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Everything posted by TheCongoSpider
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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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I am curious as well, which is why I said, "That's what he always used. I was always impressed at his dedication to AGLM when pre-rework Reinforced Gun Carriage was right there to use." He usually used Booster with it and would often attack from my experience. Not hard to increase your K/D while attacking if you have a drone with a turret that lets you one-shot anything in front of you that doesn't have protection against it. Recently, I've seen him a lot in Juggernaut. He's usually the first Juggernaut on the team.
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From seeing him in battles since 2018 (when AGLM was released). He's been using solely AGLM since then.
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That's what he always used. I was always impressed at his dedication to AGLM when pre-rework Reinforced Gun Carriage was right there to use.
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valid Reward exp based on amount healed for Isida
TheCongoSpider replied to Towns in Ideas and Suggestions
I know. Healing with Isida gives both battle score and EXP. This entire argument is talking about the battle score aspect. -
valid Reward exp based on amount healed for Isida
TheCongoSpider replied to Towns in Ideas and Suggestions
It always did. Isida gains score depending on the % of total HP of the target it heals. Healing both a Wasp and a Juggernaut from 1 HP to max HP gives the same score. This is why healing the Juggernaut is not profitable. Some people want healing the Juggernaut to give much more score than it does currently, but if that were to happen, too many battles would like like the image above, especially now that critical healing allows for healing the Juggernaut faster. -
valid Reward exp based on amount healed for Isida
TheCongoSpider replied to Towns in Ideas and Suggestions
POV: Healing the Juggernaut became profitable Do you really want to see this in every single Juggernaut battle? Especially now where Isida can get critical healing ticks and Supercharge being easily accessible. -
Mount Fuji and some other paint.
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category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Ares is 0.7 seconds. Why is it fair for Hunter to cancel Ares and Crusader's charge up but not another Hunter's? -
category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
I am talking about when they're charging the Overdrive to shoot it. They all have a delay just like Hunter. Do you find it unfair that Hunter counters that for Ares and Crusader? -
Does It crit with the healing/Supercharge works with the healing?
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category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Do you consider it unfair that Hunter counters Ares and Crusader's Overdrives? -
It certainly didn't feel garbage when you were dominating this DM battle with it. -_-
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Why?
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The change was most likely made to avoid players multing in battles to complete them. If I remember correctly, they changed these supply missions to be like that somewhere around 2019.
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This is intentional.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
@DaringDeer How do the stats look for the players you follow for the past few months? I'm curious to see Hammer and Isida's standings, and if any drones were being used more than before. -
Minor Hopper Overdrive bug; happens both on mobile and PC. Given that Hopper's retention period is 0.1 seconds, after activation, it should passively charge 1% after 1.25 seconds. However, Hopper is taking Hopper ~3 seconds to passively charge 1%, ever since the update that reduced its retention period. But with the interference of the Driver drone, it starts charging the way it is supposed to. This phenomenon happens only with Hopper.
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Here are some more that happened after I reported the bug in March. For May Holidays, Crusader's charging rate was significantly buffed, so there are more Crusaders and more Overdrives are being used by them. I cannot discern the exact cause to why certain Crusader icicles freeze the screen and why other Crusader icicles do not. Evidently, it is also possible for the user to freeze their own screen, as seen in second-to-last screenshot. The recurring theme is that when my screen freezes and I check my remaining RAM, it is most often between 800 and 950 MB remaining (of 4 GB). The lowest my RAM ever goes just by playing Tanki itself is to 1GB remaining. I am reporting it once again. The problem has considerably worsened now that there are many more Crusader Overdrives being used.
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Most likely, yeah.
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That was probably intended, considering that Harpoon was a relatively new augment at the time.
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The initial release of the shard containers allowed mobile players to watch an ad every 7 minutes. That lasted for a while (longer than I expected tbh).
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Viking takes 4 mins and 10 seconds to passively charge 100%. They're getting at most 1 if they aren't getting much score for battle actions and the battle ends after 3 minutes.
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Slightly misleading, yes. But you were one quick to jump to the patch notes ? If you looked at the entire patch note, you'd see that that specific change was listed for Railgun.
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Why not? The initial chance, chance step, minimal chance and maximum chance all work together. For an Mk7+ Smoky, it has: Initial chance: -50% Chance step: 40% Minimal chance: -50% Maximum chance: 50% For an Mk7+ Smoky, its critical hit scheme looks like: Spawn, -50, -10, +30, +50, +50, +50, +50 etc. Meaning the earliest it can obtain a critical hit after spawning, and subsequent from a previous critical hit, is on its 3rd shot after, which will have a 30%. The highest the chance can go to for Mk7+ Smoky is 50%.
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