-
Posts
8 117 -
Joined
-
Last visited
-
Days Won
92
TheCongoSpider last won the day on April 6
TheCongoSpider had the most liked content!
Reputation
9,032 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
I think it was necessary. It's one way to distinguish its damage template from other turrets. It can also be presumed that one way they will design some of the legendary augments is to remove the extra damage but add power in different sections of the turret. So they are powerful on their own but they still have a distinction from Stock and many of the augments that follow Stock. For example, Autocannon with its 5-shot burst will benefit from that combo damage buff but that is assuming they hit all 5 shots on the same target. If a single one misses then they don't get that extra damage that can finish of the target, allowing the enemy to get back to full HP by the time the longer clip reload is finished. Sorted Ammunition whose 2nd shot in the clip will always be critical, they can remove the combo damage and simply make the critical damage be a high increase like +50% instead. Stock being buffed in that area specifically will eat into Polaris' niche so Polaris may have an even higher number to differentiate it, or perhaps the requirement to access the high bonus damage may be reduced (for example having 4 shots in the clip instead of 5 or 6). With Adaptive Reload, the extra damage is gone but it's "replaced" with the ammo being instantly reloaded if the 2nd shot impacts an enemy tank that is not on spawn immunity, which gives you delayed burst damage higher than Stock. They can adjust that to tailor who gets to do well with the turret. If you want any random person doing well with it, you can make the base damage higher (above 750 for example) and lower the combo damage. Or they could go the route they did with leaving normal damage below the major damage barrier, encouraging better accuracy to make more use out of the higher combo damage.
-
Worst case scenario happened. It's not comfortable to use with my Crusader. It requires pinpoint accuracy and aim adjustment to continuously get use out of the extra damage per clip. Which I cannot do due to mobile being a flaming heap of garbage for the past 2 years and the absolute murder of horizontal auto-aim since early 2025 (Tsunami has 0° auto-aim). I'm relegated to using Manual Firing Mode and the status augments. Manual Firing Mode's current scaling makes no sense after the Stock buff. It has no extra clip damage and firing rate isn't that great. Meanwhile Duplet gets to have the damage increased by 30% for both projectiles while not having much higher clip reload. Gotta love augment balance in modern Tanki.
-
Do you have only one account or multiple accounts? Are you aware that the icons can be the same but they can be for different turrets? Do you have any screenshots of this happening? How long as this been happening to you?
-
Excelsior lives to see another month.
-
Jammer Ricochet is the only thing I can have even a shred of fun with these days on mobile with this current game balance. Just the other day I played a Dusseldorf battle where probably half the enemy team was using Defender drone. I try hard to take off the armour of the ones in front of me, die, spawn on the other side of the base and see multiple more Defender drones laying siege to my team. The Jamming will continue until Defender usage drops.
-
Are you using the Defender drone?
-
update Patch Update #829 - Released 30th April 2026
TheCongoSpider replied to Marcus in News Archive
Same for Smoky. Ever since the anti-cheat change. -
I was to ask about this answer when the Vlog came out but was lazy admittedly since I'm not participating. But the way the question is worded and specifically the visual representation of the question where the answer is derived from is ambiguous. It asks for the difference between base Viking OD with Smoky and Viking OD with the boosted damage supply active. There is not a straightforward answer to that question. That depends on if a drone is equipped in the tank, what drone it is and how upgraded that drone is. The visual representation used did NOT have any drones visible. So if I were to participate in that, I would have put the wrong answer. The damage coefficient of base Smoky is x2.5 (or in other words base damage being increased by 150%. Adding a base boosted damage supply adds 0.5 to that damage multiplier. It can add up 1.25 depending on the upgrade level and if the drone being equipped is a Booster or Crisis. No drone was active, so the answer should be 20% as: 677.78 * (100 + 150) / 100 = 1,694 677.78 * (100 + 150 + 50) / 100 = 2,033 677.78 * (100 + 150 + 100) / 100 = 2,372 If we go solely by the visual representation, then 2,033 was the number we were supposed to see, which would be 20% higher as the answer. Instead it shows 2,372 implying there is a fully upgraded drone's boosted damage being applied, which would give 40% as the answer.
-
No official reason but it's in Early Access. They'll likely bring it when it is officially released in the garage. To quell your doubt if they're doing it or not, have this screenshot from early March after one of the patch server restarts.
-
It will be coming in the future.
-
Augments alter the parameters of the Stock turret. If a parameter is being increased by 10%, it is the base parameter * 1.1. In regard to the critical chance. They simplified the chance on the wiki for all of the turrets, showing you the chance, at random, of a turret's shot being a critical hit. Instead of listing all 4 of the chances parameters it just shows the average chance. Twins has an average chance of 4.8%, which consists of: Initial: 5% Maximum: 5% Minimum: 0% Chance Step: 5% The initial, maximum and chance step are all being increased by 10% of the base amount when you equip a status Twins augment. It will turn into 5.5% whenever your chance is not 0%. Certain augments will only change a few of these parameters. For example, the Supercumulative Rounds and Missile Launcher "Brass Knuckles" augments. Supercumulative Rounds decreases only the chance step of Smoky by 60%. Instead of being 11, 0, 11 like Stock, it will become 11, 0, 4.4, 8.8, 11. Initial: 11% Maximum: 11% Minimum: 0% Chance Step: 11% ---> 4.4% Missile Launcher "Brass Knuckles" increases only the maximum critical chance, to a value of 100%. Instead of being 20, 0, 20 like Stock, it will become 20, 40, 60, 80, 100, 0, 20, etc. Initial: 20% Maximum: 20% ---> 100% Minimum: 0% Chance Step: 20% If an augment changes all of the relevant parameters at once (initial, maximum and chance step) then they will simplify it and just state what the increase to the average critical chance is. If an augment changes only specific parameters, those specific parameters will be mentioned.
-
For me it just marks 2 years since the TO Mobile experience went to hell.
-
Those seem to be the ones that came back to put their profile back to being visible.
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
People using Excelsiors are just operating under completely different rules. It is exhausting. -
why is twins emp better than twins excelsior even though its a epic augment?
TheCongoSpider replied to INEVITABLE in Archive
You are placing too much importance on the augment rarity. There are many different families of augments in the game, each with their own balance history. The standalone status augment family has almost the same template for all turrets. Currently it is the Stock turret, with -50% critical damage and +10% critical chance in exchange for afflicting status effects on the critical hits. With this same template, there will be status augments that are bad on some turrets but practical on others. EMP and AP are strong statuses as they directly tamper with the time to kill enemy tanks. If there is convenient RNG, which is critical hits that are often activated at the right time to significantly reduce interaction time with the enemy tank, then an EMP/AP augment on a turret will shred them. EMP Twins is one of the practical EMP augments. There is one firing mode. It is rapid-firing. The critical chance is decent. The EMP lasts for the minimum time (1 second) but in that one second many things will happen. Your boosted armour is removed. You're now dealing double the damage that you were doing to them before the status took effect, almost triple the damage if the person you're fighting was using Defender/Crisis armour mode. Their boosted damage is removed. They now suddenly kill you slower, allowing you more time to continue peppering them with shots, possible another critical hit to seal their fate. Their speed boost is removed. They become slower for a variable amount of time depending on the drone they are using. This makes it easier for you the land your subsequent shots on them. Their repair kit, if available at the time, is disabled for at least 1 second. In combination with everything above, this can significantly reduce the time to kill. A base Twins with no special properties can take upwards of 10 seconds to kill a target under certain conditions with an enemy. Meanwhile an EMP/AP Twins can sometimes take a fraction of that time depending on when the critical hit is activated and what equipment the enemy is using. Hence why EMP/AP/Pulsar Twins is the easy mode for the turret. It removes a significant weakness of the turret (relatively slow projectiles, therefore lower hit rate) by forcing the interaction with the enemy to take less time, randomly with RNG. Excelsior augments currently are the Stock turret with 30% more normal damage and slight increase to rotation speed. You inflate your damage directly. EMP/AP augments inflate their damage indirectly by removing the damage reducing effects on the enemy tank. If a tank is armoured to the teeth, such as a Mammoth with Excelsior augment, with Defender drone, 50% projection against critical damage and your specific turret, then all augments will be taking a relatively long time to take it down. All except EMP/AP augments. An EMP augment will still take longish to kill it as it must first wait for the critical hit and then it will still be dealing lower damage due to the module, but it would speed up the process while allowing you more time to kill it as well. An AP augment will temporarily disabled all of the damage reducing mechanics on the Mammoth and significantly speed up the time to kill it. This is where variety of equipment is. Despite an augment being in a higher rarity or with stats that appear to be better on paper, they each have interactions where they are better than each other. They each have reasons to be picked over one another. Status augments previously were in the Legendary rarity of containers. Nothing changed with them directly when they were placed into the epic rarity. They simply became easier for a player to obtain them over time. Their rarity level being reduced does not suddenly mean it stopped doing what it did.
Jump to content
























































































































