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Patch Update #763 - Released 17th May 2024


Marcus
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Patch Update #763 - Released 17th May 2024

 

  • Updated the sound of the Railgun’s «Magic» shot effect

  • The logic of the Miner augment has been changed for all hulls.

    • Instead of a fixed number of protected mines, the augment now retains only 70% of the mines placed after each respawn of the tank with Miner.

    • The saved mines are chosen randomly

    • (Note) The previous mechanic allowed mines to be placed much more frequently by self-destructing the tank after each mine placement. The new mechanic not only prevents accelerated mining, but also adds counterplay. Now, attackers have the option of accelerating demining by destroying the Miner, and the Miner must remember to protect themselves in order to maintain the maximum number of mines in defense.

  • Firebird

    • «Adrenaline» augment

      • Damage bonus decreased from +29% to +26%

  • Freeze

    • «Adrenaline» augment

      • Damage bonus decreased from +26% to +23%

    • «Shock freeze» augment

      • Regular damage decrease changed from -15% to -5%

    • «Pulsar» augment

      • Critical hit chance decrease changed from -25% to -30%

  • Isida

    • «Nanomass reactor» augment

      • Energy consumption increase while attacking changed from +50% to +20%

      • The percentage of the energy tank reloaded when destroying an enemy changed from +100% to +50%

    • «Pulsar» augment

      • Critical hit chance decrease changed from -20% to -30%

  • Tesla

    • Reload time increased from 0.66 to 0.75 s.

    • «Adrenaline» augment

      • Damage bonus decreased from +29% to +26%

    • «Electroturret» augment

      • Added an increase of lightning ball damage by +40%

    • «Pulsar» augment

      • Critical hit chance decrease changed from -16% to -30%

  • Hammer

    • «Adaptive reload» augment

      • Clip reload time increase changed from +25% to +20%

      • Added a decrease of shot reload time by -20%

    • «Blunderbuss» augment

      • Regular damage increase changed from +75% to +80%

      • Added an increase of critical damage by +40%

    • «Assault magazine» augment

      • Shot reload time decrease changed from -80% to -75%

      • Clip reload time decrease changed from -30% to -25%

    • «Large caliber pellets» augment

      • Added an increase in Critical damage by +20%

    • «Heavy Slugger» augment

      • Turret rotation speed decrease changed from -20% to -35%

      • Turret rotary acceleration decrease changed from -20% to -35%

  • Twins

    • «Plasma Turbo Accelerators» augment

      • Regular damage decrease changed from -70% to -30%

  • Ricochet

    • «Pulsar» augment

      • Critical hit chance decrease changed from -16% to -30%

  • Vulcan

    • «Incendiary band» augment

      • Reload time increase changed from +25% to +15%

    • «Rubberized rounds» augment

      • Projectile speed decrease changed from -25% to -10%

    • «Explosive Band» augment

      • Radius of max explosion damage increased from 1 to 2 m

      • Radius of medium explosion damage increased from 3 to 4 m

      • Radius of min explosion damage increased from 5 to 6 m

      • Radius of critical explosion damage decreased from 5 to 4 m

    • «Shredder» augment

      • Reload time decrease changed from -40% to -30%

    • «Pulsar» augment

      • Critical hit chance decrease changed from -20% to -30%

  • Smoky

    • «Assault rounds» augment

      • Projectile speed increase changed from +200% to +50%

      • Removed Reload time decrease

    • «High-precision aiming system» augment

      • Reload time increase changed from +20% to +100%

      • Regular damage increase changed from +40% to +43%

      • Critical damage increase changed from +10% to +60%

      • Projectile speed decrease changed from -20% to -30%

    • «Supercumulative rounds» augment

      • Critical damage when Viking’s overdrive is activated is now the same as for other augments

    • «Autocannon» augment

      • Critical hit chance decrease changed from -40% to -15%

    • «Explosive Rounds» augment

      • Radius of max explosion damage increased from 1 to 3 m.

      • Radius of medium explosion damage increased from 4 to 6 m.

      • Radius of min explosion damage increased from 7 to 9 m.

      • Average splash damage changed from 90% to 50%

      • Min splash damage increased from 10% to 50%

      • Critical damage radius increased from 2 to 3 m.

      • Rounds do not ricochet

    • «Pulsar» augment

      • Critical hit chance decrease changed from -16% to -30%

  • Striker

    • «Missile launcher «Hunter» augment

      • Aiming recovery time decrease changed from -50% to -30%

    • «Missile launcher «Tandem» augment

      • Salvo reload time increase removed

      • Added an increase of critical hit chance by +25%

      • Added a decrease of Reload time by -100%

  • Thunder

    • Range of critical explosion damage increased from 3 to 6 m.

    • «Strict ammunition load» augment

      • Reload time decrease changed from -10% to -20%

  • Scorpion

    • «Missile launcher «Spear» augment

      • Salvo reload time decrease changed from -75% to -50%

  • Railgun

    • «Round destabilization» augment

      • Regular damage decrease changed from -50% to -25%

      • Critical damage increase changed from +20% to +40%

    • «Death Herald» compulsator» augment

      • Removed reload time increase

    • «Hyperspace rounds» augment

      • Added a decrease of Shot warmup time by -10%

  • Gauss

    • «Large Caliber» augment

      • Arcade normal damage increase changed from +35% to +27%

      • Arcade reload time increase changed from +30% to +54%

      • Added an increase of critical damage by +29%

    • «Super Solenoids» augment

      • Salvo damage increase changed from +30% to +41%

  • Shaft

    • Min. sniping damage increased from 335-670 to 355-710 HP

    • «Healing Emitters» augment

      • Added a decrease of Arcade damage by -15%

      • Added a decrease of Sniper damage by -15%

  • Terminator

    • Charging time decreased from 3.6 - 2.4 to 2.6 - 1.4 s.

    • Added a damage decrease by distance:

      • 100% of damage is dealt when the distance is 90-120 m.

      • Damage decreases when the distance is between 90-120 and 150-180 m.

      • Minimum damage after decrease is 50% of the base damage

  • Wasp

    • N2-Bomb (Wasp’s overdrive) now can destroy mines in direct line of sight

    • Mines' destruction radius is 15 meters.

  • Hunter

    • EMP (Hunter’s overdrive) now can destroy mines in direct line of sight

    • Mines' destruction radius is 15 meters.

  • Hopper

    • Detonation Jump (Hopper’s overdrive) now can destroy mines in direct line of sight

    • Mines' destruction radius is 15 meters.

  • When a player’s nickname gets changed, the player now receives a free Rename Pass

  • Fixed minor bugs in the tutorial

  • Updated Shop prices for some regions

  • Like 14
  • Haha 2
  • Saw it 2
  • Agree 1

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Miner augment - more campers with long-range turrets on the way. 

I predict by Christmas 2024. all pulsar critical chances will be -50%.

Tesla - Why this senseless timing buff, at least you could increase damage to balance this buff. 

Hammer Assault Magazine - Another senseless nerf, despite multiple nerfs in past.

Twins Plasma Turbo Accelerators = New Ricochet pre-nerf Helios. 

Smoky Assault Rounds - you just killed this augment with critical hits already disabled.

Smoky High-precision aiming system - with dumb timing buff, this augment now in eternal sleep lol.

Striker Tandem - Instead of nerfing Hydra, they add Hydra Pro Max by adding new features.

Thunder - want to know whether this range buff applicable to  Vacuum Shell augment ??

Gauss Large Caliber - senseless timing buff.

Terminator is dying a slow death after multiple brainless nerf.

What direct line of sight means for hulls ??

Edited by hatty12345
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Oof finally nerf of drone miner, now will not be so OP, that's good for who hates that drone but bad for Miners players 

Edited by BlueWolf
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I'm sad to see that a few adrenaline augments got nerfed again. I think the concept of adrenaline augs was good, as youc could enjoy the turret as it is, without modifications, while still being able to compete.

Most of the other changes look decent. The new counters for miner augments will be interesting.

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On 5/16/2024 at 9:04 AM, Marcus said:
  • Thunder

    • Range of critical explosion damage increased from 3 to 6 m.

    • «Strict ammunition load» augment

      • Reload time decrease changed from -10% to -20%

You CANNOT be serious. Where is the Small Calibre Charging Machine buff? Strict Ammunition Load now gets to directly powercreep it while lots of other augments (albeit mostly Legendary) get nice buffs. Come on, man. At least reduce the normal damage penalty to -25% instead of -30%. There's no reason it should be taking 4 normal shots to kill a light hull. 

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On 5/16/2024 at 4:26 PM, TESL4 said:

So now u have to camp to use miner? Devs love campers. 

Absolutely not. Stay tuned for another changes regarding miners soon ?

  • Saw it 5

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On 5/16/2024 at 3:26 PM, TESL4 said:

So now u have to camp to use miner? Devs love campers. 

99% of those people camped and will camp anyway, so it wont really make that much of a difference in the amount of campers.

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On 5/16/2024 at 9:04 AM, Marcus said:

Patch Update #763 - Released 17th May 2024

 

 

  • Smoky

    • «Assault rounds» augment

      • Projectile speed increase changed from +200% to +50%

      • Removed Reload time decrease

So we are going to target and gut decent garage augments for smoky before y’all will go after the insanely broken new striker augments?? Assault rounds was a reliable augment to use against OP burst damage augments, but you decided that this augment not only needed to be nerfed, but to be put out of use yet again…

Faust

Hydra

Vacuumn Missles

Meteor Strike

Apparently, this unassuming smoky garage augment posed more of a threat to game balance than the aforementioned augments. Y’all are actual jokes ??

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What about striker 

Vacuum augment and haydra it suppose that you increase the power of this tow augment it not fair that i can kill thim for once and he kill me about 5 times in row

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On 5/16/2024 at 9:04 AM, Marcus said:

 

  • Railgun

    «Hyperspace rounds» augment
    • Added a decrease of Shot warmup time by -10%

What does that mean? I didn't understand.

**** Stay away from my augment everybody has 50% protection, nerfs will kill****

Edited by AzaborBR
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On 5/16/2024 at 4:32 PM, AzaborBR said:

What does that mean? I didn't understand.

**** Stay away from my augment everybody has 50% protection, nerfs will kill****

If you shoot your railgun, first it charges and then it shoots. This change means that the charge is 10% shorter, which is actually a buff since it increases your rate of fire.

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I am glad that some of the augments finally got nerfed but at the same time I am baffled how some augments got insane buff. 

 

First of all thank you for nerfing miner augment, and making hopper/hunter/wasp OD more usefull, and I would like to suggest same for Titan DOME.  Why? 

     Its literally very easily canceled OD almost by everything. Wasp,Hunter,Mammoth other Titan,  cruasder OD,Ares OD can kill you inside of dome, hornet OD will aply status = dead.

     This way it could have been more usefull because  no matter what lifetime titans DOME will have(or how fast enemy players get rid of it, you just need 0,1 to activate it so at  least   mines in radius of dome will be deleted.  

 

 

    Thank you for isida nanomass reactor change that was very needed  and also I am glad for  nerf  of pulsars nothing wrong about that gj. 

 

 

    Tandem buff is crazy tbh, you just somehow balanced spear and shaft (lest be honest it will stil be pain but at least something) but created this ugh I dont know maybe little   overkill. 2 rockets every 1,6 sec with + 25 % crit is very good. 

   

   Sorted ammo for Thunder = new AdaptiveReload without splash reduction with guaranteed crits and without penatly for missing shot? Good idea -_- AR is now useless when  you have 6m crit radius with guaranteed crits and 1,6 reload with sorted ammo. Imo reload reduction was good as it is. Now adaptive reload seem little underwhelming, maybe  you should remove splash reduction or remove base increased reload for AR What do you think ?

 

 

Good thing you increased crits for large caliber pellets, what about Twins plasmatron ? Its  still cheap faust with pathetic crits. Maybe remove crits?

 

Over all good changes unfortunatelly few bad mistakes imo. 

 

  Thanks

 

 

Edited by Tekken8
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On 5/16/2024 at 3:23 PM, TheCongoSpider said:

You CANNOT be serious. Where is the Small Calibre Charging Machine buff? Strict Ammunition Load now gets to directly powercreep it while lots of other augments (albeit mostly Legendary) get nice buffs. Come on, man. At least reduce the normal damage penalty to -25% instead of -30%. There's no reason it should be taking 4 normal shots to kill a light hull. 

Sadly I agree, sorted ammo was very balanced augment for its Legendary rarity and general crit splash radius buff was indirect good buff for this augment. I see no point making it better than AdaptiveReload (which clearly need skill otherwise you have augment thats worse than base thunder) This is for me biggest mistake in whole list. Tandem and few others buffs are questionable too 

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just gutted any free to play aspects of smoky. 

everyone used assault rounds, so a small nerf would be fine. not most of its entire reason to use it.

high precision maybe should have had a slight change but really it wasnt oppressive. if anything then +20% to somewhere between +25-30%

this is just a joke. only to be expected from this lame game tho

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On 5/16/2024 at 2:16 PM, mjmj5558 said:

I'm sad to see that a few adrenaline augments got nerfed again. I think the concept of adrenaline augs was good, as youc could enjoy the turret as it is, without modifications, while still being able to compete.

Most of the other changes look decent. The new counters for miner augments will be interesting.

Maybe we'll get Super Adrenaline augments that will powercreep them. (I am coping)

 

On the other side of things, I appreciate the HE nerf with open arms, a bit more would be nice but it's a start.

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On 5/16/2024 at 9:04 AM, Marcus said:

Shaft

  • Min. sniping damage increased from 335-670 to 355-710 HP

  • «Healing Emitters» augment

    • Added a decrease of Arcade damage by -15%

    • Added a decrease of Sniper damage by -15%

Spoiler

This be me:
TnqGDvH.png

Alternativa is having a hard time rebalancing Shaft.... On the other hand, seeing Healing Emitter nerf is pretty much warranted.

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