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Patch Update #747 - Released 1st December 2023


Marcus
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Patch Update #747 - Released 1st December 2023

 

  • Added a new Railgun augment to Ultra Containers — «Shotgun» rounds»

    • (Note) Deals more damage up close than it does farther away. Standard damage is increased, while the range of fire is decreased.

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

    • (Note) Critical damage applies the «Armor-Piercing» status effect to an opponent. But in turn, the critical damage is significantly decreased.

  • Changed the way the initial/next Juggernaut is determined in the team mode

    • This may cause a significant delay between the current Juggernaut getting destroyed and another Juggernaut appearing

    • We won’t disclose the rules of determining the next Juggernaut to prevent any attempts of mass abuse

  • Freeze

    • Critical hit chance decreased from 5% to 4%

  • Isida

    • Critical healing decreased from 1500-3000 to 500-1000 HP

  • Tesla

    • Regular damage increased from 300-600 to 315-630 HP

    • Critical damage decreased from 410-820 to 355-710 HP

    • Ball Lightning damage increased from 450-900 to 580-1160 HP

    • Ball Lightning reload decreased from 12-8 to 9-6 s

    • Ball Lightning delay decreased from 0.3-0.2 to 0.2-0.1 s

  • Hammer

    • Damage per shot decreased from 387-774 to 380-760 HP

    • Critical damage decreased from 680-1360 to 580-1160 HP

    • Amount of pellets per target increased from 9 to 10

    • «Dragon breath»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

    • «Wyvern's Breath»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

    • «Magnetic Pellets»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

    • «Stunning Pellets»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

    • «Armor-piercing shot»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

  • Twins

    • Critical damage increased from 200-400 to 235-470 HP

  • Ricochet

    • Regular damage increased from 170-340 to 175-350 HP

    • Critical damage decreased from 300-600 to 235-470 HP

  • Smoky

    • Regular damage increased from 300-600 to 315-630 HP

    • Critical damage decreased from 395-790 to 355-710 HP

    • Projectile speed decreased from 400-500 to 300-500 m/seс

  • Striker

    • Critical damage decreased from 640-1280 to 580-1160 HP

  • Thunder

    • Critical damage decreased from 600-1200 to 580-1160 HP

  • Scorpion

    • Regular damage increased from 550-1100 to 580-1160 HP

    • Critical damage increased from 650-1300 to 700-1400 HP

  • Magnum

    • Regular damage decreased from 720-1440 to 700-1400 HP

    • Critical damage increased from 815-1630 to 875-1750 HP

    • «Incendiary core»

      • Regular damage no longer guarantees status effect be applied

    • «Magnetic core»

      • Regular damage no longer guarantees status effect be applied

    • «Armor-piercing core»

      • Regular damage no longer guarantees status effect be applied

    • «Mortar»

      • Mine lifetime increased from 30 to 60 seconds

    • «Vacuum core»

      • Regular damage decrease changed from -30% to -39%

  • Railgun

    • Regular damage increased from 670-1340 to 700-1400 HP

    • Critical damage decreased from 935-1870 to 875-1750 HP

  • Gauss

    • Regular damage increased from 335-670 to 355-710 HP

    • Critical damage decreased from 580-1160 to 450-900 HP

  • Shaft

    • Regular damage increased from 335-670 to 355-710 HP

    • Critical damage decreased from 465-930 to 450-900 HP

    • «Stunning Sight» 

      • Duration of the status effect applied by hitting an enemy with a critical arcade shot increased from 0.8 to 1 s

    • «Armor-piercing sight» 

      • Duration of the status effect applied by hitting an enemy with a critical arcade shot increased from 3 to 5 s

  • Paladin

    • Maximum roll angle while moving changed from 13 to 15 deg.

    • Roll speed multiplier increased from 0.7 to 0.75

  • Boosted Damage

    • Effect duration increased from 40 to 45 s

  • Boosted Armor 

    • Effect duration increased from 40 to 45 s

  • Speed boost

    • Effect duration increased from 40 to 45 s

  • «Pulsar» augments for Scorpion, Magnum, Railgun

    • Critical hit chance decrease changed from -12% to -8%

  • «Pulsar» augments for Tesla, Twins, Ricochet, Smoky

    • Critical hit chance decrease changed from -12% to -16%

  • «Pulsar» augments for Firebird, Freeze, Isida, Vulcan

    • Critical hit chance decrease changed from -12% to -20%

  • All the status effect augments except Pulsars

    • Critical damage decrease changed from -90% to -50%

  • Updated the system of choosing right graphic settings for new accounts

  • Upgraded UI animations in the Garage

  • Fixed the bug, because of which the image of the tank in the Garage was narrowed after the end of the battle

 

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On 11/30/2023 at 8:01 AM, Marcus said:

Changed the way the initial/next Juggernaut is determined in the team mode

  • This may cause a significant delay between the current Juggernaut getting destroyed and another Juggernaut appearing

  • We won’t disclose the rules of determining the next Juggernaut to prevent any attempts of mass abuse

No more pausing I guess and people started to know the glitch because of some youtubers exposing the glitch and made it patched. Good job the youtubers who did that... Juggernaut combo was the best combo in the game and now it's going to be rare to have it even if it reduces getting abused

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On 11/30/2023 at 2:01 PM, Marcus said:
    • «Dragon breath»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

    • «Wyvern's Breath»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

    • «Magnetic Pellets»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

    • «Stunning Pellets»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

    • «Armor-piercing shot»

      • The last shot in the ammo clip no longer guarantees status effect be applied 

Nooooooooooooooooooooooooooooooooooooo

It was toxic mechanic, but I loved it. Even when it was used against me, it was fair. RIP stunning hoppers on golds as they use overdrive.

On 11/30/2023 at 2:01 PM, Marcus said:
    • «Incendiary core»

      • Regular damage no longer guarantees status effect be applied

    • «Magnetic core»

      • Regular damage no longer guarantees status effect be applied

    • «Armor-piercing core»

      • Regular damage no longer guarantees status effect be applied

Positive changes

On 11/30/2023 at 2:01 PM, Marcus said:
  • Boosted Damage

    • Effect duration increased from 40 to 45 s

  • Boosted Armor 

    • Effect duration increased from 40 to 45 s

  • Speed boost

    • Effect duration increased from 40 to 45 s

Might seem like 5 seconds is little, but it's still good change for regular drones.

On 11/30/2023 at 2:20 PM, Soothing said:

No more pausing I guess and people started to know the glitch because of some youtubers exposing the glitch and made it patched. Good job the youtubers who did that... Juggernaut combo was the best combo in the game and now it's going to be rare to have it even if it reduces getting abused

It was known for years, so I'm surprised it took this long to change. I hope the new mechanism is random enough that it can't be abused.

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That's a great update! I like that critical hits will not deal so many damage to me because I can't afford to upgrade an armadillo module yet. Also less guaranteed status effects is a good change.

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There is an idiom in China called "矫枉过正" which means overcorrection. TO seems to be very skilled in this thing. They are very good at increasing CD and reducing damage at the same time, or nerfing a turret while specifically nerfing Augments again. No thought of any consequences. ?

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On 11/30/2023 at 3:20 PM, Soothing said:

No more pausing I guess and people started to know the glitch because of some youtubers exposing the glitch and made it patched. Good job the youtubers who did that... Juggernaut combo was the best combo in the game and now it's going to be rare to have it even if it reduces getting abused

"Juggernaut combo was the best combo in the game and now its going to be rare to have it even if it reduces getting abused" 
???
What's the problem? no more clabarars, nukler, bruls, 9_the_jaggarnaut, DokanPerfect (woopsie thats me when i go quick battle and get JGR), and other nonsense abusing a glitch in the game. Hopefully this reduces JGR popularity so every time i press quick battle i get into a different mode instead of JGR 9/10 times. Hell they have full right to ban the JGR abusers but they chose not to. Be thankful.

On 11/30/2023 at 3:44 PM, emrakul said:

Nooooooooooooooooooooooooooooooooooooo

It was toxic mechanic, but I loved it. Even when it was used against me, it was fair. RIP stunning hoppers on golds as they use overdrive.

never used a status hammer in my life but i agree. the effect on crit should've been removed but the effect applied every 3rd hit should've stayed. You can use your repair strategically and avoid the effect. now its random. Rare mod W and i am disgusted by it.

On 11/30/2023 at 3:47 PM, Bartson74 said:

That's a great update! I like that critical hits will not deal so many damage to me because I can't afford to upgrade an armadillo module yet.

Now status effect critical hits do -50% damage instead of -90% so technically armadillo value rose up. so you want to upgrade it more now.

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On 11/30/2023 at 4:01 PM, SAO-Kirito said:

There is an idiom in China called "矫枉过正" which means overcorrection. TO seems to be very skilled in this thing. They are very good at increasing CD and reducing damage at the same time, or nerfing a turret while specifically nerfing Augments again. No thought of any consequences. ?

It's clearly intentional to avoid augment powercreep by nerfing big augments and keeping the power level of exotics the same.

As for normal turrets getting nerfed/buffed its just so it can give a fresh breath of air into the game since it effects everything related to that turret including augments. If they stopped doing it you'd get bored quick trust me. also the augment power creep would become unbearable in around 3 months. Unless they're powercreeping hulls by introducing new Mk upgrades or augments that give HP. Mammoth with 50k HP in 2024 ready for that?

Edited by Kimura
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On 11/30/2023 at 8:01 AM, Marcus said:

Armor-piercing core»

  • Regular damage no longer guarantees status effect be applied

 

On 11/30/2023 at 8:01 AM, Marcus said:
  • «Stunning Pellets»

    • The last shot in the ammo clip no longer guarantees status effect be applied 

  • «Armor-piercing shot»

    • The last shot in the ammo clip no longer guarantees status effect be applied 

Well deserved for all theses augments, the way those augments should work is when you get critical shot, it applies those status effect. Thankfully they nerfed those. Now waiting to nerf the freezing effect that reduce boosted damage by 50% when someone is under freeze effect.

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On 11/30/2023 at 4:25 PM, Opex-Rah said:

A power-creep debate! How curious

Papa Hazel why did you nerf container count from missions from 15 to 3? The keys are not out yet so it doesn't make sense? Also what happened to keys? The conversion is long over.

Not really a debate yet... just explaining the obvious of why overpowered augments get nerfed to avoid continous rise in power.

And big thanks for working on JGR ))

Edited by Kimura
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On 11/30/2023 at 3:06 PM, Kimura said:

never used a status hammer in my life but i agree. the effect on crit should've been removed but the effect applied every 3rd hit should've stayed. You can use your repair strategically and avoid the effect. now its random. Rare mod W and i am disgusted by it.

Status infliction every 3rd shot was satisfying and more coherent. But since all other status augments apply effects at criticals, it would be fair and reasonable to update Hammer. Status effects and critical hits are simply unpredictable, and that is part of the strategies one can choose from

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On 11/30/2023 at 7:25 PM, Opex-Rah said:

A power-creep debate! How curious

When will u nerf shaft's healer augment?

Its becoming a problem in seige and ctf battles

 

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On 11/30/2023 at 9:01 AM, SAO-Kirito said:

There is an idiom in China called "矫枉过正" which means overcorrection. TO seems to be very skilled in this thing. They are very good at increasing CD and reducing damage at the same time, or nerfing a turret while specifically nerfing Augments again. No thought of any consequences. ?

Almost like they do it on purpose...

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On 11/30/2023 at 10:01 AM, SAO-Kirito said:

or nerfing a turret while specifically nerfing Augments again. No thought of any consequences. ?

This was especially apparent with the Thunder nerf 17 months ago. They reduced the damage from 990 to 900 which was fine but then they went and further reduced the damages of Small Calibre Charging Machine and Sledgehammer Rounds.

SCCM would have retained its purpose of killing light and heavy hulls quicker than Stock but instead they nerfed the damage again and now it doesn't even do that. Despite getting critical hits slightly more often than Stock, it couldn't even synergise its normal and critical damage to do its intended job. And then they have the gall to introduce Adaptive Reload which at the bare minimum is SCCM without the inane damage penalty.

Not even mentioning the fact that they killed Sledgehammer Rounds' range, if they DID end up getting the enemy's face for long enough, then congratulations, you now can't kill light and heavy hulls in a properly timely manner because surprise surprise, it definitely needed its max damage nerfed from 1,350 to 1,305. 

And so it remains to this day, where the only proper variety on Thunder, the turret that has the most augments in the game, is two legendary augments who massively powercreep everything else on it. 

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did you guys finally fix the picture which someone did not colour in a square . this was reported just after the picture came out about 1 year ago..

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On 11/30/2023 at 8:01 AM, Marcus said:

«Mortar»

  • Mine lifetime increased from 30 to 60 seconds

A more relevant buff would be to increase the splash damage radius

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I really like this patch, as the most powerful status augments will aply the effect in less cases, but all status augs got a little buff so i think the majority of them will be quite balanced. It's good to see that these type of augments received a nerf, as i was tired of playing in battles where half of the augments were status ones.

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Ah yes. let's ruin Isida's healing even more why not, i mean after all, everything else is just able to pretty much oneshot or melt through a tank's HP like nothing, surely, we needed to nerf Isida crits because a bunch of clowns have their loyal pets healing them while playing Juggernaut.

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On 11/30/2023 at 7:38 PM, Kimura said:

Papa Hazel why did you nerf container count from missions from 15 to 3? The keys are not out yet so it doesn't make sense?

My friend! The answer is ludicrously simple. The release was meant to land on December 1st but was postponed after the plan was set in stone.
This or you can stick to the idea that the developers are just too greedy for the sake of it. I won't judge ?

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On 11/30/2023 at 8:50 PM, Opex-Rah said:

My friend! The answer is ludicrously simple. The release was meant to land on December 1st but was postponed after the plan was set in stone.
This or you can stick to the idea that the developers are just too greedy for the sake of it. I won't judge ?

Understandable. But why not leave the containers at the same 15 then? I'm no coder but it can't be that hard to go back and change the code so the mission reward is still 15 conts. 
Also idea for Hazel. When pressing quick battle you can filter what modes you want to play in. So for example I click on Quick Battle then press on TDM, CTF, SGE and I only get put into those modes instead of any of the 6 we have right now. Good quality of life update.

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On 11/30/2023 at 11:50 PM, Opex-Rah said:

My friend! The answer is ludicrously simple. The release was meant to land on December 1st but was postponed after the plan was set in stone.
This or you can stick to the idea that the developers are just too greedy for the sake of it. I won't judge ?

That's not just an idea its facts. Only you guys are in denial of that!

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