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Patch Update #825 - Released 27th March 2026


Marcus
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List of Changes:

  • Added the new Turkish, Czech and Hindi localizations

  • Updated the Snowball explosion special effect

  • Added a new explosion sound for Pumpkin and Snowball grenades

  • Reworked the anti-cheat for Tesla, Smoky, Vulcan, Thunder, Gauss, Ricochet, Twins, Scorpion and Shaft turrets and for Crusader’s Cryo Cannon

  • Added a tutorial for supply usage in battle for new players

  • Added a setting to turn off hints about which keys perform which actions in the battle UI

  • Reputation points for an assist in battle increased from 5 to 10

  • The maximum time between dealing damage to a tank and its destruction - used to count that damage as an assist:

    • Tesla 3 → 2 sec

    • Twins 5 → 3 sec

    • Ricochet 5 → 3 sec

    • Thunder 5 → 3 sec

    • Scorpion 5 → 3 sec

    • Magnum 10 → 5 sec

    • Gauss 10 → 5 sec

    • Shaft 10 → 5 sec

  • Repair Kit

    • Immediate heal when used decreased from 1000 to 500 hp;

    • Reload time increased from 15 to 20 sec;

    • Metronome decreased from 250 to 200 ms;

    • Repaired hp per metronome tick increased from 100 to 150 hp;

  • Tesla

    • Increased Voltage

      • Critical damage decrease changed from -22,5% to 0%;

      • Added Lightning ball damage decrease by -22,5%;

  • Medic grenade

    • Repair radius increased from 8-12 m to 10-15 m

    • Visual size of the repair special effect increased by +10%;

  • Increased the text size on the game login screen for mobile devices

❤️

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On 3/26/2026 at 4:17 PM, GoDeR1 said:

Hovering hulls need some nerf, they clearly have multiple advantages over track hulls which is bad for the game balance.

How do they have an advantage? You need to press wasd to move it just like tracked hulls. Nonsense smh..

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On 3/26/2026 at 6:32 PM, TheRealHZFJ said:

How do they have an advantage? You need to press wasd to move it just like tracked hulls. Nonsense smh..

bait-cat-is-this-bait-cat.gif

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On 3/26/2026 at 4:32 PM, TheRealHZFJ said:

How do they have an advantage? You need to press wasd to move it just like tracked hulls. Nonsense smh..

 

We know that it is a sensitive matter for hovering hulls' users, (i bet you are one of them) u fear to lose your advantages. Everybody knows they have superiority in terms of stability and maneuverability (good luck to hit and flip them), hopper for example is destroying CTF and any event with gold catching and many more examples.

 

 
Edited by GoDeR1
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On 3/26/2026 at 7:42 PM, GoDeR1 said:
 

We know that it is a sensitive matter for hovering hulls' users, (i bet you are one of them) u fear to lose your advantages. Everybody knows they have superiority in terms of stability and maneuverability (good luck to hit and flip them), hopper for example is destroying CTF and any event with gold catching and many more examples.

 

 

I have phoenix on viking. 

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On 3/27/2026 at 2:10 AM, Marcus said:

List of Changes:

  • Reworked the anti-cheat for Tesla, Smoky, Vulcan, Thunder, Gauss, Ricochet, Twins, Scorpion and Shaft turrets and for Crusader’s Cryo Cannon - good job

  • Reputation points for an assist in battle increased from 5 to 10 - nice

  • Repair Kit

    • Immediate heal when used decreased from 1000 to 500 hp; - this is sad this punishes attackers and benefits campers. pulling flag in ctf will be harder now

    • Reload time increased from 15 to 20 sec; - again bad... and makes game more slow for attackers go back to 15 it was perfect for ctf attacking.

    • Repaired hp per metronome tick increased from 100 to 150 hp; - nice

  • Medic grenade

    • Repair radius increased from 8-12 m to 10-15 m - nice

 

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On 3/26/2026 at 9:10 AM, Marcus said:

List of Changes:

  • Added the new Turkish, Czech and Hindi localizations

  • Updated the Snowball explosion special effect

  • Added a new explosion sound for Pumpkin and Snowball grenades

  • Reworked the anti-cheat for Tesla, Smoky, Vulcan, Thunder, Gauss, Ricochet, Twins, Scorpion and Shaft turrets and for Crusader’s Cryo Cannon

  • Added a tutorial for supply usage in battle for new players

  • Added a setting to turn off hints about which keys perform which actions in the battle UI

  • Reputation points for an assist in battle increased from 5 to 10

  • The maximum time between dealing damage to a tank and its destruction - used to count that damage as an assist:

    • Tesla 3 → 2 sec

    • Twins 5 → 3 sec

    • Ricochet 5 → 3 sec

    • Thunder 5 → 3 sec

    • Scorpion 5 → 3 sec

    • Magnum 10 → 5 sec

    • Gauss 10 → 5 sec

    • Shaft 10 → 5 sec

  • Repair Kit

    • Immediate heal when used decreased from 1000 to 500 hp;

    • Reload time increased from 15 to 20 sec;

    • Metronome decreased from 250 to 200 ms;

    • Repaired hp per metronome tick increased from 100 to 150 hp;

  • Tesla

    • Increased Voltage

      • Critical damage decrease changed from -22,5% to 0%;

      • Added Lightning ball damage decrease by -22,5%;

  • Medic grenade

    • Repair radius increased from 8-12 m to 10-15 m

    • Visual size of the repair special effect increased by +10%;

  • Increased the text size on the game login screen for mobile devices

Congrats you have broken the Vacuum Shells Augment after this trash update. No more splash damage in 90% of walls. Just do non sense updates.

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The new Shaft scope behaviour is awful and DESPERATELY needs a turning radius increase while charging a shot.

In the past, the laser and the scope would be together, AS THEY SHOULD BE, now they're separate and it's awful. But that's not the main problem. The main problem is that after making them separate (FOR WHATEVER REASON), the laser speed was GREATLY, GREATLY reduced. It feels absolutely awful, and to top it all off, I can't fight ANY impact force, unlike in the past. Please make the LASER and the SCOPE one part, NOT separate, OR AT THE VERY LEAST increase the laser movement speed while sniping. IT'S AWFUL.

ALSO. Assault Magazine is STILL garbage, it is literally a worse version of Freeze, there is NO reason to ever use it. It's not like Tesla Shock Therapy, where it trades range for a significant damage, IT'S LITERALLY WORSE FREEZE, because it has  ALMOST the same range, but DOESN'T disable damage supply. It needs either tighter spread or more pellets, and faster clip reload. Just SOMETHING to make it worth picking over Freeze or Firebird.

One more thing: The Hammer has a very satisfying, low pitched sound when it completes reloading, it's like "BRRRRR". Please make it more audible. Currently it's not only too quiet, but all the other flag sounds, Rugby sounds, supplies activation, Juggernaut spawning etc. all those sounds overshadow it. It needs to be more audible. Even if I increase the volume, all the other players firing around me just overshadow it completely.

Edited by DragonBG
Typos

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On 3/26/2026 at 7:42 PM, GoDeR1 said:
 

We know that it is a sensitive matter for hovering hulls' users, (i bet you are one of them) u fear to lose your advantages. Everybody knows they have superiority in terms of stability and maneuverability (good luck to hit and flip them), hopper for example is destroying CTF and any event with gold catching and many more examples.

 

 

God knows if this is unbalanced as hell ..ALL the regulars can.. without any disadvantage, ..could be so far more easy with introducing" break time" at least ( like regulars have)  .
Now name me 1 DRAWBACK for every hover in comparison to regulars , especially Mid Armour ones ..they :
-DO not flip ,unless is so extreme is lagable ( the light hovers are the only ones that are fair in that aspect)
-brake /acceleration beyond hope for mid hovers  (  faster in acceleration and CHANGE of direction  with the same armor , the "break time " especially )
- mid hovers  even if you have def against their weapon and you are a regular  .. 1/1 you will get  a draw 1/1 ( maybe mostly they win with a strong status  cause you can 't get distance to recover , they are faster )
-if you don't have prot ( and they neither but that does no count) ,they simply win  and contest ends there  , only a further mate-shooter will end them after you .
..Same armor ? they are either faster , and use the "Micro lagging" strifing left and right "  
..same speed?hover stronger  they can CHANGE DIRECTION in a way you can't cause they have zero Break time in comparison anyway.
-camp ;  They strife "peeping out " offering 1/3 of their tank.-body to enemies ..where a regulars to "peep out" must put itself in the other direction , taking space to/blocking teammates , offering more body to enemies when shooting, taking longer time to "peep out" ( again that acceleration they have that also use the micro lag/sync to get less damage unless you "predict" the shots i.e "shooting when they shoot "taking damage on porpoise  )


That leads a a boring fight when they camp , those "2 far factions" shooting and peeping for all the battle and few people doing else .
_
Either you introduce ( finally ) Break time = great acceleration need more space /time to break  ( and also would limit the "strifing"  trick that use microlag)
Or you you buff regulars AGAINST hovers ( if possible ), or raise armor of regulars  altogether   , or you put away the break time and let regulars be like hovers on the  floor lol giving them the same break time and speed/acceleration ( i would not like a regular be like that , feel so less skill dependent but..) ..
_
"Smh " guys:i just ( with interest) ask:what are the DRAWBACK of  a mid hover compared to regulars ? Cause the drawback of a regular are clear to me , the opposite i can not figure out ..  i'm just curious if you can name some .

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