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Patch Update #784 - Released 29th November 2024


Marcus
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On 11/28/2024 at 9:01 PM, Marcus said:

 

  • Striker

    • «Vacuum Missiles» augment:

      • Average and minimal splash damage changed from 250% to 230%. 

This is just way not enough nerf...

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On 11/29/2024 at 10:18 AM, Gabe2607 said:

I read this forum and wow... % - degrees - m/sec - "idle shooting' - "projectile speed" - "angular rocket velocity" ... this got to be Spacex preparing the mission to Mars. It is so out of my league!

Then I play and... the dumbest player base a game has ever seen and a ton of software bugs.

I guess forum guys never play and players never come to the forum. That would explain why theory and reality in Tanki Online are so different.

I ignore 90% of those numbers. They sound complicated at first, but they are just tools for the Devs to release overpowered augments, and then nerfing those that are outdated. We all know that stuff that first release in a event will be OPAF, and then get gradually nerf for the sake of "balancing" sonner or later.

All those just by tweaking a few parameters. Good business.

 

Also, I won;t give too much credit to this forum, it is still the single dumbest gaming forum I have ever seen. Here you could see people trying to suggest a piece of equipment feels balanced to them by literally equipping 50% damage reduction against that piece of equipment. And not just once but multiple people across these years, including a mod.

Although I agree those in games are even worse.

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On 11/29/2024 at 1:07 AM, Pleasant said:

First of all, why it took literally over a year to nerf it?

Second of all, is that all? Only a 20% damage decrease? It should be changed to 200%

Maybe delete this augment is an option? You all wanted a nerf here it is?

If they nerf it more then whats the point of this (exotic) augment i rather play with RRE (crystal augment) then ?

I barely write on forum but i always laugh when people get what they asked for, and after its still not good ?

 

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On 11/29/2024 at 6:27 PM, Jumper said:

Maybe delete this augment is an option? You all wanted a nerf here it is?

If they nerf it more then whats the point of this (exotic) augment i rather play with RRE (crystal augment) then ?

Who said anything about deleting it? People only asked for it to be nerfed becase many have been running around getting 1000+ points with augment that basically had a very limited counterplay options and them being basically spawnkilled. 

The nerfs should be sensical and should make augments good while not busted and respecting the hierarchy of garage, legendary, and exotic augments. Obviously, Tanki is either outright ignoring or prolonging the process of balancing for the monetary reasons, as their monetary model was more or less almost always based on selling power. But, that does not mean that every busted augment should stay this way forever.

And as we could also see many times in a past, a single nerf or rework isn't always enough to just call the augment balanced. Even recently, we saw Tandem getting nerfed, and surprise, surprise it did not make the augment balanced at all. Now, it received another nerf, and it is finally in a state where it still performs better than garage augments, but it isn't as oppresive as it used to be. played it yesterday, and it is still pretty good augment.

I haven't seen many Vacuums, because of the distribution of freezer game augments that people are trying right now, but I doubt that 250% to 230% made Vacuum so much worse that it forced anyone to switch to RRE.

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On 11/28/2024 at 4:42 PM, TheDetective said:

someone explain to me what twins did to deserve another nerf. literally who uses twins??

@TheDetective bro, twins got slightly buffed, now the projectiles are faster. PTA and the other bonus projectile speed augments got indirectly buffed.

heavy plasmagun is the only one that got a nerf, it's now more useless than ever

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@Marcus Besides Assault Magazine, Scorpion's Wolfpack is still gutted and now base Ricochet feels alwful. It did not need that twins nerf. There's not even a point to its bounce anymore, it's too short to do anything, you might as well remove it.

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On 11/29/2024 at 12:27 PM, Jumper said:

Maybe delete this augment is an option? You all wanted a nerf here it is?

If they nerf it more then whats the point of this (exotic) augment i rather play with RRE (crystal augment) then ?

I barely write on forum but i always laugh when people get what they asked for, and after its still not good ?

 

If most of us are complaining about this augment, then there's a reason for it. Also what a mediocre nerf, been waiting 1 year for it to get balanced but it only gets a 20% decrease splash damage. I know people like you want to abuse broken augments, but at one point, it will get rebalanced, but this rebalance is so bad. I stand by what I said that it should be changed to 200% damage splash radius to prevent further abuse

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On 11/29/2024 at 6:27 PM, Jumper said:

Maybe delete this augment is an option? You all wanted a nerf here it is?

If they nerf it more then whats the point of this (exotic) augment i rather play with RRE (crystal augment) then ?

I barely write on forum but i always laugh when people get what they asked for, and after its still not good ?

 

On 11/29/2024 at 7:31 PM, krokorok said:
Spoiler

Who said anything about deleting it? People only asked for it to be nerfed becase many have been running around getting 1000+ points with augment that basically had a very limited counterplay options and them being basically spawnkilled. 

The nerfs should be sensical and should make augments good while not busted and respecting the hierarchy of garage, legendary, and exotic augments. Obviously, Tanki is either outright ignoring or prolonging the process of balancing for the monetary reasons, as their monetary model was more or less almost always based on selling power. But, that does not mean that every busted augment should stay this way forever.

And as we could also see many times in a past, a single nerf or rework isn't always enough to just call the augment balanced. Even recently, we saw Tandem getting nerfed, and surprise, surprise it did not make the augment balanced at all. Now, it received another nerf, and it is finally in a state where it still performs better than garage augments, but it isn't as oppresive as it used to be. played it yesterday, and it is still pretty good augment.

I haven't seen many Vacuums, because of the distribution of freezer game augments that people are trying right now, but I doubt that 250% to 230% made Vacuum so much worse that it forced anyone to switch to RRE.

QZZszs8.png

Ou no! What a nightmare! Vacuum is basically unusable now :(.

And this was in a battle where a decent number of people had Striker protection, really good GS and other powerful augments. Even if we somehow take into consideration Phoenix and the fact this guy seems to be a nolifer mastering the "extreme skill" that is Vacuum, I think this in all seriousness pretty much answers the question whether this nerf was sufficient enough.

Edited by krokorok
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On 11/30/2024 at 11:03 AM, krokorok said:

QZZszs8.png

Ou no! What a nightmare! Vacuum is basically unusable now :(.

And this was in a battle where a decent number of people had Striker protection, really good GS and other powerful augments. Even if we somehow take into consideration Phoenix and the fact this guy seems to be a nolifer mastering the "extreme skill" that is Vacuum, I think this in all seriousness pretty much answers the question whether this nerf was sufficient enough.

In conclusion, striker vacuum nerf was mediocre/not enough. It should be changed to 200% damage splash damage

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I know nobody is talking about this, but why did they nerf Spear augment to the ground out of nowhere? This augment was already worse than Swarm to begin with. Maybe they are making way for new broken Scorpion augments who knows.

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On 12/2/2024 at 2:24 AM, Pleasant said:

Most of us if you can read

A few active players on the forum doesn't translate into "most of us". Besides, Magnum Destroyer is more bonkers, I don't see you complain about it. 

Edited by NikmanGT
Kindly don't use personal provocation towards a specific person

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On 11/28/2024 at 9:01 AM, Marcus said:

Twins

  • Initial projectile speed increased from 35 - 65 to 60 - 90 m/sec.

  • Final projectile speed decreased from 25 - 55 to 10 - 10 m/sec.

  • Time to reach final projectile speed increased from 1 to 1.8 sec.

  • Range of maximum damage decreased from 30 - 60 to 30 - 50 m.

  • Range of minimum damage decreased from 60 - 90 to 50 - 70 m.

  • Range decreased from 70 - 100 to 60 - 90 m.

  • «Stabilized Plasma» augment:

    • Projectile speed increase is removed. 

  • «Plasma Accelerators» augment:

    • Projectile speed increase is removed. 

  • «Plasmatron» augment:

    • Projectile speed increase is removed. 

  • «Plasma Turbo Accelerators» augment:

    • Projectile speed increase is removed.

Feels nicer overall. While I still do well with Heavy Plasmagun, I'm not a fan of the current one. 

On 11/28/2024 at 9:01 AM, Marcus said:

Ricochet

  • Range of maximum damage decreased from 30 - 60 to 30 - 50 m.

  • Range of minimum damage decreased from 60 - 90 to 50 - 70 m.

  • Range decreased from 70 - 100 to 60 - 90 m.

  • Critical damage chance increased from 7% to 8%.

I no longer enjoy using Ricochet. That range nerf hits very hard and the critical chance increase isn't noticeable to offset that. Hopefully it gets a positive change in the near future while Plasma Resonator gets nerfed because Resonator doesn't interact with any of these nerfs. Making an augment that increases damage on bounces while discouraging normal Ricochets to bounce with this decreased range with nothing to compensate for it? That doesn't make sense. 

 

On 11/28/2024 at 9:01 AM, Marcus said:

Smoky

  • Projectile speed increased from 300 - 500 to 400 - 700 m/sec.

Finally this was a partial solution to the shots going through enemies. The rate at which it phases through enemies significantly decreased and I'm finally enjoying playing with it again, especially Supercumulative Rounds. 

High-Precision Aiming System, even with this projectile speed increase, is still phasing through enemies half the time for me and the overall experience is still as garbage as it was before. It's still a worse Subcalibre Rounds Thunder. 

 

On 11/28/2024 at 9:01 AM, Marcus said:

Scorpion

  • Projectile speed changed from 800 - 1000 to 500 - 1000 m/sec.

  • «Missile Launcher “Spear”» augment:

    • Minimum rocket speed increase changed from +300% to +50%

    • Maximum rocket speed increase changed from +100% to +10%

    • Initial angular rocket velocity is now 10 instead of 270

    • Final angular rocket velocity  is now 300 instead of 270

  • «Missile launcher “Swarm”» augment:

    • Minimum rocket speed decrease changed from -66% to -33%

Two exotic augments disproportionately hogging all of the homing on the missiles feels awful. It's time for Stock to get a homing buff. It's been too long. And the projectile speed being reduced that much for lower modifications? Explosive Shells' downsides felt thematic when it released 2 years ago but now, when the dedicated salvo augments are great and Uranium existed in the ToA fund for many to get, why does Explosive Shells still have all those downsides? It doesn't have to have reduced projectile speed anymore. 

 

On 11/28/2024 at 9:01 AM, Marcus said:

Gauss

  • Initial projectile speed increased from 330-440 to 300-500 m/sec.

  • Final projectile speed decreased from 220-330 to 150-300 m/sec.

  • Time to reach final projectile speed decreased from 1 to 0.5 sec.

  • «Super Solenoids» augment:

    • Salvo damage increase changed from +41% to +50%.

  • «Solenoid Cooling» augment:

    • Salvo damage decrease changed from -30% to -20%.

  • «Hyperspeed Shells» augment:

    • Weak damage percentage changed from 300% to 270%

Super Solenoids feels really nice to use now as it passes some damage thresholds with arcade and salvo mixing. Would be nice if the base turret didn't feel lacklustre because of all the bugs with the salvo mode. It's been 2 years and 3 months since that bug appeared. Why hasn't it been fixed yet? 

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Rico and twins belong to short-range turrets but they had 90m damage range which is equal to a medium-range turret which is smoky, so i like the range nerf specially for Rico.     

 I think the problem with MM right now is melee turrets dominating specially fire and freeze. The range buff to 25m makes it very hard to run from and manage distance without getting damage, because they only need few seconds to deal huge amount of damage and since most MM maps are not just an open space but rather full with obstacles, this gives a huge noticeable advantage to melee turrets over other turrets.

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On 12/2/2024 at 10:53 PM, Wry said:

Rico and twins belong to short-range turrets but they had 90m damage range which is equal to a medium-range turret which is smoky, so i like the range nerf specially for Rico. 

By that logic, your Smoky has 120m damage range which is equal to a long range turret. Does that make your Smoky a long range turret? 

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On 12/3/2024 at 6:52 AM, TheCongoSpider said:

By that logic, your Smoky has 120m damage range which is equal to a long range turret. Does that make your Smoky a long range turret? 

No, because shaft, scorpion and gauss have two different modes which one of them has infinite range. Which is not the case for smoky in comparison to Rico.

Edited by Wry

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On 12/3/2024 at 12:25 AM, Wry said:

No, because shaft, scorpion and gauss have two different modes which one of them has infinite range. Which is not the case for smoky in comparison to Rico.

The 90m you speak of is the range at which Ricochet dealt its minimum (i.e low) damage. It would be tickling you. That 90m is the range at which your Smoky is at 100% damage and starting to drop.

Your Smoky at 120m is the range it is dealing its minimum damage, the same range that a long range turret (Shaft, Scorpion arcade and Railgun) is at 100% damage and starting to drop. 

Ricochet was not encroaching on anything. Striker has no damage drop off but you wouldn't call that a long range turret, would you? 

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On 12/3/2024 at 7:44 AM, TheCongoSpider said:

The 90m you speak of is the range at which Ricochet dealt its minimum (i.e low) damage. It would be tickling you. That 90m is the range at which your Smoky is at 100% damage and starting to drop.

That tickling is 20% damage which is still noticeable not to mention if it is a crit and you have status augment. 

On 12/3/2024 at 7:44 AM, TheCongoSpider said:

Ricochet was not encroaching on anything. Striker has no damage drop off but you wouldn't call that a long range turret, would you? 

I would call it a long range turret if it can hit long range targets as easily and practically like long range turrets.

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On 12/3/2024 at 1:18 AM, Wry said:

That tickling is 20% damage which is still noticeable not to mention if it is a crit and you have status augment. 

Now apply that same logic to your Smoky and a long range turret, which by the way can hit across an entire map rather than disappearing after 90m. 

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On 12/3/2024 at 8:34 AM, TheCongoSpider said:

Now apply that same logic to your Smoky and a long range turret, which by the way can hit across an entire map rather than disappearing after 90m. 

Now apply reality to the mix and try to hit long range shots with smoky. Rico has much faster fire rate than smoky (more than double). Rico is way easier to hit shots with whether it is 90m or not.

I'm not just talking about numbers in theory without taking the mechanism of the turret in consideration. If a turret like striker has infinite range but you can only use it effectively in medium range (that is why it is a medium range turret), then i won't be talking about his shots being infinite range.

Edited by Wry
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