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Everything posted by TheCongoSpider
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Every projectile turret in the game except Magnum as an initial speed, a final speed and acceleration time parameter. The initial speed is higher than the final speed thus they all have decelerating projectiles. Twins projectiles at base decelerate to their final speed in 1.8 seconds. Plasma Turbo Accelerators increases the initial projectile speed by 200% (triples it). Within the maximum damage range you're not going to notice any deceleration because the initial speed is so fast and it takes 1.8 seconds for it to decelerate to the final projectile speed. It is so fast that it reaches the maximum range of the projectile before 1.8 seconds even passes. What you're probably seeing is the projectiles that you miss when firing at enemies. You're seeing them go out in the distance and it is then that you notice it slowing down before disappearing.
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update Patch Update #824 - Released 13th March 2026
TheCongoSpider replied to Marcus in News and Announcements
It's working exactly as intended. The 30 seconds mentioned in the patch consists of 2 things: 7.5 seconds duration 22.5 seconds actual cooldown Crisis, Mechanic and Hyperion reductions go towards the actual cooldown. Mechanic reduced it 22.5 - 20. Hyperion reduced it 22.5 - 15. Crisis reduced it 22.5 - 5. The new update reduces the actual cooldown from 22.5 seconds to 7.5 seconds. 7.5 duration + 7.5 cooldown gives the 15 seconds shown in the patch. Mechanic had its numbers changed to put it back exactly where it was before (7.5 - 5 = 2.5). Hyperion had the bonus completely removed because the base version of the supply is what it used to get and that is now applied to every drone. Old: 22.5 + 7.5 Mechanic: 2.5 + 7.5 Hyperion: 7.5 + 7 5 New: 7.5 + 7.5 Mechanic: 2.5 + 7.5 Hyperion: 7.5 + 7.5 Which results in a relative nerf for Mechanic and Hyperion, with a buff to Crisis as it retains the -5 seconds reduction in cooldown and has repair kits as often as a Mechanic. What does this imply? It likely means the drone rework is coming soon and these are some preparations. -
update Patch Update #824 - Released 13th March 2026
TheCongoSpider replied to Marcus in News and Announcements
Everything there is working as intended. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
The balancing of some of these augments would make you think that everyone has basekit Excelsior HP on their hulls. -
It can use some toning down in different aspects, but with this parameter the Tesla augments can finally be differentiated. Perhaps Dilatory Protocol can go back to slowly creating a chain of ball lightnings that have extended range to connect to enemies but have higher flat damage to offset the ball lightning reductions. Perhaps in exchange for being able to extend the range with ball lightnings again, status Teslas get higher base damage and much lower additional damage, to make it less deadly by itself when hitting groups and only when it does get a critical hit.
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That's a relative buff. Quasar and SBE stay the same as they are now in firing rate but the other Shafts were nerfed. This makes SBE even more of a must pick for people who want a good garage aug. You get a big bonus in damage for not much downside anymore. This is the second time Vulcan gets a big rework that gives it a reward for a specific downside, and then they eventually remove that downside. That's interesting.
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The answers to those questions depend on the iteration of Tesla balance at any particular time. Different numbers of different parameters can change the outcome of interactions in battles. The current version works where it has a base damage and that damage is divided by the number of tanks that are in the chain. So 1 target, 900 ÷ 1 = 900. 2 targets, 900 ÷ 2 = 450 3 targets, 900 ÷ 3 = 300 etc... The current iteration also counts ball lightnings as a target in the chain. Ally tanks are not counted as a target for the damage reduction. They allow you to increase the range (substantially at that) with no damage reduction for that section of the chain. Only on critical hits and ball lightning explosions. Tesla attacks the midpoint of hulls. Part of the hull can be visible around a corner but you won't be able to hit them with your chain lightning if their midpoint is not visible from the cone angle of the Tesla. Sometimes, rotating the turret slightly away from the hiding player will allow you to just barely get the midpoint in view to hit. The current (and next) iteration of Tesla still has relatively long range extension with allies so try to utilise allies as much as you can. You can't hit someone from Tesla prong to target if they are 30m away, but if there is an ally nearby, you can quickly snap to them, shoot them and have your range extended to the enemy. Tesla has high burst damage potential compared to other melee turrets, both in the way it deals its chain damage and the way that it can combine the ball lightning launch and chain lightning ticks. Previously for 2 targets it would be 900 ÷ 2 = 450. Halved damage. The new rework is (400 ÷ 2) + 400 = 600. Damage reduced by 25% (1 target would be 400 + 400 = 800) This makes it slightly worse at the start of the engagement but over time it will be made up with a faster firing rate with the same shots to kill, which also results in more critical hits. Against grouped targets it will be dealing much more damage than before when the number of targets is high and it'll also be combining all of those higher damage with faster ticks and critical damage like usual. EMP and AP Tesla can benefit quite nicely from this for weakening and then finishing off groups of enemies. Isida, Firebird and Freeze damage enemies in the cone. Firebird and Freeze have damage dropoff as well. Tesla is able to hit targets at different positions on the map, you don't even have to be facing the target to hit them. Tesla can extend this range far at random with allies.
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There are 20 missions.
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"In exchange for a slight reduction in healing speed" Lol. They better be speaking from the future where it already has improvements to make it worth intentionally picking. The augment in its current state is pointless. I get significantly more frustrated trying to make it work than any satisfaction I can possibly get from it
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It does not. It only exists for: Pulsar Exothermic Lightning Endothermic Lightning Shocking Lightning Armour-Piercing Discharge Superconducting Discharge Shock Therapy
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update Patch Update #821 - Released 6th February 2026
TheCongoSpider replied to Marcus in News Archive
The strongest part of Driver was heavily nerfed in the previous patch. With this current patch you have even fewer reasons to use it over other more convenient Legendary hull augments if you have multiple. -
An example of this:
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If your team is winning every day then you're getting more points than the other factions, to buy rewards with after it ends.
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It was stated in the announcement that they are only able to be purchased once.
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Why do the epic containers only give me these rewards?
TheCongoSpider replied to ILLUSION-ZONE in Archive
I use postimages.org with the direct link option to embed images here. -
Why do the epic containers only give me these rewards?
TheCongoSpider replied to ILLUSION-ZONE in Archive
The exotic section of epic containers contains the following items: 500,000 crystals Legendary Key Crisis Armadillo Event Items There are iterations of epic containers for every event. What changes is the event items. For the Festive Season 2025 event, it featured every Excelsior augment for the equipment in the game as well as a few other things like Detonator and Blaster shot effects. Every event announcement tells you what is featured in the exotic section. The current Ice Age event features specific augments and skins for Railgun and Ares. The fact that you are not seeing anything there means you already have all of the items in the exotic section for this event. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
In short words, 2025 was the worst year I've ever had in this game. On top of that, the game balance feels like it's in shambles right now. -
How is this a hover hull-specific problem? This happens with every hull.
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Are we still guaranteed an exotic item for every 300 epic containers opened?
TheCongoSpider replied to 0179432 in Archive
Yes, the pity system is still active. If you do open large amounts of epic keys it would be in your best interest to count them like scales said. -
@Helios It took almost 3 months for us to get back that lost progression btw.
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patch notes Patch Update #817 - Released 28th November 2025
TheCongoSpider replied to Marcus in News Archive
I don't see how you can possibly think that Armadillo becomes useless after this. -
patch notes Patch Update #817 - Released 28th November 2025
TheCongoSpider replied to Marcus in News Archive
The paramaters augments have on release is the way they're supposed to be forever and ever? -
patch notes Patch Update #817 - Released 28th November 2025
TheCongoSpider replied to Marcus in News Archive
It was never a penalty. Stock Ricochet reloads the bar in 4.34 seconds. Berserk reduced that time by 20%, to 3.47, making it all around more efficient at everything. This change puts it at 4.03 seconds. Still directly more efficient than Stock but less so than the previous version. This change should mean it will be harder to conveniently bounce the shots pushes it much more closer towards playing head-on like other Vulcans. -
If you're already rich enough to buy the Tankoin Tank paint, what use do the developers have to suddenly give you free stuff for that? They'd want you spending money on events.
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