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Taking the crystals out of the team battles is great! But in DM, crystal drop should remain.
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50% is not enough. <_<
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Dear ArieldeArgentina, I am not sure what are the current parameters of all the guns after the update 254. Also, don't forget about the microupgrades: they can change the damage power of the gun, or vice versa change the HP of your hornet. Normally, you just take the HP of your hull and divide it by the HP/sec of your gun. This will give you the number of seconds required to destroy that hull. However, this will be very approximate. For example, a railgun may take just a single shot to kill a hornet. Instantly. Here, the number of seconds equals zero. Of course, you need to add the rail's warm-up time ~1.2 sec. Anyway, to be exact, you need to calculate the number of shots required by a given gun, subtract 1, and multiply the result by the recharge time (shooting interval, or time between shots). For example, if the hornet M0 has 82.4 hp and rico M0 shoots, on average, (15.8 + 20.2)/2 = 18 hp per shot, then it takes 82.4/18 = 4.58 shots to kill that hornet. In fact, it will take 5 whole shots, right? The time interval between the shots of rico M0 is 0.600 sec. So, the total time required is: (5-1)*0.6 = 2.4 seconds. Good luck!
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It looks like one of the global internet hubs on the route to tanki servers was down last night. Finally, it works OK now.
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Same problem with me. (U.S.A.)
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From discussions on Russian speaking forum, Isida gets 10 points for healing 100% of team mate's hp, no matter is he carrying a flag or not. That means, it's wise to heal wasps rather than mammoths, just to save your charge. On a full charge you can heal 3 wasps and get 27 points, or one mammoth and get 9 points.
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Your understanding is right, but this is true for the case of head-to-head attack. Freeze has the highest hp/sec of damage. For Thunder, Smokey, Railgun, and Shaft we can estimate the average damage rate as: (MAX+MIN)/2 * (Shots/min)/60 = Damage [hp/sec] So, for grades М3 we get Thunder: 30.5 Smoky: 30.8 - that includes the critical shot: ( (MAX+MIN)/2 + 190*0.08) * (Shots/min)/60 Railgun: 20.2 Shaft: 19.3 Twins: 49.6 Ricochet: 48.6 Freeze: 56 Firebird: 50 Isida: 50
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About Firebird. The numbers show how many seconds it takes for Firebird to fight down a given hull at a given rank. The calculation accounts for the after-burning that begins 2.5 sec after the start of attack and equals 40% of the hp/sec of the given firebird's grade. The limited capacity is also taken care of: once it is exhausted a reduced average DPM is applied. __________________________________________ About Isida: (same considerations, same coloring) _______________________________________ About Freeze:
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About Ricochet. The numbers below show how many seconds it takes for Ricochet to fight down a given hull at a given rank. The calculation accounts for the limited rico's capacity and the subsequently reduced shooting rate. Also, I considered the integer number of balls required even if their total HP is over the hull's HP. The reduction of damage with distance is neglected, we assume a head-on attack with all balls reaching the target. The small numbers on the right is the same calculation for the parameters before the rebalance. The color has the same meaning as in the tables for Thunder and Smoky, so you can use it to match the time needed when estimating the outcome of a duel. _____________ About Twins:
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About Thunder. The numbers in the table show how many shots of thunder it takes to fight down a given tank at a given rank. Here and in the following tables, the meaning of the color is different: the color shows the number of seconds needed by thunder to destroy a given hull (see the scale under the table). For example, hunter M0 requires 2.07 shots of thunder, which is 3 shots in real life. It takes 2 recharge cycles 2.96 sec each, and so it is shown in green (range of 5.0 to 6.0 on the color scale). Thunder M3 against hunter M3 needs 2.92 shots, which also 3 full shots or 2 cycles of 2.43 sec, that is under 5 sec, and so shown with blue color. Such coloring scheme allows for a simple comparison between thunder (or smoky) and continuous damage guns (freeze, firebird, isida). __________________________________________________________________________ About Smoky. The numbers in the table show how many shots of smoky it takes to fight down a given tank at a given rank. The color shows the number of seconds needed by smoky to destroy a given hull (see the color scale above). The crytical damage is added to the smoky's average by taking into account it's HP amount and probability.
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Rebalance explained in plain numbers: gun vs hull
r_A.Einstein0 replied to r_A.Einstein0 in Rebalance explained in plain numbers: gun vs hull Archive
I thought it would be interesting to match the power of guns against the hp of each tank. With the new rebalance, you have to wait way too long for the M3 grades to become available, so it's important to get used to play with the M1,M2 grades and to learn their parameters. Second, the prices in your garage have jumped up a lot, you can no longer just buy everything, gotta think twice which gun you buy first that you can then rely upon and that will help you earn crystals to eventually buy everything else you have dreamed of. So let's answer a question: Upgrading just one gun as you get promoted, how good will it stand against other tanks that appear at each rank? Let's assume that the price is not an issue (game designers believe you will have plenty of time to earn crsytals), so the new grades of guns and hulls appear immediately in the battles as you enter a new rank. Let's start with the Railgun. The numbers in the table show how many shots of railgun it takes to fight down a given tank at a given rank. Here, the colors are just to show the relative difficulty: the blue/green means easier, the red ones mean harder. The small numbers on the right is the same calculation for the parameters before the rebalance. The first column on the right shows available grades M0-M3 of the gun. Inside the table, each column is split by double lines into 4 different blocks showing the availability of M0-M3 grades of the hull corresponding to that column. What do we see here? At the ranks from private to sergeant, playing railgun against wasp will be like tossing a coin. The number 1.00 means exactly one shot. But we all know that there is a probability in each shot, meaning that in 50% of case the damage will be below wasp's HP and in 50% - above. For the same reason, all cells with values close to 1.0 are shown with the same color. Let's follow the career of a railgun owner fighting hunters: look at the 'hunter' column from top to bottom. At lower ranks up to WO-2, railgun can not kill it with one shot (1.38 required). At WO-3 railgun gets upgraded to M1 and so can make a single shot kill. But at WO-4, hunter gets promoted to M1, becomes stronger and the balance is restored. Now, about Shaft. The numbers in the table show how many shots of shaf it takes to fight down a given tank at a given rank. The calculation is made for the sniper mode of maximum power, because it's DPM is higher than that of the arcade mode. P.S. other guns will follow... -
/vote cheater's name
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