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Everything posted by wolverine848
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How do you mean? Should be doing 800 (400 vs DA) about every 2 seconds.
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Well, sales are currently only for Shop, so only buyers care about that at the moment. And... it's not a stretch to say that the new mechanics will have a far greater impact on the game than 30% sales. So it does make sense to me.
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Wait a second... how does that work with Autocanon?
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Ah.. ok. But has anyone addressed Rails ability to bypass the protection modules every second shot - when they are doing 1600 damage?
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This applies to ALL turrets - so Smoky does not get a one-up there. So now Rail, with a 50% chance at Critical, will ignore rail protection modules when they do high damage (1600). That's ridiculous.
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This is exactly my point. If I didn't use it when mines did up to 3000 damage, why the heck would I use it now that they only do 1500 damage? In many cases, mines can be avoided. So it makes no sense to use a module for a "weapon" that only does 1500 damage and can also be avoided.
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You don't think the Critical module (basically for buyers) won't break the game? Buyers will be the only players who can survive Rail, with it's 50% chance at critical (and also 50% chance of ignoring protection modules)?
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Basically buyers will have it. And you might as well use it and subtract the Rail module. Because... Rail now has Critical every other shot (50%), and critical ignores protections. So the Rail module is pretty much useless. Giving Rail a 50% critical that ignores modules is way, way OP.
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What Is Your Opinion About the Current State of Tanki Online?
wolverine848 replied to Maf in Game Discussion
Just opened 30 containers and got the Hopper AP immunity augment. Figures - an augment I will never use. ? -
"However, supplies and drones will affect critical damage."
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Does DA affect mines? If so, it's 750. Big deal. Not worth upgrading spider unless you have nothing else to spend on. Put another way... Spider mines were the last thing I bought when they could actually do decent damage. Now that they do a lot less...
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So in effect, low and mid-range smoky's have been nerfed, if all other turrets get a critical hit fixed at 10% (regardless of m-level) and smoky needs to upgrade up to mk7+ in order to get what it had before.
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Can't wait to get Titan AP-hull augment and the new Critical module. Having only two turret modules will be a small price to pay for cutting a LOT of turrets damage in half. And Spider modules... guess no point in upgrading those. 1500 damage. LOL.
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What will the average smoky critical be? 20% - same as now? So it will have a completely different critical mechanism than all other turrets? What is the average critical chance of all the other turrets? Will be 10%? So smoky will have ~ 2x the critical chance?
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Until there's a lot of "critical modules" out there, criticals from stock can't be resisted, unlike Incendiary - where many players have the HI hull module. And will not Critical Modules have a max resist value? HI augents negate it entirely.
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The "maximum" and "average" critical chances are goofy and do not make sense. Why the heck did they implement it that way. And they describe all other Critical hits as "10% chance to deal it". How does that work into the "max" and "min" chances?
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Then... until these new modules areout in circulation, why the heck would I use Incendiary, which can be negated entirely by HI? Stock would be the way to go.
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Over 5 shots smoky hits critical once. it is not every other shot. With the new system, it appears it will be every other shot. That's a huge difference.
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Where is this detailed? I could not see anything regarding that when reading patch notes or above. Maybe I missed it?
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It does not. It's 20% at mk7+.
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Not sure what you mean. Currently smoky mk7+ has ~ 20% chance for a Critical that does fixed damage of 800. Incendiary (now) would have a 20% chance of adding burning damage instead of the 800 smoky dmaage. With new Critical mechanics, it appears that Smoky incendiary will be applied 50% of the time, since they have a 50% chance of critical at mk7+. And the web-patch notes does not specify default damage for many turrets - smoky being one of them...
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There's no way this is real. It's just ridiculous.
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From WIKI... "Railgun: Default damage now ranges from 450 (Mk1) to 900 (Mk7+);" LOL. This can't be real...
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Questions... What does "Removed default damage range." mean? Rail - Added critical damage: 800 (Mk1) up to 1600 (Mk7+) with a fixed 50% chance; Rail has a 50% chance for a critical? How do Critical modules work? How exactly does smoky Incendiary work? If smoky mk7+ now has a 50% chance for critical, it does incendiary damage 50% of the time? Mines do only 1500 damage now? LOL. they are useless. This sounds too much like a joke. But it aint April 1 yet...
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I said turret augment so ignore hull augments. We all know those are P2W. You went out of your way to list 18 augments, which are really 2 different augments for each turret - they are the same thing. And Adrenaline - yeah it does give a boost - a small one, and only under certain conditions. The other ones listed Do have a negative, even if it's only +% on 'warmup". And even those now only do so on "critical shots". What you have listed is nothing like the augments of the poster I was replying to.
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