augment.

  • Agree 5

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On 11/9/2023 at 2:30 PM, Marcus said:

 

  • Hopper

    • Power decreased from 800-1300 to 550-600

    • Braking increased from 1 to 1.5

    • Reverse acceleration increased from 9-14 to 18-22 м/s²

    • Overdrive’s Instant Damage decreased from 1500-3000 to 1000-2000 HP

  • Crusader

    • Power decreased from 900-1300 to 600-700

    • Braking increased from 1 to 1.5

    • Reverse acceleration increased from 11-15 to 16-20 м/s²

  • Paladin

    • Power decreased from 900-1300 to 600-700

    • Braking increased from 1 to 1.5

    • Reverse acceleration increased from 10-14 to 15-18 м/s²

  • Ares

    • Power decreased from 800-1300 to 650-800

    • Braking increased from 1 to 1.5

    • Reverse acceleration increased from 9-14 to 14-17 м/s²

I know everyone hates hover hulls but if it'll be same as on test it's gonna make them borderline unplayable

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On 11/9/2023 at 4:02 PM, Romantically said:

I know everyone hates hover hulls but if it'll be same as on test it's gonna make them borderline unplayable

If you needed detonation jumps to be good with hopper, then you are not skilled with Hopper. 

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On 11/9/2023 at 4:04 PM, Blutaar said:

If you needed detonation jumps to be good with hopper, then you are not skilled with Hopper. 

I don't care about Hopper OD as I don't even play it that much

I meant the power change that's why i said "hover hullS" not "hopper od"

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On 11/9/2023 at 2:30 PM, Marcus said:

Added French language to the game

Finally, after 11 years of waiting for it.

Oh wait, after 11 years i learnt english by myself so i do not care anymore 

  • Haha 12

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On 11/9/2023 at 2:30 PM, Marcus said:

Added the Captcha system to Pro-battles

  • We do not reveal the conditions of asking a player to enter captcha

The condition to enter the captcha is scanning your credit card ? 

Just kidding, why would they dont reveal this information lol, it might be some square to thick or some pictures to select.

Edited by Batmobile

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On 11/9/2023 at 6:16 PM, Batmobile said:

The condition to enter the captcha is scanning your credit card ? 

Just kidding, why would they dont reveal this information lol, it might be some square to thick or some pictures to select.

Captchas are used before you enter the full game, making them in the middle of the game is just a small inconvenience that make players slowly getting irritated from pro-battles. That's all.

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Pulsar augments have become so deterrent to me that I instantly leave any match when I see Firebird, Freeze, or Vulcan pulsar on the enemy team.

 

These augments are annoying rather than OP.

 

Oh, and Tesla pulsar has got to be one of the most disgusting things ever, thanks to its innate high crit chance. 

Edited by Macabre
  • Agree 3

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On 11/9/2023 at 2:30 PM, Marcus said:

Changed prices of modifications for all equipment:

  • Mk2 — 3 Tankoins

  • Mk3 — 4 Tankoins

  • Mk4 — 5 Tankoins

  • Mk5 — 6 Tankoins

  • Mk6 — 7 Tankoins

  • Mk7 — 8 Tankoins

I really didn't understand this part, is that some kind of extra charge for the upgrade ?  are modules  and drones also included?

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Finally, a breath of fresh air. This is a step in the right direction for status effect augments in general. However, I believe there's more that needs to be done.

As @Kimura pointed out, the real issue we have with status effect augments is their frequency and effect, but more so frequency for me. There is a clear disparity between the power in status effect augments and we would like to close this gap. For example, Magnum's conditional to apply the status effect augments is pretty easy with a 10 meter radius. As I said before, these augments reward players with poor accuracy, when it should be the other way around. You should be rewarded with the status effect when you make very precise shots. Take into consideration that Magnum is the most cancerous camping turret, and that cancer metastasizes to all parts of the battlefield. And if you want to compare it to other long-range turrets like Shaft or Gauss, at least those two turrets must expose themselves to the enemy, and can't simply hide behind a wall, opening themselves up to counterattack.

 

Meanwhile, other status effect augments like Hammer or Tesla have incredibly high critical chances. Normally I wouldn't mind their crit chances, but when its hidden behind an EMP or Stun effect, then I do.  We would like to see the devs go after the critical chances of some these augments, and tweak other aspects of it like in the case of Magnum. This will assist the "destroying tanks to fast" problem as well, even more than just simply reducing their critical damage I'd say. Garage augments have fell out of touch with the game because status effect/pulsar have a chokehold on MM. It would be nice to see some diversity in the number of augments I see in a battle, not just the same old Stun, EMP, AP, Heat, etc. Nonetheless, at least Tanki is listening to us, and although this isn't the outcome most of us wanted, it is a step in the right direction. Thank you devs.

 

Also, glad to see Hopper nerf from 3k-2k. It was ridiculous to give them that much damage and honestly, I feel that's still too high They already gained so much value by stunning enemies and literally flying in the air.

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On 11/9/2023 at 4:08 PM, Romantically said:

I don't care about Hopper OD as I don't even play it that much

I meant the power change that's why i said "hover hullS" not "hopper od"

Ahh... well then. 

In a way power decrease makes a lot of sense, because hovering hulls have a lot less friction than grounded hulls. For sure a petty though

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On 11/9/2023 at 7:22 PM, Hopman said:

bruh, my hopper

i told you this was coming u said u would quit.

I've said this to other YouTubers too, that you shouldn't showcase your best combos tanki takes advantage of that by nerfing and forcing u to buy other stuff

Edited by Cure

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On 11/9/2023 at 5:19 PM, Transport said:

At this point they might just throw Hopper in the Trash.

Oh please. Don't be dumb because the most overpowered hull in the game got nerfed, it will still be extremely good. Hopper being able to one-shot medium hulls, especially in matter of seconds if u have the driver, was always way too op, and it will still be cancerous in CTF and ASL, because it will keep its stun ability

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