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Patch Update #783 - Released 22nd November 2024


Marcus
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On 11/22/2024 at 2:07 PM, Romantically said:

I have Lt. Colonel acc with 900k, like 3 or 4 maxed combos (max available at the rank) and waiting for BF to max like 3 turrets, all that without spending a single dollar simply by playing strategically and thinking ahead.

It's easy to say this as an older player with an alt acc, but for a new player, it's often easy to get your vibe and combo picked, along with boring gameplay with bots now and then the occasional balance problems occurring mid-endgame. The currency gain and Oracle gaming is so not worth creating an acc if you knew what endgame has.

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On 11/23/2024 at 1:40 AM, Akame said:

It's easy to say this as an older player with an alt acc

I had a feeling they were using an alt account already pretty well established, which is why I asked about protections.

This player knows exactly what I am saying, but choose to reply in a very misleading manner. 

On 11/22/2024 at 2:07 PM, Romantically said:

simply by playing strategically and thinking ahead.

The only "thinking ahead" you did was use an account already much stronger than probably every player you came across in battle.

This is not an account that defines "starting a new account". I'm still curious as to how many protections you have though.  

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On 11/23/2024 at 2:40 AM, Akame said:

It's easy to say this as an older player with an alt acc, but for a new player, it's often easy to get your vibe and combo picked, along with boring gameplay with bots now and then the occasional balance problems occurring mid-endgame. The currency gain and Oracle gaming is so not worth creating an acc if you knew what endgame has.

Sure, but I wouldn't say it's "impossible" to start a f2p account (I had a marshal+ with 5.8k GS and still could beat out a lot of "legends"). But I have to admit I'm amazed by all the ways we can now "get rubies" as Opex promised (the more "ways" was adding 100 to Regulars which a player gets 1x a year).

On 11/23/2024 at 6:32 AM, POWER-OF-ONE said:

I had a feeling they were using an alt account already pretty well established, which is why I asked about protections.

This player knows exactly what I am saying, but choose to reply in a very misleading manner. 

The only "thinking ahead" you did was use an account already much stronger than probably every player you came across in battle.

This is not an account that defines "starting a new account". I'm still curious as to how many protections you have though.  

I have Mine protection only, I started this account not long ago for the nickname, my point is not about new players but about everyone who says starting new accounts is impossible. The only thing I did was play like I do normally even before they added bots. Also about protections, I meet in every battle 3-4 people who have them which makes me question how many truly new players there are.

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On 11/22/2024 at 11:41 PM, AcnoIogia said:

The first time I saw the new updated version of Tesla I was amazed by the lightning ball's splash radius, but after a few battles I got to see it's advantages and disadvantages, I also noticed some things that could be fixed.

Advantages: 900 damage (1012 with booster or crisis, which lets me finish enemies with 1 shot less), Ball lightning big splash range.

Disadvantages: 1.1s reload (which sometimes i just think my turret isn't shooting at all when i am pressing space, but maybe this is a bug?) and ofc the -50% damage when connecting to a ball. (Critical mix augment should do the work, but only if it can bounce too!)

In my opinion these could be fixed: The lightning ball for the status effect augments are useless. The ball will almost never hit a target because of it's slow speed and you are unable to connect them to an enemy so there is really no point in them. I think it could receive the electroturret's feature that has 75 m/s lightning ball speed (or even 50 m/s is fine), and add -50% to the lightning ball's damage.

1.0 second reload would be very good as well, instead of 1.1 second. The -50% damage when connecting to a lightning ball is such a draw back that It would not make Tesla OP to give it a 0.1 second faster reload. The damage per second has only decreased with time for Tesla. Recently It was 840 DPS and now it is 818 DPS. (Fun fact: The very first Tesla had a whopping 1088 DPS)

Its made so you can only use standard attack and it should be that way, if you want to use status effects.

 I cant imagine playing against tesla status effect with additional electroturret lighting ball speed. First of all, all the status (except pulsar) have bounce mechanic which is imo pretty good advantage ( or it was ) because there is 1 crystal augments that is specifically for this purpose. Second,  lighting ball on status effect augment does have guaranteed status effect. It would eventually be  better electoturret and with status efect like EMP or AP you could easily just shot lighting ball and then come close to enemy to finish it off with 1 or 2 shots ( 0 to 1,1s)  

If you dont like it then use augment that can use lighting ball properly. Everyone was abusing this teslas like no tomorrow, by giving them guaranteed status effect with Lighting ball with speed of electoturret then its again same nonsense as before, considering 12m splash radius you could easily apply status effect on few players. 

Edited by Tekken8
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On 11/23/2024 at 6:32 AM, POWER-OF-ONE said:

I had a feeling they were using an alt account already pretty well established, which is why I asked about protections.

This player knows exactly what I am saying, but choose to reply in a very misleading manner. 

The only "thinking ahead" you did was use an account already much stronger than probably every player you came across in battle.

This is not an account that defines "starting a new account". I'm still curious as to how many protections you have though.  

I have almost legend acc without any protection, I only have armadillo on 15 % which I got from UC. What he said is true. 

Here you can check for yourself, Profile — lris  In fact it have better K/d on this alt than on my main. 

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On 11/22/2024 at 4:21 PM, Tekken8 said:

It would be more than fair to  nerf dmg and if not dmg nerf then maybe limit range, but that would be too much I think. 

Hm, would increasing the skill cap work though? Buffing the initial and final rocket speed and removing the acceleration cap so that its much more difficult to use. Maybe add another reload nerf to the augment if its still broken.

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On 11/23/2024 at 11:16 AM, K319 said:

Hm, would increasing the skill cap work though? Buffing the initial and final rocket speed and removing the acceleration cap so that its much more difficult to use. Maybe add another reload nerf to the augment if its still broken.

There are lots of ways they could nerf it. They could nerf the damage, adjust the splash ranges, adjust the projectile speed, adjust the reload, nerf the entire turret as a blanket change. It seems they chose to nerf the entire turret...

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On 11/23/2024 at 8:30 AM, Where said:

Sure, but I wouldn't say it's "impossible" to start a f2p account (I had a marshal+ with 5.8k GS and still could beat out a lot of "legends"). But I have to admit I'm amazed by all the ways we can now "get rubies" as Opex promised (the more "ways" was adding 100 to Regulars which a player gets 1x a year).

It certainly isn't impossible to start a f2p account. Though the game has an abundance of items to get and the chances you get something that can carry you through the mid game is fairly low without spending.

Naturally things in this game are geared to give anyone that spends, usually a greater advantage than one that doesn't.

When I made a new account, it was okay, but since I know what the endgame offers, I knew my current standpoint with what I had is not going to cut it no matter how many sales I wait and free tier bp's I complete. If you look at the ruby gain, yes you may get lucky with a timed battle pass but how much did you have to grind for that?

The bots also in MM offer less battle score (and a higher exp ratio) making it a lot more time consuming to complete basic missions at times and ranking speed efficiency nerfed. Endless loop of horror and to add pain. Needing to use rubies to unlock next modifications already limits your use of rubies for events.

Whilst you mentioned the 100 rubies addition to the regular container, this is of course a very low rate, by the time a player ranks above :rank02:, the players' pool already slowly starts increasing hence reducing your chances. Not to mention the moment you get to master sergeant, all augments will be in the pool so this becomes terribly rng locked.

Dozens of shot effects, plentiful augments that you will not like or won't be worth your while. Rest in peace adrenaline after several nerfs and hope you get lucky on decent overpowered exotic augment releases when they happen. You may start with Oracle now, though Brutus at warrant officer 5, the gameplay at start is fully misleading of the horrors in the end.

As new players witness any combo which seems to perform well, they often will attempt to buy these items they face, often not realising that it's a combo of some sorts. Players are not keen to check forum/wiki etc to understand, they dive in head first. Thy have attempted to make the game friendlier, but the transition to horror is very sharp and not subtle.

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

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%;

Why the rockets after aiming are going so fast now while having no pause between salvo rocket? It isn't part of the patch note which was mentionned here. The pause between salvo rocket is still +30% according to the tankiwiki but after this patch note, it feels like it was secretly removed, which could explain the rockets are going so fast and there's no pause between each rocket

Edited by Pleasant

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On 11/23/2024 at 12:40 PM, Pleasant said:

Why the rockets after aiming are going so fast now while having no pause between salvo rocket? It isn't part of the patch note which was mentionned here. The pause between salvo rocket is still +30% according to the tankiwiki but after this patch note, it feels like it was secretly removed, which could explain the rockets are going so fast and there's no pause between each rocket

The EN patch notes sometimes have either wrong or mistranslated changes. The RU patch note had the correct changes. If EN and RU have different wordings or parameters changing, you should probably trust the RU patch note. 

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On 11/21/2024 at 9:03 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.

    • 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.

The more I play with it, the more this feels like an emergency nerf for chain groups rather than a rework. No augment besides Electroturret makes me want to use them. Adrenaline isn't adding much. Acceleration Protocol damages you with the bigger splash radius trying to use it like a melee range Electroturret, and decreases your chain lightning damage when playing it the way it was intended to be used. Dilatory Protocol will keep reducing the damage you do if you don't choose which ball you fire at wisely. Faster to set up but still too slow for my liking. Status augments can't use their balls for chains and slower firing rate means less crits. The reload is heavy, heavier than even release Tesla, and punishes misses much more. 

Maybe each augment can have different ranges on their chains and balls. 

Edited by TheCongoSpider
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On 11/24/2024 at 6:44 PM, TheCongoSpider said:

The more I play with it, the more this feels like an emergency nerf for chain groups rather than a rework. No augment besides Electroturret makes me want to use them. Adrenaline isn't adding much. Acceleration Protocol damages you with the bigger splash radius trying to use it like a melee range Electroturret, and decreases your chain lightning damage when playing it the way it was intended to be used. Dilatory Protocol will keep reducing the damage you do if you don't choose which ball you fire at wisely. Faster to set up but still too slow for my liking. Status augments can't use their balls for chains and slower firing rate means less crits. The reload is heavy, heavier than even release Tesla, and punishes misses much more. 

Maybe each augment can have different ranges on their chains and balls. 

 In the end its still meele range turret, so imo its only fair to split dmg the more you prolong range, you can still have full crit dmg no matter how many lighting balls are in a chaining reaction or how much you prolong your distance.  I have to admit though that tesla lack legendary or exotic augments that are not status effect. It has only one and thats electroturret. I think in future there will be critical hit related augment (just like there is critical mix for firebird and now freeze) increasing crit chance or dmg or both.   

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On 11/21/2024 at 2:03 PM, 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.

    • 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.

The reload for Tesla has never been 1.1s, It should be Maximum 1.0s! This makes the DPS 818, before the update it was 840! Freeze & Firebird has 1200 DPS Isida has 1160DPS! I get it Tesla has a lightning ball that can boost the DPS, but the chance of it hitting an enemy is very low because of the speed, and the reload of it is very low as well.

Also there is something I want to discuss. Because of this long reload I have noticed many times my turret doesn't hit the enemy, while I am pressing the space bar! There is a glitch or something, cause the enemy is being outlined in red and shows i am in range to shoot him but still the damage is not happening many times! Maybe increase the cone angle a little bit or idk what the problem could be?! Anyone else have this or know what this is?

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On 11/25/2024 at 4:05 PM, AcnoIogia said:

Also there is something I want to discuss. Because of this long reload I have noticed many times my turret doesn't hit the enemy, while I am pressing the space bar! There is a glitch or something, cause the enemy is being outlined in red and shows i am in range to shoot him but still the damage is not happening many times! Maybe increase the cone angle a little bit or idk what the problem could be?! Anyone else have this or know what this is?

You'd need to record a video so we'd know exactly what you're talking about.

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

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%;

This thing got buffed compared to what says the EN patch note, they literally buffed one of the most broken scorpion augment in the game. Rockets after aiming comes literally way to fast https://prnt.sc/qKCDg11A94s1

To be honest, unnecessary buff.

Edited by Pleasant

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