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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Tanki Picture of the Day - Have any?

    I also got a really lucky battle with EMP Shaft. I just really wish I could have been using this on Android.
  2. TheCongoSpider

    Claim - Game not available

    Please send a screenshot of your issue.
  3. TheCongoSpider

    Let's Discuss Isida!

    In that screenshot, you're using Shock Nanobot Injection which decreases healing by 50%. If you actually want to be focusing on healing with Isida, you would be using Support Nanobots or Sustainable Nanobots if you had it. As you're using Shock Nanobot Injection, I presume you're attaching your beam to full HP or near full HP allies to continuously give them the damage boost. Having your beam on a full HP target won't give you points and I'd like to believe you already know that. You don't have a video but in a map like Berlin it would seem fairly obvious that at random, the Healing Emitters user may have shot at another injured non-Juggernaut ally which would give a boost to his score in comparison to yours. Solely healing the Juggernaut is unprofitable and it is intended that way. Isida, Shaft and Thunder use the same scoring system for healing. 1-13 points depending on the % of maximum HP of the target healed. What differs between them is how their healing is applied. The distinct difference is that Thunder and Shaft's healing augments have much more range than an Isida, with Shaft being the most comfortable and Thunder having issues with the auto-aim. I agree, but the way you relay your experiences and complaints in battle is often confusing if not misleading.
  4. TheCongoSpider

    eSports Tanki Fund Giveaway

    They bought multiple bundles and won multiple times.
  5. Have you ever had an awful year in Tanki Online? I was going to make a long-winded post that I was planning to write for months but it was running on and on so I'll make it shorter. 2024 in Tanki has been the definition of discomfort for me, for numerous reasons stemming back to mid-2023. The strongest gut punch from my perspective was mobile transitioning into a flaming trashheap overnight in April. Almost everywhere within the app was a QoL downgrade. All the comfort I had with Android despite the very annoying bugs that persisted for years, was gone. Performance issues, control input issues, camera issues and so many other things made playing the game after the transition uncomfortable. All of these issues shoehorned me into a much smaller list of equipment I could use in battle, so small you could count it on your hands. The energy I had to exert to complete special missions on one account on HTML5 was the same as doing multiple on Android. As as luck would have it, the first iterations of Contracts appeared. 3,000 reputation points per contract, multiple Contracts required. And there started the months of suffering I had in MM. The augment balance since May has been...I don't even know how to describe it. Some of the most baffling changes I've seen. Some of them were deserved buffs/nerds and others like Tandem and Plasma Turbo Accelerators were ludicrous. It was also there when I started noticing a large jump in the amount of groups I was fighting against in MM. Almost every battle felt like a sweatshop with the enemies I was fighting. All using the augments for their turrets that were very clearly made overtuned. PTA, Tandem, Vacuum Missiles, Faust, Strict Ammunition Load, Adaptive Reload, Large Calibre (hiss), Critical Mix, Healing Emitters, Status Teslas, Heavy Slugger, Hunter Duplet, Swarm, Round Destabilisation, Shock Freeze, Blaster, Lifeguard, Miner and an assortment of the practical Pulsars, all with their strong drones, especially Defender. Almost. Every. God. Damn. Battle. Not only did I have to fight against these powerful things in groups, I had to be fighting them while also fighting HTML5 itself and all the shackles it placed on me. At some point it became too much and I stopped playing for about almost 2 months. I would only come in to check the settings on the event modes, test some things and go back out. One day I would feel to play Tanki, then I remember all the BS I would have had to go through with HTML5 and the equipment I'd be fighting at that time and it would instantly turn me off. I wanted to enjoy the game but the game wouldn't let me. I slowly came back to playing when I decided I would use a variety of non-PTA Twins augments to complete missions, just to prove to myself that although it may look weak on paper, it could still do just as well as PTA at the time could with enough effort put into it. It was tough but it made me start enjoying the game again even with all the limitations (especially supply activation). Finally many months after the transition, auto-supplies came back. It's far from perfect but it was a massive weight off of my mind and I no longer had to be interacting with that asinine supply wheel as often as I was before. Auto-supplies release meant a few more turrets and augments became more comfortable for me to use, particularly with Crisis. When auto-supplies came, it brought back the functionality of Android where you could queue up your next supply while it was on the cooldown. After one week, that functionality was removed for some reason and Crisis is back to kicking up dust in my garage and frustrating me whenever I do decide to give it another chance. Then bots came to Legend battles. Initially it was ok whenever I played near the server restart. But then the score nerf happened and now it's a slog to play in bot lobbies without specific equipment. Worse yet is being matched against a sweatsquad with a healer and not being able to do anything because bot scores are too low and actually going after the sweatsquad members is a lost cause with a competent healer present. Here we are now at the end of the year with a one-shot Magnum augment and a Freeze augment that quite literally rattles my head whenever I try to comprehend it. Some turrets having decelerating projectiles for some odd reason. Twins I understand as it would help it close range but why for Thunder, Gauss and Smoky? Why Ricochet? Plasma Disruptor being the latest nonsense alongside Crit Mix Freeze which is just straight damage inflation. A Patch some weeks ago made some equipment feels better to use, like Smoky, so I now have more options to play with at random. There are many issues still waiting to be addressed and I wouldn't be surprised if it took another year for it to happen. Epic keys feel lifeless with all these fodder rewards like paints recently. I'm also not looking forward to Shock Nanobot groups in Team Juggernaut allowing them to go up damage barriers with the Jug. That concludes this rant from a frustrated mobile player. What do you hope to see going forward in 2025?
  6. TheCongoSpider

    How long will you rob us? Rewards Bug

    The current Legendary rarity in containers is diluted with a lot of the items, most of which a player would not care for either because they don't like getting paints or it is an augment for a turret they don't see themselves ever using. Among other things, one solution the Devs have implemented this year is to have specific items in the Legendary category be in Exotic rarity for specific iterations of epic containers so that the drop rate of that specific reward is higher. This includes augments, and unfortunately recently, paints as well. This is the 3rd time a paint has been put in an epic container iteration this year. You would have known this if you read the announcements. Touch of Chill Paint isn't there anymore because you just obtained it.
  7. TheCongoSpider

    How long will you rob us? Rewards Bug

    That is not a bug.
  8. TheCongoSpider

    What to buy? Which is better?

    It is not only that. To fully upgrade those drones is 10x the price of Brutus. And using them at low upgrades is a downgrade to Brutus.
  9. TheCongoSpider

    Bug Reports ❗ NEW ❗

    Do you have a video recording of this?
  10. TheCongoSpider

    What to buy? Which is better?

    Fully upgrade your Brutus drone and use that only. The other drones are luxury drones that you are not ready to use yet or for a long time.
  11. Even less reason for Explosive Shells to still have reduced projectile speed.
  12. TheCongoSpider

    Shop

    That is strange. I've never seen the Showcase disappear. Seeing that your first screenshot was immediately after the server update from a Patch, it may have been something unintended that was hotfixed some hours later.
  13. TheCongoSpider

    Shop

    Did you buy all 6 items from the showcase before the server restart?
  14. TheCongoSpider

    Shop

    Is this a Recruit account? You will gradually get showcase offers when you rank up.
  15. TheCongoSpider

    Shop

    No it wasn't. Why do you ask?
  16. TheCongoSpider

    Ideas for Augments!

    I often saw players leaving a battle at the start whenever they see the person they're fighting against is being healed by a Shaft, myself included, especially if they have a Defender drone. And I cannot blame them. Healing, especially safe healing like HE where you deal the same healing far across the map and still do good healing from a further range from that, is obnoxious to go against. Sometimes I can go in with a strong mindset to play against squads filled with cancer augments. But many times, I just didn't have the mental fortitude to do that while they're also being healed by someone across the map. Someone, who at any moment, can still dish out lots of hitscan damage to me if they chose. I did the vast majority of my 16 contracts for the Battleship event with Healing Emitters. Trying to use anything else resulted in me getting half or less reputation points than if I were using HE instead because of the sheer concentration of cancer squads I had to be fighting against. While my teammates were getting low KDs, I was walking away with hundreds of points more than them. It baffled me how it took so long for HE to get a proper nerf even after it became available multiple times. No, removing critical damage was a wet fart of a nerf. You still dealt full healing and full Stock normal damage. You still 3-shotted light hulls in the same time. You still one-shotted medium hulls with the scope. There was hardly any reason to use another Shaft augment for general gameplay. It kept begging the question why Support Nanobots had a hefty damage penalty while HE had full damage and full healing. Maybe having an overpowered and easy to use healing augment was good for player retention or a crucial part of the game balance, I don't know. But there had to be a reason it was untouched for so long. That was between April 2021 and October 2021. In December 2021, it got a good bit of range back but not too plenty. The range started becoming very big in August 2022 specifically when they raised both maximum and minimum damage ranges by 20-30m and most importantly increasing the weak damage from 25% to 50%. Then in March 2023 both maximum and minimum damage ranges were extended again, leaving us where we are now where an HE Shaft can heal a large chunk of someone's HP across most maps in the game.
  17. Is this gearing up for some big Ricochet buff in some other paramater next week? The other turrets get increased initial speed or a still good final speed while Ricochet gets nothing but a nerf? Never mind the fact that Plasma Torch sounds like it'll turn into garbage overnight.
  18. Shot will take slightly longer to hit someone far across a map.
  19. TheCongoSpider

    Multiple Supplies

    You are using the Oracle drone. In order to start using multiple supplies at a time, you must unlock and equip the Brutus drone which is currently available at the rank of Warrant Officer 5.
  20. Now apply that same logic to your Smoky and a long range turret, which by the way can hit across an entire map rather than disappearing after 90m.
  21. The 90m you speak of is the range at which Ricochet dealt its minimum (i.e low) damage. It would be tickling you. That 90m is the range at which your Smoky is at 100% damage and starting to drop. Your Smoky at 120m is the range it is dealing its minimum damage, the same range that a long range turret (Shaft, Scorpion arcade and Railgun) is at 100% damage and starting to drop. Ricochet was not encroaching on anything. Striker has no damage drop off but you wouldn't call that a long range turret, would you?
  22. By that logic, your Smoky has 120m damage range which is equal to a long range turret. Does that make your Smoky a long range turret?
  23. Feels nicer overall. While I still do well with Heavy Plasmagun, I'm not a fan of the current one. I no longer enjoy using Ricochet. That range nerf hits very hard and the critical chance increase isn't noticeable to offset that. Hopefully it gets a positive change in the near future while Plasma Resonator gets nerfed because Resonator doesn't interact with any of these nerfs. Making an augment that increases damage on bounces while discouraging normal Ricochets to bounce with this decreased range with nothing to compensate for it? That doesn't make sense. Finally this was a partial solution to the shots going through enemies. The rate at which it phases through enemies significantly decreased and I'm finally enjoying playing with it again, especially Supercumulative Rounds. High-Precision Aiming System, even with this projectile speed increase, is still phasing through enemies half the time for me and the overall experience is still as garbage as it was before. It's still a worse Subcalibre Rounds Thunder. Two exotic augments disproportionately hogging all of the homing on the missiles feels awful. It's time for Stock to get a homing buff. It's been too long. And the projectile speed being reduced that much for lower modifications? Explosive Shells' downsides felt thematic when it released 2 years ago but now, when the dedicated salvo augments are great and Uranium existed in the ToA fund for many to get, why does Explosive Shells still have all those downsides? It doesn't have to have reduced projectile speed anymore. Super Solenoids feels really nice to use now as it passes some damage thresholds with arcade and salvo mixing. Would be nice if the base turret didn't feel lacklustre because of all the bugs with the salvo mode. It's been 2 years and 3 months since that bug appeared. Why hasn't it been fixed yet?
  24. If you're talking about the augments, the RU patch note specifies that it's the final projectile speed. So the initial projectile speed is still fast (even faster now) and will reach farther before slowing to a halt.
  25. Sometimes they keep augments at a certain number after a change to the base turret. With Broadband it got a net positive from 15m to 16.5m while Sustainable stays at exactly 40m. If you hadn't seen the patch notes, you'd think nothing changed at all while you were using it.
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