Jump to content
EN
Play

Forum

Patch Update #783 - Released 22nd November 2024


Marcus
 Share

Recommended Posts

  • Community Manager

Patch Update #783 - Released 22nd November 2024

 

List of changes:

  • Changes in the mechanics of Tesla turret

    • Ball lightning now shares the chain lightning damage, functioning like adding an additional enemy to the chain.

    • The ball lightning can belong to you, an ally, or to an enemy — the damage will be split in all cases.

  • Changes to the mechanics of Twins, Thunder and Gauss turrets.

    • Shots fired from these turrets may have different initial and final speeds.

  • Changes in the mechanics of Firebird, Freeze, Hammer, Twins and Ricochet turrets

    • Now the damage dealt from these turrets does not completely stop after reaching the range of minimum damage. Instead, a new maximum range parameter has been added for such turrets. At a distance between the minimum damage range and the maximum range, the damage does not change. Enemy tanks at this distance are outlined in yellow. 

  • Firebird turret

    • Range of minimum damage changed from 12-20 to 10-15 m.

    • Maximum range changed from 10-15 to 12-20 m.

  • Freeze turret

    • Range of minimum damage changed from 12-20 to 10-15 m.

    • Maximum range changed from 10-15 to 12-20 m.

  • Tesla turret

    • Damage increased from 315-630 to 450-900 hp.

    • Critical damage increased from 355-710 to 450-900 hp.

    • Reload between shots increased from 0.75 to 1.1 s.

    • Radius of maximum explosion damage of ball lightning increased from 1 to 3 m. 

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

    • Radius of minimum explosion damage of ball lightning increased from 5 to 8-12 m.

    • Percentage of medium explosion damage of ball lightning decreased from 90% to 50%. 

    • Percentage of minimum explosion damage of ball lightning increased from 25% to 50%. 

    • «Dilatory Protocol» augment

      • Lightning ball reload speed decreased from 150% to 50%. 

    • «Pulsar» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Exothermic Lightning» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Endothermic Lightning» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Superconducting Discharge» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Shocking Lightning» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Armor-Piercing Discharge» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

  • Hammer turret

    • Range of minimum damage decreased from 50-60 to 40-50 m.

    • Maximum range changed from 40-50 to 50-60 m.

  • Twins turret

    • Initial projectile speed increased from 30-60 to 35-65 m/sec.

    • Final projectile speed changed from 30-60 to 25-55 m/sec.

    • Time to reach final projectile speed changed from 0 to 1 s

    • Range of minimum damage changed from 60-90 to 70-100 m.

  • Ricochet turret

    • Range of minimum damage changed from 60-90 to 70-100 m.

  • Vulcan turret

    • «Large Caliber» augment

      • Added a decrease of turret rotation speed by -50%; 

      • Changed regular damage increase from +150% to +140%

  • Striker turret

    • Reload time increased from 2.4-1.6 to 2.7-1.8 s

    • Reload time after salvo increased from 2.4-1.6 to 2.7-1.8 s

    • «Missile launcher "Uranium"» augment

      • Changed the increase of regular damage from +50% to +65%

      • Added an increase of critical damage by +75%

      • Changed Maximum projectile speed from 125 to 100 m/s

      • Changed the number of rockets per salvo from 4 to 1

      • Added a decrease of Aiming time by -75%

      • Added an increase of reload time after salvo by +50%

    • «Missile launcher «Tandem» augment

      • Changed the increase of reload time after salvo from +20% to +50%

  • Thunder turret

    • Initial projectile speed increased from 250-350 to 260-360 m/seс

    • Final projectile speed decreased from 250-350 to 240-340 m/seс

    • Time to reach final projectile speed changed from 0 to 1 s

  • Scorpion turret 

    • «Missile launcher “Tornado”» augment

      • Removed the decrease of salvo reload time;

      • Removed the increase of aiming recovery time;

      • Added a decrease of aiming recovery time by -50%;

  • Magnum turret

    • «Bombard» augment

      • Added a reduction in shot charging time by -50%

  • Gauss turret

    • Initial projectile speed increased from 300-400 to 330-440 m/seс

    • Final projectile speed decreased from 300-400 to 220-330 m/seс

    • Time to reach final projectile speed changed from 0 to 1 s

 

  • Updated the styles of several buttons in the Lobby interface

List of fixes:

  • Improvements to some payment systems.

  • Like 7

❤️

Share this post


Link to post
Share on other sites

On 11/21/2024 at 9:03 AM, Marcus said:

Vulcan turret

  • «Large Caliber» augment

    • Added a decrease of turret rotation speed by -50%; 

    • Changed regular damage increase from +150% to +140%

It's criminal that a Large Calibre template augment took so long to receive downsides for having extra damage. 

  • Agree 9

Share this post


Link to post
Share on other sites

On 11/21/2024 at 5:03 AM, Marcus said:

Vulcan turret

  • «Large Caliber» augment

    • Added a decrease of turret rotation speed by -50%; 

    • Changed regular damage increase from +150% to +140%

Letssssss gooooo!!!! Finally a decent nerf 

 

On 11/21/2024 at 5:03 AM, Marcus said:

Striker turret

  • Reload time increased from 2.4-1.6 to 2.7-1.8 s

  • Reload time after salvo increased from 2.4-1.6 to 2.7-1.8 s

  • «Missile launcher "Uranium"» augment

    • Changed the increase of regular damage from +50% to +65%

    • Added an increase of critical damage by +75%

    • Changed Maximum projectile speed from 125 to 100 m/s

    • Changed the number of rockets per salvo from 4 to 1

    • Added a decrease of Aiming time by -75%

    • Added an increase of reload time after salvo by +50%

  • «Missile launcher «Tandem» augment

    • Changed the increase of reload time after salvo from +20% to +50%

Interesting change to uranium. Also, thank goodness for the increase reload for tandem.

Edited by JAIMUX
  • Like 2

Share this post


Link to post
Share on other sites

On 11/21/2024 at 7:03 PM, Marcus said:

«Missile launcher «Tandem» augment

  • Changed the increase of reload time after salvo from +20% to +50%

I think base striker is good now than 'exotic' tandem.

  • Like 1

Share this post


Link to post
Share on other sites

On 11/21/2024 at 2:14 PM, TheCongoSpider said:

It's criminal that a Large Calibre template augment took so long to receive downsides for having extra damage. 

And conveniently at the time when it is about to be massively distributed as well through event. Predictable.

  • Like 1

Share this post


Link to post
Share on other sites

On 11/21/2024 at 2:17 PM, Fischer said:

still no Striker Vacuum nerf -_- 

This is exactly I wanted to mention , sad 

 

On 11/21/2024 at 2:03 PM, Marcus said:
      • Lightning ball reload speed decreased from 150% to 50%. 

    • «Pulsar» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Exothermic Lightning» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Endothermic Lightning» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Superconducting Discharge» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Shocking Lightning» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

    • «Armor-Piercing Discharge» augment

      • Radius of adding ball lightning to the circuit decreased from 20-25 to 1 m.

  •  

IF it works as I think it will then this is one of best balance made this year, great job for this one ! 

  • Like 2
  • Agree 2

Share this post


Link to post
Share on other sites

On 11/21/2024 at 2:17 PM, Fischer said:

still no Striker Vacuum nerf -_- 

There are alot of people who dont know how to use this augment properly. (which is why this should not get nerfed)

For the players who know how to use this vacuum missiles in the right hands it might be OP but you can count these players on 2 hands.

Alot of people who were trying to use this augment just stopped playing with it. To difficult? idk. Im playing with Remote rocket explosives for 3 years

You can also easy counter it there is striker prot ,defender drone,lifeguard augments. That should be enough ig

 

 

 

  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

On 11/21/2024 at 8:55 PM, Jumper said:

There are alot of people who dont know how to use this augment properly. (which is why this should not get nerfed)

For the players who know how to use this vacuum missiles in the right hands it might be OP but you can count these players on 2 hands.

Alot of people who were trying to use this augment just stopped playing with it. To difficult? idk. Im playing with Remote rocket explosives for 3 years

Lol, there are definitely far more players who have it and who can constantly get top 1 with it practically nonstop, despite protections. And even if it was so super skill capped, that  does not mean that those who mastered this "incredible art" of Vacuum spam should be running around and getting 1000-1500 points in every match just because there are noobs who cant play it efficiently.

On 11/21/2024 at 8:55 PM, Jumper said:

You can also easy counter it there is striker prot ,defender drone,lifeguard augments. That should be enough ig

This is completely irrelevant argument. Protections, Defender and Lifeguard together can pretty much counter everything regardless. Equipping these does not really make every augment balanced, otherwise there would literally be no point in having any balance changes whatsoever.

  • Agree 11

Share this post


Link to post
Share on other sites

On 11/21/2024 at 9:55 PM, Jumper said:

For the players who know how to use this vacuum missiles in the right hands it might be OP but you can count these players on 2 hands.

lol I equipped remote explosives (after  rarely playing w striker using  tandem and faust brainrot and before that maining uranium of all things) and it took me whopping 2 (TWO) matches to "master" it which makes me believe that vacuum striker is not as skillful as gentlemen (who conveniently all have vacuum) make it to be.

 

On 11/21/2024 at 9:55 PM, Jumper said:

You can also easy counter it there is striker prot ,defender drone,lifeguard augments. That should be enough ig

yes because an average player does have all these things at all times just to counter one random overpowered noob.

 

On 11/21/2024 at 10:14 PM, krokorok said:

because there are noobs who cant play it efficiently.

im maining EMP Shaft currently and I can tell that none of the EMP Shaft users in the past year I met have a slightest idea on how to use EMP Shaft effciently. I'd like for EMP Shaft to be buffed to vacuum striker level ?

  • Like 1
  • Agree 2

Share this post


Link to post
Share on other sites

On 11/21/2024 at 8:03 AM, Marcus said:

Tesla turret

  • Damage increased from 315-630 to 450-900 hp.

  • Critical damage increased from 355-710 to 450-900 hp.

  • Reload between shots increased from 0.75 to 1.1 s.

More damage but slower traveling speed. I wonder if that works...

On 11/21/2024 at 8:03 AM, Marcus said:

«Missile launcher "Uranium"» augment

  • Changed the increase of regular damage from +50% to +65%

  • Added an increase of critical damage by +75%

  • Changed Maximum projectile speed from 125 to 100 m/s

  • Changed the number of rockets per salvo from 4 to 1

  • Added a decrease of Aiming time by -75%

  • Added an increase of reload time after salvo by +50%

Interesting rebalance from Alternativa.

1st rebalance/nerf was reduce salvo to 1, 2nd attempt was reverting the # back to 4 but with longer salvo pause (?), now... a mix of old Uranium + Hunter augment.

On 11/21/2024 at 8:03 AM, Marcus said:

«Missile launcher “Tornado”» augment

  • Removed the decrease of salvo reload time;

  • Removed the increase of aiming recovery time;

  • Added a decrease of aiming recovery time by -50%;

Long overdue.

 

  • Like 1

Share this post


Link to post
Share on other sites

On 11/22/2024 at 3:55 AM, Jumper said:

You can also easy counter it there is striker prot ,defender drone,lifeguard augments. That should be enough ig

If you need 50% damage reduction, and/or further another 50% damage reduction, and/or an extra 500HP to "counter" an augment, then it is precisely justified that it is just too OP.

Please... I thought this was common sense...

  • Agree 3

Share this post


Link to post
Share on other sites

I don't understand how Firebird for example, can simultaneously deal minimum and maximum damage between 12-15m?

Happy to see some much needed nerfs to Tandem and Large Caliber.

I would like to see Defender nerfed and Jammer buffed.

Share this post


Link to post
Share on other sites

Scorpion is now obsolete with these changes.

 

I've played 13 battles since this recent nerfing, and I've not seen a single player, not one, using scorpion.

 

What was the most popular turret in the game, instantly shelved by EVERY player in the game.

 

Well done, devs. Well done. You've made the newest and most popular turret completely obsolete in an instant.

 

Even the bots aren't using it anymore.

 

Amazing job.

All that R&D developing it, all the money Tanki spent paying devs... just to completely nuke all that work in one move.

 

Well done. Amazing work.

Share this post


Link to post
Share on other sites

On 11/22/2024 at 1:41 AM, MrRodent said:

Scorpion is now obsolete with these changes

Can you explain why?

 

On 11/22/2024 at 1:41 AM, MrRodent said:

I've played 13 battles since this recent nerfing, and I've not seen a single player, not one, using scorpion

I've seen multiple of every turret since the restart. Are you looking properly? 

  • Like 1
  • Agree 3

Share this post


Link to post
Share on other sites

On 11/21/2024 at 9:41 PM, MrRodent said:

Scorpion is now obsolete with these changes.

 

I've played 13 battles since this recent nerfing, and I've not seen a single player, not one, using scorpion.

 

What was the most popular turret in the game, instantly shelved by EVERY player in the game.

 

Well done, devs. Well done. You've made the newest and most popular turret completely obsolete in an instant.

 

Even the bots aren't using it anymore.

 

Amazing job.

All that R&D developing it, all the money Tanki spent paying devs... just to completely nuke all that work in one move.

 

Well done. Amazing work.

Maybe just not sit in a corner all game using saboteur and miner?  Theres a thing called aggro playing. On the serious note I don't think it effected all of scorpion. It's talking about the tornado augment specifically. And if that's the only scorpion augment you play then, just switch to a better augment  for aggro plays.

  • Like 1
  • Agree 3

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...