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Patch Update #799 - Released 16th May 2025


Marcus
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On 5/16/2025 at 12:03 PM, Tekken8 said:

that were unique in gameplay style

I have been saying this for a very, very, very long time now.

There is not a single turret that is "UNIQUE" in this game, not anymore. By that I mean every turret can deal damage that "SHOULD" be unique to that specific turret.

Augments have killed the game off, along with making every turret a copy/paste of each other.

So boring and predictable.

On 5/16/2025 at 12:03 PM, Tekken8 said:

This update is making isida boring,

Along with being useless at what it was intended for, specifically HEALING.

 

On 5/17/2025 at 8:37 AM, MrRodent said:

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

Trust ME implicitly when I say that the DEVS always "do something" for a reason, usually (99.99%) of the time it involves making cash.

This is a bona fide FACT. 

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Can someone who understands this game well explain the damage changes? It looks like they buffed damage across the board, which Im guessing will make tanks die even faster? Is that something tankers want?

what about hull hitpoints? If hopper is 2000-3000, what does the first number mean?

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On 5/17/2025 at 4:47 PM, Potdindy said:

Can someone who understands this game well explain the damage changes? It looks like they buffed damage across the board, which Im guessing will make tanks die even faster? Is that something tankers want?

what about hull hitpoints? If hopper is 2000-3000, what does the first number mean?

first number is mk1-1 (base stat without any upgrade) second is mk7-20 (fully upgraded)  But hopper does not have 3K hp but you probably put that as an example

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

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

Not every augment, only select augments if applicable. I was expecting Plasma Torch to be one of those but I didn't expect it to be directly nerfed in 4 different areas. The problem is all of those nerfs compounded. They could have left out the one or two of them so it would have actual reason to use the very slow projectile speed. They could have left the impact force high so if you did end up hitting people (on their screen, not yours), they would take impact force that they wouldn't get from other Ricochet augments, giving it a niche. 

They could have allowed it to have Stock's projectile speed after bouncing so that people who want to utilise Ricochet's entire purpose to its full potential and bounce certain shots to hit people with it faster. That would especially make sense because it still has only 1 bounce available. Allow them to at least use that one bounce to do something interesting. But they nerfed everything. 

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

“Missile Launcher «Swarm»” augment

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

Where's the ''Tornado'' augment nerf? This thing is so broken, especially that it has no pause between salvo and that the rockets fly so fast towards you. If you get caught off-guard while being Juggernaut, you're basically dead, almost does 20k damage, which is the amount of HP a MK8 Juggernaut has

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

“Nanomass Reactor” augment

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

So this augment ONLY work when you almost ran out of energy because of healing your teammates, and then killed an enemy with the remaining energy.??

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lots of interesting changes. Tanki has felt mostly balanced before the change so what is the philosophy behind all the changes?

why the damage buffs?

Why the isida change? It seemed fine if not underpowered previously.

Anyone care to explain?

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

[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

Interesting to play with now. Though kinda sucks that it's now a lot more dependant on teammates. If your team isn't actively moving around the map you have less options now. And the ball connection radius hardly feels like 15m feels a lot more like 7-8m. I was using Acceleration Protocol and it felt as if I was using a status Tesla most of the time. 

 

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

[Turret] Hammer

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

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

I cannot understand how Revolver hasn't gotten any sort of targeted nerf since release, not even a small one. Every time Hammer got changed since its release, it either stayed the same power or got slightly better relative to the rest of the Stock range Hammers, especially Large Calibre Pellets. On top of escaping any sort of impact force nerf, it now gets to reach 3,000 damage with 2 normals and a critical hit making it even more efficient. 

 

Since release it's been doing Large Calibre Pellets' job better than it. Missing any shot with Large Calibre instantly removes 1/3 of your total damage output for the next 6 seconds. It's not worth shooting Large Calibre at people within the minimum damage range because the firing rate and clip reload is so nerfed compared to every other Hammer. Meanwhile Revolver gets to fire away at will with its 2 guaranteed critical hits while also having faster clip reload? Large Calibre Pellets having the same impact force as Stock while Revolver has the same and firing 6 shots in a clip in rapid succession? How does that make any sense? 

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On 5/15/2025 at 3:01 PM, 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.

Testing the turret for a few days, I can tell you it is horrible! You should add splash damage to the rockets for stock turret after making them unable to hit targets, without augments. Increase the rockets damage, and standard shot damage as well. Standard shot could bear a splash damage as well... The impact force now is similar to Thunder, while only made the standard shot 0.2 faster? Railgun still has 9 impact force, and has much more damage! Not to mention the projectile speed is way slower now, more chance to miss your shot.

Solution 1:

Damage: 1400

Critical damage: 1750

Reload: 3.0

Damage per rocket: 450

Damage per salvo: 4500 (10 rockets)

Salvo reload: 12 sec

Rocket minimum splash damage radius: 10 m

Rocket medium splash damage radius: 5 m

Rocket max splash damage radius: 3m

 

Solution 2:

Damage: 1160

Critical damage: 1400

Reload: 2.6

Damage per rocket: 450

Damage per salvo: 4500 (10 rockets)

Salvo reload: 12 sec

Arcade minimum splash damage radius: 12 m

Arcade medium splash damage radius: 6m

Arcade max splash damage radius: 3m

 

(Thunder has 900 damage, 2 second reload. that means it has 450 damage per second. Scorpion has 1160 damage 3 second reload, it has 386 damage per second! They ruined it now by decreasing the speed of the projectile, the speed of rocket and the impact force as well. Basically everything it was worth using this turret. Solution 1 would make the turret have 466 damage per second, Solution 2 would have 446 damage per second.)

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How do you unironically make the one turret designed for healing literally almost unusable for t!hat purpose?? It's only good for attacking with Pular or some other status effect now! They have done massacred Isida man ?

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Thank you so much TANKI online developers for this AMAZING AND AWESOME UPDATE!

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What is the purpose of base Isida now?

  • The damage is single target and does not have status effects
  • The damage is about 4 Mk's behind compared to other melee turrets
  • It can barely heal more than 1 teammate every 14 seconds

The augments don't do almost anything to fix these

  • -50% energy consumption → Isida can now barely heal 3 teammates and then again has 14 second reload till it can do it again
  • Status effect augments, why would you use Isida with these augments whenever you could just use another melee turret with better results?
  • Other turrets are better at continuous healing, why would you use Isida at all if you want to heal and you had access to other turret's healing augments?

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On 5/15/2025 at 6:37 PM, Opex-Rah said:

Noted. The patch changes are unrelated.

An update regarding the bug - upgrading Firebird to Mk1-1 puts the reload from 3 seconds to 2 seconds. It stays at 2 seconds until Mk5-9 where it goes from 2 seconds to 1 second. Stock's reload goes below 2.00 at that upgrade level which is exactly where the original 1-second reload bug was happening. Quite strange. 

 

 

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