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Patch Update #763 - Released 17th May 2024


Marcus
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On 5/18/2024 at 4:58 PM, TheCongoSpider said:

I can't wrap my head around what's happening here. These changes are all over the place. So you just straight removed what made Assault Rounds and HPAS nice to use. I don't see what the point of Assault Rounds is anymore. You're only using normal damage with not that big of a projectile speed increase. You'll suffer the harsh damage drop-off medium range turrets have with no increased firing rate.

 

HPAS was done dirty. When Scout Railgun, Short-Band Emitters and Large Calibre Gauss got equalised with Thunder, they at least had some identity to them. Thunder has splash damage and the ability to advance crit chance on misses. Scout Railgun had penetration and no damage drop-off (at the time), Short-Band Emitters was hitscan and had an alternate firing mode. Large Calibre Gauss while not having the same critical damage, still had an alternate firing mode. 

But what does HPAS have here? It has nothing. It is just a splashless Stock Thunder with lower critical chance, prone to missing because of Smoky aiming issue. The others got exactly or very close to Thunder's numbers while Smoky for some reason has 1,136 critical damage instead of 1,160. You're punished much more now for missing shots, many of which were completely out of my control because the game decided my shot aimed directly at the enemy must go through their tank. 

I'm left wondering why it didn't at least get a crit chance increase to put close to 23% to go full copycat. It sure as hell needed it more than Missile Launcher Tandem, especially with the firing rate buff that got. It was butting heads with Subcalibre Rounds for years until they finally were different enough and good in their own way. Now HPAS is directly under it. Now the only reason to intentionally use HPAS over Thunder if you have both is if you want to avoid Thunder modules.

 

I would have wanted Supercumulative Rounds to have reshuffled critical chance parameters to be just a flat decrease like Pulsar is instead of a big nerf to the chance step, but it seems AR and HPAS were brought down to its level instead. Ok, but then why be so stringent with the VIking OD critical damage coefficient of it. That's probably only going to kick in once or twice during the entire OD. What makes it an issue worth bringing up here is you're stringent with such an innocuous augment while Autocannon continues to retain its abnormally high normal damage coefficient from when it had -90% damage, dwarfing the normal damage output of the other Smoky augments with the OD. Why even bring it up if you're not going to be consistent?

 

This patch's balance changes really are something else. 

Because these are crystal augments and they don't give a dime about them. They know these augments were among the decent ones available for crystals so they they decided to nerf them to the ground. In other words, forcing players to chase legendary/exotic augments since their trusty Assault rounds will no longer cut it.

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On 5/16/2024 at 3:42 PM, Tekken8 said:

First of all thank you for nerfing miner augment

Why are you thanking them?

They brought it out in the first place.

Am I the only one with a functioning brain.

On 5/17/2024 at 6:56 AM, Tekken8 said:

If you create this OP augments on purpose then I just dont see logic behind it. If dont then fix that.

I am sure the devs know what they are doing. ?

 

On 5/17/2024 at 10:42 AM, toxic_smoke said:

how can the mobile user compete with PC user without auto activation of suuplies.

Tuff, deal with it.

You could also ditch your no life mobile. Maybe hit it with a hammer, or throw it over a cliff, both seem good choices. 

Overall a great patch, because I personally could not care less what they do to the game, so any patch is ok by me, keep up the good work hazel.

I gave up on this game a long time ago and now camp 100% and don't give a toss about game objective anymore.

As for their events and the challenge, don't do them either, along with their useless missions were you have to earn rep points via the quick battle. Not happening.

@TheCongoSpider I think you need to make amendments to your topic "what is your opinion about the state of TO" and give players an opinion on augments, patches, trashcans, etc. 

The game is a complicated mess and like I have said before "It will only get worse, much worse".

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

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%

hammer's current performance is very mediocre, please give this once popular turret some argument or attribute improvement, this transformation and improvement feel meaningless, the rocket has been strong for more than half a year, but there is still no weakening, hammer has been on the decline since 22, compared with other turrets. Already on the verge of being one of the weakest

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On 5/18/2024 at 9:58 AM, TheCongoSpider said:

I can't wrap my head around what's happening here. These changes are all over the place. So you just straight removed what made Assault Rounds and HPAS nice to use. I don't see what the point of Assault Rounds is anymore. You're only using normal damage with not that big of a projectile speed increase. You'll suffer the harsh damage drop-off medium range turrets have with no increased firing rate.

Etc. etc.

Wiki vs Developer? Just kidding... I do not understand a word of what is written here, but it sounds very cool.

Got to be tough to select between hundreds of augments which one to use in the... 12(?) minutes of a MM battle.

Free Player life is so much easier ?

 

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On 5/19/2024 at 11:05 AM, cooltanki said:

hammer's current performance is very mediocre, please give this once popular turret some argument or attribute improvement, this transformation and improvement feel meaningless, the rocket has been strong for more than half a year, but there is still no weakening, hammer has been on the decline since 22, compared with other turrets. Already on the verge of being one of the weakest

I agree ,hammer is too poor now,assualt magazine is sill poor before the nerf,now it is worse.

They nerf turbo as soon as the update releases,but Tandem is forgotten,it is too strong now.

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You ruined high precision aiming system for smoky and spear for scorpion. Both of them are unplayable now. Its time to quit. Was planning to see till next tanki fund, but this game is a nightmare for F2P players. 

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On 5/19/2024 at 5:05 AM, cooltanki said:

hammer's current performance is very mediocre, please give this once popular turret some argument or attribute improvement, this transformation and improvement feel meaningless, the rocket has been strong for more than half a year, but there is still no weakening, hammer has been on the decline since 22, compared with other turrets. Already on the verge of being one of the weakest

Not really, recent buff of intra clip reload  helped it a lot and now some of the overlooked augments got very nice and usefull buff. I like playing with large caliber pellets but crit dammage was side effect that you did not want because how low dmg it has. Now it seem better and I perform very well with that augment. Its not OP but its good, I like such augments.  

Another good example - Adaptive reload, this augment is now very good for offensive play it was outshined by HCAC augment but now it seem this is better option, its not OP it has downside (reload) but its definitely not weak or bad. 

I dont have blunderbuss so I cant speak on this. But Its good to see some buff for this augments it was not that good before as far as I know. 

 

What else you want? Assault magazine nerf is just minor nerf its easily still in top 3 hammer augments. I mean since I started again in 2023 hammer was never better than now. 

 

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On 5/19/2024 at 1:12 PM, Macabre said:

Tandem being absurdly broken is clearly intentional

Tbh I can at least understand buff for augments that are in build a fight event but tandem is not even in event yet it got serious buff to the point its broken. Its better than phoenix augments which is sad  when we think that someone had to get 5M experience for it. At this point grinding for phoenix is ridiculous, you dont even know what you get and even when you get it, it may end up like isida phoenix. Striker has vacuum and tandem which are better than phoenix. Faust and hydra at the level of phoenix and meteor little close behind them.  Yes striker is devs favourite turret and bias is clearly visible ? 

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On 5/19/2024 at 7:35 PM, Tekken8 said:

Faust and hydra at the level of phoenix and meteor little close behind them.

LMAOOOO no.

Phoenix is MILES and i mean MILES above hydra and faust. Phoenix Striker is still head and shoulders above any Striker augment. If you disagree you're flat out wrong.

On 5/19/2024 at 7:35 PM, Tekken8 said:

it may end up like isida phoenix.

oh no it went from unkillable cheat code to just ultra overpowered augment. these nerfs truly made Phoenix Isida dead. ?
I call Phoenix a "Clown Badge" because of no lifing involved in getting it but saying Phoenix is even close to any other augments is just WRONG. 

You DID NOT ENCOUNTER phoenixes i can tell you that lol

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On 5/19/2024 at 6:41 PM, Kimura said:

LMAOOOO no.

Phoenix is MILES and i mean MILES above hydra and faust. Phoenix Striker is still head and shoulders above any Striker augment. If you disagree you're flat out wrong.

oh no it went from unkillable cheat code to just ultra overpowered augment. these nerfs truly made Phoenix Isida dead. ?
I call Phoenix a "Clown Badge" because of no lifing involved in getting it but saying Phoenix is even close to any other augments is just WRONG. 

You DID NOT ENCOUNTER phoenixes i can tell you that lol

Well when I am thinking about phoenix and other striker augments I am thinking how good it is in situations where it should be good.  And phoenix despite it looks good on paper seem underwhelming. Tandem and vacuum are now overall better options (or equal) than phoenix on most of the situations. For short range faust seem better, pause between rockets - 50 % is very good advantage over phoenix. I played against phoenix few times and all I need was protection and I could easily survive salvo because of pause between rockets provided enough time for reaction, also 40m range limit can be used like RRE augment (which phoenix have) in certain situations.  Hydra is good because even with prot it can kill me because of crits and dmg potential. (I dont have armadillo)

  I just dont see  any part of striker phoenix to be above this augments it does not shine in anything. Vacuum is better RRE. Tandem is now better for long range sniping (maybe the only thing phoenix had was quick lock on for long distances and dealing good dmg) Can it kill as fast as faust during close range combats? Nah. Is it doing massive dmg like hydra ? nah...  

 

Look at shaft, where does it shine? what part of shaft phoenix is above all the augmetns? its  shaft  sniper mode. 

Scorpion - arcade mode is where it shines  and it has unique salvo that does not resemble any rocket pattern from all of the augments. 

Isida before  sustainable nanobots was shining in range. Now I can say it is better in a way it has something from every isdsa augment.  

Striker is just meh sorry I disagree with you. I did not say its bad but its absolutely not worth it because there are exotic augments that are at the level (or above) phoenix. Wheter for you hydra and faust are not does not matter, my point is valid despite you disagree with this two augments. If anything both of them seem to be more fun than that scam. 

Edited by Tekken8
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On 5/19/2024 at 5:35 PM, Tekken8 said:

when we think that someone had to get 5M experience for it

Reputation points.

These take much longer to accumulate than XP.

The 5000,000 rep points is a waste of space and I can't imagine how many times you would rank trying to do this joke of a challenge.

It's stuff like this, amongst a host of other things that make players so weak when they near the higher ranks.

Hazel knows this and deliberately makes it like this. He knows that some players will spend cash to offset this huge disadvantage that lower ranked players have, which is why he ignores any ideas to improve this.

The entire set up of this game is a joke.

The only players not affected are maxed out everything Legends and persistent buyers.

On 5/19/2024 at 9:09 PM, Biome said:

I love these updates. Thank you developers for making this game fun for everyone!!

It's always nice to end the day with a good hearty laugh. ? 

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On 5/19/2024 at 1:09 PM, Biome said:

I love these updates. Thank you developers for making this game fun for everyone!!

Your pfp is perfect for your schtick tbh

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On 5/20/2024 at 12:20 AM, Tekken8 said:

What else you want? Assault magazine nerf is just minor nerf its easily still in top 3 hammer augments. I mean since I started again in 2023 hammer was never better than now. 

I don't agree with you, hammer has suffered nerf since the launch of Assault magazine, twice nerf damage, which may not matter to Assault magazine, but Assault magazine currently has no advantage at the same range. Maybe it is the top three transformations of hammer, but in the exotic transformation, he is already middle and lower, mainly because of the weakness of hammer turret, why the rocket has not been weakened since the appearance of Faust last summer, but hammer has been weakened many times, and the rocket has so many exotic transformations. Why are both the body and argument not weakened? Adaptive reloading is OK for individual competition experience, but not useful in normal matching battles.ricochet berserk not only has kill reloading but also increases the rate of fire. Why hammer's adaptive has these two but also has reloading improvement? Compared with the melee turret is not half, the same distance is not better than the twins and the ricochet, you said hammer is the best time after 23 years of reworking, why has been nerf is the best time, this is too ridiculous.Maybe you can say that many people have started not wearing the defensive hammer module, which is the best situation in 23 years, but this situation does not show how weak hammer is now, like the previous twin, although it has been enhanced, but before the pulsar and this epic turbo enhancement, not many people used it. That's why no one wears twin defense modules,blunderbuss 'current performance is indeed OK, but the range is his fatal shortcoming, and his unstable critical chance, three shots need the opposite side to have no critical attack module, and two critical hits to kill the other side, 5 seconds time, and the blunderbuss spread is too large, To do all the damage you have to pull to a range close to fire and ice, Assault magazine is the same, at such a close range, why not use ice, fire or even Tesla, they have higher damage, more powerful effect, obviously a better choice.

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@cooltanki

I dont know how good hammer was before may/june 2023 but since then this is strongest version of hammer so far. So I dont know why you dont like it.

 

  I have Assault magazine and what are you describing is not that true, yes its hard to deal full dmg with it unless you are not very close but DPS and rate of fire is  high enough so you kill most of the players in such range. I usually end up top3 with this augment no matter if I play DeathMatch or Normal MM. (of course certain big maps like brest or stadium are exceptions)  What they did to assault mag is just minor nerf not really destroying purpose of augment.  I played with it after nerf and I managed to be 1st and 2nd in  two DM battles I had.  Assault magazine on meele range has better DPS than every meele range turret, yes you have to play at close range but at close/meele range its strong enough to win 1v1 againt majority of turrets and augments. 

Adaptive reload does have faster intra clip reload now. (which is simillar how bererk for rico works) Yes it has longer magazine reload but this new buff compensate for that good enough. Its in my top3 offensive augments for hammer now. I dont see a problem with that. 

 

Dont ask me why they did not nerf Striker augments... all I can say is that its devs favourite turret and bias is visible. Pulsar got buff while all other pulsars being nerfed. Tandem got buff to the point its broken. Vacuum is OP/broken since release,  faust got nerfed but still dominates in close range battles.   they know its OP but they keep it OP for  unknown reason. 

 

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@Tekken8 I have hammer's 2800k Phoenix points, so you know hammer better than I do? If you only kill low gs players all day long, then Assault magazine might be a good help for you, this time a slight nerf to Assault magazine? Did you play assault magazines when they first came out? Comparable to Faust when it first came out, the assault magazine got 3 nerfs on the reload, now it has a dps of 1009, I don't understand how it's better than a melee turret, and due to diffusion issues, it only deals about 70% damage from 20m away, your view is really ridiculous. If hammer really is at its strongest when you say it is, how do you explain so few hammer defense modules in the game?

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am i correct that every time you die 30% of your mines dissapear? this will be rough on low accounts who were using the augment to compete with legends. OFC the devs pick the worst way to balance miner

Edited by bozo88

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On 5/20/2024 at 7:51 PM, bozo88 said:

am i correct that every time you die 30% of your mines dissapear? this will be rough on low accounts who were using the augment to compete with legends. OFC the devs pick the worst way to balance miner

Let's re-iterate that the main problem with this was not the miner augment itself, but it's coexistence with saboteur.

Like @Maf once said, if tanki just made it such that the bonus placed mines by saboteur do not stay behind with miner, it would have been more than fine to let miner keep 50 mines. However I am unsure if they able to program as such. At least Mortar mines I believe stay for 60s. Maybe have a time limit on saboteurs mines i.e 2 minutes, surely suffice enough, I don't know.

Edited by Akame
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On 5/20/2024 at 2:05 PM, Akame said:

Let's re-iterate that the main problem with this was not the miner augment itself, but it's coexistence with saboteur.

Like @Maf once said, if tanki just made it such that the bonus placed mines by saboteur do not stay behind with miner, it would have been more than fine to let miner keep 50 mines. However I am unsure if they able to program as such. At least Mortar mines I believe stay for 60s. Maybe have a time limit on saboteurs mines i.e 2 minutes, surely suffice enough, I don't know.

i believe the best nerf would have been:
-reduce sabotuer from 6 mines to 5 (center + 4)
-increase mine cooldown from 25 (dont remember) to 40 seconds
-cap max mines saved from 50 to 40 (alternate, limit number of mines by a player period, even if you die you cant have more than 40 or 50 mines at a time)

 

As is miner is not only worthless but activevly a poor equipment choice. It encourages camping, and non-legends cant afford to use it even as an equalizer

Edited by bozo88

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On 5/20/2024 at 12:05 PM, Akame said:

Let's re-iterate that the main problem with this was not the miner augment itself, but it's coexistence with saboteur.

Like @Maf once said, if tanki just made it such that the bonus placed mines by saboteur do not stay behind with miner, it would have been more than fine to let miner keep 50 mines. However I am unsure if they able to program as such. At least Mortar mines I believe stay for 60s. Maybe have a time limit on saboteurs mines i.e 2 minutes, surely suffice enough, I don't know.

I think they went in the right direction in trying to solve the saboteur + miner combo fiasco by giving 3 more hulls the ability to deactivate enemy mines.

If they give crusader and Ares the ability to destroy the mines through splash damage and hornet the ability to target mines with the turret, then that should be enough.

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  • 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.

im starting to think this wording means that if you lay 28 mines and die, 70% will be retained. if you die 4 times in a row without  laying mines, no mines will be removed. if you lay 10 mines (total is now 38) and die, 3 of the 10 you just laid will be randomly removed and you will have 35 total. 

 

it will take some time to prove this theory as Miner, Miner + sab, and Sab usage has completely plummeted over the weekend. Good Ol tanki; making an OP augment, leaving it OP for months while it is very hard to obtain, then nerfing/balancing/adding sanity at the same time as its rollout is increased the general player base. Never change. 

 

edit: Piratespider i actually disagree.. not every hull has to have anti mining properties. everythings a tradeoff, if anti mining matters to you then you dont get radar, swtich to different hull. what matters is that theres some variety so everyone can have a combo that can deal with the mine spam.

Edited by bozo88

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On 5/20/2024 at 6:21 PM, cooltanki said:

@Tekken8 I have hammer's 2800k Phoenix points, so you know hammer better than I do? If you only kill low gs players all day long, then Assault magazine might be a good help for you, this time a slight nerf to Assault magazine? Did you play assault magazines when they first came out? Comparable to Faust when it first came out, the assault magazine got 3 nerfs on the reload, now it has a dps of 1009, I don't understand how it's better than a melee turret, and due to diffusion issues, it only deals about 70% damage from 20m away, your view is really ridiculous. If hammer really is at its strongest when you say it is, how do you explain so few hammer defense modules in the game?

Fewer modules can be explained simply by the fact that other turrets have broken augments and you need protections for them. Striker is now almost mandatory to have. Twins have now broken augment and you need prot against it. Scorpions, magnums, shafts... of course people will prefer protections from long range turrets than hammer, if you are threat for opponents and you are playing really good they will pick protection against you. I am isida main and when I play good then I see players to pick protection even against isida... thats not good argument for thinking that hammer is weak now. Assault mag.  Its better than meele turret because you have better range and when you are close enough your DPS is higher.  

I dont know why you think am playing against low ranks but thats wrong. I have assault magazine on my legend alt acc and I usually end up in top3 despite I have weak protections with  legend rank MM.

Hammer assault magazine when it was released was broken you expect devs to keep it that way and not nerf it?? Faust was nerfed too, look dude... game change and meta too... do you expect one turret/augment to be OP/broken for years ?     

1009 DPS is weak for you? Thunder - 450, rico - 700, freeze - 800 ( am including reload), firebird - 800 too, tesla - 840    what more you want?  

Edited by Tekken8

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