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Patch Update #747 - Released 1st December 2023


Marcus
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I don't know if this has bee mentioned yet or not.

Supplies now last 45 seconds, but drones only work for 40 seconds. Last 5 seconds the bonus effects of booster/defender/trickster not working. Hopefully they'll increase the duration of the drones as well, as this 5 seconds gap period doesn't make any sense.

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On 12/2/2023 at 2:26 PM, Dage said:

I don't know if this has bee mentioned yet or not.

Supplies now last 45 seconds, but drones only work for 40 seconds. Last 5 seconds the bonus effects of booster/defender/trickster not working. Hopefully they'll increase the duration of the drones as well, as this 5 seconds gap period doesn't make any sense.

They probably won't. It is intentional that you don't have 5 seconds bonus effect.

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On 11/30/2023 at 5:09 AM, krokorok said:

Really happy for Hammer and Magnum nerfs, they deserved it.

I was fine with Magum except for the Vacuum and incendiary augments.  Those def needed a nerf.

Nice to see some of the pulsars and status effects nerfed again.

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On 12/1/2023 at 9:32 AM, 0cean said:

The game has become very boring. Now almost all turrets rely on critical hits to trigger status effects. They have no unique triggering method. For example, I don't feel any difference between smoky stunning and thunder stunning, because I am waiting for the critical damage to arrive. Regarding the high-frequency damage from close-range turrets, long-range turrets are very weak without a unique triggering method. I have mentioned the suggestion about the status effect of the rail gun before, but I only know that you have seen it. As for whether you have tried it, I don’t know.

Hello, can you please provide me with the post where you explain your the suggestion about the status effect of the railgun? Thank you.

Edited by Rename

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

hasn't stopped our favorite JGR abusing land J.G.R. of figuring out how to be jug 3x in a row

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Jug mode is completely unusable.

Played a match just now, got to 1-0 up... by the time the other team's Jug respawned, we were 8-1 down because our Jug was spawning immediately.

 

Played a Jug match the other day, lost 10-0, because our Jug was spawning immediately, and yet the other team's Jug never actually appeared at all the entire match.

 

Also, CP is still broken.

Own all CP, score goes to 75-0 and sits there not changing... and in the last 8 seconds the other team's score jumps to 76, and they win 76-75, and yet they capped only 1 CP.

 

Siege too now is broken.

All team members around the SP... takes almost the entire match to fill.

Other team has 1 or 2 members on the SP, and it fills in a few seconds.

 

Fix it, Devs.

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On 12/6/2023 at 3:42 AM, MrRodent said:

Jug mode is completely unusable.

Played a match just now, got to 1-0 up... by the time the other team's Jug respawned, we were 8-1 down because our Jug was spawning immediately.

 

Played a Jug match the other day, lost 10-0, because our Jug was spawning immediately, and yet the other team's Jug never actually appeared at all the entire match.

 

Also, CP is still broken.

Own all CP, score goes to 75-0 and sits there not changing... and in the last 8 seconds the other team's score jumps to 76, and they win 76-75, and yet they capped only 1 CP.

 

Siege too now is broken.

All team members around the SP... takes almost the entire match to fill.

Other team has 1 or 2 members on the SP, and it fills in a few seconds.

 

Fix it, Devs.

For a claim as crazy as that, you need actual proof. 

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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

It looks like getting a kill after 12:30 and then selfing gets you jug. 

 

They wrote a bunch of code so that if it takes too long (30+ seconds), it starts randomly assigning using separate logic. Still very abusable (and it's being abused as we speak). Average tanki "update"

 

But, it's not a problem as long as only a few people know how to abuse it, just like everything else in this game. ?

Edited by SvinafellTroll
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On 12/6/2023 at 1:26 PM, TheCongoSpider said:

For a claim as crazy as that, you need actual proof. 

Did not experience the Juguar not spawning myself but saw many ppl in chat talk about it.

 

On 12/6/2023 at 9:42 AM, MrRodent said:

Also, CP is still broken.

Own all CP, score goes to 75-0 and sits there not changing... and in the last 8 seconds the other team's score jumps to 76, and they win 76-75, and yet they capped only 1 CP.

It's a CP feature. Feature. If you're losing the match after a certain amount of time your team's points just skyrocket if you cap at least 1+ points. Rarely you get teams that purposely don't cap for the entire match then start capping 2 minutes before the end and destroy the enemy team.

 

On 12/6/2023 at 9:42 AM, MrRodent said:

Siege too now is broken.

All team members around the SP... takes almost the entire match to fill.

Other team has 1 or 2 members on the SP, and it fills in a few seconds.

It just feels like that to you. Both take the same time and there is no special "features" in that mode.

 

On 12/6/2023 at 6:39 PM, SvinafellTroll said:

They wrote a bunch of code so that if it takes too long (30+ seconds), it starts randomly assigning using separate logic. Still very abusable (and it's being abused as we speak). Average tanki "update"

Well just start banning these accounts. At this point you can't just say you "saw a youtuber do it" or "accidentally found out" about this glitch. You're purposely abusing a glitch AND trying to find ways to replicate this glitch after it being patched in the game fully aware that devs DO NOT want you to do it. If you do this in any other game your account will get banned. Here they gave you a second chance and you still abuse it. Yep. Ban them. 

Edited by Kimura

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On 12/6/2023 at 1:23 PM, Kimura said:

It's a CP feature. Feature. If you're losing the match after a certain amount of time your team's points just skyrocket if you cap at least 1+ points. 

What?

Edited by TheCongoSpider
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On 12/6/2023 at 7:54 PM, TheCongoSpider said:

What?

If your team was losing CP match at the end of the match (dont know exactly when it starts) the points for the losing team will be counted WAY faster but for the winning team its still the same speed (even if they start losing) this is where the "rigged matchmaking" theories come when ppl are winning 80-0 and all of a sudden they lose 81-85 2 minutes later.

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On 12/6/2023 at 12:23 PM, Kimura said:

Well just start banning these accounts. At this point you can't just say you "saw a youtuber do it" or "accidentally found out" about this glitch. You're purposely abusing a glitch in the game fully aware that devs DO NOT want you to do it. If you do this in any other game your account will get banned. Here they gave you a second chance and you still abuse it. Yep. Ban them. 

This isn't really ban worthy. it's just lazy code. 

They can code it so it's actually random (like include a random generator in the code) but that's asking for too much from these developers. 

Edited by SvinafellTroll

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On 12/6/2023 at 8:50 PM, SvinafellTroll said:

This isn't really ban worthy. it's just lazy code. 

IT IS BAN WORTHY. Lazy code or not you're purposely abusing a game glitch that allows you to gain serious unfair advantage. Yeah sure they fixed it with "lazy" code but ur still getting out of your way to replicate this glitch again. This is indeed ban worthy. I'm sure if they started banning the JGR abusers all of a sudden even a lazy code would be extremely effective.

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On 12/6/2023 at 2:28 PM, Kimura said:

this is where the "rigged matchmaking" theories come when ppl are winning 80-0 and all of a sudden they lose 81-85 2 minutes later.

That person wasn't talking minutes, they were talking seconds. 

On 12/6/2023 at 2:28 PM, Kimura said:

If your team was losing CP match at the end of the match (dont know exactly when it starts) the points for the losing team will be counted WAY faster but for the winning team its still the same speed

Can you show me a video example of this? I don't know if you're exaggerating about comeback mechanic or if this was something added recently that you noticed. I have not noticed anything out of the ordinary with the point scoring in CP battles. 

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On 12/6/2023 at 11:26 AM, TheCongoSpider said:

That person wasn't talking minutes, they were talking seconds. 

I think its likely that they exaggerated the "seconds" part as well as the "only capping one point" part.

 

I think what really happened is that his team capped all the points and then dominated the battle til probably the 4th minute mark with 8 minutes to go. Then the enemy team managed to get a few points in their control and just barely win.

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On 12/6/2023 at 6:50 PM, SvinafellTroll said:

 

They can code it so it's actually random (like include a random generator in the code) but that's asking for too much from these developers. 

Certainly is too much to ask for.

As for the next Jug that seems to be picked, the criteria seems to be the next player that can get a kill and spawns. Though if the player doesn't die soon enough, it will pass over to the next person that follows the queue (i.e the one who got a kill after and spawns).


Seems they have adjusted it to whoever dies next still so you can still just get jug straight away if you plan a timely death.
 

TJR should just be benched for event modes...

Edited by Akame

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On 12/6/2023 at 9:26 PM, TheCongoSpider said:

That person wasn't talking minutes, they were talking seconds. 

It might FEEL like seconds. I mean do tanki matches feel like they last 13 minutes? No it feels like a couple minutes. The "comeback" score gets added really fast though especially if the the enemy team overtakes all the points in the map. I noticed that in the Wiki there is no mention of such mechanic.

 

On 12/6/2023 at 9:26 PM, TheCongoSpider said:

Can you show me a video example of this? I don't know if you're exaggerating about comeback mechanic or if this was something added recently that you noticed. I have not noticed anything out of the ordinary with the point scoring in CP battles. 

Well if I get CP match while doing my dailies I might send some screenshots. I'm bussy with animating I dont have much time to waste. Also from what I know to trigger the mechanic the match has to be a "squash" match then the losing team makes a weak comeback in terms of capping points when ???? minutes left till match ends and their score gets counted extremely quick. Anyway just go play CP it happens somewhat often as far as i remember. Also you can rarely see people in chat being confused about how they were winning like 80-0 and all of a sudden they lose 80-85.

 

On 12/7/2023 at 5:53 AM, Akame said:

TJR should just be benched for event modes...

OG DM JGR for MM. Was one of the most fun modes in the games history.

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