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Patch Update #760 - Released 12th April 2024


Marcus
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On 4/12/2024 at 12:32 AM, Tekken8 said:

we cant tell our opinion without being marked with phrases like "crying"

there is telling your opinion and then there is flat out saying non sense

On 4/12/2024 at 12:32 AM, Tekken8 said:

if its ment for healing then why it has same dmg as normal shaft does?

? What about comparing it to another PREMIUM healing augment like THUNDER? Why does it also do normal damage? And no aim argument is dumb because it's devs refusing to fix a bug and not "nerfing it" or whatever

On 4/12/2024 at 12:32 AM, Tekken8 said:

Why not ? Thunder has like 3 good augments

Buddy Rapid fire and Healing and Phoenix (we are not counting that) are the only augments that are worth your time on Shaft. where is my shaft buff?

On 4/12/2024 at 12:32 AM, Tekken8 said:

I dont even like gauss but that does not mean I should not mention clear issue with that turret in game. 

And I have maxed garage with basically every augment there is and i'm using different combos constantly and I can tell that getting 0 damage with Gauss once a blue moon makes ABSOLUTELY NO DIFFERENCE to me.

On 4/12/2024 at 12:32 AM, Tekken8 said:

even campers are playing team play when they killing enemy campers and thus providing a clear way towards enemy base for you

Yeah we're not playing the same game LMAO. don't you think if campers actually provided to the team and not well you know... ONLY CARED ABOUT THEMSELVES and shot random enemy 5 lightyears away from a flag that was camping in a corner they would be hated so much?

On 4/12/2024 at 5:18 AM, cooltanki said:

Mammoth overspeed is useless in front of 4 Teslas without healing from your teammates

Hmm tell me Tekken8 what do you think would make him have a chance to even compete against the camping mess that is every capture battle? Hint hint it's not nanobot isida

 

 

Also I guess we're forgetting how every update is indirectly nerfing Shaft? From Lifeguard to Scorpion to Defender buff list goes on and on. Getting a kill with Shaft is actually near impossible in some battles and that's bad for a turret designed to oneshot a tank.

 

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On 4/12/2024 at 2:28 AM, rex_the_reaper555 said:

e only decent augment for Shaft that isn't behind "245K cry grind + waiting for a sale" 

Yes it's behind a game of luck of containers instead

 

On 4/12/2024 at 2:28 AM, rex_the_reaper555 said:

 "245K cry grind + waiting for a sale"

Nominal amount, 245k is easy nowadays

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On 4/11/2024 at 7:50 PM, Fischer said:

I don`t understand why do people want shaft healing to be nerfed,its literally for team play

Remove that crap shaft healing in TDM and Juggernaut. But the most important is in Jugs battles. Some days ago, 2 battles where enemy got 2 crap shaft that just camped in base healing jug. Me and other 2 players just going to enemy base to kill it. But no chance, shaft campers just healing. Played for 2-3 minutes, after that just left the battles. No problem for me in flags, siege, rugby. Easy to get flag with shaft healers, or to get ball and score in rugby.

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On 4/12/2024 at 6:59 AM, PirateSpider said:

I think spear will likely be nerfed depending on how many people buy it in the Sakura event.

People expected a rail hyperspeed nerf after team contracts but here we are today... ?
Safe to say none of the augments in the Sakura event will be touched too.

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On 4/12/2024 at 7:03 AM, Kimura said:

Yeah we're not playing the same game LMAO. don't you think if campers actually provided to the team and not well you know... ONLY CARED ABOUT THEMSELVES and shot random enemy 5 lightyears away from a flag that was camping in a corner they would be hated so much?

There are some hard core campers that actually do target the enemy in a proficient and skillful way that predominantly benefits both the camper and the team.

A skillful camper watches out for the enemy players that are the biggest threat to the team and deals accordingly with them, ie, obliterating the crap out of them.

I have been a 100% camper for years now and will continue to do so as I refuse to engage the enemy head on when realistically, the survival rate is very, very poor due to all the crappy augments in the game.

Augments along with floating trashcans have destroyed the game, so as far as I'm concerned, camping is the best way to avoid this OP crap. 

   

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On 4/12/2024 at 1:09 PM, x_Sorinel_x said:

Remove that crap shaft healing in TDM and Juggernaut. But the most important is in Jugs battles. Some days ago, 2 battles where enemy got 2 crap shaft that just camped in base healing jug. Me and other 2 players just going to enemy base to kill it. But no chance, shaft campers just healing. Played for 2-3 minutes, after that just left the battles. No problem for me in flags, siege, rugby. Easy to get flag with shaft healers, or to get ball and score in rugby.

kidding right? jugg is already nerfed as F,can`t defend itself.

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On 4/12/2024 at 3:34 AM, Atomic_Tanker said:

People expected a rail hyperspeed nerf after team contracts but here we are today...

Hyper speed is an impractical augment for railgun. I mean its already a long range turret. Hyper speed just makes long ranges attacks more deadly while sacrificing effectiveness at every other range. You're just better off using LCR or RDS for railgun. Besides there were better choices to choose from the selected turret augments.

Spear on the other hand is considered one of the better augments for scorpion, maybe one of the best ones. And with it being made as one of the early prizes in the sakura blossom event, some of us are suspicious of it, even thinking it could be a trap.

On 4/12/2024 at 3:34 AM, Atomic_Tanker said:

Safe to say none of the augments in the Sakura event will be touched too.

We shall see. However, I wouldnt be surprised if spear gets nerfed to the ground after this event.

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On 4/11/2024 at 9:07 AM, Marcus said:
    • (Note) This is a temporary change to avoid players of the mobile version from being kicked for inactivity due to long resources loading time

I keep forgetting there is someone crazy enough to play from a mobile phone. I need to keep that in mind to partially justify why 90% of players are unable to play...

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On 4/11/2024 at 6:50 PM, Fischer said:

I don`t understand why do people want shaft healing to be nerfed,its literally for team play ,doesn`t even do crit,isidas are so rare,Thunder healing doesn`t even exist(almost) i just met 2 of them in like past 6 months.

Biggest problem today is smoky`s and tesla`s(more of tesla`s than smokey`s) critical chance rate. i dont know how but tesla should be nerfed,it consecutively stunning you for 5 times is unbearable.

 

Thunder healing emitters users rise!

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On 4/13/2024 at 1:33 AM, PirateSpider said:

We shall see. However, I wouldnt be surprised if spear gets nerfed to the ground after this event.

I'm not a scorpion player, but if it's as good as what players are saying then the nerf will deff happen. This is the devs favourite ploy to get you to buy into their events and players fall for it every time. 

Edited by FLIPSTIKS

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On 4/12/2024 at 8:03 AM, Kimura said:

Buddy Rapid fire and Healing and Phoenix (we are not counting that) are the only augments that are worth your time on Shaft. where is my shaft buff?

Don't mind me meddling in this conversation four days later. But I want to highlight that Thunder has six unique legendary augments while Shaft only has 2, of which one being a former garage augment - excluding Phoenix and the Status augments here. Obviously there is a lot less flexibility and variety in gameplay when using Shaft, but I am convinced that will all turn around once developers start to roll out more legendary/exotic Shaft augments, which is often paired with buff to the respective turret, as has occured various times in the past (I think Hammer and Railgun got a similar treatment, not sure so don't call me out on this). That is, if we were to get such update in the near future. Apart from status augments, and recently Shaft XT in the battle pass, the turret has been in the shadows for quite some time. 

Additionally, as a matter of fact, I also do think Healing Emitters is broken to an extent. Being able to heal enemies from afar without having to worry about lacking ammo is a great advantage compared to the other healing turrets/augments, and you are also able to go full offense with it. A good explanation why Isida users are a lot less common. But as with Support Nanobots, for example, I think it would be somewhat fair to have a damage decrease for HE; or at least, when they start to release more Shaft augments, so that players have more options to choose from for gameplay purposes as I mentioned earlier. Again, you can argue that a legendary augment should be superior to an epic garage augment (hence damage decrease may not be needed), but we are talking about two different turrets with two different default ranges and mechanics. Also also, here a personal take on the augment, Shaft HE is a bit too easy to play with. It always comes in use and it is relatively easy to get a lot of EXP in a short time. Sure it can be fun to play with, and it for sure assists teammates in winning a match, but other than that the skill-level is low for this one. 

Perhaps we are not on the same page here, but hey that is where the word 'opinion' comes in place I guess?

Edited by Blutaar
typo
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On 4/16/2024 at 12:45 PM, Blutaar said:

D

(My most used Turrets of all time are Shaft and Isida I know these turrets very well.)

 

Magnum and Shaft are the only non-HD default skins left. It does make sense for Shaft to receive a buff soon likely with the default skin remaster. On the NEW test server I saw that there are two "?" outside of Phoenix slot after using the "get every augment" code. Tho I might be mistaking it for my 'real' account since I have two "?" there so take it with a grain of salt. That would mean that there are 2 NEW AUGMENTS for shaft that are already in the game it's just impossible to obtain unless u r a dev/tester. 

As for the Shaft buff I do think it's in a NEED FOR ONE (hot take). What buff? Reload should be HALVED. It would put Mk8 Shaft at 5 seconds to fully charge. Also damage should be buffed so it can guaranteed oneshot a medium hull with defender so like +100 damage to Mk8 or whatever. 

Reload nerf is needed because... 10 SECONDS TO RELOAD AT Mk8???? HUH? compared to other long range turrets having like 2-5 second reloads at Mk8 even factoring in things like Gauss lock on time, railgun charge etc. 

Damage buff is needed because the entire point of the turret is that it's a one hitter quitter. Now if you don't oneshot a person you're likely in big trouble. Not to say Shaft prot is very common all of a sudden even if there are no shafts.

These buffs don't make Shaft OP because when you go into sniping mode you can barely see things. With other long range turrets you can see like 70% of the map 24/7. With shaft you go into sniping mode and if you're going left, right constantly (exposing your laser and basically becoming a beacon that screams FREE KILL for the enemy) you still see like 40% of the map and if you stay with your Snipe Mode in the same place you see like 5% of the map. Also it doesn't have any hacks im sorry i mean "features". Gauss has almost instant huge damage snipe shot after locking on. Scorpion has wall hack. Magnum... let's not even talk about it. Railgun doesn't have any "features" but you can easily time your shot/charging so that the second you expose yourself the railgun shoots and before enemy could do anything you're already behind a wall.

Slow turning speed in sniping mode. If you see an enemy that is not half a map away you're basically screwed because they can easily drive around and even with Crisis/Trickster speed the turning speed is NOT fast enough. Like I said before other LONG RANGE turrets don't have this problem.

On 4/16/2024 at 12:45 PM, Blutaar said:

Additionally, as a matter of fact, I also do think Healing Emitters is broken to an extent.

It's not broken if another healing augments are UNUSABLE. Heal shaft doesn't need a nerf (My suggested buffs to Shaft would make Heal Shaft OP though. So Heal Shaft should stay unbuffed). Isida is absolutely DEAD both as an offensive turret and as a support one. The healing might aswell be called Funny Green Beam instead of healing. Isida should have nanobot level heal BY DEFAULT with nanobots healing 800 HP/sec. and longer range for healing. You can keep the damage range the same I guess. Isida is Shaft of melee turrets because just like Shaft it doesn't have any special things besides near non existant healing. No damage nulification (freeze), no burning no range extensions (tesla).

Heal Thunder is near dead because it has a bug that removes aim assist and devs just refuse to fix it so I shall ignore this. If it worked like intended Heal Thunder WOULD BE ON PAR WITH SHAFT HEAL.

On 4/16/2024 at 12:45 PM, Blutaar said:

when they start to release more Shaft augments, so that players have more options to choose from for gameplay purposes as I mentioned earlier.

If I understood this correctly you want Heal Shaft nerf so another new augments can compete? Rapid fire competes with heal already. Also heal shaft is a support only augment. without heal its just default shaft. People who don't actually enjoy support role just quit using healing shaft after a day or two as already seen when they put it in a battle pass. First week there were healing shafts everywhere and now its one of the rarest augments I see in battles.

 

On 4/16/2024 at 12:45 PM, Blutaar said:

but other than that the skill-level is low for this one

I have near every augment in the game and trust me the bar is near non existant lol.

 

On 4/16/2024 at 12:45 PM, Blutaar said:

somewhat fair to have a damage decrease for HE

I noticed that if you ONLY heal 1 teammate 24/7 USING CRISIS/BOOSTER the healing is JUST below the damage output of the heavy damage augments for turrets. It makes me believe that the Heal Shaft's heal numbers are very intentional. Like I said earlier Isida's healing should be overbuffed instead of Shafts heal getting a nerf.

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On 4/16/2024 at 8:27 AM, Kimura said:

On the NEW test server I saw that there are two "?" outside of Phoenix slot after using the "get every augment" code. Tho I might be mistaking it for my 'real' account since I have two "?" there so take it with a grain of salt. That would mean that there are 2 NEW AUGMENTS for shaft that are already in the game it's just impossible to obtain unless u r a dev/tester. 

That test server seems to be closed at the moment. Do you by chance have a screenshot of that from the test server? 

 

On 4/16/2024 at 8:27 AM, Kimura said:

As for the Shaft buff I do think it's in a NEED FOR ONE (hot take). What buff? Reload should be HALVED. It would put Mk8 Shaft at 5 seconds to fully charge. Also damage should be buffed so it can guaranteed oneshot a medium hull with defender so like +100 damage to Mk8 or whatever. 

Reload nerf is needed because... 10 SECONDS TO RELOAD AT Mk8???? HUH? compared to other long range turrets having like 2-5 second reloads at Mk8 even factoring in things like Gauss lock on time, railgun charge etc. 

Were you around during the time periods when Shaft had 5 seconds and 3 seconds of sniping reload? 

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@Kimura

 

On 4/16/2024 at 2:27 PM, Kimura said:

As for the Shaft buff I do think it's in a NEED FOR ONE (hot take). What buff? Reload should be HALVED. It would put Mk8 Shaft at 5 seconds to fully charge. Also damage should be buffed so it can guaranteed oneshot a medium hull with defender so like +100 damage to Mk8 or whatever. 

Reload nerf is needed because... 10 SECONDS TO RELOAD AT Mk8???? HUH? compared to other long range turrets having like 2-5 second reloads at Mk8 even factoring in things like Gauss lock on time, railgun charge etc. 

Damage buff is needed because the entire point of the turret is that it's a one hitter quitter. Now if you don't oneshot a person you're likely in big trouble. Not to say Shaft prot is very common all of a sudden even if there are no shafts.

 

Shaft is one of best augmentless turret in the game and it certainly does not need buff.   Reload nerf is not needed because 10s is good enough. Compared to other long range turrets - Scorpion has 10s reload stock, most of the augments having also 10s or more like swarm. Both turrets have 2 attack modes they can use and while one is reloading second one is still available to use. Gauss have 5s reload but after you use secondary mode (salvo) you cant use primary mode (arcade shots) dont you think its balanced? Gauss have different problem and thats guaranteed status effects. But so do have shaft  with sniper shot.

Why you think you should one tap medium hulls with defender with sniper mode? I think its good enough as it is. You can still choose augment for increased sniper DMG and booster drone to have +50 % sniper dmg buff. Even if you cant kill them with sniper shot, you can always use arcade to finish them. 

On 4/16/2024 at 2:27 PM, Kimura said:

These buffs don't make Shaft OP because when you go into sniping mode you can barely see things. With other long range turrets you can see like 70% of the map 24/7. With shaft you go into sniping mode and if you're going left, right constantly (exposing your laser and basically becoming a beacon that screams FREE KILL for the enemy) you still see like 40% of the map and if you stay with your Snipe Mode in the same place you see like 5% of the map. Also it doesn't have any hacks im sorry i mean "features". 

 

Slow turning speed in sniping mode. If you see an enemy that is not half a map away you're basically screwed because they can easily drive around and even with Crisis/Trickster speed the turning speed is NOT fast enough. Like I said before other LONG RANGE turrets don't have this problem.

 You cant expect to have with sniper mode view to all map. Its "sniper mode" after all. If you gonna use them you have to take risk or be at safe place.  If you wanna move faster with sniper mode you have augment for it ? Lighcapacitors - Horizontal aiming speed: +100%. Maybe you should use  the "useless" crystal augments sometimes to appreciate the fact that devs already put your "ideas" into game.

 

On 4/16/2024 at 2:27 PM, Kimura said:

It's not broken if another healing augments are UNUSABLE. Heal shaft doesn't need a nerf (My suggested buffs to Shaft would make Heal Shaft OP though. So Heal Shaft should stay unbuffed). Isida is absolutely DEAD both as an offensive turret and as a support one. The healing might aswell be called Funny Green Beam instead of healing. Isida should have nanobot level heal BY DEFAULT with nanobots healing 800 HP/sec. and longer range for healing. You can keep the damage range the same I guess. Isida is Shaft of melee turrets because just like Shaft it doesn't have any special things besides near non existant healing. No damage nulification (freeze), no burning no range extensions (tesla).

 

Heal Thunder is near dead because it has a bug that removes aim assist and devs just refuse to fix it so I shall ignore this. If it worked like intended Heal Thunder WOULD BE ON PAR WITH SHAFT HEAL.

 

I noticed that if you ONLY heal 1 teammate 24/7 USING CRISIS/BOOSTER the healing is JUST below the damage output of the heavy damage augments for turrets. It makes me believe that the Heal Shaft's heal numbers are very intentional. Like I said earlier Isida's healing should be overbuffed instead of Shafts heal getting a nerf.

 

     Its OP despite fact that other healing augments are weak. The weak augments should be improved not keeping one OP augment and ignoring others just because OP one exists. 

I am isida user and what you are suggesting is nonsense. First of all support nanobots does not have 400hp/sec, its 400hp/per tick (which means its 1600 per/sec) So you implying 800 (I assume you ment per tick otherwise this would be nerf)  would be overkill, 3200 HP per sec is just too much. 

 

IMO as isida main, isida does have other problems and you mentioned one or two of them. 

Healing is not bad but maybe range (for healing only) should be increased by 100 %. Also isida suffers in offensive manner,  I know there is augment for this "issue" but that augment is created ilogical. I am talking about cone angle of isida. It has only 15 degrees which is least from all meele range turrets. Its hard to aim onto enemy and dealing constant dmg. Thats why nanomass reactor is so useless for isida. You lost half energy without dealing any dmg but energy consumption  is like you are dealng dmg (attacking)  If you wanna get rid of this cone angle problem you have to use broadband radiators which decrease your range by 25 % which is ridiculous and this ilogical. Why puting another disadvantage when you trying to fix obvious disadvantage. Istead of cone angle problem you have now range problem. (even worse than before) 

Suportnanobots have very good healing but that augment suffer on dmg. I know its for heling thus dmg should be reduced but 50 % is overkill. They should decrease it by 20 % and remove critical hits (for attack only) Its still has energy unlike shaft emitter and close range so those are decent disadvantages for healer. 

 

I agree with you with Thunder nanotech, its dead because of autoaim, and if it worked it would be almost at the level of shaft emitters. It has still one big disadvantage over shaft and thats - shell velocity. With shaft you have hitscan, so you dont have to worry about prefire or that you will miss shot. WIth thunder at the distance of 100+ its starting to be hard to aim and constantly hit enemy or ally. Shell itself is a tangible object and sometimes it can hit dead body etc. It does not have removed recoil which is another little disadvantage because it will disrupt your aiming  everytime you will shot. Shaft does not have this problem.  In conclusion, sligh nerf is maybe required if autoaim is fixed. I think best nerf would be shell velocity by 20-25 % so its harder to aim with it and hard to impossible at long distances.  This way every turret that can heal would have defined roles. Isida - meele range, Thunder  short/medium range and shaft  medium/long range.  Maybe healing nerf for short range for shaft would be interesting. Its long range turret after all so why should not you use it for long range healing. But I still think dmg or unlimited energy combined with hitscan is real problem for healing augment. 

 

Shaft healing numbers are based on its dmg. I dont think its intentional. If something is intentional its dmg you are dealing for enemy. Healing is just derived from it.  

Edited by Tekken8

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On 4/16/2024 at 4:35 PM, TheCongoSpider said:

That test server seems to be closed at the moment. Do you by chance have a screenshot of that from the test server? 

i rarely do screenshots and when i do its def not when i see some random thing that i'll forget after 5 seconds unless someone talks about this very specific thing again lol. guess we'll see when they finally make the test server the new main server.

 

On 4/16/2024 at 4:35 PM, TheCongoSpider said:

Were you around during the time periods when Shaft had 5 seconds and 3 seconds of sniping reload? 

yes and i remember i didn't have to take a nap in between sniper shots or do whopping 150-300 damage per shot to the enemy who's now targetting me on purpose. 5 sec snipe reload + 2 for full charge. i don't see a problem. bring back the OG energy consumption so you can't just spam arcade while your reload is going up. they powercrept other long range turrets not in terms of damage but in terms of braindead tech.

 

On 4/16/2024 at 4:56 PM, Tekken8 said:

Shaft healing numbers are based on its dmg. I dont think its intentional. If something is intentional its dmg you are dealing for enemy. Healing is just derived from it. 

and i use every turret in the game. today alone i used Railgun, Shaft, Freeze and Hammer just for daily missions. all mk8 with whatever toy i decide to equip on them. and i can clearly tell that shafts damage is very intentional and not just whoopsie insert random number here now its shafts damage. hazel might look like someone who should be kept as far away from balancing this game as possible but he knows what he's doing. as for damage per sec/tick i think its clear that i meant tick.

what i meant is

1. isida nanobots should be OVERPOWERED. perdiod. make it exotic idc it needs to be OP. way faster healing than shaft/thunder. use range as an excuse.

2. longer heal range for isida and buffed default isida healing.

3. shaft is constantly getting nerfed by them adding non sense like scorpion, burst augments, spam of just completely random useless objects in maps, defensive items buff

 

you know what i lost my cool shaft can burn in hell for all i care and so is isida im not going to feel the nerfs anyway due to full garage and having 95% of the toys. i aint arguing no more

Edited by Kimura
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On 4/16/2024 at 4:29 PM, Kimura said:

 as for damage per sec/tick i think its clear that i meant tick.

what i meant is

1. isida nanobots should be OVERPOWERED. perdiod. make it exotic idc it needs to be OP. way faster healing than shaft/thunder. use range as an excuse.

2. longer heal range for isida and buffed default isida healing.

3. shaft is constantly getting nerfed by them adding non sense like scorpion, burst augments, spam of just completely random useless objects in maps, defensive items buff

 

Personally am not fan of overpowered augments. I like augments that are good with skill and bad for everyone else.  Thunder adaptive reload is good example how exotic augment should look. If you are good at aiming you will have constant reload bonus. If you can aim very good and use splash you can use 66 % reload reduction bonus which is super good. But if you are bad and miss half the shots you will end up with worse thunder augment than stock - more reload, less splash dmg area and we all know that base thunder is pretty bad itself. Only one good thing about it are crits but armadillo exists so .... 

So making nanobots OP is bad idea, imagine how could people abuse that healing, 2 isidas haling each other could easily steal flag without being killed. Maybe nanobots should have + 100 % healing range and that way dmg reduction by 50 % would be fair. Stock isida healing is meh.. its just there, you can use it as a support turret but its not effective neither for attacking nor healing. 

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