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Patch Update #757 - Released 22nd March 2024


Marcus
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Patch Update #757 - Released 22nd March 2024

 

  • You no longer see pop-ups of special offers if you just ranked up or were kicked from a battle

    • (Note) You will see them the next time you enter the Lobby

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

    • CTF 10 → 7

    • RGB 12 → 9

  • The number of reputation points for destroying a Juggernaut decreased from 80 to 60

  • The number of stars required in the daily «Earn stars» mission increased from 14 to 15

  • The number of Overdrives required in the daily «Use Overdrive» mission decreased from 6 to 5

  • The encore «Destroy enemy tanks with critical damage» mission is removed from the game

  • The number of missions required in the weekly «Complete daily missions» mission increased from 30 to 35

  • The encore «Successfully deliver flags/balls to the correct base» mission is removed from the game

  • The weekly «Earn reputation points in the «Team Deathmatch» (TDM) mode» mission has been replaced with a new «Earn 2000 reputation points by playing in battles you entered via the “Quick Battle” button» mission

  • The weekly «Earn reputation points in the «Control Points» (CP) mode» mission has been replaced with a new «Earn 3000 reputation points in battles» mission

  • The weekly «Earn reputation points in the «Capture the Flag» (CTF) mode» mission has been replaced with a new «Play till the end in 12 battles» mission

  • The weekly «Earn reputation points in the «Assault» (ASL) mode» mission has been replaced with a new «Earn 2000 crystals in battles» mission

  • The weekly «Earn reputation points in the «Rugby» (RGB) mode» mission has been replaced with a new «Earn 4000 experience points in battles» mission

  • The weekly «Earn reputation points in the «Team Juggernaut» (TJR) mode» mission has been replaced with a new «Activate 400 of any supplies in battles» mission

  • The weekly «Earn reputation points in the «Siege» (SGE) mode» mission has been replaced with a new «Earn 60 stars» mission

  • The «Spectrum» protection modules now have the default protection of 5% and can be upgraded to 15%, 20%, 25% or 30% (depending on a type of a module) for a small amount of crystals

    • (Note) In some special modes upgrades are disabled and regular modules have low protection level there. As for players with these special modules, they have an unintended advantage that might seem unfair to other players. To avoid controversial situations, we changed the initial protection value to 5% for all such modules, and made the total upgrade price minimum, so owners of these modules won’t need to spend significant amounts of crystals. The total price of full upgrade of the Spectrum module will not exceed 15,000 crystals.

  • Removed the option to Report messages in clan chats

  • Optimised the render system in the HTML5 client

 

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I enjoy this new update. This will help me play more and achieve more stars. Thank you so much developers for this cool patch note!

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Can't see the jug, ball, flag etc now.

Blinding the players is not an "update"

-

So basically now, after this "update"... nobody will play jug, because you can't target the jug... or heal/protect your own jug because you can't find it.

Nobody will play CTF or Rugby, because you're basically driving around at random looking for a needle in a haystack.

-

Nobody wants to play CP or Siege anymore already because 99% of their team parks in a far corner planting mines instead of trying to cap points.

-

Which leaves... Assault.

Assault usually finishes either 160-0 to the defenders, because the attacking players camp in the corners planting mines.

Or 160-20 to the attackers, because the defence team, upon spawning, immediately vanish into the furthest corners away from the base, and plant mines.

 

And the last mode, TDM.

Usually finishes 150-25 to one of the teams because the game puts an entire team who have a combined GS of 12... against 9999GS level 300 Legends.

 

This update has killed Jug, CTF, Rugby... basically all that was left of the game.

Edited by MrRodent
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Good update I guess. Now we don't have to play each modes to complete all of weekly missions, but we can simply use "Quick battle" option the whole time. Maybe you still need to use it, but at least we get +1 stars from MM battles and have possibility to complete Challenge faster. Same for missions.

Great that team score to end battles in CTF and RGB got decreased. Now battles won't last that long. Cool ? 

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On 3/22/2024 at 12:39 PM, wildshorty said:

Spectrum changes are interesting, but needed. Nice job!

15K crystals to get it back to full strength, WOW that will deff break the bank.

How about increasing that to double what you have to pay for armadillo. Even that is nothing for those that have it, because they are all END-GAME players with tonnes of cry and maxed out everything garage.

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having new weekly missions ,  is great to finally do something different . seeing I was getting board of doing the same old missions. we also need to get the daily's changed up a bit. just to make the game a little bit more interesting . if you could go back to the old system which the system would randomly choose missions . if it could give us 1 random battle mission that can't be changed but is easy to complete for a daily mission.

over all like I said before on the Jug battles , I'm finding most players are having a hard time battling with the new system. no sooner you join you end up getting destroyed . giving battles in some cases one sided. also the time to wait for the ammo to load takes too long

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On 3/22/2024 at 1:11 AM, MrRodent said:

Can't see the jug, ball, flag etc now.

Blinding the players is not an "update"

-

So basically now, after this "update"... nobody will play jug, because you can't target the jug... or heal/protect your own jug because you can't find it.

Nobody will play CTF or Rugby, because you're basically driving around at random looking for a needle in a haystack.

-

Nobody wants to play CP or Siege anymore already because 99% of their team parks in a far corner planting mines instead of trying to cap points.

-

Which leaves... Assault.

Assault usually finishes either 160-0 to the defenders, because the attacking players camp in the corners planting mines.

Or 160-20 to the attackers, because the defence team, upon spawning, immediately vanish into the furthest corners away from the base, and plant mines.

 

And the last mode, TDM.

Usually finishes 150-25 to one of the teams because the game puts an entire team who have a combined GS of 12... against 9999GS level 300 Legends.

 

This update has killed Jug, CTF, Rugby... basically all that was left of the game.

What? What are you talking about? 

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Idk what y'all are talking about. The balls, flags, and Juggernauts are still marked... Maybe messing with some of the battle mode parameters between this patch and the last one caused an unintentional, occasional bug

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Am always low key hoping they give a bit of a buff to Crisis to make it usable over Booster/Defender/Trickster again.  Maybe somewhere in-between the 60% damage it was and the 25% it currently is?

But yeah I loved that it got a nerf in the first place, but can't see any advantage to warrant using it over Booster and defender currently.

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new missions are not hard to do, if you use the Quick battles . you will end up getting all done faster. the new 2nd week seems to also look easy if you stick with Quick battles.

will post 3rd - if and when i get to them..

+++  attention Alex and Marcus ... please do not keep the Quick battle mission in the weekly missions , I find it restricts players from enjoying other battle fields that they enjoy.  if there consistently being pulled into the Quick battle to get weekly missions , then you will see more players leaving. if you go back to when tanki first came out in 2016 / 17  there was issues and players did not enjoy having to be pulled into unknown battles

 

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Edited by Bydo

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