-
Posts
8 127 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
Try to get a screenshot next time. ?
-
Can you describe the scenario? What hull we're they using? Were you on PC? If so, did you see how long the AP lasted?
-
category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
It was 85%. -
category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
You can add Dictator, Hunter, Ares and Crusader to that list. Dictator was the first, when EMP Gauss came out. -
Grinding with a particular OP combo, I was able to finish the special missions in 2.days. I decided to look at my progress and I found that I averaged 6.4 Overdrives per battle. I completed the Overdrive mission faster than I completed the repair kit one. If you don't have a combination that can do that easily, your best bet is Crusader.
-
They announced this change would be happening weeks prior.
-
Ares does not gain score for healing allies with its Overdrive. Yes. Great to hear that! We did tell you to send a video or a screenshot of your problem but it appeared that you ignored our requests every time.
-
Driver ?
-
By chance, am I on that list?
-
When you finally get an exotic and it's a paint. :/
-
Seeing that the future BPs are going to be out of reach for a very long time, I decided I'd gamble a little with Coinboxes. And on one of the accounts I got lucky. Decided I'd buy 100 and use the rest for the next BP. Well...
-
Where did you get these 7 free UCs? ?
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
It was done for the convenience of new players. ? -
???
-
Where did you find this out? I use medium/heavy hulls, so the modules we use most will differ. I can shrug off Shafts, and I micro-upgrade my low modification equipment because I do not speed through the ranks. I am specifically talking about the mid ranks, namely Third Lieutenant to Major General (what I consider to be the mid ranks). The lower modifications of Smoky have a lower maximum critical chance, and as such, they will have critical hits less often. A larger majority of their shots will be normal damage. This allows me to survive many more of their shots and puts them in an uncomfortable position if they happen to be unlucky with their critical hits.
-
It's been Thunder, Railgun, [variable] for a long time on all of my accounts. The variable was usually occupied by Gauss. After the recent Gauss nerf, and my unwillingness to partake in Siege battles, that variable is usually either Vulcan, Ricochet or Magnum. I'll tell you, it's so damn refreshing not being forced to use Gauss protection anymore. Yes, I still religiously use Railgun protection. Thunder because of its popularity, and that most of them have increased firing rates which would kill me faster than Stock. Railgun because of its popularity and the fact that the majority of its shots are still normal damage. It still serves much use for me personally, enough that I am usually hesitant to take it off despite it "ignoring modules all the time". Magnum because it's much more common now and annoying. They can run up to you and just one-shot you. Vulcan because it's much, much more common now (less so after the IB HI nerf, good riddance). Ricochet because it is fairly common, and me having Ricochet protection is a big plus not only for myself, but for my teammates. I use Ricochet on another account and the effect that the module has on it is not to be taken lightly. I see it more as a team module instead of a personal module. Gauss because it was OP and as you would guess with something OP and easily accessible, popular. _______________________________________________________________________________________________________________________________ There is not much point to me using low upgrade (15-21%) Railgun protection at the mid ranks, so that is usually replaced by Smoky. Hammer protection is a must for DM. It is infested with Hammer Vikings with Defender/Booster and it's honestly cancerous. For the other turret modules, I don't use them much for their own reasons. It's mostly because I can psychologically shrug off a lot of them when their numbers are in moderation.
-
Just because it's a legendary augment in a UC doesn't mean it has to be gamebreaking. Different augments do different things and some of those things may be more practical than others. The UC augments give a variety of gameplay not meant to be easily accessible by the playerbase. I won't disagree with your stance of buffing the augment, but the rationale for it isn't good.
-
All you have to do is stop strafing before the projectile fires. If you're strafing forward, charging it up, and then decelerate (move the joystick to strafe backwards or to the side) it will shoot a regular icicle.
-
Crusader's icicle has horizontal auto-aim as well. But this unfortunately is a double-edged sword. You are at the mercy of the horizontal auto-aim. It is not easy to make your Icicle target a specific player if they are near each other with/without elevation in relation to your vantage point. Horizontal auto-aim most often targets the nearest tank, be it an ally or an enemy. It semi-often happens that I want to hit an enemy far away, but the icicle instead shoots towards an ally that is off to the side. It also has the bug where strafing forward with speed boost activated will likely make you Crusader OD end up passing through enemies and would only explode if it hit a prop on the map.
-
I find the fact that it has a 25% chance to obtain a critical hit interesting, compared to the other non-special turrets getting 10%.
-
I feel like other turrets just got unnecessarily more powerful, rather than Thunder being weak. Striker, its closest relative mechanic-wise, received two reload speed buffs and now has the firing rate of Sledgehammer, a slight projectile speed buff, and has double critical damage. I think doubling Thunder's critical chance might be a good start. Additionally, giving Subcalibre Rounds an increased critical hit chance (maybe 40%?) I'm sure they have plans to balance it when Thunder HD comes.
-
Bug in TO Mobile: Shaft is unable to physically hit non-HD hulls with its sniping shot (the shot goes through them as if they were not there). The only hulls that can be shot are: Hunter HD (Default) Hornet HD (Default) Ares (Default) Hopper (Default) Crusader (Default) If for example, an enemy Hunter has a Prime or XT skin equipped, the shot will not physically hit them, as it is not an HD skin. Relevant proof:
-
Look how far we've come.
Jump to content


































































