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Patch Update #823 - Released 6th March 2026


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Patch Update #823 - Released 6th March 2026

 

List of Changes:

  • The Boombox map has been updated and added to Matchmaking

    • (Note) The map supports 12 players and all modes except ASL and TJR/JGR.

  • Added a negative currency support mechanic

    • The mechanic is triggered when a payment is canceled outside the game.

    • Supports negative balances for Tankoins, Rubies, Crystals, and all keys.

    • Blocks the ability to play, complete missions, use some social features, and access discounts in the Shop and Garage.

    • (Note) Now, in the event of a payment reversal, the account will not be blocked immediately. Instead, restrictions will be placed on certain features, including the ability to play. To exit this state, the debt incurred due to the payment reversal must be repaid. This mechanic can only be used once. If a negative balance occurs again, the account will be blocked as before.

  • Changes in the Unity Version of the Game

    • The Shop has been updated and now fully resembles the HTML5 version.

    • A virtual cursor, controlled by the left gamepad stick, has been added to the game Lobby.

      • (Note) This cursor does not replace arrow navigation in the lobby but complements it.

    • Added display of client information line as in HTML5, including the current server number.

    • The in-battle player table (TAB) now displays while the button is held down, but with a quick press, it remains on screen until the button is pressed again.

    • Added the ability to select individual players in the TAB table to send complaints.

  • Tesla

    • Reload decreased from 1 to 0.8 s.;

    • Regular Damage decreased from 450-900 to 300-400;

    • Added an addition damage boost for each target in the chain by 300-400 HP;

    • (Note) Tesla turret damage is now split into two parts. Standard damage is divided as usual by the number of targets in the chain. Additional damage is never divided by the number of targets in the chain. The final damage each target receives is the sum of Standard and Additional damage. In other words, when attacking two targets with chain lightning, the damage is now reduced by only a quarter, not by half.

  • Vulcan

    • Barrels stopping time decreased from 2.5 to 1 s.;

    • ‘Reinforced Aiming Transmission” augment

      • Barrels stopping time decrease changed from -60% to -50%;

  • Smoky

    • In the mobile version, the turret now has a button to enable/disable forced fire, similar to Twins.

  • Scorpion

    • Reload increased from 3.9-2.6 to 4.05-2.7 s.;

    • “Vacuum shell” augment

      • Ricochet has been disabled;

  • Magnum

    • Gravity for the projectile decreased from 2 to 1.5 deg.;

    • Initial projectile speed decreased from 30 to 20 m/s;

    • Final projectile speed decreased from 120 to 110 m/s;

  • Shaft

    • Reload between arcade shots increased from 2.25-1.5 to  2.7-1.8 s.;

    • “Short-band emitter” augment

      • Arcade reload increase changed from +34% to +15%;

    • “Quasar” augment

      • Arcade shot reload time increase changed from +100% to +70%;

  • Added support for the ability to disable crossplay between different platforms in matchmaking

    • (Note) This feature is not yet publicly available.

  • Added a display of the current server number in the bottom right corner of the screen.

List of Fixes:

  • The Medic Grenade now restores tanks in its area of effect over several seconds, not just once at the moment of explosion.

    • (Note) Expect the grenade in Early Access with the appearance of a new event in March.

  • Unity

    • Optimized shader size.

    • Removed small layout for resolutions of 1920 pixels and above.

    • Fixed the appearance of new skins recently added to the game.

    • Fixed various minor bugs found.

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i am old returning player, tesla was added while i was absent. can anyone explain how tesla works? should i prefer to take enemies 1v1, or 1 v many? will my damage output decrease as number of enemies in chain increase? or will i still be dealing max damage to enemy in front, and less damage to those in back? or reduced damage to all in chain?

 

how does chain damage change if i chain using ally tank?

also, if i use special status augment with tesla, will i get that affect every time i do chain damage (like how if you use turrets like shaft with status effect augments, every sniping shot does special affect)

 

finally, general tips about using this turret effectively? in what cases it will be better than other short range turrets, and in what cases it will be worse?

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Tesla dealing crappy damage on singles is a horrible change, forcing it to rely on orb is gonna be one hell of a gimmick without the one tesla orb augment.
Vulcan having a much shorter cooldown time is nice.
what is the shaft nerf supposed to do? Stellarator whatever it's called will not lose much with this change.
I am not sure what the reload change for Scorpion is supposed to balance, since it's such a tiny change

Oh btw, can you guys try and buff Shock nanobot injection? you know, to make up for the big lie you spread on your previous vlog? I know expecting anything from you is a super long stretch but.... maybe?


 

Edited by Acecaddy

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On 3/5/2026 at 2:17 PM, daudiii said:

i am old returning player, tesla was added while i was absent. can anyone explain how tesla works? should i prefer to take enemies 1v1, or 1 v many? will my damage output decrease as number of enemies in chain increase? or will i still be dealing max damage to enemy in front, and less damage to those in back? or reduced damage to all in chain?

 

how does chain damage change if i chain using ally tank?

also, if i use special status augment with tesla, will i get that affect every time i do chain damage (like how if you use turrets like shaft with status effect augments, every sniping shot does special affect)

 

finally, general tips about using this turret effectively? in what cases it will be better than other short range turrets, and in what cases it will be worse?

tesla is basically a melee turret
its arcade shot will chain to an ally or an orb that you target, or to all enemies within chaining radius(it will only chain with different orbs if they belong to enemies if I remember correctly), dealing 400 damage on 1 target, 800 on 2 targets, 1200 on 3 targets, etc. making it stink for singles but hit hard against groups, such as in siege.

Salvo: your tesla will launch a slow traveling orb, the orb will explode when it collides with either you or an enemy (you can take self-damage from it), dealing splash damage, The orb can also be chained, allowing you to hit them where they can't reach.

the tesla change will be very wierd.

additional notes:
Tesla's status augments are guaranteed from tesla's orb
Tesla (when the change drops) will basically be mediocre for singles, but effective in large groups, so in comparison to an Mk7-20 Isida, for example, you will be able to outdamage isida when there's 3 or more enemies chained in the attack.

as for allies, we'll have to wait and see.... as if it does, this will lead to some leeching problems.


 

Edited by Acecaddy
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On 3/5/2026 at 3:37 PM, Acecaddy said:

tesla is basically a melee turret
its arcade shot will chain to an ally you target, or to all enemies within chaining radius, dealing 400 damage on 1 target, 800 on 2 targets, 1200 on 3 targets, etc. making it stink for singles but hit hard against groups, such as in siege.

Salvo: your tesla will launch a slow traveling orb, the orb will explode when it collides with either you or an enemy (you can take self-damage from it), dealing splash damage, The orb can also be chained, allowing you to hit them where they can't reach.

the tesla change will be very wierd.

additional notes:
Tesla's status augments are guaranteed from tesla's orb
Tesla (when the change drops) will basically be mediocre for singles, but effective in large groups, so in comparison to an Mk7-20 Isida, for example, you will be able to outdamage isida when there's 3 or more enemies chained in the attack.

as for allies, we'll have to wait and see.... as if it does, this will lead to leeching problems.


 

doesnt the damage get divided between the enemies when they are chained? as the post says "damage will now be reduced by quater, not half"? currently, the damage per shot stays same but gets divided as number of enemies increases, if so, doesnt that weaken the turret against groups? as i wont be able to kill even a single enemy?

and how is that balanced as compared to turrets like firebird or freeze which deal damage without divide to tanks in cone? i am struggling to see areas where tesla would be better than other close range turrets.

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On 3/5/2026 at 2:49 PM, daudiii said:

doesnt the damage get divided between the enemies when they are chained? as the post says "damage will now be reduced by quater, not half"? currently, the damage per shot stays same but gets divided as number of enemies increases, if so, doesnt that weaken the turret against groups? as i wont be able to kill even a single enemy?

and how is that balanced as compared to turrets like firebird or freeze which deal damage without divide to tanks in cone? i am struggling to see areas where tesla would be better than other close range turrets.

oh yeah, so it's basically the same, but the damage is reduced by 25% when there's more than 1 target, which is wierd, but whatever.

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On 3/5/2026 at 2:19 PM, Acecaddy said:


what is the shaft nerf supposed to do? Stellarator whatever it's called will not lose much with this change.



 

Nothing changes Stell in this patch for it's main performance if you don't use arcades as much.

Meanwhile the f2p aug gets a partial arcade reload nerf as it's legendary gimmick gets an upgrade. At least they didn't buff rfm.

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Mammoth overdrive should make the tank immune from impact force. Single Hammer  makes the overdrive useless

After the Tsar grenade and Wasp overdrive  Jammer effect is still applying Even If I purge with repair kit. So I cant use benefit the drone.

I hope You'll not forget Freeze ice  Hazel🥶

 

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On 3/5/2026 at 4:25 PM, BilaI said:

 

I hope You'll not forget Freeze ice  Hazel🥶

 

Tanki bday if super lucky, maybe black friday, if super lucky, else the icecoin event or snowtanks minigame 💀

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Do you have any plans to remove or lift mosques from the Iran map? That would be disrespectful and dishonor the sanctity of mosques, 
since you've edited the boombox map,

 

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JGR buff is still needed, I get it before 30k HP, rocket damage doing 1800 each and railgun mode having no damage drop-off in 2024 was insanely OP especially there were barely any OP augments, players had personal isidas, but now, every turret has bunch of OP augments, isida healing is now useless, even if there's still thunder and shaft healing, just remove the ability for players to heal the JGR and revert the nerf

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Not bad tanki not bad,

 

Shaft aracde deserved nerf years ago finally you have noticed

SBE nerf seem overkill but thats the fate of all crystal augment is seems, which is sad

 

Scorpion arcade nerf is not enough, frankly I dont understand why it got buff in a first place, 3s arcade reload seemed like sweet spot, the only augment I could understand having better arcade reload is uranium shells, everything else 3+ , scorp is OP even as a stock.

On 3/5/2026 at 2:00 PM, Marcus said:
  • Vulcan

    • Barrels stopping time decreased from 2.5 to 1 s.;

 No idea why vulcan got buff, I would understand this change if you implemented old mechanic of reduced dmg by 50 % during overheat

 

 

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On 3/5/2026 at 10:17 AM, daudiii said:

I am old returning player, tesla was added while i was absent. can anyone explain how tesla works? should i prefer to take enemies 1v1, or 1 v many? will my damage output decrease as number of enemies in chain increase? or will i still be dealing max damage to enemy in front, and less damage to those in back? or reduced damage to all in chain?

The answers to those questions depend on the iteration of Tesla balance at any particular time. Different numbers of different parameters can change the outcome of interactions in battles. The current version works where it has a base damage and that damage is divided by the number of tanks that are in the chain.

So 1 target, 900 ÷ 1 = 900. 

2 targets, 900 ÷ 2 = 450

3 targets, 900 ÷ 3 = 300

etc...

The current iteration also counts ball lightnings as a target in the chain. 

 

On 3/5/2026 at 10:17 AM, daudiii said:

how does chain damage change if i chain using ally tank?

Ally tanks are not counted as a target for the damage reduction. They allow you to increase the range (substantially at that) with no damage reduction for that section of the chain. 

 

On 3/5/2026 at 10:17 AM, daudiii said:

also, if i use special status augment with tesla, will i get that affect every time i do chain damage (like how if you use turrets like shaft with status effect augments, every sniping shot does special affect

Only on critical hits and ball lightning explosions. 

 

On 3/5/2026 at 10:17 AM, daudiii said:

finally, general tips about using this turret effectively? in what cases it will be better than other short range turrets, and in what cases it will be worse?

Tesla attacks the midpoint of hulls. Part of the hull can be visible around a corner but you won't be able to hit them with your chain lightning if their midpoint is not visible from the cone angle of the Tesla. Sometimes, rotating the turret slightly away from the hiding player will allow you to just barely get the midpoint in view to hit. 

 

The current (and next) iteration of Tesla still has relatively long range extension with allies so try to utilise allies as much as you can. You can't hit someone from Tesla prong to target if they are 30m away, but if there is an ally nearby, you can quickly snap to them, shoot them and have your range extended to the enemy. 

 

Tesla has high burst damage potential compared to other melee turrets, both in the way it deals its chain damage and the way that it can combine the ball lightning launch and chain lightning ticks. 

 

On 3/5/2026 at 10:49 AM, daudiii said:

currently, the damage per shot stays same but gets divided as number of enemies increases, if so, doesnt that weaken the turret against groups? as i wont be able to kill even a single enemy?

Previously for 2 targets it would be 900 ÷ 2 = 450. Halved damage. 

The new rework is (400 ÷ 2) + 400 = 600. Damage reduced by 25% (1 target would be 400 + 400 = 800)

 

This makes it slightly worse at the start of the engagement but over time it will be made up with a faster firing rate with the same shots to kill, which also results in more critical hits. Against grouped targets it will be dealing much more damage than before when the number of targets is high and it'll also be combining all of those higher damage with faster ticks and critical damage like usual. EMP and AP Tesla can benefit quite nicely from this for weakening and then finishing off groups of enemies. 

 

On 3/5/2026 at 10:49 AM, daudiii said:

and how is that balanced as compared to turrets like firebird or freeze which deal damage without divide to tanks in cone? i am struggling to see areas where tesla would be better than other close range turrets

 Isida, Firebird and Freeze damage enemies in the cone. Firebird and Freeze have damage dropoff as well.  Tesla is able to hit targets at different positions on the map, you don't even have to be facing the target to hit them. Tesla can extend this range far at random with allies. 

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On 3/6/2026 at 1:28 AM, Tekken said:

SBE nerf seem overkill but thats the fate of all crystal augment is seems, which is sad

That's a relative buff. Quasar and SBE stay the same as they are now in firing rate but the other Shafts were nerfed. This makes SBE even more of a must pick for people who want a good garage aug. You get a big bonus in damage for not much downside anymore. 

 

On 3/5/2026 at 6:30 PM, Marcus said:

Vulcan

  • Barrels stopping time decreased from 2.5 to 1 s.;

This is the second time Vulcan gets a big rework that gives it a reward for a specific downside, and then they eventually remove that downside. That's interesting. 

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Hell nah. What did you do to my Hopper. The driving is terrible. I want to look to the side while I'm attacking and it goes into the way I LOOK. THIS IS SO TERRIBLE. Please add an option to remove this. As a hopper main I refuse to play like this. If Im correct it now works the same like on crusader. PLEASE HAZEL REMOVE THIS FROM HOPPER.

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On 3/5/2026 at 7:58 PM, Tekken said:

Not bad tanki not bad,

 

Shaft aracde deserved nerf years ago finally you have noticed

SBE nerf seem overkill but thats the fate of all crystal augment is seems, which is sad

 

Scorpion arcade nerf is not enough, frankly I dont understand why it got buff in a first place, 3s arcade reload seemed like sweet spot, the only augment I could understand having better arcade reload is uranium shells, everything else 3+ , scorp is OP even as a stock.

 No idea why vulcan got buff, I would understand this change if you implemented old mechanic of reduced dmg by 50 % during overheat

 

 

SBE was tweaked to have the same performance as it did before the reload change, but since stock reload is slower, this turns SBE into a direct upgrade with very little downside.

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On 3/6/2026 at 11:19 AM, Reviced said:

Hell nah. What did you do to my Hopper. The driving is terrible. I want to look to the side while I'm attacking and it goes into the way I LOOK. THIS IS SO TERRIBLE. Please add an option to remove this. As a hopper main I refuse to play like this. If Im correct it now works the same like on crusader. PLEASE HAZEL REMOVE THIS FROM HOPPER.

what did they do? i didnt notice any change on hopper and crusader. i use mouse controls, if that matters. you can hold mouse right click to just look in any direction without change your turret roation.

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On 3/6/2026 at 3:19 PM, Reviced said:

Hell nah. What did you do to my Hopper. The driving is terrible. I want to look to the side while I'm attacking and it goes into the way I LOOK. THIS IS SO TERRIBLE. Please add an option to remove this. As a hopper main I refuse to play like this. If Im correct it now works the same like on crusader. PLEASE HAZEL REMOVE THIS FROM HOPPER.

Fixed

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