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Patch Update #810 - Released 26th September 2025


Marcus
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Patch Update #810 - Released 26th September 2025

 

List of changes:

  • Tesla GT skin was added to Legendary Containers.

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

    • Isida’s “Camper”

    • Tesla’s “Camper”

    • Hammer’s “Boxer”

    • Twins’ “Tempest”

    • Railgun’s “Excalibur Rounds”

  • In the Shop, legal information has been moved to a separate dropdown list.

  • Added the ability to adjust screen padding on mobile devices.

  • Camper augments

    • For medium-range turrets, the bonus activation threshold was changed from 65% to 75% of the tank's health.

    • For long-range turret, the bonus activation threshold was changed from 80% to 90% of the tank's health;

  • Magnum

    • “Harpoon” augment

      • Reload time increase was changed from +40% to +10%; 

      • Amplification time decrease was changed from -75% to -70%

    • “Destroyer” augment 

      • Reload time was changed from +85% to +90%;

  • Railgun

    • “«Excalibur» Rounds” augment

      • Reload time increase was changed from +12% to +16%; 

      • Added Shot warmup time increase by +10%

  • Minor visual improvements to the purchase screens in the Shop.

List of Fixes:

  • Removed localizations for languages that have not received updates for a long time.

  • Fixed the contract rarity indicator.

  • The GS table is now displayed in the Garage even for items with zero GS.

  • Improved the Promo Codes screen in the Shop.

  • Saw it 1

❤️

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On 9/25/2025 at 9:03 AM, Marcus said:

Magnum

  • “Harpoon” augment

    • Reload time increase was changed from +40% to +10%; 

    • Amplification time decrease was changed from -75% to -70%

It's insane that something that simple took years to do. One night have assumed it was secretly powerful or something. 

  • Haha 2

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On 9/25/2025 at 9:03 AM, Marcus said:

Railgun

  • “«Excalibur» Rounds” augment

    • Reload time increase was changed from +12% to +16%; 

    • Added Shot warmup time increase by +10%

Still no nerf to gauss nemesis, smoky camper, uranium striker and shaft Stellarator augment (which is probably now the most OP augment now).

And yet no Juggernaut buff when it's needed the most @Opex-Rah

Edited by DMR
  • Agree 1

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On 9/25/2025 at 4:03 PM, Marcus said:

Railgun

  • “«Excalibur» Rounds” augment

    • Reload time increase was changed from +12% to +16%; 

    • Added Shot warmup time increase by +10%

so can you give me a reason why this thing oneshots excelsior Mk8 viking with crisis armor? ?

 

On 9/25/2025 at 5:11 PM, DMR said:

shaft Stellarator augment (which is probably now the most OP augment now)

it has the highest ceiling of OP. 90% of players will perform the same if not worse than if they used stock shaft when using stellar. that's why nerf shouldn't be expected nor does it need one. unlike the others you mentioned that are just 1 minute learning curve at best and like 5 mins to get uranium timing right. 

take a look, none of the main tryhards are using stellar for that reason. on day one half of the map was only stellars. what do you think caused such drop in couple of days (or now months)

On 9/25/2025 at 5:41 PM, krokorok said:

a76p3n.gif

nothing-ever-happens-chud.gif

balance has fallen

  • Agree 1

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On 9/25/2025 at 6:10 PM, Hypersomnia said:

 

take a look, none of the main tryhards are using stellar for that reason. on day one half of the map was only stellars. what do you think caused such drop in couple of days (or now months)

Yes they do, I don't know where you're pulling these 'stats' from. The augment is nice and I do like the idea you must have good aim with Shaft in order to maximize the potential of the augment yet it isn't that hard to play with. I don't consider myself a good Shaft player but getting good results in MM using this augment is quite easy like the one below:

Spoiler

image.png

 

On 9/25/2025 at 4:24 PM, Societal said:

Finally a little nerf to the Excalibur but still no nerf to the damage of it specially on the critical hit ?

The augment needs a serious nerf, pretty hard and annoying to play against. Kind of fun to play with though I can't lie.

  • Agree 1

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On 9/25/2025 at 5:08 PM, Spy said:

Yes they do, I don't know where you're pulling these 'stats' from. The augment is nice and I do like the idea you must have good aim with Shaft in order to maximize the potential of the augment yet it isn't that hard to play with. I don't consider myself a good Shaft player but getting good results in MM using this augment is quite easy like the one below:

  Reveal hidden contents

image.png

 

He means to say, in a general setting, stellarator is not often used typically because there is not a typical quick ceiling for profit. It generally isn't hard to counter them either.

The aug itself received 1 adjustment and in general, it's dps ceiling, as explained isn't as busted in real settings unless you're constantly eating canon fodder.

Majority of the stell players often post one sided games and if u see one in a balanced game perform stronger than a fair share of good dps augs, they've just been taking the weaklings out most of the time.

When it comes to stell, a fair share of people do not use it optimally in terms of reload. Which is where other augments, do not have that sort of concern. In many of these cases, a player would perform the same with stell, as almost stock, depending on how they use it. If you're quick, it will be potent, if you're not, it is not gonna feel like a busted aug, I hope you understand where he is getting at in terms of reality. Stell's max damage is still the same as stocks max damage, and most people don't like shaft if it don't 1 shot, so they use something more easier.

 

Now with other augments that have a direct buff on their max and only damage output, there is a change in ultimate balance. Especially 1 hit higher damage shots.

 

Edit addition:

I forgot to add, shaft is a single target turret still. Railgun being the only one to have penetration, few others with splash gimmicks. These automatically allow other turrets with basic aug buffs to often perform better too in terms of damage per game.

Edited by Akame
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On 9/25/2025 at 7:08 PM, Spy said:

Yes they do, I don't know where you're pulling these 'stats' from.

stats called 'having 2 eyes'. first day 4+ stellars every match. now 1 every 5 on average? must've been the wind that blew stellar shaft away from people's garages huh? yeah unofficial stats. i do not document every single augment every single hull type every single turret every match in an excel spreadsheet. I fell off i know.

 

On 9/25/2025 at 7:08 PM, Spy said:

I don't consider myself a good Shaft player but getting good results in MM using this augment is quite easy like the one below

arent you suppose to be some pro XP BP or eSports or whatever? i would expect for someone of your caliber to be good by default with something even if you dont use that turret much? ? isn't that one of the benefits of being a non casual pro player? Also stadium of all maps. known for its constant 1 team just gives up thing. but whatever lets just call it a day lol. sure good score woohoo. youre the top 10% i guess. here is your cookie ?

 

On 9/25/2025 at 7:08 PM, Spy said:

MM using this augment is quite easy like the one below:

getting good results with EMP Shaft aka Temu Stellar is also easy. NERF EMP SHAFT TO THE GROUND. please look at the last 20 stellar users and make an average out of their performance and then compare it to the last 20 nemesis or excelsior smoky users.

EDIT: yeah yeah you can call me noob casual all you want but you got Akame who is also an actual expert with Shaft and game in general agreeing with me. I did not bribe him with rubies too!

Spoiler

oGKCgsU.png

 

Spoiler

pbiKeBt.png

 

@Maf (unable to even quote you cuz why not  I guess)
why would you want your Boxers to be 'nerfed' and your hammer to be shortened? Just cut the handle off? ?

Edited by Hypersomnia

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On 9/25/2025 at 7:51 PM, Akame said:

He means to say, in a general setting, stellarator is not often used typically because there is not a typical quick ceiling for profit. It generally isn't hard to counter them either.

The aug itself received 1 adjustment and in general, it's dps ceiling, as explained isn't as busted in real settings unless you're constantly eating canon fodder.

Majority of the stell players often post one sided games and if u see one in a balanced game perform stronger than a fair share of good dps augs, they've just been taking the weaklings out most of the time.

When it comes to stell, a fair share of people do not use it optimally in terms of reload. Which is where other augments, do not have that sort of concern. In many of these cases, a player would perform the same with stell, as almost stock, depending on how they use it. If you're quick, it will be potent, if you're not, it is not gonna feel like a busted aug, I hope you understand where he is getting at in terms of reality. Stell's max damage is still the same as stocks max damage, and most people don't like shaft if it don't 1 shot, so they use something more easier.

I do think you make a good point, although I’ve seen many of these so-called “main tryhards” using this augment. I suppose a tryhard is someone who puts way too much effort into winning or being the best, often in situations where others are just having fun. So in MM, a tryhard would be someone who tries to finish games as fast as possible while earning as many battle points as they can. The main counters to this augment are Defender (which prevents medium hulls from being one-shotted) or Shaft protection. If you get onto a map where enemies have no more than two Shaft protections (which happens often), you can make the most out of this augment. Most augments work similarly, even Smoky’s Camper or Railgun’s Excalibur Rounds become much less effective when facing too many protections against them.

In short, yes this augment is harder to use than the average augment which is something I like and hope to see being implemented into other augments. The main points I don't agree with are that tryhards don't use this augment because I've encountered many of them and that it's 'that hard to use' as Hypersomnia described it to be.

On 9/25/2025 at 7:52 PM, Hypersomnia said:

stats called 'having 2 eyes'. first day 4+ stellars every match. now 1 every 5 on average? must've been the wind that blew stellar shaft away from people's garages huh? yeah unofficial stats. i do not document every single augment every single hull type every single turret every match in an excel spreadsheet. I fell off i know.

Different experiences I guess, I see at least one every other match.

On 9/25/2025 at 7:52 PM, Hypersomnia said:

arent you suppose to be some pro XP BP or eSports or whatever? i would expect for someone of your caliber to be good by default with something even if you dont use that turret much? ? isn't that one of the benefits of being a non casual pro player? Also stadium of all maps. known for its constant 1 team just gives up thing. but whatever lets just call it a day lol. sure good score woohoo. youre the top 10% i guess. here is your cookie ?

XP/BP is a mode where players use Railgun exclusively (It was renamed to Railgun Master for a reason). In eSports, Shaft becomes part of the meta every now and then, long after I stopped playing competitively. I've never liked Shaft and got less than a 100 hours played with the turret in over 12 years of playing, so may god forbid a tanker from not considering themselves good with a turret he dislikes.

Anyway, the screenshot was just an example of how even a “bad” Shaft player like myself can make the most of the augment. Thanks for the cookie, but I’ve got mine right here. :rolleyes:

Spoiler

image-2025-09-25-202320411.png

 

On 9/25/2025 at 7:52 PM, Hypersomnia said:

EDIT: yeah yeah you can call me noob casual all you want but you got Akame who is also an actual expert with Shaft and game in general agreeing with me. I did not bribe him with rubies too!

I never called you a noob, nor did I ever say that a casual player can’t make good points about the game - it’s just that you, in particular, don’t.

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On 9/25/2025 at 3:11 PM, DMR said:

Still no nerf to gauss nemesis, smoky camper, uranium striker and shaft Stellarator augment (which is probably now the most OP augment now).

And yet no Juggernaut buff when it's needed the most @Opex-Rah

It's all carefully planned. They change the balance not in ways logical to we the players, but based on their internal data, the purpose of course being to milk as much profit as they can.

To us, Tanki is a game. To Hazel, it's a business.

Edited by LambSauce

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I do appreciate camper nerf for long and medium range turrets, but in all seriousness, what are this patch notes?  We have been waiting weeks for any serious patch notes/balance and when it comes its just this? This game lacks any meaningfull balance, it looks like to me like you are not even trying to balance this game, some of the augments and ovedrives are so outdated that it looks like its just on purpose.

 list of turrets/augments/overdrives that needs to be balanced for current tanki online.  (Warning lot of text) 

Spoiler

Turrets 

  • Freeze - Freeze effect is OP   freeze has best crit dmg for meele range turrets, freeze effect can disable adrenaline/camper augments, it can slow down hull rotation, lock turret rotation, reduce hull speed, after repair kit it takes few seconds to fully gain lost speed reductions and on top of that it removes DD, please do consider changing this status effect , its ruining CTF and RGB modes because its easy to abuse
  • Isida - Healing is tragic, Infinity attack is not a good idea  Isida is meant to be supportive turret, limited energy was a good balance factor, despite limited energy it provided two good options and it was for player to decide which one to use in any given situation, neither of them were great or OP but both of them worked, with augments players could decide to increase power of one mode for the cost of decreasing effectivity of other one. Now, all augments are just for attacking with slight variations oriented for healing but nonetheless useless, inifnite attack can create absurd situation like with vampire nanobots which implies that its not good change

 

  • Hammer - Absurd impact force  I understand reasoning behind this, it should have some gimmick but at current state its just overkill 

 

  • Smoky - bad aiming system  because of that its harder to use with track hulls, needs to be fixed

 

  • Scorpion - OP arcade reload, salvo mode for short range, Salvo rocket guaranteed status  I do not understand arcade shot reload buff, it was pretty good back then, perhaps I would understand it for uranium shells which is arcade oriented augment,  salvo mode good for short range while turret is classified as a long range turret seems wrong, Again I would understand swarm or augment meant for short range (with the nerf of arcade dmg range)  Where are disadvantages? its good for all ranges, only arcade mode should have status effect  no idea why salvo rocket does have this feature, its unfair because rockets deal full dmg and still applies status effect

 

  • Gauss -  Guaranteed status effect for salvo is cancer, salvo mode is easy to use - low effort high reward   guaranteed status effect should not exists in this game, if yes, then it should be hard to use, like with tesla ball lighting, either put some chance for gauss salvo to apply status effect or remove it, 100 % status effect with full  dmg unlike other turrets with status augments where crits have - 50 % dmg and are not guaranteed, its just not fair.  Gauss salvo mode is very easy to use and has no disadvantages, unlike shaft where player has to enter sniper mode, can miss shot and has long reload  just to kill 1 player and still has laser, gauss salvo does not have laser, cant miss, has huge splash area and player can use salvo mode immediately, imo best way how to balance gauss salvo is reduce gauss turret rotation by 90 % whenever is player using salvo mode. IT should not be easy to hit anyone at ANY range with salvo, if its for long range let it be so, with the -90 % turret rotation players would have hard time to hit anyone close enough

 

  • Shaft - Guaranteed status effect for sniper mode 

 

 

Augments

  • Freeze  "Stable mix"  Why this augment has crit hits? Increased range but cone angle is not reduced? 
  • Freeze "Shock freeze"  Easily abused in CTF and RGB because freeze effect is OP
  • Isida  "Vampire nanobots"   Infinity attack is problem 
  • Isida "Support nanobots" Heal potential nerfed from 32K  HP for energy bar to 8K HP yet dmg reduction is still kept at - 50 % 
  • Tesla "Electro turret"  does not need change, but lot of times electroball just phases through enemy without dealing dmg or electroball does not even shot 
  • Twins "Plasmatron"  weak augment, crit hits killing it ever more, its worse than stock twins
  • Striker "Uranium"  absurd dmg, quick aim time, huge splash , arcade relaod just + 15 % , salvo has homing rockets so even biggest distavantage can by reduced
  • Thunder "Strict ammo load" No idea why this augment has gotten reload buff and crit dmg buff,  it was unnecessary  
  • Thunder "Nanotech"  Infinite healing, option to deal splash dmg while healing, unlimited healing range without healing reduction, It has stock values of thunder yet its capable of healing? Where are real disadvantages? 
  • Scorpion "Tornado" Low effort high reward, very high dmg potential for one salvo, it needs huge salvo reload nerf,  one of few augments that are just nonsense, it can easily kill juggernaut without any skill put into it
  • Railgun "Excalibur"  guaranteed crits, extremely high crit dmg, it lacks any real disadvantage
  • Gauss "Nemesis" Low effort high reward, it can kill heavy hull with one shot, everyone near primar target is also most likely dead, augments like this should not exists  
  • Shaft "RFM"  Was very good before arcade reload buff, now OP 
  • Shaft "Quasar"  very long reload, its meant for one shotting enemies yet I can easily survive with just 50 % protection even with medium hull, big disadvantages, low reward, there is still risk of missing shot and after that 20s+ of reload
  • Shaft "Stellarator" Yet another "one of those" kind of augment, I do agree that there has to be put some minimal effort into it, but its very OP, no real disadvantages  very high reward for minimal effort

Note: I know that there are lot of augments that deserve to have some minor or perhaps even major buff list is still long enough

 

Overdrives 

 

  • Hornet - Easily to counter insignificant in comparison with wasp or hopper,  should have at least some 1K chaos dmg in 15m radius or something

 

  • Dictator - Worst OD in game, it sabotages everyone nears it because of Repair kit cooldown activation, it does not even provide supplies if players are using trickster/booster/defender, supercharge is only usefull feature of this OD but thats not enough

 

  • Crusader - Unpopular opinion - unfair against heavy hulls? it should not deal 4K dmg but only 3K, Crusader is medium hull , why should this OD kill heavy hulls which are easiest target for it,  It has great splash area and applies two strong status effects even if target is missed, its most popular hull in game, I dont see a reason for this OD to deal 4K dmg, yes its harder to kill target at distance but its still advantage, not every OD works at distances.  I know that wasp OD deals 4K dmg which goes against my logic but it has 3s detonation time and its stationary 

 

  • Titan - Grenades are killing this OD  This overdrive needs complete rework,  dmg reduction should not be -90 % it makes everyone almost unkillable and everyone has to use either OD or grenade to deal any real dmg - which is Achilles heel of this augment, its stationary so grenades or ODs are only option and work very well against it, making it useless, if this OD provided like 50 % dmg reduction but also chaos dmg reduction with better healing and imunity against some status effect (AP) it would work way better as a supportive OD 

 

  • Mammoth - dead bodies make it flip, let them disappear instantly after touching mammoth with activated OD, crusader OD should not be able to kill it,  

 

I know that I did not include everything and some of my points might be unpopular or perhaps from view of other players wrong, but I tried to by as unbiased as possible and provide overall list of "everything" that should be somehow changed/balanced yet is ignored in this game by devs which should know better. Feel free to comment on any of my points on this list I am open to discuss it.

 

  

Edited by Tekken
  • Agree 4

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On 9/25/2025 at 10:11 PM, DMR said:

yet no Juggernaut buff when it's needed the most

I think due to past history, people use old Strong Juggernaut to farm experience for pheonix augment, and old Juggernaut with a isida is totally undead even in DM mode

now, the TJR is Team game, team should protect Juggeraut NOT 2 Juggernaut killing rest of weak tanks.

Juggeraut should hide from 

  • boosted high damage Shaft / gauss
  • scorpion Tornado / swarm too many rockets augment
  • striker 20 rocket augment
  • hammer / smoky / thunder / rico / railgun with viking OD
  • Grenades from a attacking squad 
  • crusade 4000 damage OD and ares shooting ball OD
Edited by wild001
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On 9/25/2025 at 6:30 PM, Spy said:

The main counters to this augment are Defender

It was mentioned that the user is being 1 shot against Excalibur with maximum armour and excelsior. (I haven't played with medium or higher to see myself but I will take the word for it)

Stell being stopped by just 1 or the other at minimum makes it not worth using for most.

But if you can't stop excal with both the generic sort of medium tank build. Surely you would choose the excal over stell in almost all situations. Nonetheless with penetration, even if the reload is a bit slower, it isn't that difficult to pair tanks up to get near double/triple kills often.

Let us not forget, there is a max sniping decrease (people have seem to forgotten about this, though small, is ample enough to change interactions), so you would ideally need to run booster/max damage to ensure you get 1 shots against an equal medium without any max armor. Along with the fact that autorepairs are clutched at times. So it's a great alternative to light caps players, but will cut short if you are playing the average brutus/hyperion combos, in which, we all know what type of augments will be preferred for use.

If you require such boosted supplies to break a 1 shot barrier, this is what balance often considers, at which current state, we could combine the whole lot of augments from the game and see where their 1 shot potentials break and how the drones boosted supply interactions help.

I assume you played it with booster/crisis. In which, if it is the case, I do urge you to take it for a spin and play creatively against medium-heavy hulls with a non boosted damage setup. If you did play it as standard, you should have noticed your damage barrier, in which case, you would have mentioned it? 2805 damage at max scope. So no, you only need a medium hull to be able to tank a hit for most of the time, especially for casuals who don't use the augment as intended. And the influx of paladins and autoheals and ranged healing augments, if you play this in several games, you will notice you have to end up changing who you target because it actually will need more effort or alternate players to be able to help fair against general game powerhouses.

 

 

Yes, there is DPS, often noted as damage per second, but most players, do play this game, mainly by damage per shot rather. Because it's better to not have any automatic repairs hit off if you can 1 shot someone. Naturally, a temporary counter to these 1 shot augments are the lifeguard augments, but people have become slightly accustomed to higher hp with excels rather.

Edited by Akame

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On 9/25/2025 at 3:03 PM, Marcus said:

The following augments were added to Common and Epic Containers:

  • Hammer’s “Boxer”

  • Twins’ “Tempest”

  • Railgun’s “Excalibur Rounds”


Where's stellarator)?

  • Agree 2

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On 9/25/2025 at 7:03 PM, Opex-Rah said:

This one going to be added a bit later.

Cough cough : After you nerf it 

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On 9/26/2025 at 12:32 AM, Opex-Rah said:

Exactly

Let's see where this heads;

Spoiler

Normal-Damage-Usage.png

Spoiler

Regular-Boosted-Damage-Usage.png

Spoiler

Maximum-Damage-Shock-Injection-Usage.png

Spoiler

Maximum-Damage-AND-Shock-Injection-Usage

Not the best colours, but surely, I doubt many people know/remember which ones have the actual ceiling breakers, along with those that have reload issues.

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On 9/25/2025 at 8:52 PM, Hypersomnia said:

@Maf (unable to even quote you cuz why not  I guess)
why would you want your Boxers to be 'nerfed' and your hammer to be shortened? Just cut the handle off?

What are you even on about?

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On 9/26/2025 at 8:26 AM, Maf said:

What are you even on about?

 

On 9/25/2025 at 7:10 PM, NikmanGT said:

Where is my Boxer nerf and hammer range reversal, please goatify my turret back again ?

boxer nerf hammer range. damn

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On 9/26/2025 at 10:33 AM, Hypersomnia said:

boxer nerf hammer range. damn

What does this have to do with me? What is a boxer even? ?

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