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Everything posted by Tidebreaker
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Buffing SN in its current state would be overkill. It's already near impossible to take out an Isida train all with SN and Defender, and this will just make it even more ridiculous.
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Keep in mind that some people cannot bear certain hulls without Heavyweight - like myself with Viking. The flinch is just so atrocious that I need the extra weight to even use the hull.
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But...Light Capacitors can do 10375 damage max, and requires 1/3 of the time to do so...that's a one-shot of all hull classes, and even medium hull using Defender assuming that they don't have Shaft protection. Then again, they don't pair well with Viking. If you're looking to maximize Viking's potential, go for either Rapid Fire Mode like poke971, Short-bands, or Adrenaline. In general, avoid Viking with Shaft. It's just not as good as some other pairings. Yes, this is coming off of roughly 500+ hours of experience with Light Capacitors and Booster.
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other To Buy or Not To Buy: The March I Challenge Battle Pass
Tidebreaker replied to Tidebreaker in Newspaper Archive
Now, for the highlight of the review, which I am 100% sure you have all been waiting for - the augments, unique to this Battle Pass. Things have changed quite a bit over the last couple of months, with hull augments being added into Challenges all the way back from June of last year. After that, we had a hull augment per Challenge for the rest of the year, until this year's January Challenge I rolled around, ditching one of the 3 turret augments and instead replacing that with another hull augment. While the move was questionable at first due to the first couple of these Challenges having an absurd amount of Cold Immunities, people started appreciating that hull augments were becoming increasingly easier to get. And finally, two months later, here we are, getting our first Legendary tier augment in the Challenge. Let's start from basics, though, and cover the one single buyable turret augment present in this Challenge. That is none other than Heavy Capacitors for Shaft, and I actually have a lot to talk about here. Heavy Capacitors is generally regarded to be one of the worse augments for Shaft, but in the right hands, it is the most lethal damager in the game due to it being able to fire extremely high calibre shots. However, this comes at the cost of having stupidly low scoping speed, forcing you to play it at very long ranges and to camp somewhere in a corner. When I said that this has lethality, I mean it. In fact, when we're excluding Cyclone Striker and Terminator entirely, this is the highest damaging turret in game per shot, allowing you to one-shot every type of hull as well as take a very significant chunk out of a Juggernaut, if not destroy it outright. I have many memories with this in Solo Juggernaut roughly 2 years ago, as I would camouflage myself with Hornet, Shaft, and Urban, and wait for a bit until I could connect the shot and end their streak right there and then. While the augment is thought by many to be outclassed by the others such as Light Capacitors or Adrenaline, I'd say it's still every bit as lethal as it has been for years. If you happen to go up against a skilled Heavy Capacitors user, be very terrified. This augment is not meant to be taken lightly on the receiving end. Moving on to the first of the hull augments available - Heat Immunity for Dictator. This is an augment I have actually saved up for and bought on my smaller account, as I myself know just how beautifully this hull and augment combo works. Heat Immunity these days is a necessity, and if you're looking to start using Vulcan, then look no further than Dictator. I had actually been planning to buy this hull augment on the Birthday Sales on my main account, but I'm glad that I don't have to now. Given that this is a Heat Immunity augment, I don't think I really need to explain to you how it works - it just throws the concept of heating straight out of the window and allows you to render any of the Incendiary augments as well as Firebird's afterburn useless. Then there's the whole Vulcan thing, but we know how that works. If you would like to go on long streaks with this and Vulcan, I recommend you use Adrenaline and the Driver drone to get your Overdrive very quickly. There's also Defender, which I consider overkill, but if you want to use that, then it could prove quite effective as well. There's a very good reason why I had this augment in the wishlist for both of my accounts, and now you know why. I hope that with this, Dictator's popularity can finally start to pick up, as it's really just a top tier hull throughout. I want you to try to imagine a special ability that an enemy uses against you to pretty much cripple you and reward them with a free kill every single time. This is essentially the Stun effect, which forces you to a stop for 3 whole seconds does not allow you to use supplies in response blocks you from using your own Overdrive in retaliation forcefully stops you from firing any turret, and takes you out of Shaft's scoping mode as well as halting Railgun's chargeup kills the engines of the hoverhulls, making them fall onto the ground and slide as if they were on ice drops the CTF flag, ASL flag, and RGB ball. It should be very clear from this that the Stun effect is currently one of the most powerful effects in the game, if not the most powerful effect. This amplified with the introduction of Stun augments for turrets makes this status effect very lethal to go up against. Regardless of whether you're hit by a Hunter or a Hopper's Overdrive, the chances of you surviving the engagement are slim at best. But what if I told you that there is an absolutely genius counter to all of these? One that doesn't just flip the tables, but pretty much slams their move right back into them at full force? Introducing: Stun Immunity for Hunter.You don't just go against the rules of getting Stunned, oh no no. You strike them down outright. That's right - I'm saying that in this Challenge with many awesome augments, this one is the best. If you get zapped by a Hunter, you can literally do the same thing in reverse, and what once was certain death for you, is now an almost-guaranteed win for you instead. This is almost on par with Dictator's Stun Immunity, which is even more effective due to it cancelling Hunter's Overdrive entirely. And let's not talk about just how ridiculously funny it is to use against Hopper users: This allows you to do a variety of things - from just retaining control of your tank and supplies (in the case an encounter with a Hopper), all the way to becoming a near-unstoppable force in modes like Assault and CTF. And of course, it's absolutely fantastic for baiting Hoppers, Hunters, and even the players who have the new, elusive Stun augments for Smoky and Railgun. To me, Hunter's Stun Immunity is probably the best thing in this Challenge, with Dictator's Heat Immunity following closely behind. While I will miss the absolute joy of getting it out of Containers on both my accounts and being a member of a very small subset of people who owned this augment, I am glad that it will finally have a chance to shine in the spotlight. Like I said, the reason why this Challenge is so revolutionary is all because it introduces the first legendary rarity turret augment, this being Magnum's Armor-piercing Core. This augment is...interesting to say the least. In order for the AP effect to activate, you need to score a direct hit in order for the effect to activate. Of course, this is not an easy a task as it was in the days with Reinforced Gun Carriage, as the barrel is now permanently fixed at a 12 degree incline upwards, making it very difficult to use for beginners. However, once you get enough of a feel for it, you can do things like this: I mentioned how the description of AP Magnum states that you need to get a direct hit on people in order to apply the effect to them. However, this is...not always the case. In my experience, this is very inconsistent. Sometimes, it doesn't AP at all. Sometimes, it applies the effect to multiple people, like you saw in the GIF above. However, most of the time, it will AP a single target just fine. When I first received this augment, I tossed it away, thinking it was trash after trying it in battle with a very underleveled Magnum. However, after receiving Crisis, I got around to giving this another go, and I can confidently say that it is one of the most rewarding augments in the game. It took me around an hour to start hitting my shots, but from then on, it was surprisingly easy to hit direct hits and eliminate people quickly. In short, Magnum's designated Armor-piercing Core is one of the three AP augments which I consider to be extremely skill dependent, the others being Striker and Ricochet. This will not be a fun experience at first for anyone learning how to land direct hits with the new Magnum. There is no maybe, there is no but if, because that will be your impression at first. However, practice makes perfect. As soon as you overcome that steep learning curve, you've got some very smooth sailing ahead of you. I expect most people to use this augment for one battle and drop it because they want to use something simpler like Mortar. Given that you're reading this article, I know you're not most people. I know that you have it within you to learn and master this augment, but the journey will not be easy. If you're looking for something simpler to use, this is not the augment for you. You either give it your fullest, or you don't bother with it from the beginning. I feel this can be compared to Railgun's Round Stabilization in a way, as both provide a good type of challenge for the user. In fact, this augment was the only thing that gave me the incentive to finally start upgrading Magnum on my account. At the start of this Challenge, we wondered if we were getting AP for Gauss or AP for Magnum. I'm happy that it was the latter, as Gauss is already broken to begin with, and this would just make Gauss users even more horrendous to go up against. For the first legendary augment introduced into Challenges, it's definitely a balanced one, unlike some of the others which would break the game if they were ever to come to Challenges. This also sets up very high expectations for the next Battle Pass, and I have no doubt that those expectations will be met in full next time around as well.- 33 replies
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other To Buy or Not To Buy: The March I Challenge Battle Pass
Tidebreaker replied to Tidebreaker in Newspaper Archive
Let me tell you something - while the recent Challenges have been improving steadily, this one really sets itself apart from the rest. For a while, we've had Challenges with multiple Cold Immunities, and if you've done all of those, you should have Cold Immunity for Wasp, Hornet, Hopper, Hunter, Dictator, Titan, and Mammoth - an overwhelming 7 out of 10 hulls. Obviously, this move was questionable to many players, but now that we're getting other types of hull augments, the interest in Challenges has increased quite a bit. This was especially present for the Challenge that had AP Immunity for Viking, as well as the most recent one, with Heat Immunity for Crusader. Alrighty, let's get back on topic. Like I said, this Challenge is truly revolutionary. But why so? Well, quite simply...because we have absolutely phenomenal augments up for grabs this time around that will literally change the way you play the game. However, let's leave the best for last, and focus on the other rewards first. As usual, you get 100,000 crystals 100 Tankoins 200 Repair Kits 325 of the other 4 core supplies 350 Batteries 23 Containers 1 Skin Container So far, everything's consistent, as it should be. By the end of the Challenge, you'll probably have gained upwards of 250,000 crystals and 40 containers, and you'll be all set to give your garage a hefty boost. And who knows - your containers might just give you something really good! Now, let's talk about paints. Upon reaching Tier 7 (420 stars), you will receive the Spring Bouquet paint, which I consider to be a far better alternative to In Love and First Kiss. It's colorful, vibrant, and carries across the return of spring really well. There's also an animated paint - Pixel Plasma, unlocked at Tier 33 (1980 stars), and was originally introduced in May Challenge II from last year. If Ruby or Cherry was to ever become animated, it would most likely look something like this. It's easily one of the best Battle Pass paints of 2021, and synergizes extremely well with either red or violet shot effects. While it's not at the level of Green Quads, it's still a solid paint that actually looks great with many types of equipment. So far, so good. Let's move on.- 33 replies
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other To Buy or Not To Buy: The March I Challenge Battle Pass
Tidebreaker replied to Tidebreaker in To Buy or Not To Buy: The March I Challenge Battle Pass Newspaper Archive
Just last week, several quite interesting things were teased with the release of V-LOG 290. While there was some news about the new Turret, Tesla, arguably the most important news was regarding the new March Challenge I. The general response to it has been pretty good thus far, but what does that mean for you? Should you invest your hard-earned Tankoins in this new Challenge? Well, allow me to answer you at the end of this review ... with a very simple Yes or No.- 33 replies
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It's worth mentioning that Adrenaline would be a significantly better augment if it calculated properly, as Striker's regular form is extremely potent. With Adrenaline, you'll be able to do 1000+ consistently per rocket after you take a bit of damage (assuming they fix it), and that literally means a guaranteed heavy hull kill per salvo, or a light hull kill with Double Damage, all while keeping the regular rocket velocity and lock-on time. I don't think I have to say to you that this has extreme potential.
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The amount of Vikings these days. This has always been a complaint of mine, but I think now people are finally starting to wake up and realize the scale to which this is happening. If you're an active Viking user, then do me a favor - kindly don't bother replying, because there is no way you will understand what it's like to be targeted for one and a half years by members of this specific hull. I would much rather deal with a whole team of Hoppers than a whole team of Vikings. No, I'm not joking. I'm just exhausted of having to deal with the hull that first ruined Solo Juggernaut, and is going on to ruin the rest of MM.
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What Is Your Opinion About the Current State of Tanki Online?
Tidebreaker replied to Maf in Game Discussion
The ones who pay are usually the smarter ones - even they know when too much is too much. Unless you're one of those people who likes messing up game balance beyond repair. You know who you are. -
What Is Your Opinion About the Current State of Tanki Online?
Tidebreaker replied to Maf in Game Discussion
Reasons to max it out: 1. Damage increases 2. Firerate increases 2b. 9999 GS possible 3. Rotation speed increases 4. Range increases 5. Impact force increases 6. Time to overheat increases 7. Slowdown decreases -
What Is Your Opinion About the Current State of Tanki Online?
Tidebreaker replied to Maf in Game Discussion
First nerf Defender to 10 seconds. Yes, I'm being serious. -
Unless you have Defender, using Spectrum B is actually a detriment at the Legends. So what if it's against every turret? Most of my engagements are 1v1 to begin with, and I'd much rather either have no protection or 50% for that scenario. This is coming off of my experience with having 20% Spectrum for several months.
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Why is this even a thing in the first place
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And hence, why Stun Immunity is the best augment for Hunter.
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other [BDay] Random's Rewind: Top 11 Memories In Tanki Online
Tidebreaker replied to Person_Random in Newspaper Archive
So this aged well -
My secret to getting good rewards from just a small amount of containers.
Tidebreaker replied to DieselPlatinum in Archive
Just to remind you: Stun Immunity still allows you to use your OD Stun Immunity still allows you to move around Stun Immunity still allows you to keep the Rugby ball/CTF or ASL flag Play tactically and this will be a very powerful Immunity indeed. -
My secret to getting good rewards from just a small amount of containers.
Tidebreaker replied to DieselPlatinum in Archive
You should be. This thing is stupidly powerful when up against Hunters in Siege. -
My secret to getting good rewards from just a small amount of containers.
Tidebreaker replied to DieselPlatinum in Archive
Well, now you have a real incentive to get it. -
There's a much simpler solution that you haven't considered - making these special abilities chance based, like Smoky's critical hits. This would make it impossible to chain these indefinitely. In that way, something like EM Salvo and Mortar instantly become much more tolerable.
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valid Adrenaline Augment rework -> Change from flat bonus to a base multiplier
Tidebreaker replied to Akame in Ideas and Suggestions
Beautifully worded. Thank you so much for bringing this to light. -
Allow me to chip in as well. As you know, Booster applies 200% additional damage throughout the 3-second duration. Obviously, there's your turret dealing 100% damage, and then the effect of Double Damage stacking another 100% on top of that. So far, 100% + 100% + 200% = 400%. We're not done yet, though. The passive 5% gets multiplied and not added (note: this used to be the case around 1.5 years ago, exactly the same time when the JGR health was glitched and capped out at the Mk7 value, 16471. This meant that it would always be a oneshot from a Heavy Capacitors blast with Booster, as even just with 405% it could deal 16706.25 damage. When the fix for the health came gradually, so did the calculation of Booster, with the 5% finally being fixed to be a multiplier instead of a flat bonus (something that I'm really hoping they do with Adrenaline, as it's underwhelming at the moment). All of that translates to today's Booster, getting 420% (?) damage during its regular duration. So, assuming your base damage is exactly 1000 HP, you will damage for 4200 HP with Booster active. Now, Defender is a bit more tricky to tackle, but it's OK once you get the hand of the calculations involved there. This time, instead of 420%, it'll actually be 100% + 100% (DA) + 100%, making for a total of 300% defense for, well...pretty much eternity. How can this be put into perspective? Well, instead of multiplying it like we did for Booster, we'll actually be dividing it by the set amount, meaning that you'll deal 333.34 damage against Defender. There is one last thing to cover, however. The 5% bonus doesn't just apply to offensive power, but also to defensive power as well. This means that whenever you go up against another drone user, their own drone will absorb a certain amount of the damage you output. If you go up against another drone user while using Booster, you'll be dealing exactly 399% damage for those 3 seconds. This means that Defender also has additional armor on top, making the actual defense multiplier go up to 315.78947368422% (not 315%, as you use a 0.95 multiplier instead of a simple 1.05 one like you would with Booster. It's a bit difficult to explain). So, in summary: If the normal turret shoots for 1000... Double Damage shoots for 2000... You'll damage someone with Double Armor for 500... with Booster for 4200... against Defender for 316.67... with Booster, against another max drone that isn't Brutus for 3990... against Defender, with a regular max drone that isn't Brutus for 332.5... with Booster, against Defender for 1330 exactly. That was quite the mouthful, huh?
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I have feared this day for so long. I hoped that this day would never come. And yet, it did. Others would rejoice, but this is my worst nightmare come to life. Only one question remains. W H Y ??????
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Unless you have Defender, using Spectrum B is actually a detriment at the Legends. So what if it's against every turret? Most of my engagements are 1v1 to begin with, and I'd much rather either have no protection or 50% for that scenario.
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Why not have both the EM Salvo and AP augments work on chance, similarly to Smoky's critical? That way, it's impossible to hit 2 in a row, and I suppose the current functions could be kept.
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Railgun AP's ability can be best seen when in use with Viking. It tears through all defenses and just keeps on punching people - you can see this best in Siege.
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