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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. To be fair, Firebird and Freeze do have it almost removed. It's reduced by 70%. For Firebird that meant it didn't have afterburn damage until the later modifications like Mk6 and above. After the afterburn rework last year it's now possible for the lower modifications to get a tiny bit of afterburn but still it's effectively almost removed. For Freeze it still has the DD cancel (that can flicker on and off if you're hitting an enemy at the edge of the range) but cannot meaningfully slow down enemies. The difference being the Firebird and Freeze changes happened 2 years ago while the Tesla one is recent so it at least had some justification for it. Isida already isn't very threatening on its own and if it's using the healing then it means it's not using the status effect at that time, as opposed to the others that have one setting - attack. They're still in the process of bringing Tesla to where they want it to be. It's happened to various turrets before. I'd ask you to wait but you're a pretty adamant Tesla enjoyer so you'd already be impatient by now. Opex did say Tesla will be getting new augments so relevant changes may probably come before or in the same patch as a new augment.
  2. Correct, it hasn't been fixed yet. For about 2 ½ years now. Around December it became even worse somehow where the acquisition was being reset later than usual. That has calmed down now but it's still a problem. They managed to somewhat fix it with Striker and Scorpion. I'm not sure why it's taking so long to fix for Gauss.
  3. TheCongoSpider

    Tanki Alphabet

    Is that really a bad thing if they're just cosmetics?
  4. TL;DR - I want to enjoy the game but the game won't let me, more stubbornly so after the recent patch. Android HTML5
  5. TheCongoSpider

    Let's Discuss Augments

    Incendiary Band is an old augment that works a specific way and was kept like that. The newer status augments specifically use the Stock turret as a base and apply their effects on critical hits. Incendiary Band and Freezing Band do not work the same way. Freezing Band is just Stock Vulcan but it freezes an enemy with a critical hit.
  6. TheCongoSpider

    Bug Reports ❗ NEW ❗

    @Jeers4U I can confirm that the Railgun on it still has horizontal auto-aim. I'm guessing the number is somewhere around 2°, not high. However, it appears that the Striker now has horizontal auto-aim on it. The Striker one looks like it could between 3° and 4°. That's for Mk7+. If it did in fact receive changes like the other turrets, then the lower modifications of Terminator would have a higher number, which you would probably notice as you'd be around those ranks.
  7. TheCongoSpider

    Bug Reports ❗ NEW ❗

    Yes, the Railgun on the Terminator has had horizontal auto-aim in the past. Around late 2023, it seemed like they silently nerfed the horizontal auto-aim on the Railgun to be near non-existant. Shots that I knew I should have been hitting suddenly started missing around that time. Then it got transitioned to HTML5 which makes playing the Jug quite harder than on Android. I don't know if Terminator's auto-aim is currently disabled alongside normal Railgun, as I haven't played as the Juggernaut since the update on Friday. I'll confirm the next time I go get it. The Striker part of the Terminator never had horizontal auto-aim though, not on Android and still not on HTML5. Which made/makes it a massive pain to use against quite a lot of enemies, especially with the QoL downgrade of controlling the Jug movement on HTML5.
  8. TheCongoSpider

    Bug Reports ❗ NEW ❗

    https://tankionline.com/en/2025/02/paints-with-country-flags-are-removed-from-the-game/ It was supposed to be done since last year.
  9. Here I would complain that the garage augments for Thunder are, once again, being negatively distanced away from the power of the Legendary augments but that seems to be the entire point of this patch's rebalancing. I have no words.
  10. TheCongoSpider

    Bug Reports ❗ NEW ❗

    Can you explain in detail what exactly is happening to your tank?
  11. TheCongoSpider

    Bug Reports ❗ NEW ❗

    Is it possible for you to record a video of this happening?
  12. I saw reports/complaints on the EN and RU forums about people having HP hacks or tanking more shots than expected. Me being me, knowing the damages and values of different iterations of equipment over the years and playing on Android which gives you less information to work with on mobile, was hyperaware of the damage being dealt to me to deduce what an enemy was using ot how upgraded they are. Whenever I died to something on Android, I would immediately check whether that thing that killed me was legitimate. Something may look off, for example, a Thunder shot that killed me from half HP when my medium hull had armour on and no AP active in the battle. But upping quick inspection, it was me getting hit by a Scorpion whose projectile missed my tank on my screen, and the Thunder at the same time. So the a casual or normal player, this raised a red flag and would have them think this Thunder was hacking. There are many players in battles. There are many ranged turrets. There are many projectile turrets whose shots miss you on your screen but hit on the server. This happens very often to everyone. It also often happens that these shots can mix and throw you off if you're not attentive, or if the camera angle or killfeed prevent you from verifying it. I did the same on HTML5, but now, I have access to a proper TAB to immediately see what augments and GS people have. After seeing some of those reports in recent months, I tried putting more focus into what was killing me at any time. The first thing I noticed was that at random, there are quite a number of Engineer augment users. At times some lobbies have around half the players using it. Engineer tripped me up on Android a few times because it was new back then. I would see that this player took 1-2 additional shots to take down for some reason, but then I remember after that they touched a drop box during the fight. That's one potential cause of people thinking others have HP hacks. But then there's the other one. I, myself, have been getting tripped up by this in recent months. Especially against Mechanic drone users. Unlike Defender, Booster, Trickster, Crisis and Saboteur drones, Mechanic does not have any immediate visual indicator that it is working. If I almost kill someone, they use a repair kit and I immediately interrupt it but they took long to kill again, I can deduce that they were using a Mechanic drone and I didn't notice. I would check them again after respawning to confirm that they were a mechanic user and they were. It just doesn't help everything else on it is Brutus-like and the drone itself is small when floating above a tank. No, it took me a while to notice it. I had to record a video just to make sure. What seemed to have changed is that the flashing icon for the repair kit and Polarisation from the repair kit is much more faint and disappears quicker than before. It's those that I use to confirm that an enemy used a repair kit and expect them to have +1,000 or +1,100 more HP to push through before killing them. But when the repair kits are interrupted early, I don't even see the repair kit status icon and I could barely see the Polarisation icon before it disappears now. And as soon as I noticed that, I see that that is likely what is causing people to think enemies have HP hacks. The visual feedback you get from interrupted repair kits is suddenly much worse than before. In the end, as it was for years, no hacks are in play.
  13. At the end of the day, Opex is the one with the stats and rationales for balance changes. Something that I think is fine could be seen as devastating to someone else and vice versa. The best we can do is make educated guesses based on what balance changes are made. The fact that it hasn't been nerfed yet likely means it's contributing at least something positive to the game balance situation.
  14. To me this sounds like you've just started fighting against players with upgraded Shaft modules, Defender drones, or both at the same time. I personally don't have a problem with the damage Stock Shaft deals, but that bias aside, this feels way overblown. A lot of the stuff you say here applies to most if not every turret, not just Shaft. You're hitting 2,000 damage on your boosted sniping shot? Guess how much a Twins or Ricochet is dealing in that same situation, 133 and 233 respectively. 33 and 58 if they're hitting the target with their weak damage. Defender + 50% module is cancer to everything that doesn't have innate AP or EMP. 50% modules also feel bad on any turret, especially if there are multiple of them. Shaft isn't special in this regard. In fact, one might consider it a blessing to be able to deal that much damage to a very armoured target at once. Higher likelihood to steal a kill on someone that's already injured. No clue what this is supposed to do. What you see in the garage is what you get. It's as simple as that. This changes when you add armour and modules, a staple part of the game that adds depth to fights. What makes your arbitrary number better than the "arbitrary" number shown in the garage? Every enemy has different equipment. It is best that you not take those augment descriptions to heart. You must look at the actual parameter changes being done. You're here writing long topics on the forum. You're more than capable of asking around before making purchases, particularly in the official Tanki Online Discord server. You will get faster and clearer answers to your burning questions there.
  15. TheCongoSpider

    Let's Discuss Containers!

    It's already been happening for a while via event currency purchasable with rubies/crystals in specific events.
  16. With that negative out of the way, on to a positive. In the past month there have been FPS improvements in battle. Before, I would hardly be able to get to 60 FPS after the 3rd minute of being in a battle. Now, it's entirely possible for me to have 60 FPS at any time within the first 11 minutes, assuming nothing major is happening on the screen at the time, usually when I'm respawning. This still doesn't stop the client freezes. Maps like Kungur, Berlin, and especially Yorkshire give client freezes often. Most recent recording of one.
  17. TheCongoSpider

    Complaint Book

    It's Team Juggernaut special mission week. Which means absolutely nothing has changed with MM. Quick battle queue is still taking me to TJR battles the majority of the time. The complaint here is not random cancer squads, but execution squads. Where a lot of players, usually with 9999 GS, would be using strong turret and hull augments with good drones and modules and, most importantly, with a competent healer. They roll in, execute the current Juggernaut and roll out. On repeat. I happened to be placed on the same team as them this time around, coincidentally as I was also using Hammer. It was quite horrific to see. At one point one of the Juggernauts spawned and was surrounded by me and the other 3 Hammers. He died 3 seconds after the spawn immunity wore off. In the worst cases, they don't even give you enough time to reach 100 score for stars. I haven't liked being in TJR for a long time but this is just one of many reasons why I hate repeatedly being put in TJR battles when in the quick battle queue. It's like people barely play any other modes. It's not uncommon for me to get 3+ TJR battles in a row.
  18. TheCongoSpider

    Bug Reports ❗ NEW ❗

    What number is your ping usually at?
  19. TheCongoSpider

    Bug Reports ❗ NEW ❗

    Do you by chance have a video recording of this?
  20. If there's an augment that boils my blood every time I see it, it's Round Destabilization for Railgun. This augment is the primary reason I get frustrated thinking about doing missions on my accounts that do not have Armadillo upgraded. Every time I spot the icon next to the Railgun in the TAB, I'm reminded of that awful Patch 763 I had to play through on a then newly-transitioned HTML5 mobile. It wasn't enough that they had to further increase the critical damage while keeping the chance at 50%. They also had to buff the normal damage, high enough to one-shot unprotected light hulls. The critical damage is so high that it's still higher than the buffed normal damage even when facing 50% Armadillo vs no Railgun module. At any given moment, there is a 50% chance for you light hull to instantly die. And if it doesn't, you can still be killed in 2 shots with the buffed normal damage within the wrong 120m maximum damage range. At any given moment, there is a 50% chance for 82% of your medium hull's HP to be vaporised. 92% if they're using Booster or Crisis. And again, if they get unlucky, they can still kill you in 3 normal hits from full HP. At any given moment, there is a 50% chance for your unprotected heavy hull to be one-shotted. Two shots if you have armour. It being critical hit based means you can be doing this at close range as well as across the map. That buff allowed Booster to allow it to kill medium hulls with normal + crit so if I took one normal hit at first, I now gamble on a 50% chance that I don't instantly die in the next 4 seconds. And then there's the fact that it's RNG. You know how it goes. Always feels like it works for the enemy but never for you. The 50% critical hits will apply for the user but any random person can be lucky or unlucky in which of the two they get hit with. I had a battle on a non-Armadillo account where I was fighting an RDS Railgun and an LCR Railgun. Both increase critical damage by a large amount. I had the Railgun protection equipped primarily for the LCR with its high normal damage. Well imagine my luck that while a solid 60-70% of the shots I received from the RDS Railgun were crits, almost ALL of the shots I received from the LCR were crits. 23% crit chance, hitting me almost every time. I couldn't do anything. I relied on hoping the 77% chance to receive normal damage would save me, but no. My Railgun protection pretty much did nothing in that battle, and my team lost because of that. Many times I'm trying to carry my team for a comeback but the presence of just ONE RDS Railgun, even if they don't turn their turret and/or are just using Brutus, can completely shut down my momentum at any time. All with a 50% chance. Hey, maybe it's good that there's an equalising factor for weaker players/teams. The most recent example was this. Two RDS Railguns with Hornet at the top for basically the entire battle. They had someone with Shock Freeze and Defender drone stopping anyone from getting up there. I didn't get to check my allies but this battle was close ONLY because I had Armadillo. If I didn't have Armadillo then I would just repeatedly get picked off before I could do anything and that battle's outcome would have been decided by the 2nd or 3rd minute. What makes it so frustrating is that the augment is common. There were many ways for old and newer players to get it and have it as an option in their garage. It's the most common Railgun augment I see. Railgun, ever being special in having many modules against it in any random battle, even in DM modes with small maps only, will make people want to use it more. Very sticky situation. I didn't think it needed a buff so that big buff it received was insane in my eyes. What's even more insane is that it hasn't been nerfed at all since that buff almost a year ago. Given that it's still an RNG-based augment, I wouldn't be surprised if even after that buff it's still not overperforming in the analytics. What are you guys' experience playing against this with and without Armadillo?
  21. TheCongoSpider

    Let's Discuss Matchmaking

    Before an update half a year ago, you would have been fighting those same Legends at Brigadier. Maybe even before Brigadier if you were playing near the server restart. It feels bad now with the sudden jump in difficulty from General to Marshal but before then, you'd be having that difficulty long ago. You also have 8.2k GS. That's quite good for just reaching to Marshal. The way you were worded your post made me initially think you had somewhere between 5k and 6k GS. Just because a person has a fully upgraded tank does not mean they are a buyer. You've not been at Marshal for long so your sample size of battles would be small. For all I know, you actually could have fought a group of players that do buy and use strong equipment to do well with any the expense of the enemy team, multiple times in a row. The main thing there is the difference in time periods players had been playing the game. Players who have been playing for many years and have already been acclimatised to the changes in progression would not have a huge issue with this MM. They've already climbed the ladder, so to speak. Who suffers are the players who started playing in very recent years, or those who haven't played in a very long time and are returning during these recent years. Recent years where restrictions were made on progressing accounts. New accounts after mid-2021 only have 1 module slot instead of 3 and until recently, they costed Tankoins to buy. Drones were required to be upgraded and used to have your supplies' strength back to maximum. Modules are much more expensive for the average player now and they unlock all the way at General rank. Shop overhauls had their pros and cons in different time periods. Currently there is no way to get higher upgraded equipment early for crystals like there were 3+ years ago. In my opinion, the restrictions and experience on new accounts became the worst after the huge Token of Apology given out in December 2022. I couldn't see myself intentionally creating a new account after January 2023. It is harder for me to guide newer/returning players recently because there are lots of precautions and things to explain, as well as preparing them for any announced future updates and traversing through balance changes. The progression experience of a returning player with X garage at Patch #683 can be very different to a returning players with Y garage at Patch #697, for example.
  22. TheCongoSpider

    Let's Discuss Crusader!

    I honestly have no clue how you can look at both Crusader and Hopper and conclude that Crusader is the light hull. Hopper literally looks like the floating tank version of a mosquito. ?
  23. TheCongoSpider

    Bug Reports ❗ NEW ❗

    Daily and weekly missions are no longer activated upon entering your account. It is unclear whether this is a bug or intentional.
  24. TheCongoSpider

    Invite a friend

    Is there a good reason why daily and weekly missions are no longer auto-activated upon entering an account after this Invite a Friend event appeared?
  25. Critical chance is the same for every modification of a turret. What will change with modification is the frequency of the critical hits over time, as the firing rate for most turrets is increased as you upgrade it. More shots in a specific amount of time = more critical hits over time. Firebird, Freeze, Isida and Tesla have the same energy consumption and tick rate at every modification, so an Mk1 Isida will be getting as many crits as an Mk7+ Isida if all energy is successfully spent on enemies. What is increased for them is the range at which they can apply them, and for Firebird and Freeze, their energy recovery rates (how fast the reload bar goes back to full when you stop firing). Turrets have gimmicks with critical damage, whether that be baked into the turret's design or created artificially via critical damage/chance balancing. Freeze does not have any specific gimmicks with critical damage. Its template, if you can call it that, is having a high critical damage number with a low critical chance. You will get critical hits relatively rarely, but when they do, they pack a punch. If you get lucky and have multiple of them in a short amount of time, you can rip people who do not have the Armadillo module to shreds. You are correct in that Paralyzing Mix is a downgrade overall. Status augments are their whole own thing with their quirks and gimmicks. The ones for Firebird and Freeze particular suck because they reduced the heating/freezing rate by a large number while also reducing your critical damage. EMP and AP are serviceable because they can suddenly and severely impact the survivability of an armoured enemy with their status effects. Stun and Jammer do not have such luxuries of forcing players to die quickly so they suffer more. You can still do well with them, of course, but you will likely not have a fun time while trying to do so. As a fun fact for you, the only turret whose critical chance numbers would directly be increased by upgrading was Smoky. Since mid-2023, Smoky's critical chance numbers had been changed to mimick the other 15 turrets.
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