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Patch Update #763 - Released 17th May 2024


Marcus
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On 5/16/2024 at 3:04 PM, Marcus said:
  • When a player’s nickname gets changed, the player now receives a free Rename Pass

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What does this mean ? 
Do they mean when Tanki changes someone's nickname for being inappropriate ?

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On 5/16/2024 at 6:45 PM, Kerala said:

What does this mean ? 
Do they mean when Tanki changes someone's nickname for being inappropriate ?

I guess what they mean is that when someone claims your nickname, instead of them contacting you by email, or you having to contact them to change your name, you will simply be given a rename pass, so you can easily change your name without having to contact the help support ro check your email.

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  • Twins

    • «Plasma Turbo Accelerators» augment

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

Holy cow... I can't believe my eyes... 

All is good with the world now, my soul is at peace.

  • Haha 1

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

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

Why nerfing it again??? It needs a buff since it's very hard to survive with it

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On 5/16/2024 at 6:09 PM, Pleasant said:

Why nerfing it again??? It needs a buff since it's very hard to survive with it

That is a buff in most maps if you're not camping and shooting people across large maps like Stadium or Highways. 

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

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

I expected a overdrive siphon buff, where you get back your overdrive every 5 kills

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

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

Do you mean reload time for railgun mode? Because in patch 755, reload time for railgun mode got increased to 3.6 - 2,4 s?

Edited by Pleasant

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On 5/16/2024 at 10:04 AM, Marcus said:
  • Updated the sound of the Railgun’s «Magic» shot effect

Devs, could you apply these separate sound effects to each of the XT, Prime, Ultra skins, what do you think?

Edited by Blue_Mantis

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And a good chunk of these balance changes feel forced, no doubt because of the current event which was revealed to need additional Tankoins for the boosts each day. 

 

RDS getting higher crit damage and above 1,000 normal damage? 

Tandem suddenly having its salvo damage output almost doubled? It randomly gets a critical chance increase when other more deserving augments would love to have attention like that. 

Blunderbuss stayed bad for so long only to suddenly get the buffs that it should have had a long time ago. 

Autocannon suddenly getting a lot of its critical damage output back alongside the higher normal damage  

Electroturret suddenly gets its ball lightning damage increased which it should have had long ago. 

The weird inconsistency in a few numbers. Super Solenoids gets 41% instead of 40% for some reason. It's not making a difference other than fitting in perfectly with HE Shaft's new 603 damage on a medium hull. Meanwhile Large Calibre Gauss gets +29% to deal 1,161 critical damage while HPAS Smoky gets +60% to go 24 damage below that? Why wasn't that +63 or 64%?

 

And most blatant of all is Plasma Turbo Accelerators. Released with very safe numbers and a refusal to change parameters on that augment specifically. Instead it would use whatever changes Stock Twins would get throughout its lifetime. Finally showing worth with the critical damage buff Twins received last year. Instead of going steady with -50%, it went straight to -30%. Now it has more damage than Stock, hell more damage than Heavy Plasmagun, while having doubled projectile speed instead of halved, more high damage crits due to doubled firing rate, doubled minimum damage range. This is direct powercreep. 

 

Really, how many of these changes were deserved, and how many were them being artificially boosted up for the event? The intensity of some of these augment changes is unnatural.

Edited by TheCongoSpider
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   I was finally happy that some of the broken augments got nerfed and at the same time we have now another broken augments... After few battles I can clearly say

  • Tandem - veryOP/Broken, does not need any crit +25 % chance buff, reload is very fast... 1,6sec is too much for this.  One rocket has dmg like thunder  but thunder needs 2s to reload. Tandem need 1,6s reload and 0,65s lock on time. thats 2,25s for 2 shots that have dmg like thunder, but striker has  homing shots that will most likely hit target and can deal splash dmg with increased crits.. Even when I compare it to  Strict Ammo for thunder (which is now better adaptive reload) or Adaptive reload which are highest DPS augments for thunder both of them needs 3,1-3,2s to shot two shots, I dont know what did you think about this "balance" but this is clearly unbalance.

 

  • Thunder strict ammo - did not need any buff but you do you, it was completely good and balanced in my eyes - example how legendary augment should look. 

 

  • Plasma turbo accelerator - This is joke, I have this augment and even before at -70 % base dmg it was decent. Now its broken, its better than most of the exotics like shredder  yet its still legendary rarity. I know guys that you wanted to buff   leg. augments because of upcoming build fight event but you dont have to do this in such detrimental way so it destroys balance.  Yes plasma turbo needed a little buff, but this is too much. Maybe - 55 % dmg would be ok or - 50 % which would still be OP. 

 

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

 

Edited by Tekken8
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@STIFFLER: am here after a month still mobile auto activation of supplies isn't released for mobile. this feature is must for mobile, PC you can do it later. how can the mobile user compete with PC user without auto activation of suuplies. i uninstalled the game before a month and came back to see and still auto activation is not there lol.. permanently deleted the game again. dont reply for this msg asking us to "be patient". u guys crossed the patient time.

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On 5/17/2024 at 7:56 AM, Tekken8 said:

   I was finally happy that some of the broken augments got nerfed and at the same time we have now another broken augments... After few battles I can clearly say

  • Tandem - veryOP/Broken, does not need any crit +25 % chance buff, reload is very fast... 1,6sec is too much for this.  One rocket has dmg like thunder  but thunder needs 2s to reload. Tandem need 1,6s reload and 0,65s lock on time. thats 2,25s for 2 shots that have dmg like thunder, but striker has  homing shots that will most likely hit target and can deal splash dmg with increased crits.. Even when I compare it to  Strict Ammo for thunder (which is now better adaptive reload) or Adaptive reload which are highest DPS augments for thunder both of them needs 3,1-3,2s to shot two shots, I dont know what did you think about this "balance" but this is clearly unbalance.

 

  • Thunder strict ammo - did not need any buff but you do you, it was completely good and balanced in my eyes - example how legendary augment should look. 

 

  • Plasma turbo accelerator - This is joke, I have this augment and even before at -70 % base dmg it was decent. Now its broken, its better than most of the exotics like shredder  yet its still legendary rarity. I know guys that you wanted to buff   leg. augments because of upcoming build fight event but you dont have to do this in such detrimental way so it destroys balance.  Yes plasma turbo needed a little buff, but this is too much. Maybe - 55 % dmg would be ok or - 50 % which would still be OP. 

 

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

 

Absolutely agree with Twins and Tandem Striker, I used Tandem before and it felt mediocre compared to other augments available for Striker, now it easily dominates battles even through potent Striker protections. Plasma Accelerator is even a level higher in terms of broken. Got into a plenty of matches today, and basically all of those that had Plasma accelerator were unplayable, with people sitting in enemy bases and getting 6,7,8 + K/D easily, not to mention when combined with strifing trash hulls and another garbage like LIfeguard.

Edited by krokorok
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  • Developer
On 5/16/2024 at 6:04 PM, Marcus said:
  • Twins

    • «Plasma Turbo Accelerators» augment

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

Hotfix:

  • Twins

    • «Plasma Turbo Accelerators» augment

      • Regular damage decrease changed from -30% to -45%

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  • Saw it 2
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On 5/17/2024 at 4:33 PM, Opex-Rah said:

Hotfix:

  • Twins

    • «Plasma Turbo Accelerators» augment

      • Regular damage decrease changed from -30% to -45%

couldnt you keep it -70%? it was better to be honest

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On 5/17/2024 at 4:33 PM, Opex-Rah said:

Hotfix:

  • Twins

    • «Plasma Turbo Accelerators» augment

      • Regular damage decrease changed from -30% to -45%

@Opex-RahTandem is just as broken just so you know. 

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Very nice change regarding the miners.

 

Please nerf the LIFEGUARD as next.

It is too op.

It is almost impossible to kill  LIFEGUARD + Defender  combination.

Bonus point for Paladin + overdrive.

 

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This game is embarrassing. My ping before the update was around 100 to 105, and after the server update, it's horrible, around 150 to 160. They got much worse. Being Brazilian in this game is like facing a hundred lions every day

Xbfiw1X.png

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The lifeguard augment is TOO OP. it just universally useable, no downsides, etc... I wish lifeguard gave yourself EMP effect for 5 seconds after use. that way its not just free HP, but an "extra life". AlsoYou should consider making heat resistance (not immunity) and cold resistance (not immunity) be 1 augment, so its not just a downgrade from immunity.

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Lifeguard's sole ability should be to prevent you from getting one shotted, leaving you with 1 hp instead of giving you extra 1000 hp every respawn. 

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

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. 

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