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Patch Update #799 - Released 16th May 2025


Marcus
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On 5/16/2025 at 12:04 AM, Opex-Rah said:

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

You developers are stretching a single event such as the current "May Holiday" for 1 month ? Honestly with the current trend of Developers stretching a single dead event for 1 month with 4 sets of same missions, same container pool seems too desperate. Barely any new addition and events (unless obviously there is a 900 ruby entry)

May I know why you guys are keeping this game dry like a pizza that has been sitting in the refrigerator for 1 month ? Makes it boring and indirectly tells us the Tanki Team abandoned any efforts to make it better.

Feel free to to reply with any sarcasm, but the point stays valid, 1 whole month with same container pool, same themes and almost no new updates. It's best to have 2 different events or mission sets istead of stretching 1 month. It seems like there is no new ideas being brain stormed in the Tanki offices and Tanki is desperately trying to fill the gaps with something boring. Only dead games do this strategy,

Spoiler

Maybe I am being a little too rude in this comment, it's probably because of some beers I had few minutes ago ))

 

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On 5/16/2025 at 3:12 AM, TheCongoSpider said:

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. 

The report. Where, when, to whom. Can I see it?

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On 5/15/2025 at 6:27 PM, Opex-Rah said:

The report. Where, when, to whom. Can I see it?

Here, In the Bugs and Glitches topic, August 17th 2024. If you're asking this then I'm assuming it wasn't sent in the report for that week/time period. 

 

https://en.tankiforum.com/topic/398970-bug-reports-❗-new-❗/?do=findComment&comment=7014450 

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On 5/16/2025 at 3:30 AM, TheCongoSpider said:

Here, In the Bugs and Glitches topic, August 17th 2024. If you're asking this then I'm assuming it wasn't sent in the report for that week/time period. 

 

https://en.tankiforum.com/topic/398970-bug-reports-❗-new-❗/?do=findComment&comment=7014450 

Noted. The patch changes are unrelated.

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

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

That's evil

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Isida is useless. Nerfed into obscurity.

 

The Support Nanobots that are meant to heal... just runs out of charge instantly, and doesn't heal teammates, and... doesn't heal juggernauts either.

Isida used to be a great turret on Jug fights... but is now completely useless.

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Posted (edited)
On 5/16/2025 at 6:16 AM, MrRodent said:

Isida is useless. Nerfed into obscurity.

 

The Support Nanobots that are meant to heal... just runs out of charge instantly, and doesn't heal teammates, and... doesn't heal juggernauts either.

Isida used to be a great turret on Jug fights... but is now completely useless.

Isida now lack any good augment for healing, best option now is  sustainable nanobots (which is now better version of support nanobots) and its mediocre at it. 

 

From making other augments desirable and appealing they just literally killed 3 augments that were unique in gameplay style - Support nanobots, Vampire nanobots and Nanomass reactor. Every augment had very unique gamestyle for isida and its just gone now. 

 

This update is making isida boring, it shifted whole gameplay from supportive oriented role where I could chose between 2 different options  to simle bold attacking with occasional little heal. (most of the time with pulsar or status effect augments = 1 boring gamestyle.) 

 

Whole supportive gameplay style from isida is now gone because there literally is not any good healing focused augment right now. 

Here is how I would change some of the augments that you guys made unplayable. 

  • Support nanobots should have back +100 % increased healing because isida deserve to have crystal augment focused on supportive role (one that is actually decent at it)
  • Vampire nanobots should have increased dmg by 10-20 % and  reload decreased from 14s back to 10s or perhaps even a little lower, ideally to 8s. Because that was main issue with it. 
  • Nanomass reactor -   unlimited energy when attacking, when you kill target you will replenish 100 % of energy that you can use for healing. 
  • Sustainable nanobots - energy consumption when healing -100 %
  • Sock nanobot  injection - this augment fits  support role better than attack, so I would increased healing to 75/150 and kept -50 % energy consumption   

And I would consider creating augment thats heavily focused at healing with boosted healing and unlimited energy when healing but weak at attacking (yes support nano v2) You cant make this augment OP because isida has always indirect nerfs built in it. (weak range,  high focus from enemies , weak for attacking = easy target)  

Edited by Tekken8
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Posted (edited)

Assist change basically made EMP, Stun, AP, Jammer, and frost salvo  easier kills for the team and no points for gauss himself unless if narrowly timed  (even narrower with the fixed 1.5) before someone kills it, the only surviving status augment is incendiary which is the LEECH status augment that does nothing for the team

for isida, @Opex-Rah has done absolutely great job dragging the remains of isida to the ground with these horrible changes(which also ruined alot of isida's augments mind you), I do hope you will patch out whatever this abomination is, because if there was  a reason to use isida over other turrets, its no longer there, GG.

You wanted a pure close range damage turret? there is one, its called HAMMER.


 

Edited by Acecaddy
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There is no info, but Gauss with solenoid cooling - it takes a long time to lock target and the damage hasn't changed at all, did someone accidentally change something?

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

 

On 5/16/2025 at 11:07 AM, Occultus said:

There is no info, but Gauss with solenoid cooling - it takes a long time to lock target and the damage hasn't changed at all, did someone accidentally change something?

Just played with it and nothing is wrong. All Gausses take longer to lock on because Stock now takes longer. 

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On 5/16/2025 at 5:17 PM, TheCongoSpider said:

 

Just played with it and nothing is wrong. All Gausses take longer to lock on because Stock now takes longer. 

I do not agree, aiming increased 0.5 sec and  module aimed maybe in about 1 sec, now it is about 3 sec, 

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On 5/16/2025 at 12:55 PM, Occultus said:

I do not agree, aiming increased 0.5 sec and  module aimed maybe in about 1 sec, now it is about 3 sec, 

Please send a video recording of this if possible. 

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On 5/16/2025 at 3:43 PM, Occultus said:

argument: solenoid cooling decrease aiming time 50%, and reload time 50%, if you will take 1.5 sec and 50% is 0.75 s. you can try yourself, is it correct or no, 

 

https://en.tankiwiki.com/Augments#Augments_for_Gauss

 

 

I already told you that I played with it and I am seeing nothing wrong with its parameters. You are seeing something different. The onus is on you to show proof of what it is that you are seeing differently. 

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1.  I think dev should write if want video

2. if you say, your aiming time with this module is under 1 sec, you re lucky...

3. if you have programs to make video, you can also make video and proof your words

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Posted (edited)

Isida energy running out  4 times faster.

Every time our dear "developer" changes something he is using the hammer rather than a precision scalpel.

In Pro Battles may we have a check box for Opex-Rah updates?

Played several Pro Battles with augments on, and the difference between Buyers OP and Free Players is now enormous. Most Pro Battle became disgusting MM battles.

Just write it in capital letters: FREE PLAYERS ARE NOT WELCOME !!!

Edited by Gabe2607
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On 5/15/2025 at 9:01 AM, Marcus said:
  • “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-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%;

I don't understand why they received these nerfs. The speed is already deathly slow. They get both minimum damage range and maximum range reductions. Plasma Torch on top of all of that gets halved impact force and not even being able to use the one bounce it has to counteract that slow speed in a way that is true to the turret's entire gimmick. 

 

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

[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

Another substantial projectile speed nerf and STILL Explosive Shells has that unnecessary 50% projectile speed reduction. Took almost 4 seconds to hit someone from one end of Berlin to the other. 

 

Standard shot was made better? It feels the same if not slightly worse due to missing more often with the slower projectile speed. Salvo feels worse for everything. 

 

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

[Turret] Gauss

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

Just great. Finally got to have fun with Gauss again with Super Solenoids and now it along with every other normal Gauss is too uncomfortable to use because of the extended lock-on time. My options to use on mobile keep dwindling and dwindling. 

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On 5/16/2025 at 4:02 PM, Occultus said:

1.  I think dev should write if want video

2. if you say, your aiming time with this module is under 1 sec, you re lucky...

3. if you have programs to make video, you can also make video and proof your words

Nothing is wrong with it. Again, if this here is not what is happening for you, send a video recording so it can be put forward as a bug report. 

 

 

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Nerfing Isida and nerfing assists? Devs don't want players teaming together.

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Isida was once the backbone of juggernaut matches.

Just one single decent Isida was enough to sway entire Jug fights...

 

Now though, it's a turret I've not seen a single person use since it was nerfed yesterday.

 

One of the most important turrets since day one... now completely obsolete with a single action from the "developers".

 

All the work, effort, budget, cash, r&d that Tanki gave the developers to develop Isida, and they flushed it all down the toilet.

Tanki's devs have literally wasted the company's money and time.

If I was the CEO os a company that had employees doing the things that these devs are doing, there'd be mass-unemployments throughout the office.

 

I mean, imagine spending all that cash on development... just to nerf it into obscurity.

 

Such a waste of Tanki's money and time.

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Posted (edited)
On 5/17/2025 at 6:17 AM, TheCongoSpider said:

Nothing is wrong with it. Again, if this here is not what is happening for you, send a video recording so it can be put forward as a bug report. 

 

 

thx for sending, I need download something to make video, but should be under 1 sec, on video is over 1 sec

Edited by Occultus

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Posted (edited)

@Maf "Plasma Torch" was not nerfed.

Ricochet base parameters where buffed so some Augments needed the corresponding adjust to remain as they where before this Update!

 

This is what usual happens to all Turrets that are buffed.

Each Augment suffers a kind of "nerf" to adapt the base parameters changes and remain in their state as before.

 

Edited by cx2014
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On 5/17/2025 at 7:17 AM, cx2014 said:

@Maf "Plasma Torch" was not nerfed.

Ricochet base parameters where buffed so some Augments needed the corresponding adjust to remain as they where before this Update!

 

This is what usual happens to all Turrets that are buffed.

Each Augment suffers a kind of "nerf" to adapt the base parameters changes and remain in their state as before.

 

This is a helpful reply! Thanks

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