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Patch Update #795 - Released 11th April 2025


Marcus
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On 4/10/2025 at 5:29 PM, Opex-Rah said:

You get what you desire, truly.

I assume most "phoenix" owners (or even every other average player after grinding 5kk exp) have everything for comfort playing this game. I mean it's not a big deal to take top3 and earn 400-1000 cry, when you have 10kk and don't know what to do with them. On the other hand we have a lot of players with poor garage and taking top3/earning crystals is kinda crucial for them. According to the fact that both kind of such players can play in the same battle (thx mm) - here is the question:

What's the point of that exp points bonus? Players who need it - can't afford it and players who got it - doest need it. Am I wrong?

p.s. Some other thoughts - why you did't make "phoenix" like a special skin or paint (even if paints value dead in this game) instead of selling this bull**** called "surprise" with hidden stats witch affected gameplay?)

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I can never catch a break these days. Something great (Gauss bugs finally being fixed after 32 months) comes alongside something bad (Thunder and Gauss auto-aim reduced further, constant unexplainable FPS drops since Friday). Soon they'll go after Smoky and Ricochet and I won't have anything comfortable to use anymore. 

 

On 4/10/2025 at 9:06 AM, Marcus said:

[Turret] Vulcan

  • Regular damage was increased from 40 - 80 to 50 - 100 HP

  • Critical damage was decreased from 150 - 300 to 100 - 200 HP

  • Barrel startup time was decreased from 0.75 to 0.1 s

  • Barrel slowdown time was increased from 0.75 to 2.5 s

  • Time for overheating was decreased from 8 - 9 to 6 - 6 s

  • Critical hit chance was increased from 14% to 16%

  • Turret rotation while shooting deceleration coefficient was decreased from 0.9 to 0.5

  • “Reinforced aiming transmission” augment

    • Added an increase to turret rotation while shooting deceleration coefficient by +50%

  • “Shooting speed regulator” augment

    • Barrel startup time decrease was changed from -90% to -50%; 

    • Barrel slowdown time decrease was changed from -90% → -85%; 

    • Added an increase to time to overheat by +50%

  • “Shredder” augment

    • Barrel startup time increase was changed from +100% to +900%;

    • Barrel slowdown time increase was changed from +100% → +50%; 

    • Added an increase to maximum and minimum range by +50%

Vulcan became interesting but the low time for overheating pushes it heavily into using Heat Immunity. I can't get proper use out of the status augments without Heat Immunity. Simply having Heat Immunity increases what I am able to output quite a lot. If this ends up making Vulcan as a whole overperforming with Heat Immunity I can somewhat see where this will be heading. 

 

Reinforced Aiming Transmission - It's good that this has a proper purpose again now that Stock's rotation speed is slow. 

 

Shooting Speed Regulator - Essentially got a direct buff compared to before. Always comfortable.anf doesn't require Heat Immunity. 

 

Incendiary Band - Still strong and useful. 

 

Cryo Band - For some reason this augment only freezes enemies to -0.5 temperature? Why isn't it -1.0? Is that a bug?

 

Pulsar - Very low crit rate but packs a heavier punch if you get the crit while the target is stationary. 

 

Rubberised Rounds - Still not worth using in my eyes. Time to overheat and bounce projectile speed being so low discourages you from taking your time finding the right bounce angles to catch someone, you might as well play it head-on, and at that point just use Explosive Band. 

 

Explosive Band - Augment that was already forcefully good became better with Heat Immunity. 

 

Shredder - Sadly I can't use this on mobile with hover hulls. So I used that opportunity to try it with tracked hulls. Of course, I was instantly reminded of how horrible and uncontrollable the hull joystick is on HTML5 for tracked hulls.  This augment will remain unplayable for me. From the changes it sounds like it would be great with Heat Immunity in the right maps. 

 

Large Calibre - Wouldn't it have made more sense to remove the inmate rotation speed penalty and give it 0.3 or 0.35 rotation while shooting instead? The current version is just unnecessary slow in general for the boost it gives. At least with the mentioned settings the player can feel more comfortable stopping firing to bring their aim on the next target before starting again. It has nice DPS but it's also the one most susceptible to wasting DPS on moving targets, especially near targets. 

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Posted (edited)

If i see someone using this new P2W OP tesla machine augment im leaving the battle immediately, homie dont play that

 

also please nerf hopper or start fixing maps to make them hopper resisant, a flying hull who was using this route to circumvent all our mines, spend a fraction of time in our base getting the flag, then heck off to the otehr side of the map before anybody could do anything about it cdn.discordapp.com/attachments/471061249707212801/1361422781450948708/Screenshot_2025-04-14_at_2.26.54_PM.png?ex=67feb345&is=67fd61c5&hm=73e08c18b76b2b4cc1c61fc27fb1e3b7696974f78690f1ef5f4b2a3199a7c130&

 

Edited by NikmanGT
Kindly refrain from such statements

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On 4/14/2025 at 8:21 PM, TheCongoSpider said:

Something great (Gauss bugs finally being fixed after 32 months)

It's not fixed, I still self destruct for no reason "THEN" have to refresh after the self destruct so I can deal damage.

32 months and still counting.

You mentioned shredder for vulcan. It's crap. Not being able to rotate your turret unless you rotate your hull is the worst of the worst, It truly is a pile of manure.

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That new augment of the Tesla turret is the most overpowered thing I've ever seen in the recent years; You can't counter it at all

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Posted (edited)

How to balance all the Phoenix augments without making them overpowered:

General:

  • All turrets: +30% Reputation points gain

    • Optional: +25–30% critical hit chance

    • (This overall nerfs more turrets than it buffs)


Melee Range Turrets:

  • Freeze: +20% range, +20% damage

  • Firebird: +20% range, +20% damage

  • Isida: +20% range, +20% damage

  • Tesla: +20% range, +20% damage

    • Alternative: Swap damage buff with -10% reload (shot + ball)


Short to Medium Range Turrets:

  • Hammer: -20% shot reload, -20% clip reload

  • Twins: -20% reload, +20% projectile speed, +20% range

  • Ricochet: -20% shot reload, +20% energy production

  • Vulcan: -20% reload, +20% projectile speed, +20% range

  • Smoky:  -10% reload, +20% projectile speed, +20% range

  • Thunder: -20% reload, +20% projectile speed, +20% range


Guided/Long range Turrets:

  • Striker: -20% lock-on time, -20% shot & salvo reload

  • Scorpion: -20% lock-on time, -20% shot & missile reload

  • Magnum: -20% reload, -20% time to full charge

  • Railgun: -20% reload, -20% warmup time

  • Gauss: -20% lock-on time, -20% shot & salvo reload

  • Shaft: -20% time to max snipe damage, -20% arcade & snipe shot reload


Final Thoughts:

Most pay-to-win augments (like Excelsior) would still outperform these. Also, once the older Phoenix augments are reworked into new augments they would probably outperform the new ones aswell.

I believe this would be a fair approach, but I’d love to hear others’ opinions as well.

Edited by Torsken
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Posted (edited)
On 4/15/2025 at 5:53 PM, Torsken said:

How to balance all the Phoenix augments without making them overpowered:

General:

  • All turrets: +30% Reputation points gain

    • Optional: +25–30% critical hit chance

    • (This overall nerfs more turrets than it buffs)


Melee Range Turrets:

  • Freeze: +20% range, +20% damage

  • Firebird: +20% range, +20% damage

  • Isida: +20% range, +20% damage

  • Tesla: +20% range, +20% damage

    • Alternative: Swap damage buff with -10% reload (shot + ball)


Short to Medium Range Turrets:

  • Hammer: -20% shot reload, -20% clip reload

  • Twins: -20% reload, +20% projectile speed, +20% range

  • Ricochet: -20% shot reload, +20% energy production

  • Vulcan: -20% reload, +20% projectile speed, +20% range

  • Smoky:  -10% reload, +20% projectile speed, +20% range

  • Thunder: -20% reload, +20% projectile speed, +20% range


Guided/Long range Turrets:

  • Striker: -20% lock-on time, -20% shot & salvo reload

  • Scorpion: -20% lock-on time, -20% shot & missile reload

  • Magnum: -20% reload, -20% time to full charge

  • Railgun: -20% reload, -20% warmup time

  • Gauss: -20% lock-on time, -20% shot & salvo reload

  • Shaft: -20% time to max snipe damage, -20% arcade & snipe shot reload


Final Thoughts:

Most pay-to-win augments (like Excelsior) would still outperform these. Also, once the older Phoenix augments are reworked into new augments they would probably outperform the new ones aswell.

I believe this would be a fair approach, but I’d love to hear others’ opinions as well.

I think that would be a fair way to balance the Phoenix augs even tho they would be worst than they old version but surely better than the current one. I would actually keep the 10% damage even for all the turrets and also the Critical Damage chance and maybe i would suggest a - 10%/20% energy consumption for melee turrets and 20% rockets projective speed for scorpion since the salvo is kinda bad. Overall i think that would be a good change 

Edited by Alsar

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Honestly, Phoenix can never be truly balanced. If it's too strong, it breaks competitive fairness. If it becomes too weak, there's no motivation to grind for it or play it, which makes the reward meaningless. It should become a cosmetic item imo, they show status without breaking balance.

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Posted (edited)
On 4/11/2025 at 6:20 PM, Senski said:

I see, there are a lot of Tanki Online cheaters and they didn't even need to "read" to understand the explanation.

Thanks ?

I think that you need to see the TO Youtubers who usually show the usability of every new Augment even before their release!

Edited by cx2014

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On 4/15/2025 at 12:16 PM, Positive said:

 If it's too strong, it breaks competitive fairness. If it becomes too weak, there's no motivation to grind for it or play it, which makes the reward meaningless.

If only there weren't ten thousand other rewards to play for--also of varying levels of meaninglessness.

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On 4/15/2025 at 11:16 AM, Positive said:

Honestly, Phoenix can never be truly balanced. If it's too strong, it breaks competitive fairness. If it becomes too weak, there's no motivation to grind for it or play it, which makes the reward meaningless. It should become a cosmetic item imo, they show status without breaking balance.

"no motivation to grind for it" yes there is. it will take me 5-10 years to get phoenix just by regularly playing so having phpoenix between now and 2030 shows that you have dedicated a significant portion of your life to a combo. i agree it should just be a cosmetic tho or only get single digit percentage boosts.

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Anyone else wish they'd change the contents of epic containers weekly?  I've been waiting so long for an exotic that I'm interest in ?

Once a week seems perfect.

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On 4/11/2025 at 5:11 AM, Positive said:

Emergency nerf for shock therapy wouldn't be a bad idea ngl.

I'll resort to using blaster until this gets fixed lol

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