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Patch Update #770 - Released 9th August 2024


Marcus
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Patch Update #770 - Released 9th August 2024

 

The list of changes:

  • The number of upgrade steps for hulls and turrets has been changed based on the modification.

    • Mk1: 10 → 3 steps

    • Mk2: 10 → 5 steps

    • Mk3: 10 → 8 steps

    • Mk4: 10 → 10 steps

    • Mk5: 10 → 11 steps

    • Mk6: 10 → 12 steps

    • Mk7: 20 → 20 steps

    • (Note) The total cost of upgrades hasn’t changed, you just need fewer clicks to make at the lower ranks. Existing upgrade steps are automatically converted.

  • Turrets and hulls are now using .a3d models instead of .3ds to separate the physical and visual parts of the tanks.

    • (Note) This change should help reduce frame rate drops when entering battles. The old system made the game calculate the physical details on the player’s device, but the new format makes those details ready to go. You'll likely see a big improvement on mobile devices.

  • Bots now support multiple players in a battle at the same time.

    • (Note) Up to the rank of First Sergeant, players will battle against both other players and bots.

  • For ranks from Gefreiter to First Sergeant, the matchmaking system now add bots instead of increasing the range of ranks.

    • (Note) Empty spots in these battles will now be filled by bots.

  • Freeze 

    • «Adrenaline» augment

      • Regular and critical damage increase changed from +23% to +20%;

  • Twins 

    • «Plasma Turbo Accelerators» augment

      • Regular damage decrease changed from -45% to -50%;

  • Modules

    • Minimum rank required to purchase the «Spider» protection module increased from Private (2) to Sergeant-Major (10)

  • TJR and JGR modes are no longer available for the Siege MM map

  • Changed bases and respawns in the ASL mode for the «Year 2042» map

  • Changed geometry of the «Year 2042» map

The list of fixes:

  • Fixed the bug that caused creating clans be available even before a player reaches the rank that unlocks access to the clans system

  • Like 8
  • Saw it 1

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On 8/8/2024 at 4:00 PM, Marcus said:

 

  • Twins 

    • «Plasma Turbo Accelerators» augment

      • Regular damage decrease changed from -45% to -50%;

Only 5% difference? Change it back to -70% or -60%

Edited by Alsar
  • Like 1
  • Agree 6

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On 8/8/2024 at 4:05 PM, Alsar said:

Only 5% difference? Change it back to -70% or -60%

Nah, that would revert it to its useless state. 

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On 8/8/2024 at 3:00 PM, Marcus said:

The number of upgrade steps for hulls and turrets has been changed based on the modification.

  • Mk1: 10 → 3 steps

  • Mk2: 10 → 5 steps

  • Mk3: 10 → 8 steps

  • Mk4: 10 → 10 steps

  • Mk5: 10 → 11 steps

  • Mk6: 10 → 12 steps

  • Mk7: 20 → 20 steps

  • (Note) The total cost of upgrades hasn’t changed, you just need fewer clicks to make at the lower ranks. Existing upgrade steps are automatically converted.

Was it really necessary? bruh
10 upgrades of each except Mk7 made sense, now it does not. Just remove this update, no need. 

 

On 8/8/2024 at 3:00 PM, Marcus said:

Twins 

  • «Plasma Turbo Accelerators» augment

    • Regular damage decrease changed from -45% to -50%;

More nerf, please. Like about -60% because even non-direct hits are pretty significant.

 

On 8/8/2024 at 3:00 PM, Marcus said:

TJR and JGR modes are no longer available for the Siege MM map

I had no problem with TJR mode in Siege MM map, I actually had a close one battle recently in here. No need of removing it. 

Other updates and fix I am fine with it. 
However, you should fix the bug where I occasionally go through boxes when they are dropping. This bug has been there since 2022 April Fools celebrations when new supply boxes were introduced. I even reported this bug where I should and nothing happened to it since then... 

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On 8/8/2024 at 9:14 AM, Macabre said:

Nah, that would revert it to its useless state. 

Compared to now where it's statistically superior to Stock and garage augments in every way? What a way to stifle variety on a turret whose base power is already limited. 

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On 8/8/2024 at 9:00 AM, Marcus said:

Twins 

  • «Plasma Turbo Accelerators» augment

    • Regular damage decrease changed from -45% to -50%;

First off, that feels insufficient damage nerf, make it like 55% to 60% damage decreased. Also nerf the critical hit chance of it please.

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I wished there were more balances updates, especially striker vacuum still breaking MM, damn OP. I get it, it's a skill-based augment, but still not a reason to be OP, it should be good. It's like saying railgun is a skillful gun, so it should break MM, no you're wrong, same goes for striker vacuum. Nerf it ASAP

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On 8/8/2024 at 2:00 PM, Marcus said:

 

  • Turrets and hulls are now using .a3d models instead of .3ds to separate the physical and visual parts of the tanks.

    • (Note) This change should help reduce frame rate drops when entering battles. The old system made the game calculate the physical details on the player’s device, but the new format makes those details ready to go. You'll likely see a big improvement on mobile devices.

  • Bots now support multiple players in a battle at the same time.

    • (Note) Up to the rank of First Sergeant, players will battle against both other players and bots.

  • For ranks from Gefreiter to First Sergeant, the matchmaking system now add bots instead of increasing the range of ranks.

    • (Note) Empty spots in these battles will now be filled by bots.

  • Freeze 

    • «Adrenaline» augment

      • Regular and critical damage increase changed from +23% to +20%;

  • Twins 

    • «Plasma Turbo Accelerators» augment

      • Regular damage decrease changed from -45% to -50%;

  • Modules

    • Minimum rank required to purchase the «Spider» protection module increased from Private (2) to Sergeant-Major (10)

  • TJR and JGR modes are no longer available for the Siege MM map

  • Changed bases and respawns in the ASL mode for the «Year 2042» map

  • Changed geometry of the «Year 2042» map

The list of fixes:

  • Fixed the bug that caused creating clans be available even before a player reaches the rank that unlocks access to the clans system

Perfect GIF

 

  • Agree 1

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On 8/8/2024 at 9:56 AM, Pleasant said:

I wished there were more balances updates, especially striker vacuum still breaking MM, damn OP. I get it, it's a skill-based augment, but still not a reason to be OP, it should be good. It's like saying railgun is a skillful gun, so it should break MM, no you're wrong, same goes for striker vacuum. Nerf it ASAP

Striker Vac and Railgun are practically incomparable in terms of a skill barrier. If you lack certain things (skill or a good fps/ping), vacuum becomes trash. You are not crippled in the same way when it comes to Railgun. Railgun's warmup increases the skill barrier by such a minute amount that you can basically find some feature on any other turret that also causes this (say, using Gauss splash to your advantage). Now I get that this is a bit of a stretch, but I'm essentially just making the point that saying "Vacuum takes skill" and saying "Railgun takes skill" are not the same level of skill, and you can't say that they are the same thing

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On 8/8/2024 at 4:56 PM, Pleasant said:

I wished there were more balances updates, especially striker vacuum still breaking MM, damn OP. I get it, it's a skill-based augment, but still not a reason to be OP, it should be good. It's like saying railgun is a skillful gun, so it should break MM, no you're wrong, same goes for striker vacuum. Nerf it ASAP

I disagree. Striker Vacuum is not only locked behind a certain skill level, it's also map specific. It shines in maps where your team has an elevation advanatage over your opponents. In maps where the terrain is level, its quite hard to make good use of this augment. This in my opinion is a perfect example of how a strong yet balanced augment should be; excellent when the conditions are right, and decent elsewhere. 

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On 8/8/2024 at 10:25 AM, Strongarm said:

Striker Vac and Railgun are practically incomparable in terms of a skill barrier. If you lack certain things (skill or a good fps/ping), vacuum becomes trash. You are not crippled in the same way when it comes to Railgun. Railgun's warmup increases the skill barrier by such a minute amount that you can basically find some feature on any other turret that also causes this (say, using Gauss splash to your advantage). Now I get that this is a bit of a stretch, but I'm essentially just making the point that saying "Vacuum takes skill" and saying "Railgun takes skill" are not the same level of skill, and you can't say that they are the same thing

What they have both in common is that both are very skillful gun, railgun the turret itself and striker vacuum augment. Both being a skillful turret shouldn't be a reason for them being game breaking OP in MM, they should be good, so striker vacuum needs nerf ASAP, it isn't normal I have 50 prot striker and I get two shot killed by it

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On 8/8/2024 at 5:49 PM, Pleasant said:

What they have both in common is that both are very skillful gun, railgun the turret itself and striker vacuum augment. Both being a skillful turret shouldn't be a reason for them being game breaking OP in MM, they should be good, so striker vacuum needs nerf ASAP, it isn't normal I have 50 prot striker and I get two shot killed by it

In this case you should just "git gud". Use trickster and freeze with your 50 striker prot and suddenly that annoying vacuum striker is no longer a threat ?

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On 8/8/2024 at 3:49 PM, Pleasant said:

What they have both in common is that both are very skillful gun, railgun the turret itself and striker vacuum augment. Both being a skillful turret shouldn't be a reason for them being game breaking OP in MM, they should be good, so striker vacuum needs nerf ASAP, it isn't normal I have 50 prot striker and I get two shot killed by it

ares + defender + 50% striker and armadillo and lifeguard augment, thats the only solution for now until they nerf it

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On 8/8/2024 at 10:49 AM, Pleasant said:

What they have both in common is that both are very skillful gun, railgun the turret itself and striker vacuum augment. Both being a skillful turret shouldn't be a reason for them being game breaking OP in MM, they should be good, so striker vacuum needs nerf ASAP, it isn't normal I have 50 prot striker and I get two shot killed by it

First, just want to say that the entire point of what I said is that the skill for vac and the skill for rail are nowhere near comparable. Railgun is easy comparably.

Also, you can't be 2-shot by striker vac with 50 prot (even if they are using booster). Vac's max damage is 1575. Let's assume you are using normal armor and they are using booster. So, 1575*1.25 (damage boost from max booster/crisis) = 1968*0.5 (damage reduction from 50 prot) = 984. So a final damage of 984. This can't even 2-shot a light hull

So does it really need a nerf if it takes 3 shots to take down a protected light hull? (that's kinda what protection is for)

Edited by Strongarm
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On 8/8/2024 at 5:05 PM, Alsar said:

Only 5% difference? Change it back to -70% or -60%

Or back to -25% like how it was for those 2-3 crazy hours before the hotfix ?

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On 8/8/2024 at 4:04 PM, Strongarm said:

First, just want to say that the entire point of what I said is that the skill for vac and the skill for rail are nowhere near comparable. Railgun is easy comparably.

Also, you can't be 2-shot by striker vac with 50 prot (even if they are using booster). Vac's max damage is 1575. Let's assume you are using normal armor and they are using booster. So, 1575*1.25 (damage boost from max booster/crisis) = 1968*0.5 (damage reduction from 50 prot) = 984. So a final damage of 984. This can't even 2-shot a light hull

So does it really need a nerf if it takes 3 shots to take down a protected light hull? (that's kinda what protection is for)

Bruh Wtf Is Going On GIF

 

Not sure why many people insists on the striker augment being overpowered. If you dont have a maxed-out garage with the right augments and protections then it is understandable why you may think it needs a nerf. Its effectiveness is highly dependent on the map, teams and your combo.

Edited by OFF

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On 8/8/2024 at 5:25 PM, Macabre said:

This in my opinion is a perfect example of how a strong yet balanced augment should be

a strong yet ACTUALLY balanced augments at the top of my head are 

1. Phoenix Shaft. 

2. Sustained Nanobot Isida of all things.

(obvs ignoring the grind)
If you are fast with your perfect timing you deal max damage near instantly. The longer you take the more you lose even if you deal the same damage. You also have to predict the enemy even though it should be pretty easy and you don't need to predict too far. other things im prob forgetting cuz i couldnt care less about phoenix shaft cuz im not getting it any time soon.

Sustained ✨ Isida ✨ is either trash that you can't aim with without ripping your hair out or unironically Phoenix Isida level. (dont even put vampire in the same realm as these two). you need to learn how to aim and actually connect with both enemy and ally. You need to think if you want to heal your ally and let him do the job or leave him alone and kill the enemy yourself. Will teammate die if you do this? Will you die? manny factors that you need to think about in a second. Also every situation different way to win such 2v1s. 
I went from barely getting 0.90+ K/D to casual DOUBLE DIGIT K/D with 800-1300+ score every match guaranteed.


None of these augments while having an obvious skill barrier are not breaking MM anytime soon. I'd actually go as far as to say that Isida aug is the most balanced thing this game has. Its a 10/10 instead of 20/10 like Vacuum. Yeah it needs skill but it doesnt mean it can be a juggernaut of a augment now.

On 8/8/2024 at 5:25 PM, Macabre said:

Striker Vacuum is not only locked behind a certain skill level, it's also map specific.

it shines in every map from what im seeing lol

 

On 8/8/2024 at 6:04 PM, Strongarm said:

So does it really need a nerf if it takes 3 shots to take down a protected light hull? (that's kinda what protection is for)

How often are you at 100% HP in an average Legend battle? Even if you are full + 50% let me tell you it sure does not feel like it makes a difference. Also the prot argument is the most stupid thing ever. A 50% prot should be used as a maximum defence turning you into a defensive wall for the enemy and not "oh now it takes 3 seconds to kill you instead of 1.5"

On 8/8/2024 at 6:12 PM, Maf said:

Or back to -25% like how it was for those 2-3 crazy hours before the hotfix ?

hey Maf! ❤️ here is what i think of your comment! ❤️

Spoiler

248.jpg

 

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On 8/8/2024 at 3:47 PM, UnbeatabIe said:

why do you guys hate freeze adrenaline so much? its been getting reduced from 30+% to 20% in almost a year please make it better

Probably because it's the only adrenaline augment that has a status that is considered a bootleg emp since it instantly kills enemies damage and speed bonuses

 

On 8/8/2024 at 2:00 PM, Marcus said:

 

  • Fixed the bug that caused creating clans be available even before a player reaches the rank that unlocks access to the clans system

  • Lobby sections are now hidden until reaching a certain rank
    • Clans (7) *new

So this new rank unlock to see clans was a bug or a pointless failed feature??, Why not simply just make it such that you can only see the clan system as normal, warrant officer 1 and have  the clan system shown as a wo1 rank unlock? Now what am I to do with the account I purchased a license on but can't use, I am not gonna play on that, wasn't my mistake when the game said I could create one, lets me purchase, but wasn't clear/transparent about it.

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On 8/8/2024 at 3:00 PM, Marcus said:

 

  • Twins 

    • «Plasma Turbo Accelerators» augment

      • Regular damage decrease changed from -45% to -50%;

How about Plasmatron which is ment to be exotic for twins? Its outshadowed by this augment by miles. Crits for plasmatron does not have any increased damage and its only annoying to do crits. Either increase crits dmg or just remove them. This augment could be good if crits have serious dmg like + 150-300 %  

Edited by Tekken8

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On 8/8/2024 at 6:34 PM, Kimura said:

a strong yet ACTUALLY balanced augments at the top of my head are 

1. Phoenix Shaft. 

2. Sustained Nanobot Isida of all things.

(obvs ignoring the grind)
If you are fast with your perfect timing you deal max damage near instantly. The longer you take the more you lose even if you deal the same damage. You also have to predict the enemy even though it should be pretty easy and you don't need to predict too far. other things im prob forgetting cuz i couldnt care less about phoenix shaft cuz im not getting it any time soon.

Sustained ✨ Isida ✨ is either trash that you can't aim with without ripping your hair out or unironically Phoenix Isida level. (dont even put vampire in the same realm as these two). you need to learn how to aim and actually connect with both enemy and ally. You need to think if you want to heal your ally and let him do the job or leave him alone and kill the enemy yourself. Will teammate die if you do this? Will you die? manny factors that you need to think about in a second. Also every situation different way to win such 2v1s. 
I went from barely getting 0.90+ K/D to casual DOUBLE DIGIT K/D with 800-1300+ score every match guaranteed.


None of these augments while having an obvious skill barrier are not breaking MM anytime soon. I'd actually go as far as to say that Isida aug is the most balanced thing this game has. Its a 10/10 instead of 20/10 like Vacuum. Yeah it needs skill but it doesnt mean it can be a juggernaut of a augment now.

it shines in every map from what im seeing lol

 

How often are you at 100% HP in an average Legend battle? Even if you are full + 50% let me tell you it sure does not feel like it makes a difference. Also the prot argument is the most stupid thing ever. A 50% prot should be used as a maximum defence turning you into a defensive wall for the enemy and not "oh now it takes 3 seconds to kill you instead of 1.5"

hey Maf! ❤️ here is what i think of your comment! ❤️

  Reveal hidden contents

248.jpg

 

Trust me you need to be exceptionally skilled to make Vacuum striker work everywhere. In which case, all power to the user tbh, they should be rewarded for their skill. I for one suck with Vacuum striker and barely use it outside of a couple maps where I can spam shots from high ground. 

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It's also interesting how Vacuum striker and Plasma turbo accelerators get all these complaints while nobody talks about Tandem striker. This thing is by far the most broken augment in this game as of now. It has almost guaranteed critical, lightning fast reload, both rockets home extremely fast, unlimited range, and most of all super easy to use. No idea why nobody seems bothered by it. @Kimura

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Crazy how u cry abt tandem but not vacuum
ive been playing TO 8 hours per day for the last week
I cant do over 70-80 kills 
With vacuum:
Ive seen multiple peoples do 100-150 kills per games easily
Just takes 1 week maximum and you will hit everything

Edited by Whistle

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On 8/8/2024 at 9:17 PM, Macabre said:

It's also interesting how Vacuum striker and Plasma turbo accelerators get all these complaints while nobody talks about Tandem striker. This thing is by far the most broken augment in this game as of now. It has almost guaranteed critical, lightning fast reload, both rockets home extremely fast, unlimited range, and most of all super easy to use. No idea why nobody seems bothered by it. @Kimura

like i said im not against vacuum being OP cuz skill barrier. but its not an excuse to make the game literally unplayable because of a random tryhard. the power ceiling of the augment is way too high.

and absolutely agree about tandem. its literally just better version of a bunch of turrets/augments in literally every way possible. also as braindead if not more than turbo twins. tho tandem didn't even cross my mind for some reason and it looks like its the same for others. weird coincidence ig?

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On 8/8/2024 at 11:28 PM, Kimura said:

like i said im not against vacuum being OP cuz skill barrier. but its not an excuse to make the game literally unplayable because of a random tryhard. the power ceiling of the augment is way too high.

and absolutely agree about tandem. its literally just better version of a bunch of turrets/augments in literally every way possible. also as braindead if not more than turbo twins. tho tandem didn't even cross my mind for some reason and it looks like its the same for others. weird coincidence ig?

Could it be because Vacuum is more common than Tandem? Don't forget Vacuum was obtainable in a recent event while Tandem hasn't been obtainable ever since it got buffed. Either way I think both of them could use some tweaks. But frankly, I don't see how Vacuum can be adjusted without making it inferior to other striker augments. 

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