-
Posts
8 128 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Again, Booster practically does the same thing and more with giving you free kills, letting you counter Defender drones, letting you counter protection modules against your turret, and gives you constant DD uptime. Do you know how much of a freaking advantage being able to use both DA and DD after spawn is? Do you know how.much of an advantage it is to have NO DOWNTIME on your important supplies? You don't seem to understand that. And where were you seeing Vikings getting Overdrives every minute consistently? Are you saying every single Driver user with Viking was getting it every minute? Are you conveniently ignoring the many more Booster/Defender Vikings doing much more than they could? Why is Driver a problem but not Booster? -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Hmmmmmm, why not switch to Driver? Or Assault? Or maybe even Trooper? Hmm, or Trickster? You were so adamant that Driver was broken. Why not suggest that to him? -
Can you give some video proof of this?
-
My 39% Weasel does practically nothing in a 1 v 1 against most Teslas. It doesn't help that Tesla has a 20% max critical chance instead of 10%. That's an enemy Twins. The damage numbers you're seeing are from my Vulcan.
-
A very common sight whenever a Tesla is in a small map.
-
Yeah I really don't know what you're talking about. Magnum's damage was 1160-2330. Mk5 was 895-1809.
-
When were you dealing 1900-2330 damage? And how long now has Magnum's damage been "nerfed"?
-
Mk8 Magnum's damage range was 1160-2330. 1,745 is the average of those two numbers and the damage you were most likely to deal anyway. Do you think Gauss' damage was nerfed to the ground as well?
-
Aww, I just missed the deadline. I do not know if this happens on PC as well. When a projectile hits the turret of a player using an HD hull, or another skin of a hull that has an HD skin available, it will deal less than 100% damage. Here I hit the hull, so it deals full damage Here, I hit the turret, so it does.not deal full damage. Critical damage shows the damage I'm supposed to be doing. But I don't do this damage when I hit the turret. Here it happens with an HD Hornet So far I have noticed this phenomenon with Striker, Thunder and Gauss. I haven't used Ricochet, Twins, Magnum or Smoky enough to notice it happening there.
-
Tbh, I did find it weird at the time how short the early access period was for Hopper and Crusader. It didn't feel meaningful, more like they were just trying something new to see if it stuck.
-
valid COMPLETELY remove Hopper's retention period
TheCongoSpider replied to TheCongoSpider in COMPLETELY remove Hopper's retention period Ideas and Suggestions
No, it was not removed like they said it was. It is still there, albeit very, very short. What I would like for this suggestion to solve is this (this is an old video but still happens to this day). What happens: At 2:08 I use my Overdrive with no external interaction affecting it. It took me ~ 3 seconds to passively charge 1%. According to the stats, I should be passively charging 1% just after 1 second has passed. When interacting with the activation of the Driver drone, it starts passively charging immediately, as seen at 4:13. Removing Hopper's retention period completely (like they did with Wasp in 2019), should solve this issue. This is not a nerf, but in reality, a buff. A very small buff that will be insignificant for most if not all Hopper users, but a buff nonetheless, to fix something that shouldn't be happening. -
It was never removed in the first place. ???
-
Seems to be fixed now.
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
3 seconds of damage that breaks many barriers, most notably, Thunder and Striker get to one-shot unprotected medium hulls. Gauss and Magnum get to one-shot medium hulls that have DA. Vulcan instantly reaming what's in front of it. Scout Railgun one-shotting unprotected medium hulls and near one-shotting heavy hulls. Stock Railgun one-shotting protected medium hulls. Hammer one-shotting unprotected heavy hulls. These give easy kills. With the turrets I mentioned in the other post, multi kills. Kills that emulate exactly what Driver used to do. So tell me; why are you really happy that Driver gets a huge nerf, and not Booster? -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Consider this: Lifeguard user comes. You hit your Booster shots and are able to deal fatal damage to activate the Lifeguard. You then get the lifeguard user down to half HP before you die to them. In that interaction, the Lifeguard wins. Now consider any other drone. Lifeguard user comes. They get the Lifeguard user down to half or 1/3 HP and then dies. The Lifeguard has yet to be activated. The Lifeguard user still has his repair kit to use. Booster forcefully shortens engagements. You may lose to the Lifeguard with Booster in the end, but you're MUCH better off than someone who was using an Assault or Miner or Blaster drone. You stand a chance, the others baring Defender and Crisis, do not. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
And not Booster/Defender? Booster with certain turrets (splash damage turrets and Railgun) is able to simulate the old Driver, plus be allowed to use DA and DD immediately after spawning, plus getting back that boosted damage every 30 seconds. Not to mention Booster was able to be used in conjunction with Hornet's, Viking's and Crusader's Overdrive (and Ares but a very, very specialised use). The fact that Booster is a direct counter to Defender In particular interactions. Defender just makes you live much longer allowing you to gain more Overdrive charge during your lifetime, and lets you cap balls and flags easier for more OD charge. Then you can go the more agressive route and pair it with an EMP or AP augment. It's very painful to struggle to get a kill, then see the enemy or allied Booster get a double/triple/quadruple kill after they spawn. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
THIS. This is what pains me the most. Look at this!! What am I supposed to do here?! 3 Defenders and 1 Booster. And then there were 2 other Defender users on the other side of the map, and I saw another Booster. And this is TAME. They're using Vulcan Hopper, Twins Hornet and Firebird Wasp; not ideal combos for general MM battles, but I can't kill them. The problem gets exponentially worse when they're using status augments that forcibly end engagements early, i.e AP and EMP augments. Driver was my ability to properly fight these players without having to use Defender or Booster myself; to keep them from shattering my teammates and I constantly. To possibly give my team a chance to catch their breaths and fight back. But now that has been gutted. I have to constantly keep making kills to charge my overdrive quickly. I'm sure that's easy to do when half the enemy team has a damn Titan dome up against me for almost the entire battle. Every time Tanki has an event with super missions, especially in DM mode, battles became downright cancerous with the number of Defenders, Boosters, Crises and Lifeguards. Having to suffer through that to complete the missions. Now I'm suffering even more, for absolutely no reason. This Driver nerf has really upset me. What about the Assault Drone? Why was that nuked as well? Was Assaut secretly spawnlocking enemy players every battle? Did it instantly end engagements early? Did it prolong your lifespan just by simply existing? No, it did not. Apparently the only nice things we can have in Tanki are Booster, Defender and Lifeguard. -
Remember that argument we had back in 2019 about whether Stock was better than AGLM or vice versa? I said Stock was better and you said AGLM was better. I did tests with different velocities and concluded that the only place AGLM beats Stock at was constant high velocity shots (for example, shooting from your base in Highways into the enemy base). Come 2020/21 now, we're seeing that AGLM is shooting faster than usual. I noticed this with a video that was recently posted. His AGLM was reloading noticebly quicker than I remember AGLM was in 2019. Keep in mind there were no changes to Magnum's reload time since then. I queried it with the Wiki mods and they said nothing was changed with it and that it was always like this. I will continue to disagree. But now I know why Boris does so well with AGLM these days compared to before. If he messes up a shot, he gets to reload quicker than Reinforced Gun Carriage would.
-
That experiment was only for the Ultra Weekend. It's already back to 7 minutes.
-
The only nerfs it received were for the arcade shot, leaving the OP sniping shot untouched until earlier this year, where they reduced the grace period for locking on.
-
There was no nerf to Gauss' splash damage. What are you talking about?
-
I've been enjoying Subcalibre Rounds lately. It required a complete change of mind when using it. It's not helpless, but splash damage does come into play often enough that keeping it would be better than losing it, and for such occasions I'd be using the other augments. I don't seem to be facing many Thunder protections whenever I'm put in Legend battles (the account is Lieutenant General). Though it does hit hard especially when there are a good number of modules. I think Subcalibre Rounds should have an increased critical hit chance. Especially considering it loses out on critical splash damage that the other Thunder augments have.
-
The gameplay where you are is slow, and many mechanics aren't unlocked. Your opinion will change when you get to endgame.
-
What rank is the account you're playing on?
Jump to content


































































