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Everything posted by TheCongoSpider
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Each tank has their own sort of internal clock for tending towards neutral temperature. Hence why sometimes you deal an afterburn tick almost immediately as you heat someone above 10% of maximum temperature, and why sometimes the tick takes almost a full second to come.
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ThirdOnion already answered my question.
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Smoky with auto-shoot enabled is torture for me, not to mention that using auto-shoot limits Smoky's long range capabilities, especially with Autocannon. Same for Striker imo. I only use auto-shoot with Cyclone and when I'm solely going after salvo shots. I implore you use Smoky without auto-shoot, or attempt to. You will see just how limited Smoky is with that setting enabled.
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Don't use Hammer with auto-shoot. Turrets I use with auto-shoot: Vulcan Magnum (when not using AP) Twins Isida (attacking) Turrets I use with manual aiming: Isida (healing) Twins Ricochet Hammer Smoky Striker Thunder Gauss Shaft Railgun Magnum (when using AP)
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Have you ever used Adrenaline Vulcan before?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
You got too used to IB HI. This is how it should have been in the first place. -
You won't regret it.
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Less useful*
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Gotta get this off my chest. Every time I get stunned by a Railgun, I wonder if I should just close the TO mobile app, i.e stop playing at that point. Because that's exactly what the Stun Railguns' intentions are - to completely stop me from playing the game. I recently pulled Cryo Rounds for Railgun from an Ultra Container. I don't know how I would have felt if I had pulled Stun Rounds instead. It's the most heinous augment and it's sad to see that the game has reached a stage where there is a need to sell turret augments that directly remove a target's player agency, for extended periods of time with each infliction. -
I did at one point. I challenged myself to complete that day's daily missions using only vertical Magnum. This was one of the battles. Never again.
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I don't use vertical Magnums on mobile, so I don't know.
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It's not bugged so hard that it's unusable. If you like the gameplay or statistics of your stock turret compared to the other augments, you should use Adrenaline. Turrets were balanced with particular damage numbers in mind. There are barrier/limits for different turrets, that can be broken with the extra damage Adrenaline gives it as it simulates a modification advantage. Some are more noticeable than others. Thunder and Striker will be able to one-shot light hulls/2-shot heavy hulls when at low HP. Adrenaline Vulcan may not be noticeable on paper but in practice you will see it working wonders. Magnum and Gauss will start one-shotting unprotected light hulls when at half HP, without boosted damage. Adrenaline Ricochet gives you more damage per shot in a heated engagement, which makes you use fewer projectiles per engagement, effectively increasing the size of your ammo clip. Smoky was an interesting case. Smoky at endgame suffered a bit due to the passive protection that drones used to give prior to the recent update. A barrier for Smoky was created with drones, because Smoky's average damage would drop below 500 and as such, would require an extra shot to kill full HP targets, often wasting their critical hits on the target that has 5% of their HP left. Adrenaline solved that issue when injured as it took your average damage once again above 500, breaking the barrier that was artificially created by the drones. Then there were turrets where Adrenaline was not an option if you wanted to be the most effective. Said turrets were Hammer and Railgun (before 2021). 5 of Railgun's augments before the critical hit update increased its total damage output, much more than Adrenaline could have possibly done. All of Hammer's augments except Duplet increased its total damage output in some way, with negligible downsides. If you were to ask me which Adrenaline augments at endgame are worth buying (in 2021) over other augments, I would say Freeze, Isida, Ricochet, Smoky, Vulcan, Railgun, Shaft, Magnum (if you don't like Harpoon), and Gauss (if you didn't get lucky with the "your chances are better" boxes).
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Thank you. When you have a lot of experience with Magnum (both vertical and horizontal), you can trust your gut when to fire the shot while charging. Here's a more recent (December) one with me using Harpoon. As you can see it has its limitations on mobile. Also keep in mind that the top video was recorded during the time when Harpoon was new and had a bug where its splash damage distribution was better than it should have been. The video below it shows what Harpoon was like after the bug fix. Battles are much more fast paced and many more status effects/augments I have to look out for and play around. This prompts me to not use Magnum if I'm playing seriously. Instead, as you can see from my profile, I use Smoky. Melee turrets don't feel good to use on mobile, so I only use my Isida to heal Juggernauts these days.
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I am specifically talking about pre-rework RGC, this ?. Not the current one.
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I kept track of all augment changes visible to the average player (I try to find secret ones as well but those are hard to do alone) and their respective patch notes. I do. I don't use Magnum much these days because I play on TO mobile. But when I do, it's usually when I'm playing more laid back and I use Adrenaline. Harpoon (Magnum in general) is too technical for me to comfortably use on mobile, but for a PC player, it is great if you do not like the 12° Magnums and would want something that can utilise Magnum's fast "clean" reload at higher modifications. If you want good accuracy burst damage at close range, use Harpoon. If you want good splash damage, use Stock/Adrenaline/AP.
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I only made one error there, and that is Harpoon's gravitation being 4 and not 4.5. Augments alter the Stock turrets' statistics. If the stats for the Stock turret changes, so do the respective augments. The wiki isn't always 100% accurate. Sometimes silent changes occur and the wiki isn't updated for that in a timely manner. Here are the stats for the pre-rework RGC: Advantages: Ability to rotate horizontally Disadvantages: Angle fixed at 3° Neutral: Projectile Gravitation -50%. The projective Gravitation for Stock Magnum back then was 5 (it is currently 4.5). RGC decreased that by 50%, so the gravitation was 2.5 for it. Lower gravitation = longer range since the projectile remains airborne longer. The current Harpoon you see answers the question ,"What if pre-rework RGC had Stock projectile gravitation?". As you can see, the maximum reach of it is significantly decreased.
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Comparison: Pre-rework RGC: Gravitation: 2.5 Splash damage distribution: 2, 5, 20 (100, 30, 5) Harpoon: Gravitation: 4.5 Splash damage distribution: 2, 5, 20 (100, 25, 5) Harpoon has a much higher projectile gravitation, which significantly decrease its range, and the splash damage distribution is slightly worse. RGC Magnum ran rampant with Hornet for almost two years. The nerf that was handed to Magnum during that reign was decreasing its average splash damage % from 50% to 30%. This did not solve anything, more so, it made the problem relatively worse. This change affected vertical Magnums way more than RGC because they relied on their splash damage distribution to give them good damage as their accuracy was low. RGC's damage output came almost exclusively from direct hits, so a splash damage nerf will not do much if anything to curb that problem. It just made RGC even more of a must-pick if you wanted consistently good score with Magnum. Like you mentioned in your quote, the decreased splash damage distribution buffed it in 1 v 1 engagements. The Magnum rework in September last year brought the average splash damage % back up to 50%. The current Harpoon is as close as you can get to what Vertical Magnums had to put up with damage-wise. The original RGC was fixed at 5 degrees. It was changed to 3 degrees around the time of the introduction of hull-specific Overdrives in 2019.
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And Adrenaline. ?
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That doesn't mean they're bad.
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Remember the old Reinforced Gun Carriage Magnums that would be on Hornet that would go on to one-shot anyone in front of them and to spawntrap entire teams with its very balanced Overdrive at the time? Harpoon is that, but worse, since it has less range due to higher projectile gravitation, and less splash damage.
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TO Mobile bug. The Crusader target-ignore bug is still there. This happens when you strafe forward with speed boost while it is about to be shot. I use this opportunity to also remind you of the bug with Crusader and Ares that spawns the visual projectile (not the actual projectile) in a different place than it should be. I.e somewhere far away. It is very uncomfortable with Ares where I can't see if my ball is going down to the floor or not and I often suddenly self-destruct because of this.
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It's the AP augments for tracked hulls that aren't in the containers.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
You probably got AP'd by something then a Booster Hammer killed you. Given how fast paced those battles were due to the map size, that seems plausible. -
Adrenaline.
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It's subpar at endgame. It was barely hanging on before the Smoky conversion, but after the conversion, it just became worse because that unnecessary projectile speed decrease. Adrenaline is a more practical option.
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