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Everything posted by TheCongoSpider
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Why are we even trying to make something like this reasonable?
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Wiki has been updated recently. Those numbers are of the chance step parameter, whatever that is. It's very likely Smoky has some sort of incremental increases in critical chance now. That would explain why it can now get two criticals within 3 shots. I presume that the maximum critical chance parameter is how high a Smoky's critical chance can become, and the chance step is how quickly it reaches to that.
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The damage is evidently not reduced. Their damage is not reduced. Devs with their mysterious did not explain anything about the Smoky change in mechanics for Smoky. We don't have enough information to know exactly what is a bug and what is intended.
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Are you REALLY surprised that players do this? Those sumo fights generate money, you know.
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Those Mammoth Twins/Cyclone Strikers that try to flip each other in Silence Parkour. Yes, it has. And so has this guy, Komuk. He farms golds in every gold event. You can see by the 10,000 golds he has caught. Doesn't play MM. Most likely a guy who stays in Parkour battles and cones to MM when events when increased gold drops happen.
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He's probably a Parkour sumo wrestler. If this is the case then this explains his vast purchases. M2 kits were available for purchase in the Warrant Officer ranks via the shop. Totally possible to buy all of them and upgrade their respective modules as well. For example, I remember seeing someone at Warrant Officer 3 with the Lord kit (M2 Gauss + M2 Dictator).
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The Hyperion and Saboteur drones were available for purchase in 2020 via the Independence Day drone bundles they had in the shop available at all ranks. Here:
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I saw that the end of Isida's beam that attaches to the enemy is blue now.
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From my experience, it seems like it was pushed in a different direction, where surviving for extended periods of time with Smoky becomes more rewarding than before the conversion. Stock Smoky's critical hit mechanic feels like a feedback loop now. It takes a little effort to get the first critical, but the subsequent criticals are easier. So it would look something like this: Spawn - normal - normal - normal - normal - normal - Critical - normal - normal - normal - Critical - normal - Critical - normal - normal - Critical - normal - normal - Critical - normal - normal - Critical - normal - normal - Critical - normal - normal - normal - Critical So it seems like staying alive longer with Smoky and having great accuracy considerably increases your damage output. Unfortunately, this also makes Autocannon very strong at close range with all of the critical hits it gets. One thing to note with Autocannon is at some point, you'll have to wait around 6-8 normal shots before another critical hit. Weird but that's probably how the critical hit accumulation mechanic works with something of that rate of fire.
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I'm disappointed that no effort was made to explain the new Smoky critical hit chance accumulation mechanic. The Patch Note was very vague and, now that we see the critical chance numbers, make even less sense. I'm expecting them to leave us in the dark for, say, a month or two before making a chance that vaguely gives us a hint at how it works.
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Rather ambiguous that patch note is. Like always, we'll have to surprise ourselves when the update drops.
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I guess the critical hit accumulation changes will hit it hard enough. Let's hope.
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@SporkZilla The time has come.
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@Emeraldcat345 You see, if all those numerous Railguns I encounter in battles were Stock Railguns, there is a very high chance I would not have my Railgun module equipped 24/7. But that is not the case. They are using: LCR, which gives it the damage of a Magnum or Gauss sniping shot, allowing it to one-shot medium hulls (and more than one player since it has penetration) and one-shot unprotected heavy hulls if it gets lucky. Scout, which gives it the firing rate of Thunder, except this one has enough damage to near comfortably one-shot light hulls and 2-shot heavy hulls. Fast firing rate yet retains its high impact force and has the utility of disrupting repair kits much faster than other Railguns. Stock is very likely to not one-shot medium hulls from full HP. Well, Scout can't idea, but guarantees the kill on the second shot almost 50% faster. RD, which, if lucky, can give it enough damage to semi-comfortably one-shot medium hulls and heavy hulls. And if it doesn't, you get an increase in impact force that allows you to flip Wasps at any given moment or flip medium hulls going up ramps. "DH"C, which lets them continuously fire like a Viking's Overdrive given the right situation. Fundamentally the best energy-restoration augment. Can gain many kills at a time, which Stock can't. Hyperspace Rounds, which, while relatively rare, is very unpleasant to fight against in Siege or ASL where even with 50% protection and DA, you can be one-shotted or have most of your HP taken off. [hr] Railgun has many ways to increase its damage output, which are in use every day in every battle that matters with what you're trying to solve. Why do you want to nerf Stock Railgun when its power that likely keeps some Legend Railgun players using it in MM mainly comes from the augments?
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If Smoky were to remain hitscan, maybe put it down to -85% or -90%. Even then, augments are available to all ranks now. Autocannon had always been theoretically broken in the low ranks and after April 2020 we finally see it in practice there,and our expectations were wholy right. I'm interested to see what changes they make to the augments when they convert it, and to see if the Autocannon mess - whose flames were recently fanned by the a battle pass - is resolved in a heathy way like Sledgehammer was when Thunder received the conversion.
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I like TJR in select maps. The mode itself is fun, especially when a bunch of Isidas aren't slowing down the game to a halt. If you looked at my profile and my past messages in this thread, you'd see that that is not true. Its last major change that occurred on January 26th, 2019 specifically did the opposite of what you're stating here. It encouraged the offensive use of Isida by increasing its offensive effectiveness and reducing its healing effectiveness. They said so themselves that it was to make Isida more offense-oriented.
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They're both offensive abilities. Isida's healing is unique and the opposite of that; they're fundamentally very different. I believe if you make the conscious decision to pick Isida as a turret, you have in your mind that you are to heal someone if possible. I agree with DestrotankA19 in that a self-healing augment is areguably the only justifiable reason to completely remove the healing feature. And even then, it still goes against what I mentioned above.
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I don't like the idea of an augment that does this. Perhaps considerably decrease its effectiveness when healing, but completely removing it feels wrong. Maybe I'm too old-fashioned to accept something like this, but I see Isida as something that should always have a healing option, no matter how small or how much damage output you get in return.
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It was always there.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Battles like these are becoming increasingly more common for me. I had to be glad that none of them changed to Vulcan protection. -
Is the Smoky conversion finally happening? ?
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My secret to getting good rewards from just a small amount of containers.
TheCongoSpider replied to DieselPlatinum in Archive
And here I thought your bad luck with containes was turning around. ? -
Doing it with Hornet actually helps your team a lot in certain game modes. Doing it with Viking, however, does not.
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