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Patch Update #799 - Released 16th May 2025


Marcus
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Patch Update #799 - Released 16th May 2025

 

List of changes:

  • The following skins were added to Legendary Containers:

    • Viking DK

    • Thunder DK 

    • Vulcan LC

  • The following augments were added to Common and Epic Containers:

    • Ricochet’s “Camper” augment

    • Crusader’s “Grenadier” augment

  • Oracle drone now recharges supplies for different time depending on the activated supply

    • If Speed Boost is turned on, it is possible to switch to Boosted Damage in 5 seconds

    • If Speed Boost is turned on, it is possible to switch to Boosted Armor in 3 seconds

    • If Boosted Damage is turned on, it is possible to switch to Boosted Armor in 15 seconds

    • If Boosted Damage is turned on, it is possible to switch to Speed Boost in 5 seconds

    • If Boosted Armor is turned on, it is possible to switch to Boosted Damage in 15 seconds

    • If Boosted Armor is turned on, it is possible to switch to Speed Boost in 3 seconds

  • [Turret] Firebird

    • Regular damage increased from 450-1200 to 660-1200

    • Critical damage increased from 600-1500 to 1020-1540

    • Reload decreased from 2-1.5 to 3-1.5 seconds

  • [Turret] Freeze

    • Regular damage increased from 600-1200 to 900-1200

    • Critical damage increased from 1500-3000 to 2280-3040

  • [Turret] Isida

    • Regular damage changed from 580-1160 to 780-1040

    • Critical damage increased from 600-1200 to 900-1200

    • Healing increased from 200-400 to 300-400

    • Critical healing increased from 500-1000 to 750-1000

    • Energy consumption when attacking decreased from 166 to 0 cond. units/s

    • Energy consumption when healing increased from 50 to 200 cond. units/s

    • Energy consumption when idle increased from 30 to 50 cond. units/s

    • Reload increased from 10 to 14 seconds

    • Cone angle increased from 15 to 20 degrees

    • Added unfreezing of ally tank when repairing from 0 to 25% per tick

    • Cooling down ally tank when healing increased from 0 to 25% per tick

    • “Support Nanobots” augment

      • Regular healing rate increase was changed from +100% to +0%;

      • Added a decrease to energy consumption when healing by -50%;

    • “Broadband Radiators” augment 

      • Cone angle increase was changed from +200% to +125%; 

      • Range decrease was changed from -33% to -30%;

    • “Vampire Nanobots” augment

      • Energy consumption when attacking (units/sec.) = 166

    • “Nanomass Reactor” augment

      • Energy consumption when attacking (units/sec.) = 166

    • “Sustainable Nanobots” augment

      • Energy consumption when attacking (units/sec.) = 166

    • “Shock Nanobot Injection” augment

      • Decrease of energy consumption when healing was changed from -20% to -50%;

    • “Excelsior” augment

      • Added a healing rate increase by +30%; 

      • Added a critical healing increase by +30%;

    • (Note) Since the cylinder is now only used when healing, it is now possible to attack enemy tanks without worrying about spending energy.

We hope this change will make more different gameplay styles on Isida appealing.

  • [Turret] Hammer

    • Regular damage increased from 450-900 to 690-920

    • Critical damage increased from 580-1160 to 870-1160

  • [Turret] Tesla

    • Critical damage increased from 450-900 to 580-1160

    • Critical damage chance increased from15% to 18%

    • Cone angle increased from 17 to 20 degrees

    • Radius of adding an ally tank to the circuit increased from 12-15 to 20-30 m. 

    • Radius of adding an enemy tank to the circuit increased from 12-15 to 15-20 m. 

    • Radius of adding Ball Lightning to the circuit decreased from 20-25 to 12-15 m.

    • Ball speed increased from 5 to 6 m/s

    • “Shock Therapy” augment

      • Added a decrease to regular damage by -35%;

      • Added a decrease to critical damage by -22.5%;

      • Shot range decrease was changed from -52% to -60%;

    • (Note) The previous version of Tesla depended too much on Ball Lightnings. Because of that, it only made sense to use it for defence. There was just not enough time to use Ball Lightnings when attacking. Now using Chain Lightnings from ally tanks is much better than from Ball Lightnings.

  • [Turret] Twins

    • Regular damage increased from 100-200 to 150-200

    • Critical damage increased from 235-470 to 360-480

    • Initial projectile speed increased from 60-90 to 90-120 m/s

    • Range of min damage increased from 60-80 to 90-120 meters

    • Range increased from 80-100 to 95-125 meters

    • Projectile force decreased from 0.7-1.6 to 0.5-1.5

    • Explosion force changed from 1-2 to 0.7-2.1

    • “Plasma Accelerators” augment

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

      • Range increase changed from +100% to +50%;

    • “Heavy Plasmagun” augment

      • Projectile speed decrease changed from -45% to -50%; 

      • Added a decrease of min damage range by -45%;

      • Added a range decrease by -45%;

    • “Plasma Turbo Accelerators” augment

      • Initial projectile speed increase changed from +200% to +125%;

    • “Plasmatron” augment

      • Initial projectile speed increase changed from +100% to +50%;

    • (Note) The turret is balanced to fit its new role of a medium range turret better.

  • [Turret] Ricochet

    • Regular damage changed from 175-350 to 255-340

    • Critical damage changed from 235-470 to 360-480

    • Initial projectile speed increased from 90-180 to 150-300 m/s

    • Final projectile speed increased from 10 to 90 m/s

    • Projectile acceleration time decreased from 1 to 0.3 seconds

    • Range of min damage increased from 60-80 to 90-120 meters

    • Range increased from 80-10 to 95-125

    • Projectile impact increased from 1-2 to 1-3

    • “Plasma-torch” augment 

      • Added a decrease of projectile speed after ricochet by 50%;

      • Added a decrease of range of min damage by 35%;

      • Added a decrease in range by 35%;

      • Added a decrease in projectile force by 50%;

    • “Minus-field Stabilization” augment

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

      • Range increase was changed from +100% to +50%;

    • (Note) The turret is balanced to fit its new role of a medium range turret better.

  • [Turret] Vulcan

    • Regular damage increased from 50-100 to 75-100

    • Critical damage increased from 100-200 to 150-200

  • [Turret] Smoky

    • Regular damage changed from 355-710 to 525-700

    • Critical damage increased from 450-900 to 675-900

  • [Turret] Striker

    • Regular damage increased from 450-900 to 675-900

    • Critical damage increased from 580-1160 to 870-1160

    • Reload decreased from 2,7-1,8 to 2,55-1,7 seconds

    • Reload after salvo decreased from 2,7-1,8 to 2,55-1,7 seconds

    • Angular rocket velocity decreased from 45-60 to 10-10 deg/s

    • “Missile Launcher «Uranium»” augment

      • Number of rockets per salvo: 4

      • Regular damage increased from +70% to +125%; 

      • Critical damage increased from +75% to +160%;

      • Added an increase in projectile acceleration time by +350%;

      • Aiming time decrease was changed from -75% to -35%;

      • Added an increase in pause between the rockets in a salvo by +400%;

      • Reload increase after a salvo was changed from +100% to +0%; 

      • Added an explosion radius increase by +50%; 

      • Maximum projectile speed was changed from 100 to 350 m/s;

  • [Turret] Thunder

    • Regular damage increased from 450-900 to 675-900

    • Critical damage increased from 580-1160 to 870-1160

  • [Turret] Scorpion

    • Regular damage increased from 580-1160 to 870-1160

    • Critical damage increased from 700-1400 to 1050-1400

    • Rocket damage increased from 200-400 to 300-400

    • Reload decreased from 4,8-3,2 to 4,5-3 seconds

    • Initial projectile speed changed from 500-1000 to 400-700 m/s

    • Final projectile speed decreased from 250-500 to 150-300 m/s

    • Projectile speed after a ricochet decreased from 500-1000 to 150-300 m/s

    • Initial rocket speed decreased from 75 to 70 m/s

    • Final rocket speed decreased from 25 to 20 m/s

    • Rocket acceleration time increased from 2 to 2.5 seconds

    • Initial rocket angular speed decreased from 100 to 80 deg/sec

    • Final rocket angular speed decreased from 10 to 7 deg/sec

    • Projectile force decreased from 3-9 to 2.5-7 cond. units

    • Pause between the rockets in a salvo changed from 130-130 to 166-111 ms

    • “Missile Launcher «Swarm»” augment

      • Added a final rocket angular speed increase by 100%;

    • (Note) Standard shot was made more effective, while rocket salvo now only works against completely immovable targets. The turret was only effective at maximum range. Those changes should bring more opportunities on medium range.

  • [Turret] Magnum

    • Regular damage increased from 700-1400 to 1050-1400

    • Critical damage changed from 875-1750 to 1305-1740

  • [Turret] Railgun

    • Regular damage increased from 700-1400 to 1050-1400

    • Critical damage changed from 875-1750 to 1305-1740

    • Reload increased from 4.2-2.4 to 4.35-2.5 seconds

    • Horizontal auto-aim +0.2 deg for all modifications

  • [Turret] Gauss

    • Regular damage changed from 355-710 to 525-700

    • Critical damage increased from 450-900 to 675-900

    • Salvo damage increased from 850-1700 to 1275-1700

    • Aiming time increased from 1.5-1 to 1.5-1.5 seconds

    • Reload of salvo mode decreased from 8.4-5.6 to 7.8-4.7 seconds

    • Aim recovery time increased from 0,7 to 2 seconds

  • [Turret] Shaft

    • Standard damage changed from 355-710 to 525-700

    • Critical damage increased from 450-900 to 675-900

    • Min sniping damage increased from 335-670 to 525-700

    • Max sniping damage increased from 1650-3300 to 2475-3300

  • [Turret] Terminator

    • Regular damage changed from 970-3880 to 1350-3600

    • Critical damage increased from 1940-7760 to 3000-8000

    • Rocket damage increased from 325-1300 to 510-1360

    • Critical damage chance increased from 15% to 17%

  • [Hull] Wasp

    • Protection increased from 1000-2000 to 1500-2000

  • [Hull] Hopper

    • Protection increased from 1000-2000 to 1500-2000

    • Overdrive damage increased from 1000-2000 to 1500-2000

  • [Hull] Hornet

    • Protection increased from 1000-2000 → 1500-2000

  • [Hull] Viking

    • Protection increased from 1500-3000 to 2250-3000

  • [Hull] Crusader

    • Protection increased from 1500-3000 to 2250-3000

    • Overdrive damage increased from 2000-4000 to 3000-4000

  • [Hull] Hunter

    • Protection increased from 1500-3000 to 2250-3000

    • Weight increased from 1650-3300 to 1750-3500

    • Overdrive damage increased from 1000-2000 to 1500-2000

  • [Hull] Paladin

    • Protection increased from 1500-3000 to 2250-3000

    • Overdrive healing per tick increased from 25-50 to 35-50

  • [Hull] Dictator

    • Protection increased from 1500-3000 → 2250-3000

  • [Hull] Titan

    • Protection increased from 2000-4000 to 3000-4000

  • [Hull] Ares

    • Protection increased from 2000-4000 to 3000-4000

    • Overdrive damage increased from 2000-4000 to 3000-4000

  • [Hull] Mammoth

    • Protection increased from 2000-4000 to 3000-4000

  • [Hull] Juggernaut

    • Protection increased from 5000-20000 to 7500-20000

    • Overdrive healing increased from 2500-10000 to 3750-10000

  • [Grenade] Bomb

    • Damage increased from 1500-3000 to 2000-3000

  • [Grenade] Mortar

    • Damage increased from 2000-4000 to 3000-4000

  • [Grenade] Salyut

    • Damage increased from 1000-2000 to 1500-2000

  • [Grenade] Pumpkin

    • Damage increased from 650-1300 to 900-1300

  • [Grenade] Snowball

    • Damage increased from 650-1300 to 900-1300

  • [Augment] Driver

    • Speed of overdrive reload (time) increase was changed from +50% to +100%;

  • The number of team points for capturing a flag in the “Assault” mode was changed from 12 to 15 units

  • Time before tank destruction that counts damage as assist decreased from 3 to 1 s

  • The number of reputation points you get for healing an ally decreased from 13 to 10

List of fixes:

  • Fixed the rotation of coolers on Ares hull.

    • Both coolers on the left side spin clockwise

    • Both coolers on the right side spin counterclockwise 

  • Fixed a bug where tank tracks would rotate in the wrong direction when pressing movement buttons on the keyboard.

  • Fixed a bug due to which in PRO-Battles the number of players allowed on the map did not change when changing the selected map in the battle creation settings.

  • Improved textures of Ares XT Skin.

  • Animation of coolers on the tank, dust and exhaust now do not depend on the duration of individual frames.

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❤️

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Posted (edited)
On 5/15/2025 at 3:01 PM, Marcus said:
  • Time before tank destruction that counts damage as assist decreased from 3 to 1 s

This sounds like people are going to do all the work and get 0 score for it, because someone waited barely any time and just stole everything.

Edited by Son_Goku
  • Haha 1
  • Agree 13

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I can't believe that we waited half a year for DK skins and you just release them in Legendary Containers. Im not saying I don't like it but personally I have expected some event/minigame for that. 

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Posted (edited)
On 5/15/2025 at 2:01 PM, Marcus said:

Time before tank destruction that counts damage as assist decreased from 3 to 1 s

Now there's basically no incentive to damage a tank if you know you're not guaranteed to kill them. Before you would damage them (e.g with long range turret) and hope you get assist but now there's no point. This just heavily incentivises kill-stealing with long reload turrets rather than helping to kill them

Edited by Musray
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Posted (edited)
On 5/15/2025 at 6:01 AM, Marcus said:

Time before tank destruction that counts damage as assist decreased from 3 to 1 s

Well I know what I must do now. Ill just bait my teammates since many just like to KD farm nowadays. Ill just watch my teammates weaken them and die and then Ill swoop in for the kill. Since people dont care about OBJ modes nowadays ill just make it unfun for the KD farmers as well just by baiting them. If I cant have fun in OBJ modes no one can especially for KD farmers. 

 

As for the isida changes, I like that :))

Edited by Frylock

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WHY WON'T YOU NERF SHOCK THERA...

oh wait nvm

 

On 5/15/2025 at 5:01 PM, Marcus said:

(Note) Since the cylinder is now only used when healing, it is now possible to attack enemy tanks without worrying about spending energy.

This is a massive change.

On 5/15/2025 at 5:01 PM, Marcus said:

Radius of adding Ball Lightning to the circuit decreased from 20-25 to 12-15 m.

Also big.

On 5/15/2025 at 5:01 PM, Marcus said:

“Plasma-torch” augment 

  • Added a decrease of projectile speed after ricochet by 50%;

  • Added a decrease of range of min damage by 35%;

  • Added a decrease in range by 35%;

  • Added a decrease in projectile force by 50%;

Why? What did it do to deserve this? It's already terrible ?

On 5/15/2025 at 5:01 PM, Marcus said:

“Missile Launcher «Uranium»” augment

  • Number of rockets per salvo: 4

  • Regular damage increased from +70% to +125%; 

  • Critical damage increased from +75% to +160%;

  • Added an increase in projectile acceleration time by +350%;

  • Aiming time decrease was changed from -75% to -35%;

  • Added an increase in pause between the rockets in a salvo by +400%;

  • Reload increase after a salvo was changed from +100% to +0%; 

  • Added an explosion radius increase by +50%; 

  • Maximum projectile speed was changed from 100 to 350 m/s;

holy moly

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On 5/15/2025 at 4:01 PM, Marcus said:
  • Time before tank destruction that counts damage as assist decreased from 3 to 1 s

In OW2 and other competitive games the timer is 5 seconds to count damage as assist. Now the final blow can be more important in a lot of situations and doing damage in general will lead to more final blows, but it is not always the case. Now the problem with high timer such as 5 seconds, is that i can just spam useless damage such as 100 or less to random enemies and gather 10 points for each assist. So M1 Vulcan in high GS match could just spam and mark every enemy tank he can to gather huge amount of assists points while doing useless damage. This can be solved without decreasing the timer by making damage limit that must be met in order for it to count as assist. For example, the damage must be 20% or more of the total HP of the enemy tank to count that damage as assist, so in order to count assist against max light hull I must deal 20% of that 2000HP which is 400 damage.

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On 5/15/2025 at 4:13 PM, Wry said:

In OW2 and other competitive games the timer is 5 seconds to count damage as assist. Now the final blow can be more important in a lot of situations and doing damage in general will lead to more final blows, but it is not always the case. Now the problem with high timer such as 5 seconds, is that i can just spam useless damage such as 100 or less to random enemies and gather 10 points for each assist. So M1 Vulcan in high GS match could just spam and mark every enemy tank he can to gather huge amount of assists points while doing useless damage. This can be solved without decreasing the timer by making damage limit that must be met in order for it to count as assist. For example, the damage must be 20% or more of the total HP of the enemy tank to count that damage as assist, so in order to count assist against max light hull I must deal 20% of that 2000HP which is 400 damage.

In CS2, it counts your damage as an assist only after you've lowered your opponent's health by at least 41% of their total HP, and there is no time limit.

Cuz yeah, no matter how much time passes, the guy you've damaged that much has to adapt their gameplay until they get healed again by a certain amount. So, I feel like the game should stop counting your damage as an assist only once the guy you damaged has healed enough, and not after 15, 3 or 1 second/s.

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On 5/15/2025 at 2:01 PM, Marcus said:

“Nanomass Reactor” augment

  • Energy consumption when attacking (units/sec.) = 166

Lol what is now the point of this augment? If base Isida now doesn't consume energy when attacking, then this augment is just useless because it consumes energy with no other benefit. It's literally just playing isida on hardcore mode ?

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On 5/15/2025 at 5:34 PM, Son_Goku said:

In CS2, it counts your damage as an assist only after you've lowered your opponent's health by at least 41% of their total HP, and there is no time limit.

Cuz yeah, no matter how much time passes, the guy you've damaged that much has to adapt their gameplay until they get healed again by a certain amount. So, I feel like the game should stop counting your damage as an assist only once the guy you damaged has healed enough, and not after 15, 3 or 1 second/s.

Well this happens in CS because there is no way that the opponent could heal or recover his HP therefore time is irrelevant (no matter how much time passes his HP will stay the same). But doing this in Tanki will introduce another problem which is how much HP should the enemy tank recover in order for my damage to lose assist? Meaning if i damage a Tank 1500 and his teammate healed him 800, does that remove my damage assist? whether the answer is yes or no, we need to set a limit for the vast of situations that could happen which will be a pain to think about and it will never be 100% fair or accurate.

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On 5/15/2025 at 5:47 PM, Musray said:

Lol what is now the point of this augment? If base Isida now doesn't consume energy when attacking, then this augment is just useless because it consumes energy with no other benefit. It's literally just playing isida on hardcore mode

You still lose energy for healing, so the point of this augment is to kill in order to gain energy for healing.

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On 5/15/2025 at 4:56 PM, Wry said:

Well this happens in CS because there is no way that the opponent could heal or recover his HP therefore time is irrelevant (no matter how much time passes his HP will stay the same). But doing this in Tanki will introduce another problem which is how much HP should the enemy tank recover in order for my damage to lose assist? Meaning if i damage a Tank 1500 and his teammate healed him 800, does that remove my damage assist? whether the answer is yes or no, we need to set a limit for the vast of situations

One could assume that if most, if not all of the damage you dealt was healed, and the opponent made it out of being in that fight alive (for this a time limit would make sense, how much time needs to pass after they're "out of action"), that then you wouldn't get the assist anymore. Can't fully compare Tanki to CS2 of course, but you could consider thinking in this direction, because why not.

Regardless, one or three seconds is not the way here, I'd say.

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On 5/15/2025 at 6:13 PM, Son_Goku said:

One could assume that if most, if not all of the damage you dealt was healed, and the opponent made it out of being in that fight alive (for this a time limit would make sense, how much time needs to pass after they're "out of action"), that then you wouldn't get the assist anymore. Can't fully compare Tanki to CS2 of course, but you could consider thinking in this direction, because why not.

Regardless, one or three seconds is not the way here, I'd say.

This approach is vague and hard to apply efficiently since it has so many parameters need to be in the game code such as "out of action" and how you decide it? and the calculation of being healed.

To explain:
If i get damage from multiple enemies, E1 did 500 damage first, E2 did 1000 damage and then E3 did 700 damage. Now after that damage i got healed 1500HP then got eliminated by other enemies. The question is this 1500 heal remove what assist? Does it remove E1 and E2 or E3 and E2? I think the problem is clear now.

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Posted (edited)

Congratulations, you just killed Isida, its originally intended role and discouraged whatever few people were enjoying the healing playstyle from playing it ever again.

 

Absolute cinema

Edited by JustBlackWolf
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On 5/15/2025 at 4:01 PM, Marcus said:

(Note) Since the cylinder is now only used when healing, it is now possible to attack enemy tanks without worrying about spending energy.

(I am one of the 3 Isida users in this game so shhhh if you think im wrong)


the problem with current Isida is not running out of energy to attack enemies. ITS A HEALING TURRET after all you know. And if a healing turret's healing is beyond power crept by thunder and shaft heal to the point where using Isida is just wrong then this update will not fix any of the ACTUAL issues related to Isida. Current Isida heal is excruciatingly slow for what you're putting yourself through. Healing should be buffed by 100% if not more. Or by 50% and make heal shaft/thunder healing a 'bonus' effect and not some beyond OP invincibility potion for your teammate.

 

On 5/15/2025 at 4:01 PM, Marcus said:

Time before tank destruction that counts damage as assist decreased from 3 to 1 s

just great... 3 seconds wasnt toxic enough. once again  the main issue being what I call 'Vulcan Bots' (vulcan + flying hull) being completely braindead noobs who just put a brick on their space bar and drive random places without for no reason whats so ever but somehow getting 500+ score above second place person the reason obviously being broken scoring system. The X damage for assist is a great idea. Problem with healing? Well

Do X amount of damage and you'll have your enemy 'tagged' for 10 seconds. Even if he uses repair or gets healed as long as you get enough damage and he dies in 10 seconds you get the score. end of story. Fixes the vulcan bots doing literally 0,1% damage to the enemy yet getting 66% of score that a full kill gives you. 

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On 5/15/2025 at 5:33 PM, Wry said:

This approach is vague and hard to apply efficiently since it has so many parameters need to be in the game code such as "out of action" and how you decide it? and the calculation of being healed.

To explain:
If i get damage from multiple enemies, E1 did 500 damage first, E2 did 1000 damage and then E3 did 700 damage. Now after that damage i got healed 1500HP then got eliminated by other enemies. The question is this 1500 heal remove what assist? Does it remove E1 and E2 or E3 and E2? I think the problem is clear now.

It's really not that complicated, out of action means something like you didn't receive damage in a while and didn't deal damage to the ones who were damaging you. You would figure out how much time it takes just the way you're figuring out for how many seconds an assist counts right now.

Of course, this is a bit more complicated and would take some effort to implement, but sometimes the simplest solution, such as only adding a timer, is not the best one either, and Tanki wouldn't be the first game to add some more complex assist mechanics anyway. They definitely have the ability to do it, just requires some thought and willpower.

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Posted (edited)

 

You killed isida with this changes , I main isida and I am not like most of the isida players, but with how things looks with this patch it will suck on both sides.   

 

In short, for whoever does not wanna read whole message

They killed healing mode by how fast energy is consumed, few good augments for healing are now trash or mid at best (weaker than before)  Attacking mode in first glance seem to be good,  unlimited energy at the expanse of DPS ?  Lacking any good DPS will result in quick death against any other meele and it does not matter if you have unlimited energy , you would not even use half of the energy bar and you would have been killed with this reduced DPS.   In order to use unlimited energy benefit you have to win fights which will be harder than before. Best attacking augment for isida (vampire) still has limited energy like before but has now reduced DPS. 

 

From the whole idea of making more gameplay styles for isida appealing I can see only status effect augments to be somehow decent for isida after this patch, support nanobots, nanomass reactor, sustainable and partially vampire nanobots are now useless or weaker.  This patch will only promote gamestyle with pulsar and other status effect = in conclusion its opposite of what they wanted to achieve. 

 

Nerfing healing mode for isida seem to be like big nonsense. With augments like nanotech existing and being untouched. Option to heal 3600 HP in just 2s, ulimited healing range, unlimited energy, option to deal splash dmg while healing,  no reduced dmg or healing, same splash radius as stock  is in the eyes of devs balanced yet isida with limited energy, limited range, option to heal 1600 HP in 2s weak cone angle deserves change and nerf.  

I think devs wanted to issue probems with healing meta but addressed this problem in the worst way possible, isida was imho the last factor which contributed to healing meta being toxic or out of control. The only one bad factor was ducklings healing jugg but you can do that with nanotech or HE either. 

 

 

Now longer version  how this update killed isida

Healing:

Before this patch, we could use 2 good augments for healing to somehow compete against long range healing augments (nanotech and healing emitter) 

  • Support nanobots - great healing potential, but limited energy, limited range and halved dmg - you can heal allies very good but you are unable to do it endlessly and most of the time you are primary target. 
  • Sustainable nanobots - average healing potential, better range (more options to hide yourself from enemies) and option to defend yourself at least against one enemy with the high energy consumption. weak cone angle make this augment harder to play. it still has limited energy.

After this patch both of these augments are useless. 

  • Support nanobots -  so now in conslusion -50 % energy consumption with the new change energy consumption when healing from 50 to 200 per tick its still nerf and basically means it will consume energy twice as faster than STOCK isida before this patch , but at least you kept reduced dmg by 50 % for it so nobody will have to use it ever again.  
  • Sustainable nanobots - same applies, before this patch STOCK isida could heal 2 times longer than sustainable nanobots despite the fact that this augment has -50 % energy consumption when healing. Yet attack mode for this augment will now have reduced dmg from 290 to 260 per tick and it will STILL consume energy like before. Conslusion - mid at best, barely usable for any purpose (healing or attacking)  With the 14s reload instead of 10 this augment will be reloading simulator unable to heal, unable to attack, constantly out of energy. 

 Nanotech remains untouched and is still incredibly OP in terms of healing and also in terms of dealing dmg. HealingEmitter has sniper mode where it can heal massive dmg, it has hit scan and good ratio between amount of healing/reload speed making it reliable as an healing option. Both of those augments have unlimited energy in terms of healing - you can heal 12m without interuption if healing output is higher than dmg target you are healing is receiving, with isida this is impossible.  

Attacking:

in the first glance looks promising, unlimited energy yey, but in real battle? You will lose all the fight against other meele ranges because of low DPS , even before this patch it had weaker dmg, now difference is even bigger. Energy is ulimited but what does it matter when you die first without option to use it on other targers. Isida has weak critical dmg which is another factor against it.

  • Nanomass reactor -  Now this augments lack any purpose in game, who would be so "clever" to play with it? Basically everyone who will play with this augment will forfeit their only advantage (unlimited energy when attacking) for limited energy.  It does not provide any additional "advantages" over stock isida.
  • Broadband radiators - useless augment even before patch because of range penalty, instead of range penalty it should have a little dmg reduction or increased energy consumption (pre patch)    now? lack any purpose because attacking mode is even weaker and healing is trash. Whoever plays with it will have range reduced by 30 %  
  • Vampire nanobots - one of few good attacking options for isida before patch, nothing changes here besides Dmg reduction from 290 to 260. (nerf) But you are unable to heal. Still has limited energy. But now increased reload time from 10s to 14s thats +40 % increase.    
  • Shock nanobot injection - cool concept more oriented for support than attacking itself, problem with this augment was not energy consumption it was weak healing, no bonus points for providing boosted dmg to allies who kill enemy is also unsatisfying, it does not need it, but with combination of weak heling its  unrewarding and not a good option for support so it has stock isida potential for attacking and weak healing with decent bonus.  

With all of this said, here are augments that will benefit for attacking - all the status effects + pulsar thats it.  

On 5/15/2025 at 3:01 PM, Marcus said:

We hope this change will make more different gameplay styles on Isida appealing.

So my last question is, how all of this is supposed to help with making more different gamestyles for isida appealing? You killed at least 2-3 augments that was a good and unique option for isida and nerfed rest of the options to the point most of the players  will use status effect augment  (basically means one and only gamestyle)

"Good" job  and thank you

 

Edited by Tekken8
Kindly refrain from such statements
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Posted (edited)

Wow. ? Finally some balance changes! I am excited about Tesla. Finally increased critical damage! Good changes over all, well done!!!

Edited by Isshiki

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Posted (edited)

Isida 

Healing mode - limited range, limited energy, 14s reload, worst heal per second. You can heal maximum 10s with healing augments (support and sustainable nanobots) and you either have 50 % dmg reduction or have limited energy when attacking with increased reload by 40 %.  - almost zero usefulness now

Shaft HE - unlimited energy, unlimited range, better heal per second than isida, hit scan, sniper mode option to kill or heal massive dmg. Good reload/heal ratio.  and you have only -15 % dmg and +15 % reload , you can hide and heal from distance, you have still good dmg potential. 

Thunder Nanotech - unlimited energy, unlimited range, healing is not reduced by distance, highest heal per sec, option to deal dmg while healing, splash dmg. You dont have dmg,  splash area  or shell speed penalty, your only penalty is crits disabled (negligible) Very good healing and dmg potential. 

 

Dont forget to sell us new isida augments that will be like old ones with new coating and name 

Edited by Tekken8
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On 5/15/2025 at 9:01 AM, Marcus said:

Firebird

  • Reload decreased from 2-1.5 to 3-1.5 seconds

Firebird has had a bug for 2 years where every upgrade level outside of Mk1-0 had 1 second of reload instead of what was intended. It was reported long ago and still not fixed. Only Compact Fuel Tanks was using the actual number, much to its chagrin. I hope this here is admission that the bug was there and purposefully not fixed for whatever reason, Especially since...

On 5/15/2025 at 9:01 AM, Marcus said:

Regular damage increased from 450-1200 to 660-1200

...the regular damage was supposed to be put to 400 at Mk1 a year ago and wasn't done, and that is reflected here. Just like Shaft's minimum sniping damage was supposed to changed from 670 to 710 a long time ago but wasn't done, and is reflected in this patch as well. What's up with that inconsistency? 

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On 5/15/2025 at 9:54 PM, TheCongoSpider said:

What's up with that inconsistency

They do what they think is right for the game, meaning them.

Players are a secondary concern at best ( their issues via complaints about the game are ignored ) unless they want cash, then players become their primary concern/target and scam mode is switched to it's highest setting. 

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On 5/16/2025 at 1:54 AM, TheCongoSpider said:

Firebird has had a bug for 2 years where every upgrade level outside of Mk1-0 had 1 second of reload instead of what was intended. It was reported long ago and still not fixed

What reload was intended? Can I see this bug report?

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On 5/15/2025 at 6:04 PM, Opex-Rah said:

What reload was intended? Can I see this bug report?

This. Ever since it was "nerfed" to 1.5 seconds in 2023 I always felt like it had never changed at all. Mk1-0 (and Compact Fuel Tanks augment) uses the correct number but every other upgrade level of Firebird has 1 second of reload.  

 

 

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