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Everything posted by TheCongoSpider
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Doesn't seem that rare to me. I've gotten it a handful of times since it started appearing. What I can tell you is that every time it appeared, the trigger was having exactly 20,000 crystals and 125 Tankoins in the piggy bank. Here is the first one I ever got. Every subsequent one gave the pop up with 20,000 crystals and 125 Tankoins in the bank.
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Yes, and the reverse is also true, where you can come first place with 0 stars, though that is unlikely to happen unless you're using specific combos.
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The other day, I obtained my first exotic reward from a regular container. Too bad it's for a turret that I do not plan to use on that account. But it's funny that I got that one specifically since I received many shot effects prior to that. Maybe it's telling me to start using it.
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And in addition to this, Gauss, as well as Magnum, has a very large damage spread. To the user, it may seem like the augment did not increase your damage. On full HP, you could have hit 1,900 damage. And then a Railgun shoots you and outs you down to 20% HP. You then shot someone again and this time deal 1,700 damage. It may have seemed that it did not give you a damage boost, but in fact, if you did not have the augment equipped, your second shot there would have done 1,400 damage and not 1,700 like it did with Adrenaline equipped.
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I see no reason for Support Nanobots to have decreased energy consumption when attacking if you're going to be buffing the healing that much. As for the healing, if you ask me, that is way too high. Healing is a fixed number that ignores damage reducers. Many times you are already outdamaging the opponent's damage if the ally you're healing has protection against them. Do not forget that the Defender drone exists in its current form. So any buff to healing with Isida will have to tread very carefully around this.
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I haven't, but I've seen it enough from an observer's perspective, and the EMP Gauss still deletes them because they get to shoot a high damage shot much more often than Stock. And the more you add damage reducers to the mix, the better a faster firing rate is.
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The DA is just a visual effect.
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valid Damage Protection indicator in Shaft sniper mode
TheCongoSpider replied to 2shots2kills in Ideas and Suggestions
Spawn protection prevents spawn killing, something that Shaft was the worst offender of. How is this any different for the three turrets I mentioned? I said across the map. The current Shaft already greatly rewards brainless camping gameplay. Letting Shaft and only Shaft see if an enemy has spawn protection or not is a no. It is there to prevent the spawn killing that you would have been doing if that spawn protection was not there. Is it so hard to count to 2 after they materialise? -
valid Damage Protection indicator in Shaft sniper mode
TheCongoSpider replied to 2shots2kills in Ideas and Suggestions
If Gauss, Railgun or Striker can't see if the enemy has spawn protection from the other side of the map, why should Shaft? -
This reminds me of this post from a while ago.
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You're not alone.
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It took 8 months to notice this? ?
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valid Adding beam color for Isida's healing mode
TheCongoSpider replied to JustBlackWolf in Ideas and Suggestions
Like I mentioned above, the devs said it would confuse players, especially when they're making Isida more offense oriented and healing taking the backseat. -
Do you think that that nerf was unnecessary?
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What do you mean by "messed with Vulcan"?
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And a factor in your stance is the fact that you own the Heat Immunity augment for your hulls that you use with Vulcan, and that you use Incendiary Band with them. Those two things exempt you from the worry of having to upgrade your Vulcan excessively. For some turrets, the difference between 15 and 20 is big enough to make them lose engagements against players with maxed hulls. Such turrets are Smoky, Hammer and Twins.
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There is no con to be found, Sonic. With every micro-upgrade, your maximum DPS and total damage output per ammo bar increases. You go from having 293 DPS for 9 seconds, to 800 DPS for 12 seconds. That's an increase from 2,637 damage before needing to stop, to 9,600 damage before needing to stop. Of course, for someone with the Heat Immunity augment for their favourite/most frequently used hulls, it's not a problem for them. This is Vulcan's balance, ignoring external factors such as augments and drones. You upgrade your Vulcan, your range becomes larger, your DPS becomes higher and your overheat resistance becomes longer. As a (seemingly) avid Vulcan user, I presumed you would have known this.
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Refer to this below. ?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
The only redeemable game mode in Stadium from my experience is Stadium RGB. Everything else can go straight to the bin. -
How does Smoky's critical hit % accumulation now work?
TheCongoSpider replied to TheCongoSpider in Archive
Thank you for your help! @kydapoot I have. You can close the topic now. -
Does Hunter's overdrive have effect on the juggernaut or not? Has this changed?
TheCongoSpider replied to gyv_99 in Archive
The Juggernaut became immune to all status effects on October 29th, 2020. -
Man went from "Hopper is not OP" to "Hopper bad" in just two weeks.
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How does Smoky's critical hit % accumulation now work?
TheCongoSpider replied to TheCongoSpider in Archive
These I do not understand. As far as I know, the minimal critical chance is the critical % chance Smoky drops to when immediately as it obtains a critical. Every modification of Smoky has the same maximum critical chance, yet Mk1 and Mk7+ have vastly different critical hit rates. So the explanation of maximum critical chance does not pan out unfortunately. Back to minimal chance, going off of your explanation, what would a minimal chance of -50% translate to? I recorded a video of me shooting a player with Stock Smoky and Autocannon. During the Autocannon segment, I went a full 11 normal shots before I received another critical hit. Meanwhile almost every other time it was between 2-4 normal shots. How would this explain that? To me it seems like the maximum critical chance is just that, the maximum chance available for Smoky to achieve, so when you reach that number (which is 50%), Smoky's critical hit is a coin toss. That's how I understand the maximum critical chance. With this explanation, am I to believe that on the Augments' Wiki page, you guys meant to put this? Max critical chance: =100% Critical chance step: =100% Initial critical chance: =200% Min critical chance: =200% I replaced the + and - signs with = signs. I was under the impression that the minimal and initial critical chances were tripled, going from -50% to -150%, and that the maximum critical chance and the chance step were being doubled, from 50% to 100% and 40 to 80 respectively. The maximum chance being set to 100 would explain the coin toss explanation I mentioned above for Stock. -
valid Adding beam color for Isida's healing mode
TheCongoSpider replied to JustBlackWolf in Ideas and Suggestions
In the Livestream last year, I remember them saying they did not do this because it would confuse players.
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