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Patch Update #744 - Released 10th November 2023


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

I really do hope this also fixes the bugs that occured the last couple of days where you were unable to join MM battles^^
other than that, the patch notes do seem to be balanced, not to great but not worse either, you better keep listening to your players like that ?

 

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I have done a quick test on the test server. Granted, I have only compared Crusader to Viking, with and without Trickster, and they made the exact same time around Sandal. Are you guys sure that his power nerf will be that impactful? Don't get me wrong, I would love to see Hoppers burn in hell, but I am afraid this is just a small nerf to prevent hovering hulls from driving through tracked hulls like they do now.

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On 11/9/2023 at 8:32 PM, 2shots2kills said:

I have done a quick test on the test server. Granted, I have only compared Crusader to Viking, with and without Trickster, and they made the exact same time around Sandal. Are you guys sure that his power nerf will be that impactful? Don't get me wrong, I would love to see Hoppers burn in hell, but I am afraid this is just a small nerf to prevent hovering hulls from driving through tracked hulls like they do now.

Yep, power is usually the parameter you want to look at when trying to push somebody, so by decreasing it, they should be less likely to push tracked tanks and probably also lowering the chance to pass through them. If that's the case, this will be amazing change, hover hulls have direct advantage of strafing and since they hover, they shouldn't be powerful enough to push tanks standing on ground with tracks. Their speed shouldn't be affected.

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On 11/9/2023 at 8:42 PM, emrakul said:

Yep, power is usually the parameter you want to look at when trying to push somebody, so by decreasing it, they should be less likely to push tracked tanks and probably also lowering the chance to pass through them. If that's the case, this will be amazing change, hover hulls have direct advantage of strafing and since they hover, they shouldn't be powerful enough to push tanks standing on ground with tracks. Their speed shouldn't be affected.

If that's the case, than people saying that they are going to become uplayable makes no sense. This here is a change that should have been the standard to begin with.. but I'll take it, I guess.

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Hovering hulls were designed for mobile players not for clowns with overly high egos playing them on PC or even worse on emulator to stomp everyone else.

Also i would give heavyweight a power increase bonus stat so if you use it on any of the hovering hulls you can still push other tanks around.

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

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

at least add it to web version, it's an insulte that new players won't get 100 tks

and the most horrible one is -90% crit hit, freeze alts will be so useless, so make it back to 70% of all what i spent in MU will go to the vain

Edited by fghjkl54

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On 11/9/2023 at 10:37 AM, Rutgers said:

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.

The 90% damage decrease for all status effects is stupid as well. If you're playing with railgun stun, and you land a crit shot, it's just a laugh in the face when you do no damage, and the stun is gone before you can get another shot in. A -30% crit chance would be better, so statuses are less frequent in the first place.

But what would truly be a step in the right direction would actually be to stop releasing all these copied/pasted status augments. If you notice, the augments that are fun to use are the ones that change how the turret works. The augments I use the most are Duplet, Helios, thunder's Adaptive Reload, scorpion's Uranium Shells, Death Herald Compulsator, and Healing Emitters. None of which are status, and all of which not only change how the turret works but are far more fun to use than status augments. They need to start brainstorming for better augments like this instead of statuses

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Status effects have been taking away some of the fun for me personally, so it's nice to see them get a bit of a nerf, at least.

Edited by 0179432
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On 11/9/2023 at 8:37 AM, Rutgers said:

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.

change your username to facts since thats all you giving bro
 

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On 11/9/2023 at 9:15 AM, firety31 said:
  Reveal hidden contents

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. 

Have they ever reduced a single price in the whole Tanki Online history? 

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On 11/10/2023 at 3:01 AM, Gabe2607 said:

Have they ever reduced a single price in the whole Tanki Online history? 

I'm not asking for reducing the prices, they literally said they have reduced the prices while all of what they did is the opposite.

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On 11/9/2023 at 3:30 PM, Marcus said:
    •  

    • «Missile Launcher “Faust”» augment

      • Added a +100% increase of Reload after salvo

So Faust is just a worse Hydra now? This reload penalty is too much honestly. 

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On 11/9/2023 at 6:47 PM, Kimura said:

The damage with the effect is not the problem. It's the EFFECT and the FREQUENCY of the effect. 

That's literally the selling point of those augments. They'll never fully nerf them till they release all status effect augments for all turrets.

Now with the addition of phoenix for hulls, I don't see status effects being nerfed hugely for another 1.5 years

Edited by yuvraj007

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Faust - Its funny how faust got massively nerfed already yet magnum vacuum still spreading cancer in all the matches. But I like that faust got nerfed gj on that one tanki.

 

Pulsars - got nerfed just a little it should be at least 30 to 50 % on critical hit chance but at least we are going in good direction

 

Hopper -  Oh yea FINALLY a DESERVED NERF  that OD dealing 3K dammage was so wrong... VERY good job tanki... 

 

Hoover hulls - well I dont know how that affect them we will see in battles

 

I am disapointed that gauss 0 dmg bug was not fixed. 

On 11/9/2023 at 5:33 PM, Cure said:

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

We need more videos about magnum then.

 

 

On 11/9/2023 at 4:37 PM, Rutgers said:

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.

 

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.

I could not agree more with you. Finally some justice. Everybody knows that magnum is cancer and they do nothing about it. 

 

On 11/9/2023 at 3:47 PM, Kimura said:


Should've been 
Pulsar
Keep -90% damage on crits. 
Crit chance -70%

 

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.

 

Nah I know pulsars are pain but - 70 % is overkill  50 % would be enough but I am actually fine as it is I dont mind pulsars so much in game as long as there are 1-2 players per team that use them.  What I observed for myself is I dont like campers  that why I actually hate magnum and  I totally agree with you.  Its most lame turret in game, every status effect is applied to everyone in certain radius which is ridiculous. It should be only direct hit and maximum 2m splash radius not 6 or 12 thats stupid. 

 

 

 

 

IN conclusion - good job, next time magnum nerf and gauss 0 dmg fix,  + nerf pulsars more at least 30 % less critical hit chance  12 % is not that much.  Hope they did not nerfed hoover hulls too much. 

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On 11/10/2023 at 3:45 PM, Tekken8 said:

Faust - Its funny how faust got massively nerfed already yet magnum vacuum still spreading cancer in all the matches. But I like that faust got nerfed gj on that one tanki.

 

Yeah completely agreed on this. Hopper was quite balanced in my opinion, as the HP is so less makes it vulnerable to 1 shot kill, especially if you dont have crit protection.

Quite shock magnum vacuum isnt nerfed.  You have these types of playing camping + crisis double damage, getting into the top 3 easily. Even with 50% protection idk why I got 1 shot lol

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On 11/9/2023 at 10:47 PM, Kimura said:

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.

To me, it's more like it's making rooms for new "exotic" augs to keep the economy going, especially on the nerf of the Pulsar Aug.

E.g. for many turrets, Pulsar is the endgame aug. Once a player get there, he is done, and it is much less likely he will need to pay for new toys any more. Now with Pulsar getting nerfed, quite significantly in fact, this particular player actually has to explore other options, including upcoming ones.

Edited by Cleric

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On 11/10/2023 at 6:55 PM, D.R.I.N.K.E.R said:

Guys did you try the hopper before releasing the update ? cuz there is no way you did ?

it really feels like am using ares or titan

Those stats are fancy, but the short version of it is they significantly nerfed the acceleration of hover hulls.

And clearly as always, they have no clue what the heck they are doing, or they would have figured out hover hulls' acceleration is unbearably slow after the change.

Edited by Cleric
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On 11/9/2023 at 2:30 PM, Marcus said:
  • Fixed a bug due to which the equipment change within the battle would not be applied immediately 

this bug's still remaining

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On 11/10/2023 at 7:55 AM, firety31 said:

I'm not asking for reducing the prices, they literally said they have reduced the prices while all of what they did is the opposite.

They reduced my shop prices a lot over a year. Stuff that costs 30+ bucks now is 18 bucks. 

 

On 11/10/2023 at 9:45 AM, Tekken8 said:

Nah I know pulsars are pain but - 70 % is overkill

Pulsar has Biohazzard symbol as its icon for a reason. It's toxic cancer. If you kill pulsar NOBODY is going to complain let me tell you that. It's like removing flying hulls.

-70% chance means long reload turrets with pulsar unironically got a buff aka now they're a little closer to being as powerful as stock.

-70% for high DPS turrets means Pulsar now is playable against instead of "I got the pulsar effect 3 times in a span of 2 seconds". Pulsar is just Crit = Win button. So if you want to gamble on getting random crit you use pulsar if not then use anything else you want.

On 11/10/2023 at 11:50 AM, 1M4U said:

Yeah completely agreed on this. Hopper was quite balanced in my opinion, as the HP is so less makes it vulnerable to 1 shot kill, especially if you dont have crit protection.

It was balanced only on paper. The second you go into a battle you realise that hopper is on a tier of it's own when it comes to annoying OP trash.

 

On 11/10/2023 at 2:28 PM, Nuclear said:

this bug's still remaining

how surprising...

Edited by Kimura
forum mods im not toxic here! can i get a cookie?

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The change on status effect augments wasnt really needed i would say you see more people using pulsar than status effects in general and some turrets already had less damage when getting a critical with status effect augments like Fire and Freeze for example same for pulsar for those 2 turrets but because pulsar gives 4 effects in the same time getting -90% damage wasnt really a problem.
The nerf on the power of Hover hulls was also not needed, they feel way slower now out of Ares which feels faster with the change. I can agree about the fact that Hopper really needed a nerf but about the other hover hulls i cant really agree about the change.
Also the change on the Lightweight augment was completely unnecessary since nobody ever did complain about the augment being anything OP or something since its mostly used for parkour.

Edited by Alsar

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

Power decreased from 900-1300 to 600-700

Surprisingly and disappointingly, the first time you said that the hovering hull handles better than ordinary hulls, so you nerfed the stability; The second time you said that the hovering hull OD was too strong, so you nerfed it; So for what reason did you exaggerate the halving of power for the third time? The current gaming experience is unacceptable, just like having a stupid piece of mud stuck under my hull chassis. Have you really tested it before the patch was released?

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