1 00:00:05,140 --> 00:00:07,240 Let s go, as it is. 2 00:00:07,240 --> 00:00:08,200 Hello tankers! 3 00:00:08,220 --> 00:00:10,480 Today we’re gonna have a slightly different video. 4 00:00:10,480 --> 00:00:13,080 We usually show you videoblogs or something like that, 5 00:00:13,080 --> 00:00:15,160 but today we have decided to do 6 00:00:15,160 --> 00:00:18,440 a video announcement about the balance changes 7 00:00:18,440 --> 00:00:20,180 that will be implemented soon. 8 00:00:20,180 --> 00:00:22,060 We usually do this in text format, 9 00:00:22,060 --> 00:00:24,720 but we have noticed that sometimes these announcements 10 00:00:24,720 --> 00:00:25,900 can cause a bit of confusion, 11 00:00:25,920 --> 00:00:28,500 instead of making it clear for you what has changed and why. 12 00:00:28,500 --> 00:00:30,260 So, in this video i will try to 13 00:00:30,260 --> 00:00:32,760 explain clearly and briefly 14 00:00:32,760 --> 00:00:35,340 what we have changed, in what way 15 00:00:35,340 --> 00:00:36,900 we have changed it, and most importantly 16 00:00:36,900 --> 00:00:39,180 why we have changed it. 17 00:00:39,180 --> 00:00:41,060 Let s try, and we’ll see, how it works out, 18 00:00:41,060 --> 00:00:42,740 maybe it will be much better. 19 00:00:42,760 --> 00:00:45,040 We have implemented changes in a few turrets: 20 00:00:45,040 --> 00:00:50,400 these are Firebird, Isida, Hammer, Smoky, Striker, Thunder and Magnum. 21 00:00:50,400 --> 00:00:52,120 Let’s start with Firebird. 22 00:00:52,120 --> 00:00:53,520 The only change is that 23 00:00:53,520 --> 00:00:59,340 the heating rate of tanks has been increased from 0.2 to 0.4. 24 00:00:59,340 --> 00:01:02,860 But what is 0.2 really? Let me explain so you can understand how it works. 25 00:01:02,860 --> 00:01:06,160 Every second that Firebird is attacking an enemy 26 00:01:06,160 --> 00:01:09,480 at its optimal range, it heats it slightly. 27 00:01:09,480 --> 00:01:12,320 0.2 is the index at which Firebird heats the enemy. 28 00:01:12,320 --> 00:01:15,200 Unfortunately, this index was so low, 29 00:01:15,200 --> 00:01:19,320 that in the 5 second duration of the energy gauge it could hardly reach 30 00:01:19,320 --> 00:01:22,200 maximum temperature, so the damage was low. 31 00:01:22,200 --> 00:01:23,880 We’ve received lots of feedback about this, 32 00:01:23,880 --> 00:01:25,220 and we have paid attention to it 33 00:01:25,220 --> 00:01:27,900 and decided to tweak things a bit. 34 00:01:27,900 --> 00:01:29,660 Of course, we researched it very carefully first. 35 00:01:29,660 --> 00:01:31,840 Where is Firebird in the game balance? 36 00:01:31,860 --> 00:01:35,580 What happens to it in battles against other turrets? 37 00:01:35,580 --> 00:01:38,680 This led us to the conclusion that if we increase this parameter slightly, 38 00:01:38,680 --> 00:01:40,300 nothing bad will happen. 39 00:01:40,310 --> 00:01:41,920 That s why we increase it. 40 00:01:41,920 --> 00:01:46,280 At the same time, we decreased the bonus given by its alteration 41 00:01:46,280 --> 00:01:48,740 by exactly the same amount, that we increased for the turret. 42 00:01:48,740 --> 00:01:51,280 In reality, the end result for the alteration is that nothing really changes, 43 00:01:51,280 --> 00:01:52,680 it remains as it was. 44 00:01:52,680 --> 00:01:54,580 It’s just the basic Firebird that changes. 45 00:01:54,580 --> 00:01:56,720 We really hope you will like these changes. 46 00:01:56,720 --> 00:01:59,860 Let s see how they will influence the game. 47 00:01:59,860 --> 00:02:03,000 Hopefully Firebird will not annoy tankers too much. 48 00:02:03,020 --> 00:02:04,180 Next is Isida. 49 00:02:04,180 --> 00:02:06,409 Isida has also received positive changes: 50 00:02:06,409 --> 00:02:09,900 It s damage and healing have been increased. 51 00:02:09,900 --> 00:02:11,400 What happened exactly? 52 00:02:11,400 --> 00:02:14,040 We realized that Isida still couldn’t compete effectively 53 00:02:14,040 --> 00:02:17,060 against other close combat turrets. 54 00:02:17,060 --> 00:02:18,260 You’re probably asking, 55 00:02:18,260 --> 00:02:20,700 why not bring back self-healing for this turret, 56 00:02:20,700 --> 00:02:23,269 that would make it great again as it was in the past. 57 00:02:23,269 --> 00:02:24,810 The trouble with self-healing, 58 00:02:24,810 --> 00:02:27,660 was that it wasn’t much fun to play against it. 59 00:02:27,660 --> 00:02:30,500 Of course, if you had self-healing and you reached your enemy 60 00:02:30,500 --> 00:02:32,240 it was quick and easy, 61 00:02:32,240 --> 00:02:36,060 you could destroy them in a few seconds, and they wouldn’t be able to do anything to you. 62 00:02:36,060 --> 00:02:39,340 But when you played against Isida, it didn’t really feel fair. 63 00:02:39,360 --> 00:02:41,840 Isida would come close to you, 64 00:02:41,840 --> 00:02:43,900 and it would be simply unkillable 65 00:02:43,900 --> 00:02:45,840 and there was nothing you could do about it. 66 00:02:45,840 --> 00:02:49,660 That s why we decided to remove self-healing, 67 00:02:49,660 --> 00:02:54,120 and instead do something more interesting with its damage. 68 00:02:54,140 --> 00:03:00,040 Now the damage will be increased to 1000 dps when fully upgraded 69 00:03:00,060 --> 00:03:02,080 So it looks like with a fully charged tank 70 00:03:02,080 --> 00:03:03,900 Isida will be the turret, that will deal 71 00:03:03,900 --> 00:03:06,940 the biggest damage per second in the game, 72 00:03:06,940 --> 00:03:08,740 even bigger than what Twins did before. 73 00:03:08,740 --> 00:03:11,060 Of course as long as the energy gauge isn’t empty. 74 00:03:11,060 --> 00:03:12,840 It is much more interesting to play 75 00:03:12,840 --> 00:03:17,900 and the damage is just amazing, much better than self-healing 76 00:03:17,900 --> 00:03:21,500 and we could only do this after we removed self-healing. 77 00:03:21,500 --> 00:03:24,940 We hope you will also like such Isida. 78 00:03:24,940 --> 00:03:29,260 Remember, big damage still doesn’t make this turret 79 00:03:29,260 --> 00:03:31,960 better than, for example, Firebird or Freeze, 80 00:03:31,960 --> 00:03:35,279 because Isida doesn t heat, and it doesn t freeze, 81 00:03:35,280 --> 00:03:37,700 plus it still only attacks one tank. 82 00:03:37,700 --> 00:03:40,360 We hope, that you will enjoy Isida a lot more now. 83 00:03:40,360 --> 00:03:43,460 Now, the most difficult point. 84 00:03:43,460 --> 00:03:47,020 The changes in Hammer’s balance. 85 00:03:47,060 --> 00:03:50,860 It s horizontal spread has been increased slightly, 86 00:03:50,860 --> 00:03:52,900 and the range of maximum damage has been increased 87 00:03:52,900 --> 00:03:56,120 while the turret’s rotation speed when using the alteration has been decreased. 88 00:03:56,120 --> 00:03:57,680 How does this affect the turret 89 00:03:57,680 --> 00:04:00,720 and what is the range of maximum damage? 90 00:04:00,720 --> 00:04:04,280 Overall, there are now many Hammers, 91 00:04:04,280 --> 00:04:05,400 especially in DM battles, 92 00:04:05,400 --> 00:04:09,100 and they drive Twins and Ricochets out of DM battles, 93 00:04:09,109 --> 00:04:10,939 because they are in principle efficient 94 00:04:10,939 --> 00:04:13,559 on the range, that these turrets are efficient, 95 00:04:13,560 --> 00:04:16,220 and Hammer is still better than close combat turrets, 96 00:04:16,220 --> 00:04:18,520 because it simply doesn t have to get 97 00:04:18,520 --> 00:04:20,340 within the range of close combat turrets 98 00:04:20,340 --> 00:04:22,500 and can reach them efficiently. 99 00:04:22,500 --> 00:04:25,160 So the turret is overpowered and has to be weakened in some way, 100 00:04:25,160 --> 00:04:27,520 but decreasing the damage or firing rate 101 00:04:27,520 --> 00:04:29,340 doesn’t make the turret interesting. 102 00:04:29,340 --> 00:04:33,520 In reality, it just makes the turret too weak. 103 00:04:33,560 --> 00:04:36,980 Even a slight decrease in damage or firing rate 104 00:04:36,980 --> 00:04:38,760 would make the turret less interesting 105 00:04:38,760 --> 00:04:40,890 and give it nothing new, right? 106 00:04:40,890 --> 00:04:42,020 It needs to be weakened in some way, 107 00:04:42,020 --> 00:04:44,160 but also get some kind of new feature, 108 00:04:44,160 --> 00:04:47,820 while at the same time become less aggressive. 109 00:04:47,820 --> 00:04:50,100 That s why we have decided to increase horizontal spread 110 00:04:50,100 --> 00:04:53,300 from 7 degrees to 10 degrees. 111 00:04:53,300 --> 00:04:55,140 How will this affect the turret? 112 00:04:55,140 --> 00:04:57,480 In close combat, when you are very close to tanks, 113 00:04:57,480 --> 00:04:58,540 nothing will really change. 114 00:04:58,540 --> 00:05:00,400 You will still be able to destroy your enemies, 115 00:05:00,400 --> 00:05:01,720 just like you did with the old Hammer. 116 00:05:01,720 --> 00:05:04,240 The changes are visible in mid-range combat. 117 00:05:04,240 --> 00:05:07,460 Due to the increased spread angle 118 00:05:07,460 --> 00:05:10,400 when attacking one tank, 119 00:05:10,400 --> 00:05:12,820 your damage will probably be less, 120 00:05:12,820 --> 00:05:15,160 the farther the tank is from you 121 00:05:15,160 --> 00:05:17,360 But at the same time, due to the big spread 122 00:05:17,360 --> 00:05:20,840 you will be able to damage several tanks, 123 00:05:20,840 --> 00:05:22,780 as long as they are within your range. 124 00:05:22,780 --> 00:05:25,620 So, before, you didn’t really have a choice. 125 00:05:25,620 --> 00:05:27,680 You would see a tank and you would shoot it. 126 00:05:27,680 --> 00:05:29,260 The only question was whether you would hit it or not. 127 00:05:29,260 --> 00:05:32,060 But now you will have a choice between close combat shooting, 128 00:05:32,060 --> 00:05:33,780 where you’re guaranteed to hit one tank, 129 00:05:33,780 --> 00:05:36,380 or mid-range combat, 130 00:05:36,380 --> 00:05:39,500 with the opportunity to destroy several tanks. 131 00:05:39,500 --> 00:05:42,540 To make mid-range combat more practical, 132 00:05:42,540 --> 00:05:45,900 we’ve increased the range of maximum damage. 133 00:05:45,900 --> 00:05:48,540 Without getting into too much detail 134 00:05:48,540 --> 00:05:51,840 this means that the damage of your pellets 135 00:05:51,840 --> 00:05:53,940 will remain constant over a longer distance 136 00:05:53,940 --> 00:05:56,320 and will not decrease. 137 00:05:56,320 --> 00:05:58,400 So let’s say you see a few tanks, 138 00:05:58,400 --> 00:06:01,420 in the distance, for example on a small bridge, 139 00:06:01,420 --> 00:06:03,520 on the Novel map, 140 00:06:03,520 --> 00:06:07,220 you can hit them all with one shot 141 00:06:07,220 --> 00:06:10,580 and even deal them a fair amount of damage. 142 00:06:10,580 --> 00:06:12,680 As for the alteration 143 00:06:12,680 --> 00:06:15,440 due to the increased range of maximum damage 144 00:06:15,440 --> 00:06:18,300 we had to weaken the Slugger alteration slightly. 145 00:06:18,300 --> 00:06:20,480 This alteration makes your damage cone narrower 146 00:06:20,480 --> 00:06:23,020 to give you a smaller spread of pellets. 147 00:06:23,020 --> 00:06:25,480 We had to weaken this alteration due 148 00:06:25,480 --> 00:06:27,120 to the small spread angle 149 00:06:27,120 --> 00:06:28,280 and due to the increase in the 150 00:06:28,280 --> 00:06:29,820 range of efficient shooting, 151 00:06:29,820 --> 00:06:31,400 which is why this alteration had to be slightly weakened. 152 00:06:31,400 --> 00:06:33,240 So we weakened it 153 00:06:33,250 --> 00:06:35,430 by decreasing the turret rotation speed. 154 00:06:35,430 --> 00:06:36,280 That s it. 155 00:06:36,280 --> 00:06:37,420 Okay, let s go on. 156 00:06:37,420 --> 00:06:39,360 The next turret is Smoky. 157 00:06:39,360 --> 00:06:41,180 Smoky also has some interesting changes. 158 00:06:41,180 --> 00:06:43,020 Its critical shot chance 159 00:06:43,020 --> 00:06:45,800 now increases with its level. 160 00:06:45,800 --> 00:06:47,980 The maximum critical chance remains the same, about 20%, 161 00:06:47,980 --> 00:06:52,740 and minimum will be about 10-11%. 162 00:06:52,740 --> 00:06:54,960 How will this affect Smoky? 163 00:06:54,970 --> 00:06:58,360 About 2-3 years ago, 164 00:06:58,360 --> 00:07:01,880 Smoky had very strong critical damage. 165 00:07:01,880 --> 00:07:03,980 Whenever it happened, Smoky could destroy 166 00:07:03,980 --> 00:07:07,100 almost any tank with one shot. 167 00:07:07,100 --> 00:07:08,060 But when the critical shot didn’t come out, 168 00:07:08,060 --> 00:07:10,900 Smoky was almost useless. 169 00:07:10,900 --> 00:07:12,420 On one side, it was cool, because 170 00:07:12,420 --> 00:07:14,240 to destroy a tank with just one shot 171 00:07:14,240 --> 00:07:16,000 is awesome. 172 00:07:16,000 --> 00:07:19,960 On the other hand there were some very serious problems. 173 00:07:19,960 --> 00:07:23,740 For example, when trying to attack a base 174 00:07:23,740 --> 00:07:24,940 that is protected by heavy tanks, 175 00:07:24,940 --> 00:07:27,680 and two Smokies were attacking, one of two things can happen. 176 00:07:27,680 --> 00:07:30,080 Either they get lucky and deal critical damage 177 00:07:30,080 --> 00:07:32,340 with almost every shot, 178 00:07:32,340 --> 00:07:34,340 destroying the whole defense 179 00:07:34,340 --> 00:07:37,180 with just 3-4 shots without giving the enemies any chance to recover. 180 00:07:37,180 --> 00:07:39,680 Or they get unlucky 181 00:07:39,680 --> 00:07:41,430 and won’t be able to destroy anybody at all. 182 00:07:41,430 --> 00:07:44,389 This was definitely not cool 183 00:07:44,389 --> 00:07:46,420 because the player could not influence this in any way. 184 00:07:46,420 --> 00:07:49,100 So it was the Game that decided: “you can destroy all the tanks now” 185 00:07:49,100 --> 00:07:50,860 or “you do not destroy anybody.” 186 00:07:50,860 --> 00:07:52,140 This was not good 187 00:07:52,140 --> 00:07:56,980 because it was impossible to manage this turret. 188 00:07:56,980 --> 00:07:59,400 So, what has happened to Smoky now? 189 00:07:59,400 --> 00:08:02,520 Its critical damage is 190 00:08:02,520 --> 00:08:04,160 slightly smaller than it used to be 191 00:08:04,160 --> 00:08:06,320 but with the changes we’ve implemented, 192 00:08:06,320 --> 00:08:08,720 you kinda get two Smokies in one. 193 00:08:08,720 --> 00:08:09,840 At the early levels 194 00:08:09,840 --> 00:08:12,320 critical damage will happen sparingly, 195 00:08:12,320 --> 00:08:15,760 but at the same time, it will deal at least double the damage 196 00:08:15,760 --> 00:08:19,080 of your standard shot, and even more. 197 00:08:19,080 --> 00:08:20,900 But as you upgrade your turret 198 00:08:20,900 --> 00:08:22,980 and play with it, the critical shot 199 00:08:22,980 --> 00:08:24,760 will not become stronger. 200 00:08:24,760 --> 00:08:27,180 It will get improve by 100 201 00:08:27,180 --> 00:08:29,720 or 110 hitpoints when upgrading, 202 00:08:29,720 --> 00:08:31,400 but at the same time, critical chance will increase. 203 00:08:31,400 --> 00:08:35,280 This means that at the early levels you can deal 204 00:08:35,280 --> 00:08:37,900 very serious damage, but only occasionally, 205 00:08:37,900 --> 00:08:39,080 but at the later stages, you will have 206 00:08:39,080 --> 00:08:41,820 a more stable increased damage output. 207 00:08:41,820 --> 00:08:43,300 And if you understand, 208 00:08:43,300 --> 00:08:44,560 how distance works in game, 209 00:08:44,560 --> 00:08:46,560 you will be able to use it efficiently. For example, 210 00:08:46,560 --> 00:08:48,340 damage doesn t decrease with distance. 211 00:08:48,340 --> 00:08:51,660 Smoky is a turret for beginners, and it is always fun for them 212 00:08:51,660 --> 00:08:53,480 while shooting a tank 213 00:08:53,480 --> 00:08:55,120 finally watching it explode. 214 00:08:55,120 --> 00:08:56,680 The increased critical damage 215 00:08:56,680 --> 00:08:59,360 should help them with that. 216 00:08:59,360 --> 00:09:01,860 If you have any low rank accounts, 217 00:09:01,860 --> 00:09:02,980 you should definitely try Smoky. 218 00:09:02,980 --> 00:09:05,620 Have a look, and tell us whether you think 219 00:09:05,620 --> 00:09:07,839 it has become better and more interesting. 220 00:09:07,840 --> 00:09:09,440 … Striker. 221 00:09:09,440 --> 00:09:11,200 Next, next, next… 222 00:09:11,200 --> 00:09:15,600 The next one is the Striker turret, and it undergoes two changes. 223 00:09:15,600 --> 00:09:19,140 We have increased the starting velocity of its rockets 224 00:09:19,140 --> 00:09:21,820 from 10 m/sec to 20 m/sec 225 00:09:21,820 --> 00:09:24,020 and increased the maximum damage radius 226 00:09:24,020 --> 00:09:26,160 from 0 to 1 meter. 227 00:09:26,160 --> 00:09:29,860 What kind of magic is this and how does it work? 228 00:09:29,860 --> 00:09:32,240 The explanation is simple. 229 00:09:32,240 --> 00:09:34,400 Some tankers believe, 230 00:09:34,400 --> 00:09:36,180 that rockets do not fly straight, 231 00:09:36,180 --> 00:09:40,540 that they curve or waver in some way, 232 00:09:40,540 --> 00:09:42,800 as they fly past the tanks. 233 00:09:42,800 --> 00:09:44,580 This happens not with aimed shots, 234 00:09:44,580 --> 00:09:46,399 but when firing a single rocket. 235 00:09:46,399 --> 00:09:48,569 In reality, the rocket always flies straight. 236 00:09:48,569 --> 00:09:51,120 It goes where you have aimed it. 237 00:09:51,120 --> 00:09:53,100 These weird effects appear due to fact, that 238 00:09:53,100 --> 00:09:55,420 rockets are fired from alternating sides, 239 00:09:55,420 --> 00:09:57,260 so you do not see a straight line 240 00:09:57,260 --> 00:09:58,980 like when firing a Thunder. 241 00:09:58,990 --> 00:10:00,410 On Striker you do not see it, 242 00:10:00,410 --> 00:10:03,220 and it is much harder to align it in your mind. 243 00:10:03,220 --> 00:10:06,260 And the second thing, something that not everyone sees, 244 00:10:06,260 --> 00:10:09,120 is that rockets accelerate while flying. 245 00:10:09,120 --> 00:10:10,740 At the beginning they start flying quite slowly, 246 00:10:10,740 --> 00:10:12,760 and then the get faster, faster and faster, 247 00:10:12,760 --> 00:10:13,900 until they reach their 248 00:10:13,900 --> 00:10:15,420 maximum speed. 249 00:10:15,420 --> 00:10:17,080 Due to this fact, 250 00:10:17,080 --> 00:10:19,300 when moving 251 00:10:19,300 --> 00:10:20,600 and firing to the side, 252 00:10:20,600 --> 00:10:22,580 it might appear that 253 00:10:22,580 --> 00:10:23,940 that rocket is flying in an arc. 254 00:10:23,940 --> 00:10:25,600 In fact, it flies straight. 255 00:10:25,600 --> 00:10:26,100 Well. 256 00:10:26,100 --> 00:10:30,780 We have slightly increased rockets starting velocity, 257 00:10:30,780 --> 00:10:33,160 from 10 to 20 m/sec. 258 00:10:33,160 --> 00:10:35,000 It is a very slight change, 259 00:10:35,000 --> 00:10:37,780 but it makes it a bit easier 260 00:10:37,780 --> 00:10:39,800 to shoot moving tanks. 261 00:10:39,800 --> 00:10:41,160 We also did it because, 262 00:10:41,160 --> 00:10:42,820 while there are some players 263 00:10:42,820 --> 00:10:44,540 who understand how to play with this turret, 264 00:10:44,540 --> 00:10:45,800 and use it very efficiently, 265 00:10:45,800 --> 00:10:47,520 there are others who 266 00:10:47,520 --> 00:10:49,700 do not understand this mechanic 267 00:10:49,700 --> 00:10:51,600 of accelerating rockets, 268 00:10:51,600 --> 00:10:53,940 and this makes them inefficient. 269 00:10:53,940 --> 00:10:55,640 We don’t want to give too much advantage 270 00:10:55,640 --> 00:10:57,420 to tankers who can play very well, 271 00:10:57,420 --> 00:10:59,720 but we want to help players 272 00:10:59,720 --> 00:11:01,880 who are trying to learn how to play with this turret. 273 00:11:01,880 --> 00:11:03,700 Since rocket starting velocity 274 00:11:03,700 --> 00:11:05,340 is going to be increased slightly, 275 00:11:05,340 --> 00:11:09,200 it will be easier to shoot Hornets or Wasps, 276 00:11:09,200 --> 00:11:10,460 that try to run around you. 277 00:11:10,460 --> 00:11:12,740 But remember, that you still need 278 00:11:12,740 --> 00:11:14,180 to keep your distance due to the 279 00:11:14,180 --> 00:11:15,340 second change that we’ve made in this turret. 280 00:11:15,340 --> 00:11:17,360 That is the increase in maximum damage radius. 281 00:11:17,360 --> 00:11:20,079 Every rocket has a splash damage radius. 282 00:11:20,080 --> 00:11:22,320 And there is the maximum damage 283 00:11:22,320 --> 00:11:23,140 that you can make, 284 00:11:23,140 --> 00:11:24,880 and minimum damage, depending on the distance. 285 00:11:24,880 --> 00:11:27,940 Splash damage has become a bit more efficient, 286 00:11:27,940 --> 00:11:29,980 but you should understand that with increase in 287 00:11:29,980 --> 00:11:33,860 efficiency, self-damage also increases. 288 00:11:33,860 --> 00:11:35,180 So with all these changes 289 00:11:35,180 --> 00:11:38,520 we’re giving you tools, 290 00:11:38,520 --> 00:11:39,760 that let you 291 00:11:39,760 --> 00:11:42,760 work more efficient at longer distance, 292 00:11:42,760 --> 00:11:46,120 but at the same time don’t allow you to enter close combat, 293 00:11:46,120 --> 00:11:47,480 because if you do, you will get 294 00:11:47,480 --> 00:11:48,339 bigger self-damage. 295 00:11:48,339 --> 00:11:49,779 We hope, that this Striker 296 00:11:49,780 --> 00:11:51,980 will be slightly better to manage, 297 00:11:51,980 --> 00:11:55,180 a bit easier, and more interesting. 298 00:11:55,180 --> 00:11:56,580 Onwards... 299 00:11:56,580 --> 00:11:59,860 Next, are the changes for Thunder. 300 00:11:59,860 --> 00:12:02,500 Weak splash damage rate was changed 301 00:12:02,500 --> 00:12:04,880 and maximum damage radius was increased. 302 00:12:04,880 --> 00:12:07,300 It’s simple. We found that 303 00:12:07,300 --> 00:12:10,600 the damage reduction over distance, as a bit more 304 00:12:10,600 --> 00:12:12,220 than needed. So, we have fixed it. 305 00:12:12,220 --> 00:12:14,320 Now Thunder is much more efficient at that range, 306 00:12:14,320 --> 00:12:15,880 as it was intended to be. 307 00:12:15,880 --> 00:12:18,100 And at the same we have implemented the same changes 308 00:12:18,100 --> 00:12:21,400 for self-damage in close combat, as with Striker. 309 00:12:21,400 --> 00:12:22,640 I’ve already explained how this works while talking about Striker 310 00:12:22,640 --> 00:12:24,880 so there’s no need to explain it a second time. 311 00:12:24,880 --> 00:12:26,420 The next and final change 312 00:12:26,420 --> 00:12:27,580 is for Magnum. 313 00:12:27,580 --> 00:12:28,760 It’s quite simple. 314 00:12:28,760 --> 00:12:33,180 Charging time will be increased from 2 seconds to 3 seconds. 315 00:12:33,180 --> 00:12:36,120 What is this — a nerf or what? 316 00:12:36,120 --> 00:12:38,080 We listened to your feedback about the fact 317 00:12:38,080 --> 00:12:40,620 that even if you know 318 00:12:40,620 --> 00:12:44,380 at which angle and how much power you should shoot, 319 00:12:44,380 --> 00:12:46,340 it is very hard to hit the same point 320 00:12:46,340 --> 00:12:47,380 multiple times in a row 321 00:12:47,380 --> 00:12:48,500 especially when the shot is 322 00:12:48,500 --> 00:12:49,720 not at maximum power. 323 00:12:49,720 --> 00:12:50,760 This happens due to fact that 324 00:12:50,760 --> 00:12:52,860 charging happens very quickly, 325 00:12:52,860 --> 00:12:56,440 which makes it hard to hit a specific percentage. 326 00:12:56,440 --> 00:12:58,600 If you have problems with graphics 327 00:12:58,600 --> 00:13:01,840 for example your FPS is lower than 60 or even 30, 328 00:13:01,840 --> 00:13:04,100 it becomes even harder to hit the exact percentage you want. 329 00:13:04,100 --> 00:13:06,839 For this reason, we’ve increased charging time 330 00:13:06,840 --> 00:13:07,880 from 2 to 3 seconds. 331 00:13:07,880 --> 00:13:08,700 This means that 332 00:13:08,700 --> 00:13:11,620 the power gauge 333 00:13:11,620 --> 00:13:12,940 will fill up more slowly, 334 00:13:12,940 --> 00:13:15,480 and hitting the needed percent of shot power 335 00:13:15,480 --> 00:13:16,860 will be much easier. 336 00:13:16,860 --> 00:13:18,800 Of course, you need to keep in mind, that at the same time 337 00:13:18,800 --> 00:13:21,780 your firing rate at long distances 338 00:13:21,780 --> 00:13:24,980 with maximum shot power, is decreasing. 339 00:13:24,980 --> 00:13:27,620 But we think, that an increase in efficiency 340 00:13:27,620 --> 00:13:29,640 at shorter distances 341 00:13:29,640 --> 00:13:32,740 with less power makes it worth it. 342 00:13:32,760 --> 00:13:34,340 Additionally, since Magnum 343 00:13:34,340 --> 00:13:36,660 can reach any point on the map, 344 00:13:36,660 --> 00:13:39,240 the slight decrease in firing rate 345 00:13:39,240 --> 00:13:41,260 should not influence its efficiency too badly, 346 00:13:41,260 --> 00:13:43,300 while the increase in efficiency, 347 00:13:43,300 --> 00:13:46,740 and precision at short and mid distances, 348 00:13:46,740 --> 00:13:48,180 should help significantly 349 00:13:48,180 --> 00:13:52,760 and in general will make the turret better. 350 00:13:52,760 --> 00:13:53,920 I didn’t plan a proper ending, 351 00:13:53,920 --> 00:13:56,040 so let me tell you something interesting, okay? 352 00:13:56,040 --> 00:13:58,820 That’s all the news about balance at the moment. 353 00:13:58,820 --> 00:14:00,560 I hope, i explained everything clearly. 354 00:14:00,560 --> 00:14:03,600 Please give us your feedback regarding 355 00:14:03,600 --> 00:14:05,500 this video, and whether you liked it or not. 356 00:14:05,500 --> 00:14:07,900 Should we do something like this in addition to the v-log 357 00:14:07,900 --> 00:14:09,280 or separately from v-logs? 358 00:14:09,280 --> 00:14:11,619 Should I explain everything in so much detail 359 00:14:11,620 --> 00:14:13,720 or should I be more generic? 360 00:14:13,720 --> 00:14:15,320 Write your thoughts 361 00:14:15,320 --> 00:14:16,500 in the comments section. 362 00:14:16,500 --> 00:14:19,100 Also, make sure you check out the changes 363 00:14:19,100 --> 00:14:21,600 and tell us whether 364 00:14:21,600 --> 00:14:23,040 we managed to achieve the goals I explained here, 365 00:14:23,040 --> 00:14:24,900 or whether we did something wrong. 366 00:14:24,900 --> 00:14:26,180 We really want to get your feedback. 367 00:14:26,189 --> 00:14:26,689 Thank you.[]