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Patch Update #790 - Released 14th February 2025


Marcus
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On 2/13/2025 at 2:48 PM, Maf said:

like using cover, protecting teammates, managing your reload, keeping track of enemy reload, knowing line-of-sight angles, etc, etc. Precise aiming is an important skill, but arguably not the main skill of playing with Railgun.

As someone who loves to hunt rails...

With the existence of bots and multiple tanks camping at home base being the primary battle strategy in today's tanki, aiming is pretty much the only thing that matters.

This is even more evident on larger maps such as highways.

The other points are just details.

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On 2/15/2025 at 2:27 PM, Jeers4U said:

The other points are just details.

Funny thing is, using cover is effective only if you can also accurately hit while peeking from behind cover, which you need precise aiming for. With a Railgun, you can protect teammates only if you actively damage/kill others, which you need precise aiming for. You need to manage your reload in-between shooting, to not get knocked, so you can kill someone efficiently, which you need precise aiming for. Knowing line-of-sight angles is pointless, if you don't have the precise aiming to hit your opponent. I don't know what matters more than precise aiming when playing Railgun. Especially since it has a slower reload, compared to other turrets where you can just spam shots.

Other factors such as movement matter of course, but come on, how is precise aiming not the most important on Railgun? Giving it an aimbot on PC is a ridiculous buff.

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On 2/15/2025 at 10:48 AM, Son_Goku said:

how is precise aiming not the most important on Railgun? Giving it an aimbot on PC is a ridiculous buff.

Agreed.

Aim = hits.

Hits = kills.

Kills = points.

('protecting team mates' is literally just 'killing enemies' under a different name, and I'm not sure how many people 'protect' their bot team mates...)

Edited by Jeers4U

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Overall good changes,  BUT

 I am nor sure if increasing Shaft - Rapid Fire Mode energy recovery is a good idea though, it was very good (you could say OP) even before because of 3 consecutive shots and long range + hit scan.  I dont see a reason to buff already good augments.

 Same applies for Thunder strict ammo, not sure if thats necessary, it was good all-rounder for thunder,  you could not go wrong with it. Now it seem like overkill. 

I do appreciate Vacuum and Anvil buff for thunder.

 Shaft HE arcade reload + 15 %  ???  Well deserved , now nerf points per heal for Thunder and Shaft by 20-30 % , but not for Isida since its OG for healing and only turret that should actually heal. 

Edited by Tekken8
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On 2/13/2025 at 6:39 PM, Marcus said:

«Healing Emitters» augment

  • Added Arcade shot reload increase by +15%

Couldn't be happier. I can finally rest, watch the sunrise on a grateful universe.

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On 2/15/2025 at 10:48 AM, Son_Goku said:

I don't know what matters more than precise aiming when playing Railgun.

Just played a seige match where no less than 4 enemies were playing rail.

They ignored the mission objective (obviously, because who plays the mission anymore), let the bots meander in the arena, and farmed kills from a great distance.

Their aim was perfect.

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Tanki MM battles was already a TDM ignore-the-objective killfest, and this update just made it more so 'cause this was a most impactful buff for medium and long range turrets to hide and farm kills with fewer effort. 

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Sometimes I tell myself I miss this game, but then I read the patch notes and remember why I quit in the first place. 

 

I'm sure the devs themselves are against the aimbot, but since the playerbase is already ridiculously small, they can't afford to lose their mobile players, and so their hand is forced.

Of course, the small playerbase is mostly their fault, and the argument that the game is over 10 years old does not stand up. The fault lies with their monetization practices, their decision to target a younger and younger audience, and most importantly, a complete lack of direction and inspiration. Every change I've seen in the last few years has been made because "oh look, this feature is cool in game X, let's add it", resulting in a hodgepodge of brainless nonsense. 

The ones who succeed are the innovators, the ones who follow their own ideas, not the cheap imitators. 

Edited by 2shots2kills
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On 2/13/2025 at 3:09 PM, Marcus said:

 

    • «Nemesis» augment

      • Aiming time increase changed from +200% to +150%;

Worst change being 1 shot with defender and medium hulls at least nerf the damage since the reload got buff but still instead of not helping the campers of this game we keep making the game even more unplayable for those who attack and do 95% of the job in the map nice, every mode at this point has become TDM

Edited by Alsar

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On 2/13/2025 at 6:39 PM, Marcus said:

Patch Update #790 - Released 14th February 2025

List of changes:

  • Horizontal auto aim now works for all platforms

  • Freeze

    • «Critical Mix» augment

      • Critical hit chance increase changed from +600% to +500%

  • Isida

    • «Phoenix» augment

      • Range increase changed from +50% to +20%; 

      • Target outlining distance increase changed from +40% to +15%; 

      • Energy recovery on target destruction changed from 300 to 200 units;

  • Tesla

    • «Phoenix» augment

      • Range increase changed from +50% to +20%; 

      • Target outlining distance increase changed from +40% to +15%; 

  • Twins

    • Horizontal auto aim angle changed from ±1 to 0 deg.

    • «Pulsar» augment

      • Critical chance decrease changed from -20% to -25%;

    • «Plasmatron» augment

      • Standard damage increase changed from +300% to +250%;

  • Ricochet

    • Horizontal auto aim angle changed from ±5 to ±3.0-±1.8 deg.

    • «Pulsar» augment

      • Critical chance decrease changed from -30% to -40%;

    • «Helios» augment

      • Energy recovery rate decrease changed from -45% to -32%

    • «Berserk» augment

      • Shot reload decrease changed from -25% to -30%; 

      • Added Charge time increase by +20%

    • «Plasma Resonator» augment 

      • Damage decrease changed from -20% to -30%

  • Vulcan

    • Horizontal auto aim angle changed from ±1 to 0 deg.

    • «Pulsar» augment

      • Critical chance decrease changed from -30% to -40%

    • «Shredder» augment

      • Reload decrease changed from -30% to -35%

  • Smoky

    • Horizontal auto aim angle changed from ±5 to ±3.0-±1.8 deg.

    • «Pulsar» augment

      • Critical chance decrease changed -35% to -45%;

    • «Autocannon» augment

      • Reload decrease changed from -50% to -55%

    • «Explosive Rounds» augment

      • Added Critical damage increase by +25%;

  • Striker

    • Horizontal auto aim angle changed from ±5 to ±1.8-±0.6 deg.

    • «Missile launcher "Uranium"» augment 

      • Damage increase changed from +65% to +70%;

      • Single-shot reload time increase changed from +20% to 15%

    • «Vacuum Missiles» augment 

      • Added Pause between salvo's rockets increase by +12%;

  • Thunder

    • Horizontal auto aim angle changed from ±5 to ±2.4-±1.2 deg.

    • «Vacuum shell» augment 

      • Damage decrease changed from -25% to -20%;

    • «Strict ammunition load» augment 

      • Added Critical damage increase by +25%;

    • «Anvil» shells» augment 

      • Range of maximum damage decrease changed from -60% to -50%; 

      • Range of minimum damage decrease changed from -60% to -25%;

    • «Bolter» augment 

      • Weapon reload time decrease changed from -50% to -40%

  • Scorpion

    • Horizontal auto aim angle changed from ±5 to ±1.2-0 deg.

  • Magnum

    • «Vacuum core» augment

      • Damage decrease changed from -50% to -45%

    • «Bombard» augment

      • Reload time decrease changed from -50% to -45%;

    • «Destroyer» augment

      • Reload time increase changed from +80% to +85%;

  • Railgun

    • Horizontal auto aim angle changed from ±3 to ±1.2-0 deg.

    • «Round destabilization» augment

      • Critical damage increase changed from +40% to +20%;

    • «Death Herald compulsator» augment

      • Added Reload time decrease by -15%; 

      • Added Shot warmup time decrease by -15%;

    • «Shotgun» rounds» augment 

      • Reload time decrease changed from -15% to -10%

  • Gauss

    • Horizontal auto aim angle changed from ±3 to ±2.4-±1.2 deg.

    • «Super Solenoids» augment

      • Added Salvo reload decrease by -16%;

    • «Nemesis» augment

      • Aiming time increase changed from +200% to +150%;

  • Shaft

    • Horizontal auto aim angle changed from ±5 to ±1.8-±0.6 deg.

    • «Rapid-fire mode» augment

      • Energy recovery rate increase changed from +66% to +100%;

    • «Healing Emitters» augment

      • Added Arcade shot reload increase by +15%;

  • Crusader

    • Horizontal auto aim angle changed from ±12 to ±3 deg.

  • Ares

    • Horizontal auto aim angle changed from ±6 to 0 deg.

  • Team points required to finish a battle

    • Changed for the «Team Juggernaut» mode (TJR) from 9 to 10

    • Changed for the«Control Points» mode (CP) from 70 to 90

  • Updated GS calculation rules

    • Changed the number of GS points for Turret Мk 7 GS from 3470 - 4000 to 3470 - 4300

    • Changed the number of GS points for Hull Mk 7 GS from 2600 - 3000 to 2600 - 3200

    • Changed the number of GS points for Legendary turret augments from 300 to 0

    • Changed the number of GS points for Legendary hull augments from 200 to 0

  • Thunder’s «Bolter» augment was added to Common and Epic containers

  • Shaft’s «Quasar» augment was added to Common and Epic containers

  • Added CAPTCHA check for the «Hyper» format battles when entering and re-entering a battle

There is no fun playing this game at this point. Anything gets nerfed at any point. Why would you nerf bombard augment. There is already enough pain in using it. The only positive it had is the reload and these guys nerf that too. There is no consistency in what the game administration wants to achieve. Not spending money and time on this game anymore.  

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On 2/25/2025 at 1:14 AM, ok_hand said:

Anyone else noticed the shadow patch getting only 2 stars now for placing 1st on your winning team w/ quick match?

I haven't noticed anything different. It appears that you didn't play last week and you're still at a relatively low Legend number. I don't know how long you haven't played the game for, but this update you're referring to has been in the game since February 16th, 2024. Exactly a year ago. 

 

The number of stars you get at the end of a battle is determined by your position in the leaderboard and how much time elapsed in the battle when it was completed. Players gain an additional star if they entered a battle through the quick battle queue. If you came in 1st place and only received 2 stars, that implies one of these two scenarios:

 

  1. You entered the battle by choosing the specific game mode and the battle finished between 6 minutes remaining and 3 minutes remaining.
  2. You entered the battle via the Quick Battle queue and the battle finished between 10 minutes remaining and 6 minutes remaining.
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On 2/26/2025 at 9:01 AM, TheCongoSpider said:

I haven't noticed anything different. It appears that you didn't play last week and you're still at a relatively low Legend number. I don't know how long you haven't played the game for, but this update you're referring to has been in the game since February 16th, 2024. Exactly a year ago. 

 

The number of stars you get at the end of a battle is determined by your position in the leaderboard and how much time elapsed in the battle when it was completed. Players gain an additional star if they entered a battle through the quick battle queue. If you came in 1st place and only received 2 stars, that implies one of these two scenarios:

 

  1. You entered the battle by choosing the specific game mode and the battle finished between 6 minutes remaining and 3 minutes remaining.
  2. You entered the battle via the Quick Battle queue and the battle finished between 10 minutes remaining and 6 minutes remaining.

Likely scenario 2. I didn't know the length of time played in the battle mattered.

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On 2/26/2025 at 9:01 AM, TheCongoSpider said:

I haven't noticed anything different. It appears that you didn't play last week and you're still at a relatively low Legend number. I don't know how long you haven't played the game for, but this update you're referring to has been in the game since February 16th, 2024. Exactly a year ago. 

 

The number of stars you get at the end of a battle is determined by your position in the leaderboard and how much time elapsed in the battle when it was completed. Players gain an additional star if they entered a battle through the quick battle queue. If you came in 1st place and only received 2 stars, that implies one of these two scenarios:

 

  1. You entered the battle by choosing the specific game mode and the battle finished between 6 minutes remaining and 3 minutes remaining.
  2. You entered the battle via the Quick Battle queue and the battle finished between 10 minutes remaining and 6 minutes remaining.

I didn't play last week 'cause I was contemplating leaving the game again. I often take leaves after major updates and/or create a new account when I return. That's why my rank is low. I wish I new when I started playing; I only know my 1st account joined the forum in 2013. ?

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Because majority of tanks in matches are using some sort of "auto-aim" turrets now, I've found a lot of success playing Hopper, Trickster, and Lifeguard. Because you're so small, fast, and survive the 1-shot augments, you can rush into the enemy base and kill these campers so easily, and destroy Juggs, and cap objectives -- not to mention the OD. It's hilarious and fun to play. If you want to be a scumbag you can use Shock Freeze or Destroyer, but high RPM augments have worked very well. I myself have used mostly Hydra. 

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@Marcus In MM, playing with Railgun turret is already harder than ever. Because almost everyone in legend rank have a big percentage of protection against it. And all you did is nerfing its only decent augments (Shotgun and Death Destabilization)  is the worst update for Railgun lovers.  I doubt that you haven't already knew that playing with Railgun in "Railgun Master" mode is pointless because of aimbot (hack) users are in almost every match for a long time. Despite of we report these kind of players, admins don't want to ban their account for some reasons that i don't know why.

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On 3/3/2025 at 5:58 AM, Forbid said:

@Marcus In MM, playing with Railgun turret is already harder than ever. Because almost everyone in legend rank have a big percentage of protection against it. And all you did is nerfing its only decent augments (Shotgun and Death Destabilization)  is the worst update for Railgun lovers.  I doubt that you haven't already knew that playing with Railgun in "Railgun Master" mode is pointless because of aimbot (hack) users are in almost every match for a long time. Despite of we report these kind of players, admins don't want to ban their account for some reasons that i don't know why.

You're crazy. Round Destabilization giving fixed 50% crit chance is absolutely broken. It's like dealing critical damage to a tank under an AP effect 50% of the time. This augment slaughters lower ranks who don't have 50% Armadillo. The fact only the damage and not the crit chance was nerfed is stupid. This was a negligible nerf. Keep using this scumbag augment.

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Posted (edited)
On 2/13/2025 at 3:09 PM, Marcus said:

Horizontal auto aim now works for all platforms

The most stupid crap update ever ! Now, I get killed easily by stupid non moving turret players...

Edited by x_Sorinel_x

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On 2/13/2025 at 8:09 AM, Marcus said:

«Shotgun» rounds» augment 

  • Reload time decrease changed from -15% to -10%

The weak damage of this augment is so bad, I'm only 5 meters away from an enemy and my damage goes from 4200 to 3500 (the opponent didn't have protection and double armor). Even railgun hyperspeed weak damage is better than shotgun's one. The range buff of thunder anvil should've been applied to shotgun too.

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On 3/5/2025 at 11:57 PM, DMR said:

The weak damage of this augment is so bad, I'm only 5 meters away from an enemy and my damage goes from 4200 to 3500 (the opponent didn't have protection and double armor). Even railgun hyperspeed weak damage is better than shotgun's one. The range buff of thunder anvil should've been applied to shotgun too.

3,500 is you dealing critical damage. With the design of Shotgun and Hyperspeed Railgun, critical hits are a random factor that can help or hurt you depending on the distance the enemy is and whether or not they're armoured with supplies, Railgun module, Armadillo or a combination of them. 

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On 2/13/2025 at 9:09 AM, Marcus said:

Horizontal auto aim now works for all platforms

The nerfs to horizontal auto-aim are once again exposing how much of a downgrade the in-battle experience HTML5 is from Android for me. I now barely have equipment to comfortably play the game, far less grind contracts for events. When will the janky camera rotation be fixed? When will the slider for visible effects be implemented? It wasn't critical priority 10 months ago but what about now? 

 

The only thing I can feel comfortable using these days is Smoky and Ricochet. And playing Ricochet so often recently keeps reinforcing my confusion for why it received a straight nerf to the projectile speed instead of a buff and a nerf like the other turrets. 

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On 3/6/2025 at 9:33 AM, TheCongoSpider said:

3,500 is you dealing critical damage. With the design of Shotgun and Hyperspeed Railgun, critical hits are a random factor that can help or hurt you depending on the distance the enemy is and whether or not they're armoured with supplies, Railgun module, Armadillo or a combination of them. 

No, it wasn't a critical hit, even if it somehow got the same damage as a critical hit, the regular damage decreased so much even when I'm just 5 meters away.

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On 3/6/2025 at 12:42 PM, DMR said:

No, it wasn't a critical hit, even if it somehow got the same damage as a critical hit, the regular damage decreased so much even when I'm just 5 meters away.

You're going to need to take a screenshot or ideally a video and show me what's happening. A maxed Shotgun's damage starts decreasing after 24m which is much farther than just "5m".

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Posted (edited)
On 3/4/2025 at 2:26 AM, ok_hand said:

Round Destabilization giving fixed 50% crit chance is absolutely broken

Clearly you're not a Railgun user ?.  Saying this while Nemesis (Gauss) and Bombard (Magnum) shots like a critical shot each time (4K+). But don't worry they don't have that many protection against them ?  Also keep in mind that Railgun doesn't have auto aim just like any other weapons and it's for sure hard to use. I recommend you try playing with it once in your life.

Edited by Forbid

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