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Patch Update #804 - Released 4th July 2025


Marcus
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Patch Update #804 - Released 4th July 2025

 

List of changes:

  • The following augments were added to Common and Epic Containers

    • Firebird’s “Camper” augment

    • Titan’s “Grenadier” augment

  • The maximum time between dealing damage to a tank and its destruction - used to count that damage as an assist - was previously 3 seconds. With this update, the duration now depends on the turret you use:

    • Firebird — 5 sec

    • Freeze — 1 sec

    • Hammer — 1 sec

    • Twins — 5 sec

    • Ricochet — 5 sec

    • Vulcan — 0,5 sec

    • Thunder — 5 sec

    • Scorpion — 10 sec

    • Magnum — 10 sec

    • Railgun — 5 sec

    • Gauss — 10 sec

    • Shaft — 10 sec

  • Changed the amount of Rubies earned for completing weekly missions

    • Amount of Rubies for Standard weekly missions increased from 20 to 30

    • Amount of Rubies for ENCORE weekly missions decreased from 10 to 0

List of fixes:

  • Now, self-destructing in battle is sufficient to fix issues like missing damage or being unable to pick up drops during the match

  • Fixed errors in texts in different languages

  • Like 8

❤️

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On 7/3/2025 at 4:03 PM, Marcus said:

Vulcan — 0,5 sec

vulcan + floating trash will finally not be 1000 score a match on autopilot. finally.

Let me fix it tho

Vulcan - 0 sec.

now they'll just be the most annoying trash combo by far but without absurd score gain.

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On 7/3/2025 at 5:03 PM, Marcus said:

Now, self-destructing in battle is sufficient to fix issues like missing damage or being unable to pick up drops during the match

Big.

Now just need to get rid of the muscle memory of instantly relaunching the client whenever damage breaks ?

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On 7/3/2025 at 9:03 AM, Marcus said:

Railgun — 5 sec

This turret is a long range turret, I don't get it why other long range turret have 10 secs but not railgun?

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On 7/3/2025 at 4:09 PM, DMR said:

This turret is a long range turret, I don't get it why other long range turret have 10 secs but not railgun?

Agreed. Especially since shaft and gauss also utilize quick arcade shots, and their maximum time is both 10 seconds.

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Posted (edited)
On 7/3/2025 at 6:03 AM, Marcus said:

 

  • Now, self-destructing in battle is sufficient to fix issues like missing damage

This is great, I usually have to reload the client!

Edited by Moonglow
I did not see that Maf said the same thing hahaha
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Fantastic update! Good on the devs for trying different things. Maybe this wont work but its a great try. I think it will though. More incentive to not just kill steal

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just wondering how long it will take to fix the stupidity that has been applied to isida...

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Posted (edited)

I haven't been playing at all but I'm actually really curious of Isida's pick rates before and after the "rework". If any stat nerd has that info available please lemme know.

Interestingly enough the score assist timer for Isida isn't mentioned in the changes so i assume it's still 3s?

Edited by JustBlackWolf

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On 7/3/2025 at 4:03 PM, Marcus said:

The maximum time between dealing damage to a tank and its destruction - used to count that damage as an assist - was previously 3 seconds. With this update, the duration now depends on the turret you use:

  •  

What IS this? I don't understand. Isn't it immediate for every turret? 

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On 7/5/2025 at 7:47 AM, JustBlackWolf said:

Interestingly enough the score assist timer for Isida isn't mentioned in the changes so i assume it's still 3s?

Yes that's what it means. 

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On 7/3/2025 at 3:03 PM, Marcus said:
    • Freeze — 1 sec

I have not played Freeze in over a decade probably, but I'm not sure whether this makes sense? You could freeze someone and stop dealing damage to them for one second, the kill gets stolen while they are STILL affected by the freeze, and you get no assist?

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On 7/5/2025 at 11:23 AM, Son_Goku said:

the kill gets stolen while they are STILL affected by the freeze, and you get no assist?

Because the cold status does not damage the target.

On 7/5/2025 at 11:23 AM, Son_Goku said:

I have not played Freeze in over a decade probably, but I'm not sure whether this makes sense

Considering Firebird with its afterburn went from 3 to 5 seconds, it's probably implying that Freeze is outperforming Firebird (to no one's surprise) and this is one way to even the playing field points-wise. 

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On 7/5/2025 at 6:27 PM, TheCongoSpider said:

Because the cold status does not damage the target.

But you know, by slowing them down, you're kinda assisting with the kill.

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On 7/5/2025 at 4:32 PM, Son_Goku said:

But you know, by slowing them down, you're kinda assisting with the kill.

If you want to get so technical, Hammer pushing someone into a wall into a defenseless position is assisting. Jammer reduces the power of certain drones making them less efficient. EMP and AP make the target easier to take down. Stun keeps them in place. If you're going down that route there's a lot of subjectivity. The easiest one, and the one that's been in place forever, is the last time you dealt damage before a target was destroyed.

And there being inconsistent numbers between certain turrets tells its own story. For example, I'm not surprised that Railgun has a shorter timer than all the other long range turrets because Opex had made it clear on the RU forum he's trying to keep Railgun on a leash and foster a more skill-based playstyle. Little to no auto-aim from the start of that update, slight reload nerf when it seemed like it didn't need it, etc.

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it does not feel great to grind the ufo day quests, daily tiers and such just for every chest to be supplies and adrenaline because the new system means most the time you'll be getting worse drops and definitely none that would make you want to use a turret if you have nothing for it.
 

hoping grenades eventually get added to the weekly chest, I remember  a post about that before where someone was arguing about type. It should be the basic grenades hahaha

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