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Patch Update #755 - Released 7th March 2024


Marcus
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Patch Update #755 - Released 7th March 2024

 

  • Added a new Magnum augment to Epic Containers - «Stunning Core».

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

  • Railgun shot effect visual remaster.

    • New effect also applies to all existing Railgun shot effects.

  • Supplies are now sold in packages with 1, 100, 1000, 3000, and 9999 supplies.

    • Gold boxes can now be purchased in Garage, but not in the Shop

  • Reworked the Container opening mechanic.

    • Fixed the problem with opening containers on mobile devices.

    • Now when a Container is opened only the current reward will be shown, and not rewards for Containers already opened.

    • Added a new screen after receiving rewards one by one that shows all the rewards.

    • Opening rewards one by one can now be skipped.

  • Added a mechanic to report messages in lobby chat.

    • Added a button in the context menu that sends an anonymous report that will be seen by the moderators.

  • Added a mechanic to report PRO-Battles names

    • Added the ability to send an anonymous report that will be seen by the moderators.

  • Added a mechanic to report messages in battle chat.

    • Pressing a special button right to the chat input or pressing Ctrl + Enter in your keyboard opens a window with all the messages in the battle.

    • Clicking on an individual message in this list will allow you to send a report that will be seen by the moderators

  • An experimental 3D indicator of the direction of damage received can be turned on in the game settings.

    • (Note) We would like to hear your feedback about how this prototype works

  • Fixed the bug that made the interface much bigger than intended on certain phones. 

  • The following augments were added in the “Legendary” category of Common and Epic containers.

    • Driver for Hopper

    • Blaster for Viking

    • Blaster for Dictator

    • Lifeguard for Ares

  • Hammer

    • Shot reload decreased from 1.65-1 to 1.35-0.8 s

  • Terminator

    • Reload increased from 1.8-1.5 to 3.6-2.4 s

    • Warmup increased from 0.8 to 1 s

    • Aiming time increased from 0.8 to 1 s

    • Reload after salvo increased from 0.8-1 to 2.6-1.4 s

    • Critical damage chance increased from 5-15% to 15%

  • Juggernaut

    • Protection decreased from 7 500-30 000 to 5 000-20 000

    • Healing from overdrive decreased from 5 000-20 000 to 2 500-10 000

    • Overdrive passive charge rate increased from 1 111 to 1 666 (90 → 60 s)

    • Damage from self-destruction decreased from 5 000-20 000 to 2 500-10 000

  • Team score to end the battle changed for the following modes:

    • TDM 150 → 160

    • CTF 7 → 10

    • ASL 150 → 160

    • RGB 7 → 12

    • TJR 10 → 15

  • Time before flags appear in CTF battle mode 60 → 90 s

 

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Simple status effects (EMP, AP, etc) shouldn't be added to the Exotic category just because those are "new", I don't think that anyone's happy when opening that.

Adding the hull augments to the container is not a bad idea, but I think they should be nerfed, especially the Blaster and Miner (and the maybe the Driver as well, just for a little bit).

Besides that, the changes are good.

Edited by Nuclear
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On 3/6/2024 at 9:02 AM, Marcus said:

 

  • Terminator

    • Reload decreased from 1.8-1.5 to 3.6-2 4 s

    • Warmup increased from 0.8 to 1 s

    • Aiming time increased from 0.8 to 1 s

    • Reload after salvo increased from 0.8-1 to 2.6-1.4 s

    • Critical damage chance increased from 5-15% to 15%

  • Juggernaut

    • Protection decreased from 7 500-30 000 to 5 000-20 000

    • Healing from overdrive decreased from 5 000-20 000 to 2 500-10 000

    • Overdrive passive charge rate increased from 1 111 to 1 666 (90 → 60 s)

    • Damage from self-destruction decreased from 5 000-20 000 to 2 500-10 000

  • Team score to end the battle changed for the following modes:

    • TJR 10 → 15

Man, you'll do everything except disable trophy missions progress as the Juggernaut. 

 

Maybe this will encourage them to hunt the Juggernauts rather than be the Juggernaut. 

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On 3/6/2024 at 2:02 PM, Marcus said:
  • Team score to end the battle changed for the following modes:

    • TDM 150 → 160

    • CTF 7 → 10

    • ASL 150 → 160

    • RGB 7 → 12

    • TJR 10 → 15

  • Time before flags appear in CTF battle mode 60 → 90 s

You really want us to play whole battles right? Well at some easy maps where your team is dominating the other I can now farm battle points longer (like from flags and rugby balls) which for me is cool. But I dont really like to play 13 minutes battles. I think I like to play 10 minutes and then just end it because it starts to get boring for some reason. But thats just a detail and all my opinion.
Anyways I had one idea some time ago. So every battle now is 13 minutes long and every mode have a different start when you actually be able to make points for your team (like flag spawn,capturing points). Now for example TDM mode starting when timer hits 12:30 and Assault at 12:00 or CP at 12:15. I think for someone it can be a little confusing of course you have annoucement when you can actually see the start of a battle but still. I think it would be easier for example that every mode should start like at 12:00 and then just add the time before the game begins. For example if now CTF have to start after 90 seconds of the battle. You just simply add 90 seconds to the 12:00 timer of battle (that would make the match 13:30 minutes long). To be honest I sometimes forget when which gamemode starting even when Im actually playing everyday and feel little bit confused. This change would be nothing crazy but I think it would help maybe someone new so people can remember that the game always starts at one certain time.

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On 3/6/2024 at 8:02 AM, Marcus said:
  • Terminator

    • Reload decreased from 1.8-1.5 to 3.6-2 4 s

    • Warmup increased from 0.8 to 1 s

    • Aiming time increased from 0.8 to 1 s

    • Reload after salvo increased from 0.8-1 to 2.6-1.4 s

    • Critical damage chance increased from 5-15% to 15%

  • Juggernaut

    • Protection decreased from 7 500-30 000 to 5 000-20 000

    • Healing from overdrive decreased from 5 000-20 000 to 2 500-10 000

    • Overdrive passive charge rate increased from 1 111 to 1 666 (90 → 60 s)

    • Damage from self-destruction decreased from 5 000-20 000 to 2 500-10 000

That's almost reverting all of the Juggernaut's previous buffs. Wait... reload decreased from 1.5 to 2.4 seconds.... isn't that supposed to be increase? Maybe good (?) for TJR but really bad for SJR event (since everyone are going after you). 

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Awesome

 

On 3/6/2024 at 2:41 PM, Reviced said:

You really want us to play whole battles right? Well at some easy maps where your team is dominating the other I can now farm battle points longer (like from flags and rugby balls) which for me is cool. But I dont really like to play 13 minutes battles. I think I like to play 10 minutes and then just end it because it starts to get boring for some reason. But thats just a detail and all my opinion.
Anyways I had one idea some time ago. So every battle now is 13 minutes long and every mode have a different start when you actually be able to make points for your team (like flag spawn,capturing points). Now for example TDM mode starting when timer hits 12:30 and Assault at 12:00 or CP at 12:15. I think for someone it can be a little confusing of course you have annoucement when you can actually see the start of a battle but still. I think it would be easier for example that every mode should start like at 12:00 and then just add the time before the game begins. For example if now CTF have to start after 90 seconds of the battle. You just simply add 90 seconds to the 12:00 timer of battle (that would make the match 13:30 minutes long). To be honest I sometimes forget when which gamemode starting even when Im actually playing everyday and feel little bit confused. This change would be nothing crazy but I think it would help maybe someone new so people can remember that the game always starts at one certain time.

I think every update is pivotal and makes vital changes to suit the situation depending on the circumstances, which is a good Change at the end of the day.   

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On 3/6/2024 at 2:48 PM, FrozenRailgun said:

That's almost reverting all of the Juggernaut's previous buffs. Wait... reload decreased from 1.5 to 2.4 seconds.... isn't that supposed to be increase? Maybe good (?) for TJR but really bad for SJR event (since everyone are going after you). 

the seconds shown are depending of your modification, Mk1 will be 1.5 while Mk7 is 2,4 (and maybe i may be wrong)

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  • Added a mechanic to report messages in lobby chat.

    • Added a button in the context menu that sends an anonymous report that will be seen by the moderators.

  • Added a mechanic to report PRO-Battles names

    • Added the ability to send an anonymous report that will be seen by the moderators.

  • Added a mechanic to report messages in battle chat.

    • Pressing a special button right to the chat input or pressing Ctrl + Enter in your keyboard opens a window with all the messages in the battle.

    • Clicking on an individual message in this list will allow you to send a report that will be seen by the moderators

nice. finally.

  • RGB 7 → 12

  • TJR 10 → 15

not nice.

  • Agree 1

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On 3/6/2024 at 10:11 AM, fghjkl54 said:

the seconds shown are depending of your modification, Mk1 will be 1.5 while Mk7 is 2,4 (and maybe i may be wrong)

1.8-1.5 is what it is currently. 1.8 seconds at Mk1 and 1.5 seconds at Mk7+.

It is being changed to 3.6-2.4 in the patch. 3.6 seconds at Mk1 and 2.4 seconds at Mk7+. 

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On 3/6/2024 at 5:02 PM, Marcus said:

Juggernaut

  • Protection decreased from 7 500-30 000 to 5 000-20 000

  • Healing from overdrive decreased from 5 000-20 000 to 2 500-10 000

  • Overdrive passive charge rate increased from 1 111 to 1 666 (90 → 60 s)

  • Damage from self-destruction decreased from 5 000-20 000 to 2 500-10 000

I absolutely agree with this update, as this.. jugg.. is so strong and powerful that it is literally impossible to destroy him for a numerous amount of times during one single match, only if it is not 9k+ GS against 3-5k GSs. Surely! #NoLife4Jugg

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On 3/6/2024 at 2:02 PM, Marcus said:

An experimental 3D indicator of the direction of damage received can be turned on in the game settings.

  • (Note) We would like to hear your feedback about how this prototype works

Not hearing many people about this. I'm curious what this will look like

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On 3/6/2024 at 4:36 PM, Blutaar said:

Not hearing many people about this. I'm curious what this will look like

It will help me a lot when I check back on clips.

  

On 3/6/2024 at 4:06 PM, Chromophore said:

I absolutely agree with this update, as this.. jugg.. is so strong and powerful that it is literally impossible to destroy him for a numerous amount of times during one single match, only if it is not 9k+ GS against 3-5k GSs. Surely! #NoLife4Jugg

Can't wait to see all these 'jug gangsters' cope and actually play a proper combo.

Edited by Akame
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  • Developer
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  • Added a mechanic to report messages in lobby chat.

  • Added a mechanic to report PRO-Battles names

  • Added a mechanic to report messages in battle chat.

It is kind of crazy when this is made 14 years in

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On 3/6/2024 at 6:19 PM, Opex-Rah said:

It is kind of crazy when this is made 14 years in

Errm akshually since this is so late, we need a token of apology ?☝️

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On 3/6/2024 at 6:29 PM, SZP said:

Errm akshually since this is so late, we need a token of apology ?☝️

? Compensated with a chat ban for every violation you've done while it wasn't possible to report? Sounds like a very generous token of apology.

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