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TheCongoSpider

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Everything posted by TheCongoSpider

  1. 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.
  2. It will be coming in the future.
  3. TheCongoSpider

    Critical chance calculation for augments

    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.
  4. TheCongoSpider

    Cosmonautics Day 2026

    For me it just marks 2 years since the TO Mobile experience went to hell.
  5. Those seem to be the ones that came back to put their profile back to being visible.
  6. People using Excelsiors are just operating under completely different rules. It is exhausting.
  7. 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.
  8. This is still happening with Ricochet. There was an issue before Patch 826 where shooting someone while they are slightly phasing into you will not allow Ricochet to deal damage, wasting precious ammo. This issue appears to still be there. Twins doesn't seem to have this issue from what I've seen so far.
  9. TheCongoSpider

    Let's Discuss Tsunami!

    Key takeaways: It appears to be able to advance critical chance on misses naturally, as is the pattern with every turret that has a controlled critical hit augment It can bounce at a similar angle as Smoky, with a Rubberised Rounds augment confirmed Hitting two critical hits in a row was observed but it may or may not be a bug similar to what Thunder had in 2022. Extra damage tick for hitting both of the shots in a row The base turret as it is is much simpler than I was expecting it to be. Any new turret with only one firing mode would have a hard time fitting into the cast as we already have so many turrets and augments taking up different roles and damage templates. It's being born into a...modern era of Tanki to put it nicely, where powercreep is prevalent and possibly even endorsed. So I don't expect the garage augments to be of much use in general at Legend, similar to how it is with Gauss. We haven't seen what the third garage augment icon is. That extra damage tick for hitting two shots may be what makes some augments unique. Perhaps the rapier icon augment might be high damage with that tick to reward hitting you shots, and maybe the Star augment is a critical damage based augment. Maybe the number of times it can shoot before the energy bar runs out to be refilled can be changed like Hammer's clip size can be. And if that's the case, maybe the Adaptive Reload augment can go crazy if it can burst fire multiple shots before the ammo runs out and is repeatedly replenished. Too many things unknown at the moment. I'm just glad that it appears to be useable on TO Mobile.
  10. TheCongoSpider

    Fool Days 2026

    If you're using postimages, copy and paste the direct link. It should be the second link option available after uploading the image.
  11. TheCongoSpider

    Twins Plasma Turbo Accelerators Augment

    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.
  12. 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.
  13. Everything there is working as intended.
  14. The balancing of some of these augments would make you think that everyone has basekit Excelsior HP on their hulls.
  15. 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.
  16. 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.
  17. 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.
  18. TheCongoSpider

    Tanki Online and Sakura Blossom 2026

    There are 20 missions.
  19. TheCongoSpider

    Tanki Online and Sakura Blossom 2026

    "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
  20. TheCongoSpider

    Tesla Excelsior

    It does not. It only exists for: Pulsar Exothermic Lightning Endothermic Lightning Shocking Lightning Armour-Piercing Discharge Superconducting Discharge Shock Therapy
  21. 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.
  22. TheCongoSpider

    Problems in the mobile version !

    An example of this:
  23. TheCongoSpider

    Team Contracts 2026

    If your team is winning every day then you're getting more points than the other factions, to buy rewards with after it ends.
  24. TheCongoSpider

    Team Contracts 2026

    It was stated in the announcement that they are only able to be purchased once.
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