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Patch Update #788 - Released 24th January 2025


Marcus
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Patch Update #788 - Released 24th January 2025

 

List of changes:

  • All augments for all turrets that can apply one status effect now get a 10% increase to critical damage chance, as all status augments for Smoky have

  • Tesla

    • Reload decreased from 1.2 to 1.0 s.

    • «Electroturret» augment

      • Lightning ball damage increase changed from +40% to +25%; 

      • Lightning ball warmup time increase changed from +100% to +200%

    • «Phoenix» augment 

      • Lightning ball damage increase changed from +40% to +25%;

      • Lightning ball warmup time increase changed from +100% to +200%

  • Hammer

    • Damage per shot increased from 380 - 760 to 450 - 900 HP

    • Shot reload time decreased from 1.35 - 0.8 to 1.275 - 0.7 s

    • Range of max damage decreased from 30 - 40 to 15 - 25 m.

    • Range of min. damage decreased from 40 - 50 to 20 - 30 m.

    • Maximum shot range decreased from 50 - 60 to 40 - 50 m.

    • Displaying sight mark distance decreased from 50 - 60 to 40 - 50 m.

    • Chance of critical damage increased from 13% to 17%

    • «Slugger» augment

      • Range of maximum damage increase changed from +100% to +50%; 

      • Range of minimum damage increase changed from +25% to 50%;

    • «Blunderbuss» augment

      • Removed range of min and max damage decrease

    • «Assault Magazine»  augment

      • Removed critical damage decrease

    • «Phoenix» augment

      • Added range of min and max damage increase by 50%

      • Added maximum shot range increase by +25%

      • Shot reload time decrease changed from -60% to -65%

  • Twins

    • Range of max damage increased from 30 - 50 to 40 - 60 m.

    • Range of min damage increased from 50 - 70 to 60 - 80 m.

    • Maximum shot range increased from 60 - 90 to 80 - 100 m.

    • Turning speed decreased from 80 - 150 to 70 - 120 deg./sec

    • Turning acceleration decreased from 80 - 150 to 70 - 120 (deg./sec²)

    • «Plasma Accelerators» augment

      • Added projectile acceleration increase by +20%

  • Ricochet

    • Range of max damage increased from 30 - 50 to 40 - 60 m.

    • Range of min damage increased from 50 - 70 to 60 - 80 m.

    • Maximum shot range increased from 60 - 90 to 80 - 100 m.

    • Final projectile speed increased from 10 to 30

    • Turning speed decreased from 80 - 150 to 70 - 120 deg/seс

    • Turning acceleration decreased from 80 - 150 to 70 - 120 deg/sec²

    • «Plasma Resonator» augment

      • Damage decreased by -20%

      • Range of min. damage changed from 70 to 80

  • Vulcan

    • Projectile speed after ricochet decreased from 200 - 250 to 100 - 100

    • «Incendiary Band» augment

      • Removed reload time increase 

      • Removed projectile speed decrease

    • «Rubberized Rounds»

      • Removed projectile speed decrease

      • Minimum ricochet angle decreased from 10° to 1°

    • «Explosive Band» augment

      • Added damage increase by +13%

    • «Shredder» augment 

      • Changed damage increase from +10% to +13%

    • «Phoenix» augment

      • Minimum ricochet angle decreased from 10° to 1°

      • Added time to overheat increase by +55%

  • Smoky

    • Projectile speed after ricochet decreased from 400 - 700 to 300 - 500

    • «High-precision Aiming System» augment

      • Reload time increase changed from +82% to +64%

    • «Autocannon» augment

      • Removed Critical chance decrease

    • «Pulsar»

      • Critical hit chance decrease changed from -30% to -35%

  • Scorpion

    • Missile launcher «Swarm» augment

      • Salvo reload time decrease by -25% is replaced with Salvo reload time increase by +25%

    • Missile launcher «Spear»

      • Salvo reload time decrease changed from -50% to -25%

  • Shaft

    • «Short-band Emitter» augment

      • Damage increase changed from +35% to +30%; 

      • Critical damage increase changed from +33% to +29%; 

      • Minimum sniper damage increase changed from +35% to +30%;

    • «Phoenix» augment

      • Damage increase changed from +35% to +30%

      • Critical damage increase changed from +33% to +29%;

  • Wasp

    • «Blaster» augment

      • Damage from the explosion changed from 1000 - 2000 to 750 - 1500 HP

  • Hopper

    • Top speed decreased from 10 - 12 to 9 - 11 m/s

    • Power increased from 550 - 600 to 600 - 800

    • «Blaster» augment

      • Damage from the explosion changed from 1000 - 2000 to 750 - 1500 HP

  • Hornet

    • «Blaster» augment

      • Damage from the explosion changed from 1000 - 2000 to 750 - 1500 HP

  • Viking

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Crusader

    • Top speed decreased from 7.5 - 9 to 7 - 8 m/s

    • Power changed from 600 - 700 to 700 - 900

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Hunter

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Paladin

    • Top speed decreased from 7.5 - 9 to 7 - 8 m/s

    • Power changed from 600 - 700 to 700 - 900

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Dictator

    • «Blaster» augment

      • Damage from the explosion changed from 1500 - 3000 to 1125 - 2250 HP

  • Titan

    • «Blaster» augment

      • Damage from the explosion changed from 2000 - 4000 to 1500 - 3000 HP

  • Ares

    • Top speed decreased from 5 - 6 to 4.5 - 5.5 m/s

    • Power increased from 650 - 800 to 800 - 1000

    • «Blaster» augment

      • Damage from the explosion changed from 2000 - 4000 to 1500 - 3000 HP

  • Mammoth

    • «Blaster» augment

      • Damage from the explosion changed from 2000 - 4000 to 1500 - 3000 HP

  • Number of points to finish a battle

    • The number of points for the TDM mode decreased from 160 to 120

    • The number of flags for the CTF mode decreased from  6 to 5

    • The number of points for the ASL mode decreased from 150 to 120

    • The number of captures in the RGB mode decreased from 9 to 7

    • The number of points in the TJR mode decreased from 12 to 9

    • The number of points in the CP mode decreased from 90 to 70

    • The number of points in the SGE mode decreased from 7 to 5

  • The following skins were added to the Legendary container:

    • Thunder XT HD

    • Hornet XT HD

    • Titan GT

    • Ricochet GT

  • Updated GS score calculations:

    • The number of points you get from turrets changed from 50 - 3000 to 33 - 4000

    • The number of points you get from hulls changed from 50 - 3000 to 33 - 3000

    • The number of points you get from grenades changed from 0 - 1000 to 33 - 500

    • The number of points you get from drones changed from 33 - 1199 to 33 - 999

    • The number of points you get from modules changed from  0 - 300 to 25 - 250

    • The number of points you get from legendary hull augments changed from 300 to 200

  • Like 6

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I touch grass for a long while and I see some great changes ? ( personally happy for the blaster nerfs)

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Even as a Blaster user myself, I am honestly happy it is getting nerfed. It was so annoying to go against 4-5 Blaster users every match. Dont think the numbers will go down that much, but at least something finally.

Edited by krokorok

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I think you should add to the blaster nerf  a cooldown after user die. 45s cooldown would be optimum. Nobody should be benefited for dying in shooting game in first place.  Also jammer should disable this augments  its cringe  and its killing meele range turrets and certain ODs 

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  • Agree 1

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Does this update inherently make bots stronger?

 

...But that aim assist... legal hack.

Edited by Jeers4U
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Well Blaster nerf is cool and all but... Lifeguard????? Hello????
Most of the time I'm matched against 3-6 lifeguards a team (I WISH I WAS EXEGGERATING) and I can tell you that Lifeguard is by far the most overpowered augment. 

Wasp even with Lifeguard should not be surviving 10k+ damage shots. 
I think Lifeguard should have a damage cap to where it doesn't save you.

For example Lifeguard Viking (3000HP maxed) cannot survive shots above 6000 damage. Ares above 8000 etc. 

Also the lifeguard HP should be 1 point instead of 500.

This is the most needed nerf as of now.

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On 1/23/2025 at 8:32 AM, Marcus said:

«Phoenix» augment 

  • Lightning ball damage increase changed from +40% to +25%;

  • Lightning ball warmup time increase changed from +100% to +200%

 

On 1/23/2025 at 8:32 AM, Marcus said:

«Phoenix» augment

  • Added range of min and max damage increase by 50%

  • Added maximum shot range increase by +25%

  • Shot reload time decrease changed from -60% to -65%

 

On 1/23/2025 at 8:32 AM, Marcus said:

«Phoenix» augment

  • Minimum ricochet angle decreased from 10° to 1°

  • Added time to overheat increase by +55%

 

On 1/23/2025 at 8:32 AM, Marcus said:

«Phoenix» augment

  • Damage increase changed from +35% to +30%

  • Critical damage increase changed from +33% to +29%;

Nerfing phoenix augments is absolutely criminal. Even if it's breaking the game, only .01% of players will get them and that isn't a good way to reward them for their hard work of 5 million reputation point by just nerfing it, making it weaker than exotic augment.

  • Haha 1
  • Agree 5

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Blaster broken augment for light hull is doing 1500 dmg now, medium hulls 2250 dmg and heavy hulls 3000 dmg. Simple as that, no need for a whole blocks of text.

On 1/23/2025 at 5:44 PM, Tekken8 said:

its cringe  and its killing meele range turrets and certain ODs 

Basically. Tanki is killing any aspect of strategical or tactical gameplay. Floating tanks for mouse controls and auto-selfdestruction that I have to always turn-off manually, me as a legend 12.

  • Agree 1

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On 1/23/2025 at 6:29 PM, DMR said:

Nerfing phoenix augments is absolutely criminal. Even if it's breaking the game, only .01% of players will get them and that isn't a good way to reward them for their hard work of 5 million reputation point by just nerfing it, making it weaker than exotic augment.

Most of the exotic augments designed to be strong in either short, mid or long range, meanwhile the phoenixes are meant to be good in short/mid/long range. but not overpowered.

Even if the 0.01% of players have it, if it makes the map extremely unbalanced then it has to be nerfed.

 

I like the updates (especially the blaster nerf), but I wouldn't mind if you were nerf the shock freeze's tick rate.

  • Agree 1

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Well, nerfing the Phoenix augments is a slap in the face for the players who grinded day and night for those augments... Just disrespectful honestly....

The other changes, I can understand, but Phoenix Augments? No sir. 

  • Agree 3

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On 1/23/2025 at 9:32 AM, Marcus said:

Explosive Band» augment

  • Added damage increase by +13%

This feels quite random. What criteria did it meet to get a straight DPS buff and not any other random augment in the game? 

On 1/23/2025 at 9:32 AM, Marcus said:

High-precision Aiming System» augment

  • Reload time increase changed from +82% to +64%

It should have been at that reload from the very start. I guess its fate is now sealed as a Subcalibre Rounds Thunder alternative for the foreseeable future. 

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On 1/23/2025 at 12:29 PM, DMR said:

 

 

 

Nerfing phoenix augments is absolutely criminal. Even if it's breaking the game, only .01% of players will get them and that isn't a good way to reward them for their hard work of 5 million reputation point by just nerfing it, making it weaker than exotic augment.

Yes, I agree, that's beyond disrespectful to players who achieved completing the rarest augment in the game

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On 1/23/2025 at 5:29 PM, DMR said:

01% of players will get them and that isn't a good way to reward them for their hard work of 5 million reputation point

Do you think these foolish players will learn their lesson, have a guess at the answer.

All the OP gear the devs have brought into the game to trap the gullible will always, ALWAYS get nerfed, every single time. Do you think the foolish players who buy this OP gear will learn their lesson, have a guess at the answer.

Sheep it appears are easy prey for the big bad wolves parading as devs.

As for the actual nerf to these phoenix augments, who cares, the entire game went down the pan years ago.

Any patch they bring out has no meaning for me personally, as it makes no difference at all to how battles play out in the majority. Trashcans and augments dictate the outcome of most battles, so their patches and whatever nerfs or buffs they decide to give are meaningless and of no interest to me. The game is broken and has been for a very long time, their greed has determined this, coupled with the knowledge that they have the buyers just were they want them, conditioned to give them their cash whenever they want it.

Sad really but those are the facts.

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Interesting turret augment changes... Let's see how broken things will be. Love to see Blaster and Hover Hull changes, but would've liked to see Hover Hulls'  lateral speed reduced instead of top speed.

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Finally Tesla buff ? 1.0s reload ? but sad for the electroturret nerf ? (Next time test/consider Tesla with 1160 critical damage & 1400 ball lightning damage, with a  shorter range of lightning ball e.g. 50m range)

Hammer will be interesting as a melee range turret, but i'm worried about the 900 damage 0.7s shot reload. Should have stayed 0.8s reload.

Also good nerfing for the OP augments such as Plasma resonator and Blaster augments.

Nerfing phoenix augments so early when only 1 person or max 2 have them is not so nice...

Overall good changes, and finally they listened to us this time, good job Developers ??

Edited by AcnoIogia

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I must say that I hate how often it's being changed how GS is calculated. Probably 99% of the players don't care about this, but I like keeping my GS on 9001 because of memes, which these frequent GS changes make pretty difficult to achieve. I'm slowly running out of crystals to go back to 9001 every time, this is pretty expensive. ?

Edited by Son_Goku

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On 1/23/2025 at 8:25 PM, AcnoIogia said:

good job Developers ??

I enjoyed reading about the decreased increases.

Or was it increased decreases?

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Thank you so much tankionline developers for these amazing balanced changes! Good luck on future updates. I wish you the best!

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On 1/23/2025 at 7:49 PM, Hypersomnia said:

Wasp even with Lifeguard should not be surviving 10k+ damage shots. 
 

But it is point of Lifeguard - give player opputrunity to widthstand single damage, that would kill him otherwise
This is how lifeguard works

Edited by WALLE

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On 1/23/2025 at 8:29 PM, DMR said:

, only .01% of players will get them

Taking into account the fact that obtaining Phoenix is not restricted by time - sooner or later all players whi woll not have stopped playing by that moment will get it

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As usual, you make changes that have no idea of how the game progresses, I play almost exclusively with the wasp, before this indecent hearing I managed to have some fighting chance against a medium tank now with these changes in the weapons it is impossible to play, while if 2/3 flying tanks enter the game is over before it starts, now let me explain why every now and then I play against bots, dear Technical Operators, you have no idea about the game, change jobs. With today, after more than 10 years I have finished giving my money to you. Go and hoe the land we will get more benefits from it.

Edited by BOMBARDUX

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