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Everything posted by TheCongoSpider
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Maybe they were scrolling too quickly but I didn't see my account's username in the list of players they chose from.
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Ah yes, Autocannon. An augment that can kill you in the same number of shots with or without Smoky protection; the main reason why Smoky protection isn't potent at higher ranks; with parameters that scale comfortably across modifications. It's not hard to imagine why they nerfed Stock Smoky's maximum critical chance when it wasn't a problem at all. Here, I propose a nerf to Autocannon, in the form of reducing its average critical hit rate, by making changes to these parameters: Initial critical chance = 0% Maximum critical chance = 100% Critical chance step: -50% At the higher modifications, the first critical hit may come slightly earlier, but subsequent critical hits will become farther apart. It will resemble pre-rework Smoky. It's not the first time they've done something like this to augments. Recent examples have been Rapid-Fire Mode for Shaft, Harpoon for Magnum and Duplet for Hammer. Now I expect to meet disagreement with this suggestion. "But this is the only thing keeping Smoky afloat for F2Ps after losing what made it unique and having its lower modifications subsequently nerfed." Hopefully with this nerf to Autocannon, it can be a reason to buff Stock Smoky's critical hit rate at lower modifications, since two of the critical hit parameters for Autocannon will be fixed. This is assuming, of course, that Autocannon is a problem that needs to be dealt with in the first place.
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The first thing wrong here is that Railgun has a 50% chance to obtain a critical hit on its first shot, not 10%.
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Do you have a problem with Dictator getting an augment?
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The amount of score you obtain from healing someone depends on how much of their maximum HP you healed. Healing a Juggernaut from half HP to full HP in one go will net you the same score as healing a Wasp from half HP to full. Increasing the score for healing across the board would make it unbalanced in terms of gaining score. In early 2019, they increased Isida's healing score from 10 to 15. The problematic aspect of that change was quickly found out and abused by players. They would equip Support Nanobots with someone else, put themselves on enemy lines, and heal each other, generating a lot of score and topping the scoreboard with little effort. It was then nerfed to 12, and then buffed to the current 13. Granted, things were different back then. There were no AP or EMP. No hull-specific Overdrives to counter the kissing Isidas. But now we have critical hits, and healing critical ticks. And most importantly, we have the unfortunate existence of the current Defender drone. The Defender drone will first need to be nerfed before buffing healing, if it even needs a buff in the first place. We really don't want to see this in battles: Not to mention that the Isida change in 2019 was to make it clear that Isida is now offense-oriented. Healing is an additional feature (and what makes Isida unique). This was exaggerated further with the damage buff it received in early 2021, and then the Vampire Nanobots augment. _________________________________________________________________________________________________________ With that said, I would like to hear what the devs' response to your question is. Perhaps in the future they'll be able to tie the score gained from healing into different categories and make your want a possibility. Personally, I would not want healing the Juggernaut to become profitable, like you want it to.
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I only see one. Can you show me where the other ball is?
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Are you able to send a video?
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It was in the Patch Note for the UFO Days update.
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Mammoth's Overdrive ignores damage reducers.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Surprisingly, most of the Vulcans I do see after the change are STILL using Incendiary Band. That leaves a bad taste in my mouth. -
Not interesting enough. ?
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Oh you haven't seen a potent Dictator, yet, have you? ?
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There is one concern I have for nerfing Viking (significantly decreasing its use rate in favour of defensive/supportive Overdrives like Titan, Mammoth or Hunter). With a purely offensive hull being the most popular, that would sure change the average battle fund in the battle. More kills/teamwipes are happing which generates fund nicely. Who knows, maybe significantly nerfing Viking and having a less offense-oriented gameplay may negatively affect battle funds. I just hope when the time comes to do something worthwhile about this hull, it doesn't have any unintended consequences for the rest of the game, since we've had this Viking infestation festering for years.
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I don't think a lone Viking is inherently OP. The problem lies in the fact that it is wayyyyyy overused. Not just in TJR, but in every gamemode at endgame. I would really like it if Viking wasn't the most popular hull. I would have rathered Hunter be the most popular, but with the addition of Jammer recently, I retract that. Recently they seemed to be improving the other medium hulls' Overdrives instead of needing Viking's, so it sounds like nothing worthwhile will be done about Viking for the foreseeable future. For now, I'm in favour of reducing the damage boost for non-melee turrets (except Vulcan). That low stature for Viking has some serious advantages in battle. Especially now where 3 of the hitscan turrets were converted to projectiles, which now have a harder time hitting Vikings from the high ground if it's coming towards your direction. Fighting Vikings at melee range with Dictator is pain. And it's jarring when it's he most popular hull and you have to constantly fight against that. My Isida beam often detaches from Vikings easily due to the stature and I'm an easy kill for them.
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Considering how frequent Ultra Weekends are, and different iterations of Ultra Containers are made, it is more likely that Sporkzilla is correct.
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Having some actual numbers would be nice.
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Shaft and Dictator.
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It's not worth buying if you already have AP. If you don't have AP and like using Stock instead of Harpoon, then buy it.
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AP is better. Unfortunately I didn't get to buy that battle pass on this account (which has Mk7+ Magnum) but I did buy the BP on 4 other accounts because it had Heat Immunity Dictator and AP Magnum was a nice bonus if I wanted to relax and play more supportively. I chose whichever account got a Magnum kit first and bought it there. It's currently about halfway to Mk7+ there. AP is more practical than Adrenaline.
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AP Hammer infuriates me the most out of all the AP augments, currently. I cannot win against it.
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I hope it's not AP Hammer. I've had enough of that disgusting augment. Literal win button.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Today marks two years since Gauss became broken. -
This topic explains why this phenomenon happens with Adrenaline augments. Nothing changed. It has always been like this.
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It is.
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