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Patch Update #793 - Released 14th March 2025


Marcus
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Patch Update #793 - Released 14th March 2025

 

List of changes:

  • Turret augments that apply the following status effects «Burning», «Freezing», «EMP», «AP», «Stun» and «Jammer» are now considered Epic instead of Legendary in the list of Container rewards

    • (Note) These changes are not applied to any «Pulsar» augments and the Vulcan’s  «Incendiary band» augment

  • The following augments are now considered Rare instead of Epic in the Garage and in the list of Container rewards

    • Firebird — High pressure pump

    • Firebird — Compact fuel tanks

    • Firebird — Incendiary mix

    • Freeze — High pressure pump

    • Freeze — Corrosive mix

    • Freeze — Shock freeze

    • Isida — Broadband radiators

    • Isida — Support nanobots

    • Isida — Nanomass reactor

    • Tesla — Minus-field

    • Tesla — Acceleration protocol

    • Tesla — Dilatory protocol

    • Hammer — Slugger

    • Hammer — High-capacity ammo clip

    • Hammer — Duplet

    • Twins — Stabilized plasma

    • Twins — Plasma accelerators

    • Twins — Heavy plasmagun

    • Ricochet — Destabilized plasma

    • Ricochet — Minus-field stabilization

    • Ricochet — Plasma-torch

    • Vulcan — Shooting speed regulator

    • Vulcan — Reinforced aiming transmission

    • Vulcan — Incendiary band

    • Smoky — Assault rounds

    • Smoky — High-precision aiming system

    • Smoky — Supercumulative rounds

    • Striker — Missile launcher "Hunter"

    • Striker — Missile launcher "Cyclone"

    • Striker — Remote rocket explosives

    • Thunder — Small caliber charging machine

    • Thunder — Subcaliber rounds

    • Thunder — Sledgehammer rounds

    • Scorpion — Explosive shells

    • Scorpion — Explosive warheads

    • Scorpion —Missile launcher «Wolfpack»

    • Magnum — Reinforced gun carriage

    • Magnum — Automated gunpowder loading mechanism

    • Magnum — Harpoon

    • Railgun — Reinforced aiming transmission

    • Railgun — Round stabilization

    • Railgun — Electromagnetic accelerator "Scout"

    • Gauss — Faster Horizontal Tracking

    • Gauss — Hacked aiming processor

    • Gauss — Large Caliber

    • Shaft — Short-band emitter

    • Shaft — Heavy capacitors

    • Shaft — Light capacitors

  • Epic Turret augments are now available for Rubies in the Shop

    • (Note) Thus all status augments for turrets are sold for Rubies, same as all status immunity augments for hulls are sold

  • «Bomb» grenade was added to Common and Epic containers

  • «Mortar» grenade was added to the «Epic» category of Common and Epic containers

    • (Note) «Mortar» grenades can only be obtained from containers after you received it from Elite Pass or after you purchased it in the Garage (it will become purchasable there in future)

  • The following augments were added to the «Legendary» category of Common and Epic containers:

    • Ricochet’s «Plasma Resonator» augment

    • Hammer’s «Revolver» augment

    • Isida’s «Shock Nanobot Injection» augment

    • Freeze’s «Stable Mix» augment

  • Hammer

    • Horizontal auto-aim angle changed from ±1 to  ±3,0-±1,8 deg.

  • Smoky

    • «Autocannon» augment — horizontal auto-aim angle changed to ±0,6 deg.

    • «Hyperspeed Shells» augment — horizontal auto-aim angle changed to ±0,2 deg.

  • Striker

    • «Remote Rocket Explosives» augment

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

    • «Vacuum Missiles» augment 

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

    • «Phoenix» augment

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

  • Thunder

    • «Vacuum shell» augment

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

    • «Nanotech» shells» augment

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

    • «Hyperspeed shells» augment

      • Horizontal auto-aim angle changed to ±0.2 deg.

  • Scorpion

    • Horizontal auto-aim angle changed from ±1,2-0 to ±1,4-0,2 deg.

  • Railgun

    • Horizontal auto-aim angle changed from ±1,2-0 to ±1,4-0,2 deg.

    • Combo shot damage changed from 1500-3000 to 2000-4000 HP

    • «Phoenix» augment

      • Added an increase of Combo shot damage by +100%

  • Gauss

    • «Hyperspeed shells» augment

      • Horizontal auto-aim angle changed to ±0,2 deg.

  • Shaft

    • «Healing Emitters» augment

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

  • Terminator

    • Horizontal auto-aim angle changed from ±3 to ±1,4-0,2 deg.

    • Combo shot damage changed from 1500-3000 to 2000-4000 HP

  • Bomb

    • Activation time after throw changed from 3,6 to 4,6-3,6 s.

List of fixes:

  • The logic of aiming of Thunder’s “Nanotech Shells” augment when shooting at allies has been reworked.

  • Fixed supply availability ranks in the Shop Showcase. Now they match availability ranks in the Garage

  • Fixed visual bug with double grenade detonation on remote clients

  • Fixed the horizontal auto-aim behaviour for shells that can ricochet

  • Fixed the action of some status effect on the tank once the tank becomes a Juggernaut.

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On 3/13/2025 at 9:00 AM, Marcus said:
  • Hammer

    • Horizontal auto-aim angle changed from ±1

Huh? I tested it with Slugger 2 weeks ago and it appeared to be removed. 

 

 

Still sad that these changes severely limited the number of equipment I can use on mobile. It gets boring having to constantly play with only Smoky and Ricochet. 

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On 3/13/2025 at 2:00 PM, Marcus said:

Thunder’s «Revolver» augment

New augment leaked?! ?

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On 3/13/2025 at 2:00 PM, Marcus said:

 

  • The following augments were added to the «Legendary» category of Common and Epic containers:

    • Ricochet’s «Plasma Resonator» augment

    • Thunder’s «Revolver» augment

    • Isida’s «Shock Nanobot Injection» augment

    • Freeze’s «Stable Mix» augment

Well its official. The game has switched from P2W to Pay to Progress faster. Big W

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On 3/13/2025 at 6:30 PM, Marcus said:

Railgun

  • Combo shot damage changed from 1500-3000 to 2000-4000 HP

What is Combo shot damage ?

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On 3/13/2025 at 4:00 PM, Marcus said:

Shaft

  • «Healing Emitters» augment

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

I feel the devs should stop nerfing or buffing augments based on how many players are abusing or using them. Like shaft heal went on a streak for a whole 3+ years being OP without getting a nerf that really balance it. Augments should be nerfed or buffed based only on the parameters of the augment itself. Funny enough phoenix augments are getting nerfed despite being used by only 1 or 2 players each augment. I guess because they are F2P unlike other augments.

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Posted (edited)
On 3/13/2025 at 10:33 AM, hatty12345 said:

What is Combo shot damage ?

That is hitting a grenade with your Railgun shot. Currently it deals the same damage as your grenade. Now it will deal the higher damage than that, enough to kill a light hull or heavy hull depending on how far in the blast radius they are and whether they have Railgun protection or not. Phoenix will get twice as much damage with this combo shot meaning anyone that doesn't have Lifeguard will likely die in the blast radius. 

Edited by TheCongoSpider
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On 3/13/2025 at 7:36 PM, Wry said:

I feel the devs should stop nerfing or buffing augments based on how many players are abusing or using them. Like shaft heal went on a streak for a whole 3+ years being OP without getting a nerf that really balance it. Augments should be nerfed or buffed based only on the parameters of the augment itself. Funny enough phoenix augments are getting nerfed despite being used by only 1 or 2 players each augment. I guess because they are F2P unlike other augments.

I disagree. Variety is the very spice of life.

That said, we don't buff/nerf only by the number of players playing an aug. But, we do consider it along with the other aug KPIs.

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On 3/13/2025 at 10:48 AM, Opex-Rah said:

I disagree. Variety is the very spice of life.

That said, we don't buff/nerf only by the number of players playing an aug. But, we do consider it along with the other aug KPIs.

Out of curiosity, does each augment have a certain benchmark performance you expect them to hit in relation to each other? 

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On 3/13/2025 at 7:54 PM, TheCongoSpider said:

Out of curiosity, does each augment have a certain benchmark performance you expect them to hit in relation to each other? 

I must avoid disclosing balance-related decision-making details to prevent potential influence.

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On 3/13/2025 at 2:24 PM, TheCongoSpider said:

Still sad that these changes severely limited the number of equipment I can use on mobile. It gets boring having to constantly play with only Smoky and Ricochet. 

Honestly, all it needed was just a clear seperation with the auto aim only in Railgun Master and Sports, because people were abusing it to get a competitive advantage in those game modes. But Matchmaking... I don't know, seemed more or less perfectly fine to me.

On PC, those 0.x aim assists are arguably still usable. But on Gamepad or Mobile? In Matchmaking, I think I would have left the old aim assist. Maybe nerfed it slightly, but definitely keep it the same across all modifications. I don't really see how Railgun is usable right now on Mobile, with 0.2 degree aim assist, unless you're a god gamer or something. Was pretty obviuos that you all would get severely limited in the equipment you could use.

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Posted (edited)

What is the benefit of changing the rarity of augments? Useless idea 

Edited by DOS

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On 3/13/2025 at 5:48 PM, Opex-Rah said:

I disagree. Variety is the very spice of life.

That said, we don't buff/nerf only by the number of players playing an aug. But, we do consider it along with the other aug KPIs.

Sure. But so called variety is less relevant in a small sample size. So a game like Tanki with a low player-base count is not affected by variety that much, meaning a player who abuses an OP augment could ruin the experience for a large percentage of that low player-base count of the game. As a player who plays frequently you could meet same players over and over again in MM due to that low player-base count, so variety is not really a thing in such game. One OP augment abuser could easily ruin the gameplay for a lot of players simply by playing frequently. Lets say Tanki has 7k player-base count, if that one OP augment abuser plays 10 games a day he could ruin the gameplay experience with that unfair advantage he has for 100 players which is 1.42% of the total 7k player-base. Therefore, the chance of a player meeting an OP augment abuser is much higher compared to games with high player-base count.

Balancing an augment on the get-go is much more efficient (if you only balance based on parameters) compared to:
Step one: Release an OP augment so it will appeal to buyers.
Step two: Make it exclusive for a while till players who have it increases slowly. 
Step three:  Release it again.
Step four: When a lot of players have that augment, you only then balance it. 
Now you could just say we doing this from a business perspective which is understandable, but trying to justify it with other things such as variety is just not it IMO. 

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On 3/13/2025 at 6:26 PM, Son_Goku said:

But Matchmaking...

Matchmaking is just as competitive as XP.

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Posted (edited)
On 3/13/2025 at 4:57 PM, Wry said:

Matchmaking is just as competitive as XP.

That is simply not true. There's bots, there's people who can't turn their turrets, maps are overfilled, totally random what you play with and what you play against, and there is no balance between the equipment, as one tank can be clearly stronger than the other. You also don't have to play the objective. All the protection you can get is also pretty stupid.

In XPBP however, every shot matters, positioning matters, you have to play the objective, and everyone has the same tank, which means equipment is balanced across every player. You miss one shot or position yourself badly, and risk the entire game to be turned around. How is Matchmaking supposed to be as competitive as this? Sports is pretty much the same as XPBP, besides not every tank being the same. And a single shot matters less, I guess.

Edited by Son_Goku

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On 3/13/2025 at 11:37 AM, DOS said:

What is the benefit of changing the rarity of augments? 

They are being changed to a lower rarity, making it faster to obtain them from containers. You'll get fewer 10,000 and 25,000 crystals rewards but you'll get turret augments much more often. 

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Posted (edited)
On 3/13/2025 at 7:15 PM, Son_Goku said:

You also don't have to play the objective.

Same logic applies to XP. You don't have to play the objective you can just lose. You don't have to hit every shot. You don't have to position right. The same tank thing is not in the favor of XP here, because in MM you can just make it harder for yourself and play wasp isida with mediocre augments in big maps. I think it is wrong to say that XP is harder than MM because MM has different skill floor and skill ceiling, true i can make MM easy if i just abuse OP stuff, but i can do the opposite as well. When you compare two modes, you take into consideration the potential and different possibilities of each one. So saying they are both competitive is the right answer IMO. For Esports I think it is much harder than XP when you do it right, the communication aspect of Esport itself is harder than XP. Esport has much higher skill ceiling.

Edited by Wry

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On 3/13/2025 at 5:27 PM, Wry said:

You don't have to play the objective you can just lose. You don't have to hit every shot. You don't have to position right. The same tank thing is not in the favor of XP here, because in MM you can just make it harder for yourself and play wasp isida with mediocre augments in big maps. I think it is wrong to say that XP is harder than MM because MM has different skill floor and skill ceiling, true i can make MM easy if i just abuse OP stuff, but i can do the opposite as well. When you compare two modes, you take in consideration the potential and different possibilities of each one. So saying they are both competitive is the right answer IMO. For Esports I think it is much harder than XP when you do it right, the communication aspect of Esport itself is harder than XP. Esport has much higher skill ceiling.

This is not the topic for such an argument, but come on. Thing is, in XPBP you don't want to lose, compared to Matchmaking, where it's just fine to lose. So the mentality alone is already way more competitive. Go and miss every 2nd shot in XPBP and see what happens. In Matchmaking? You just spray and pray, and can still do fine. If you don't position yourself right in XPBP, you risk your opponent to just win without even having to shoot. In Matchmaking? You just do whatever and have a ton of teammates to cover you in those overfilled maps. How is everyone having the same equipment and the same odds not in favour of XPBP? You have no excuses, it's clearly more skill-based. The fact that you can make it harder or easier for yourself in Matchmaking already makes it way less competitive. You're struggling? Just equip the right 50% protection 4 times and become invincible. Yep, lots of skill involved. Can you do that in XPBP? No. You're worse, you lose. Clearly more competitive.

In XPBP tournaments, communication is at least as important as in current Esports. You clearly have no experience regarding this. Even in normal XPBP battles, you see people constantly communicate about the game in team chat. It's as important as in Esports. Go and play XPBP as casually as you play Matchmaking, you'll figure out that you'll get hated by many very quickly. You wouldn't be the first.

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On 3/13/2025 at 9:00 AM, Marcus said:

Terminator

  • Horizontal auto-aim angle changed from ±3 to ±1,4-0,2 deg.

I already hated becoming the Juggernaut and having to play this awful mode so often from the quick battle queue. Now I will actually be defenseless when I become the Jug. Sucks for whoever is on my team I guess since enemies will get an easy kill on me. 

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On 3/13/2025 at 5:00 PM, Marcus said:

The logic of aiming of Thunder’s “Nanotech Shells” augment when shooting at allies has been reworked.

Wow, finally auto-aim on allies?

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On 3/13/2025 at 7:46 PM, Son_Goku said:

in XPBP you don't want to lose, compared to Matchmaking, where it's just fine to lose. So the mentality alone is already way more competitive. Go and miss every 2nd shot in XPBP and see what happens. In Matchmaking? You just spray and pray, and can still do fine. If you don't position yourself right in XPBP, you risk your opponent to just win without even having to shoot. In Matchmaking? You just do whatever and have a ton of teammates to cover you in those overfilled maps

Same in MM. When I play MM I don't want to lose and i could go to XP to chill and don't mind losing. You could say that for YOU MM is less competitive which is fine, but talking in general and applying such mindset (don't mind losing) to all players is not objective. In XP just like MM if you did a mistake you can get carried by your teammates so i don't see the point being made here. In MM you can calculate every move you make just like XP. In MM you can miss shots and lose because of it just like XP. Now you can say that XP is more competitve because players playing XP is generally more competitve, unlike MM which is a valid point, but here you would be comparing players not modes which is not the argument you making. MM can have high skill ceiling but a lot of players choose to just camp and shoot, now does this mean MM can not have high skill ceiling? No it is just diffrenet way of playing MM.

On 3/13/2025 at 7:46 PM, Son_Goku said:

How is everyone having the same equipment and the same odds not in favour of XPBP? You have no excuses, it's clearly more skill-based. The fact that you can make it harder or easier for yourself in Matchmaking already makes it way less competitive. You're struggling? Just equip the right 50% protection 4 times and become invincible. Yep, lots of skill involved. Can you do that in XPBP? No. You're worse, you lose. Clearly more competitive.

I just said the other side of the coin you are not saying, because you are not comparing MM with all of its potential and possibilities regarding skill ceiling, you only compare it to your liking which is not objective. The fact that MM can get a lot harder skill wise for players who have weak garage in high ranks does imply that MM has different skill ceiling based on the way you play, but you only looking at the less skill demanding aspect of it which is not objective when you compare two modes. 

It would not be fair for XP if i only compare it by using Sandbox as an example, since it is a basic simple map that does not require that much of thinking and skill like other XP maps such as: Parma, Station.

On 3/13/2025 at 7:46 PM, Son_Goku said:

In XPBP tournaments, communication is at least as important as in current Esports. You clearly have no experience regarding this. Even in normal XPBP battles, you see people constantly communicate about the game in team chat. It's as important as in Esports. Go and play XPBP as casually as you play Matchmaking, you'll figure out that you'll get hated by many very quickly. You wouldn't be the first.

There is no need to judge my experience here but i get it since you love XP that much. I have 1300+ hours in XP you can check it by looking at my profile since i never play Railgun and hornet in MM.

To me you are limiting any skill based ability to XP. In MM you can communicate just as much if you want to try hard and players do actually communicate via chat. In XP they say basic info such as f1 or f2, in MM they say info about nuclear and flag as well. Both modes can be hard and competitive in their own ways.

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Posted (edited)
On 3/13/2025 at 6:21 PM, Wry said:

 

Look, theoretically you are right, practically you're not. Players in XPBP are more competitive because MM is designed in a way that there is no intention for you to be competitive, you can do whatever and still achieve things. Saying XPBP is the same as that is simply not correct, as you would lose and lose and lose, gain nothing from it and just become hated by the whole XPBP community for ruining battles. That's what I meant by it's fine to lose in MM. How would you get carried by your teammates... if there are none? ? What makes XPBP great is that often you can only rely on yourself, as in many cases there are no teammates. And of course you can have bad movement and bad aiming in MM as well, and lose because of it, but still, you don't get punished for it as much as you do in XPBP, which makes XPBP more difficult to play, more skill-based, more competitive. Theoretically MM can have a high skill ceiling, practically it doesn't. That's what matters, not "what could be".

In XPBP, you can also join matches with Mk1 at high ranks and have weaker equipment than the others who are likely to have Mk7, making the game more difficult for you. But that's not the point. The point is that you have an even playing field, and that playing around that simply requires more skill. You could compare this to shooters like CS, where in the end everyone runs around with the same gun, and only the best player stays alive. In MM however, you have too many random possible combinations to make it even, someone always has an advantage. Again, theoretically you're right here, practically you're not. You can have an even playing field in MM, but you don't. Sandbox being a simple map makes the playing field even more even, so brutally outskilling opponents like you could in Parma as you mentioned, isn't guaranteed to work as easily. Which means, it requires more outplaying since weaker opponents have more chances, perhaps even more thinking. If a map is simple, doesn't mean it's easy.

If you say that communication matters more in Esports than it does in XPBP, you simply are not experienced. Any XPBP tournament you play without being in a voice chat with your team is automatically lost, just like in Esports.

It's not that I "love" or "like" XPBP more than MM. But having played both, I don't see how MM is supposed to be as competitive as XPBP is. MM is significantly different to what you see in Esports, it needs to be closer to that to be considered competitive. I'm not saying MM is not competitive AT ALL, but ok, in my opinion, it's at least less competitive. And not only because of how the players think.

Edited by Son_Goku

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Posted (edited)
On 3/13/2025 at 2:00 PM, Marcus said:

 

  • The logic of aiming of Thunder’s “Nanotech Shells” augment when shooting at allies has been reworked.

 You have  now created a monster , nanotech was one of best augments because it was hard to use but benefited player who were skilled.

Now its just another LAME Healing emitter v2 but on DRUGS !! In this current state it  will be better than shaft HE ever was.  It will became just another toxic augment destroying all the fun infulencing matches and making game more frustrating. 

 Nanotech was one of my favourite augment but if it has to be just another HE, please nerf it to the ground otherwise it will create toxic battles where groups will be spaming this and normal players wont be able kill them just like shaft HE is used... its just so easy and convenient to use them, groups are literally abusing this with combination of meta augments/freeze crit mix or pulsar. There is no skill in it and its sad to see game in such pity state. 

Do something with this healing augments, I just refuse to make easy points to whoever is sitting  back in corner,  hiding and healing everyone without effort. I am not bad player but I dont have any chance to be competitive against such combos. Especially when groups use that.  Shaft HE has been nerfed twice and its still most popular augment for Shaft (despite the fact that you made RFM  OP) and ofc most popular healing augment. 

 To balance this "lame" healing augments like HE and now Nanotech you have to not only nerf them, but reduce points they get for healing by at least 30-50 % for both of those.

  •       shaft  HE needs to have energy bar like Rapid fire mode does have  and dmg increased to stock values. This will prevent continuous unlimited healing making targets very hard/impossible to kill depending on map/place where they are and mode. 
  •  nanotech needs now dmg nerf and prolonged reload speed and reduced shell speed by 30-50 %,  maybe even reduce splash radius.  

I rarely see Isida player being at the top of leaderboard, while I do see a lot of HE being first without any effort, not being focused by enemies like isida is, without need to worry about energy consumption. Ending with positive K/D easily influencing outcome of matches.   Nanotech users are divided to two groups, those who perform very bad and those that are skillfull and end up in top3, such players deserve to be top3 because they could not just camp with nanotech, its different from shaft HE gameplay, you have to actively move and find good spot so you can heal your allies, usually you have to go with them and support such player. Its was a lof different but now you just created another HE so it will be even worse.  Mark my words, you will have to nerf this augment, it just now depends how serious you wanna nerf this abusing and toxic augments that are making game frustrating and insufferable.

 

   Make Isida Great Again !  Its only turret thats supposed to be for healing and its worst at it. 

Edited by Tekken8
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On 3/13/2025 at 9:00 AM, Marcus said:

Thunder’s «Revolver» augment

Do you mean Hammer ''Revolver'' augment instead?

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On 3/13/2025 at 6:00 PM, Maf said:

Wow, finally auto-aim on allies?

thats worst thing they could do... 

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