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Everything posted by Tani_S
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That reminds me of my battle on last wednesday that run for intense 2.5 hours on Polygon CP :lol: I'm kind of new to the Pro format and underestimated the score goal (no time limit) a tiny tiny bit... and during the battle I regretted to join it. In the end the other team won with 650 : ~425 (probably mainly because the others had 2 Twins alt. and 2 Fire alt.). I had a premium pass by a mission that I activated when I joined and luckily it was still active at the end, which gave me decent reward :P Imagine that No-Lifer on Mafioso's screen with premium :D Imho the 999 min. battles should only be available in a Parkour battle tho. By the way, the 2 min pee pause is quite a challenge :rolleyes: :lol:
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You are staying to your word :lol: :lol:
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Not necessarily OP, but much more complex. You can have all the alterations of one turret equipped at the same time. This gives you the opportunity to optimize your personal weapon usage. Officially it is said, that alterations are equal to the standard turret. But making the weapon better fitting to you, makes it stronger for you. On the other side some alterations are inherently better than the standard in most of the maps (like Firebirds M2 alt. and Twins M1 alt.). You must agree, that if you invest into your turret, then you want to get a better result in crystal income, too. But consider that others optimize their turrets as well, so if everybody is super, noone will be. I am curious which alteration will offer strong combos tho, but probably there will be a lot of them because they are very dependent on the specific conditions how and when they are used. Some questions on the alterations: They announced 2 alterations for Rail in the VLOG (1 as M1 and 1 as M2 icon). Does this mean that the current M2 Rail alteration will be replaced? May we know the disadvantage of the Vulcan M2 alteration? Will the longer reload time for the new Hammer alteration only have an effect on longer clip reload or also on the reload between the shots?
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How much research do you do to get the best out of Tanki?
Tani_S replied to Epic_Space_Mango18 in Archive
This makes me curious. Could you name some information on the game that you miss in the wiki (not to criticize the wiki editors, but it may be just due to devs decisions and the role understanding of the wiki)? -
I was curious about the effect on Smoky on the distances and checked the numbers. The new average weak damage per sec. for Smoky is ~105, so it got boosted by the factor 3.2. This elevates its damage curve and it is as effective on long range as Vulcan now. Well it's still dependent on getting the critical shot, so eventually you have to hit a while to get a high reward. Here is the updated chart ;)
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@GeeVuh, do you like this one? :D
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Here are the two updated charts for the #shots and TTK of medium hulls.
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I wouldn't be so sure about this one. Maybe they are not in the forum, but also not even in the game anymore...
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I_already_won is right, the damage varies randomly between your maximum damage (201) and minimum damage (172) and the damage values that are most likely to appear are those that are around the average of those two (which is 187).
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The updated version is even more colorful :wub:
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I haven't done testings on the Firebird now, but I tested the self-cooling rate of Vulcan. As every turret that has a heating rate, it needs to have a cooling rate in order to get back to normal temperature (with Freeze vice versa), but this one is not disclosed by the devs in the wiki. It's a bit hard to record the time of overheating exactly (after firing stop), but my testings showed that the self-cooling rate should be between 0.06 and 0.07. Since all other heating and cooling rates of the other turrets are the same over all M level, I expect that this rate is also the same over all modification levels. I tested it with a Vulcan M1 with 14/50 and included the MU level in my calculations for the maximum overheat temperature.
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Destroyer + Alteration :lol:
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I misinterpreted the auto-balance button in my optimism at first. I find the actual setting rather superficial (I've read the description now). A real autobalance should make sure that there is always a fair number of team opposing each other, not only checking the incoming players. Some players that already are in the battle should then be switched to the other side and get a decent refund (there's a surely a suitable way to do so if there is a will).
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@BlackWasp That's a perfect proposal! This can be implemented right away. As I was never really into the Pro battle thing (now I am forced to, as normal is not an option anymore) I was pretty astonished that I couldn't see which battles have drugs activated and which don't directly in the battle list.
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Do they really care about statistics? I mean if they do, then why did they take the 'create' away after only ONE week after they introduced the 'battle' button and took these hype statistics as a reason. They also had the chance to adjust the fire alteration much earlier, when nearly all other alterations were changed (on 20th October), but they did not.
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Wow thinking about Rico getting further buffed B) And how risky is a Hammer nerf? What would you think?
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I have to decide between M3 Hammer, Twins or Rico... I don't plan to purchase fire+alt anymore... I already have Hammer M2, but Hammer M3 outperforms all other turrets in terms of DPS :wub: Tho I have the little fear that it is next nerf candidate :ph34r:
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Increased the damage, but not the healing. That makes it even more senseless to heal teammates
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As Vulcan's Time until overheats is reduced tomorrow, the overheating becomes more important than before. I would appreciate if we may know the values of the 'self-cooling rate' parameter in order to calculate and to compare the burning effect.
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Wow the damage of Vulcan was reduced on M3/M4 by ~18%. The time until overheat on M4 is reduced by ~14% :o That's definitely a too strong nerf.
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Oh great :mellow:
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So here is my table to show the Time to kill (TTK) of protected hulls. I designed it after BlackWasp's proposal. It shows which level of protection is necessary to raise the no. of shots or the TTK significantly. Part #1 Part #2 The tables are now updated for the game update tomorrow.
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The critical shot brings in 6.5% - 6.6% more damage (compared to the total damage output of Smoky with and without critical shot).
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lol no need for overengineering here :P Edit: I_A_W your chart and calculation is somewhat detailed. You even calculated the afterburn of the seconds in the not shooting phases and calculated the time to travel for Rico's shots! :o Respect! :)
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Shaft appears to work in this way: Min. snipe damage = arcade damage The delay to enter snipe mode is part of the 3 sec. long charge Shooting in the first 0.5 seconds inflicts arcade damage/min.snipe dmg. After that the damage starts increasing, probably linearly => The difference between min. and max. snipe damage is spread along the remaining 2.5 sec. of the charge
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