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Patch Update #755 - Released 7th March 2024


Marcus
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On 3/6/2024 at 6:33 PM, emrakul said:

? 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.

It think we all got 'compensated' in advance back when  the chat wasnt available for months on end back in 2022 or smth ? 

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

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

Pls tell me with crystals

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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

With the huge nerf applied, maybe buff the overdrive by making it load faster with every kill we get with it, like old Solo Juggernaut mode back then + make the overdrive charge at 40-50 s instead because of OP overdrives and augments

Edited by Soothing
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In SJR,JGR is so weak but at least you get OD in every 5 kills.

Now TJR becomes the same weak,but with OD in every 60 seconds.ridiculously weak.

 

Ok,i like that nerf btw,good for me as a JGR hunter,but that's behind limits of weakness.

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On 3/6/2024 at 8:34 AM, Nuclear said:

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.

Of course, some status effects and some hull augments, they just change from exotic to legend in several weeks, if you open some status effects or hull augment form exotic category, which means you lost one chance to open a real exotic, like vacuum or hyperspeed. 

Anyway i think pulsar augs are still very annoying, like tesla, smoky, twins, I feel like they've never been nerfed, they still can deal 2 critical damange in 3 shoots. 

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Thank you tanki for this great update! Balancing turrets is nice and also Juggernaut overuse was a topic in many people's minds. Thank you for fixing all this and I wish you the best in future updates! ?

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I dont understand the need of that report button of chat.

 

Tanki is so soft nowadays already,im banned 2-3 weeks out of 4 weeks in a month.

I may just type as* and in max 2 minutes im banned? so the button couldnt get more useless.

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  • 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

 

Is that shows that from where the damage received or the player's position who caused the damage?

Edited by Nuclear

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On 3/7/2024 at 2:27 AM, Fischer said:

I dont understand the need of that report button of chat.

 

Tanki is so soft nowadays already,im banned 2-3 weeks out of 4 weeks in a month.

I may just type as* and in max 2 minutes im banned? so the button couldnt get more useless.

Yeah the current auto-ban system is a bit crooked. The simple combination of the two letters F and K already results in a ban. A bit over the top, a tiny bit of frustration should be ok as long as it is not insulting or threatening other players. I also get bans quite frequently nowadays. 

Then again, there are plenty of people commenting unacceptable stuff about other players, both in game and lobby. I think having a report button won't hurt much. At the very least, it gives our dear chat moderators some tasks to do these days. 

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what I found with the new changes to Jug battles . are that were now one sided wins - what I'm now talking about is that the Jug is way too easy to destroy . making way to only the strong will prevail in battles. making the game no longer a challenge or fun to go into.

 

for the containers , when you hit on the skip button to make the containers load faster . it now goes to fast that you can't get a photo of the items you collected and also in some containers when the item loads on the screen it shows a blank container .

 

for the general feeling about the new changes not really on board with them. still wondering why for some but ok with others ..

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Love the HD shot of Rail. Please continue to update turrets/hulls/drones/maps/shot effects to HD. The directional damage indicator is a nerf to stealthy tankers and I think stealth and concealment of shots (especially shaft's laser) shouldn't be punished.

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On 3/6/2024 at 1:17 PM, Soothing said:

Pls tell me with crystals

It's 150 Tankoins per gold box, just like when it was in the shop.
 

Edited by FrozenRailgun

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Excuse me, but this improvement of the Railgun is really bad. Years to learn how to use it decently, and then whirlwinds and bursts and you can't see the tip of the barrel, all the improvements have been a useless expense, you can't use it anymore, you go for improve but it is really a worsening. I would like to know if the genius who developed this improvement plays with Rail. 

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

 

  • 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

Another nerf of Juggernaut combo. That's why I'll not like to play it that much as I used to. Now in Solo Juggernaut I'll feel like a play normal DeathMatch battle. Wait, no, it always has been like that lol :xd: Instead of maybe nerfing healing effects of it on Isida (on TJR) nerfing the whole combo on both Team Juggernaut and Solo Juggernaut. Please, add that SJR as rare as you can as special mod, unless Juggernaut and Terminator get a buff and/or get nerf the healing effect on it.

On 3/6/2024 at 5:06 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

Maybe on low ranks, but for sure not in higher ones. Juggernaut is dying very often in SJR on high ranks. And I guess that was the point of adding Juggernaut - a strong combo that is not that easy to defeat. Now you can kill it easily with Viking with it's OverDrive and any turret when many players are trying to kill him by attacking in a group.

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

Are you kidding me? Now it will take longer to finish the battle and already many people are tired enough of these Pulsars or other status effect augments and Miner & Blaster augments for hulls, grenades that will appear and campers everywhere. 

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TJR certainly changes are better works well. What would have been a 10-0 snooze fest was a 14-5 victory with the timer ran out. I'm glad our jug didnt live forever, i got 5 chances to become jug even though perchance i wasnt dead at convinent times.

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Thank you so much developers for making the railgun shot effect. I can tell you put a lot of effort into this one and I really love it. I also like the rest of the event and special game modes. the loading screen looks fire. Thank you for these positive changes.

 

Also thanks for putting faust striker into epic containers and other cool items inside. I would love to try out faust.

Edited by Biome
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On 3/6/2024 at 8:02 AM, Marcus said:
  • 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

Absolutely ruined it, can't even last 2 minutes. Could at least just increased the reload time of railgun instead of literally taking down the 1/3 of its health and the charging OD speed being still too long to have it, could be changed to 30 s or having OD every 5-10 kills

Edited by Soothing
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Anyone else think Crisis needs a bit of a buff?  I liked that it was nerfed, but it was a bit too much imo.  It seems maybe worth using if it had at least 15% more damage/speed than Booster/Trickster.

I can't see how anybody would choose to use it over Defender/Booster/Trickster atm.

Love the new Rail effect btw.

 

Edited by 0179432

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