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Everything posted by TheCongoSpider
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After the Hornet nerf (finally) I don't see any turret-hull combination that's inherently breaking the game. It's mainly drones and hull augments. Y'know, the usual, like Booster, Defender, Lifeguard and Crisis. Incendiary Band with Heat Immunity is a problem but Reinforced Aiming Transmission can do better than it. As for Overdrives, Hopper and Hornet need to be tuned down. After the Hornet change, Hornet desperarely needs its retention period removed totally. Hopper's retention period needs to be either removed or significantly decreased.
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Duplet all over again. ?
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Hunter, Dictator, Titan, Mammoth and Ares. Do not use Autocannon with Viking.
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There is no statistical downside to Adrenaline if that is what you're asking. You gain more damage in proportion to the H you lose. So you can only gain something from this augment. You don't lose anything. Whether or not it is balanced will depend on what you see balance to be in modern Tanki. So for melee turrets, it's +0-39%. That means at 100% HP, you will be dealing 100% of your damage. As your HP decreases, you will start dealing more than 100% of your damage. So for Isida with 1,000 DPS, if you're at 75% HP, then you will be dealing ~1,100 DPS. If you're at 50% HP, you'll be dealing ~1,200 DPS, and so on until you reach the maximum damage increase and the minimum amount of HP left before dying. As I said before, you lose nothing with this augment. It can either deal the same damage as Stock, or more.
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I have every Smoky augment (except Armour-piercing Rounds of course) and regularly alternate between them in battles as they are each provide different gameplay options. It's important to note that I play on TO mobile, so my opinion on what is the best Smoky augment is immediately biased towards Autocannon. I have had experience with Autocannon on PC enough to still recommend it to PC users. From playing with each Smoky augment, I had come to the conclusion that Autocannon and Adrenaline were the best Smoky augments for the Legend ranks. When I exclusively played Autocannon on PC, it increased my accuracy with all other Smokies. Autocannon has team utility built into the fast firing rate in that it disrupts enemy repair kits earlier. As for High-Precision Aiming System, I find this to be a lacklustre augment every time I alternate to it. Stock/Adrenaline gets the job done so much more comfortably from my experience. Supercumulative Rounds does not get me consistently good scores like Autocannon or Adrenaline does, but it is unique enough for me to have fun with it in its own way, same for Assault Rounds. I would advise you not to spend crystals on Cryo or Incendiary Rounds unless you have a lot to waste. Incendiary has decreased in effectiveness thanks to the heat hull augments in battle, and Cryo Rounds is lacklustre for damage output. It is best used on defense in CTF or RGB. I would agree that Autocannon is worthwhile to get, but with the massive number of them at all ranks and the effectiveness of it, I presume it will be nerfed in the future.Adrenaline may be a safer option. But you already have and are comfortable using High-Precision Aiming System and may not like "having two of the same thing". If you truly are comfortable with High-Precision Aiming System, then I'd suggest getting Autocannon.
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Yes, it is worthwhile. Might I ask what your other Smoky augments are?
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Well if so, keep it unprofitable. If many Isidas are still healing the Juggernaut despite the low score, why make it profitable at all? It will only encourage more of them to start healing them. You have 6 non-Juggernaut allies that you can heal. Looking at this way, prioritising the healing of one player is bad in any mode usually. More Isida healing = less boom boom = less fun (jocose quote from the Devs). You're not doing anything other than sticking to a very storn player in their base and healing them. Usually out of sight of enemies. An Isida shouldn't be rewarded heavily if it takes near 0 risk. Nothing is fun about an unkillable Juggernaut. And they'll come right back with a full energy tank and suppplies off cooldown to heal him again.
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From personal experience, I would say to keep it unprofitable. Not all of the time. Prolonging the life of a Juggernaut is enough for them to finish the Viking before fatal damage occurs. I won't discount your frustration against Vikings in Juggernaut because that's where their Overdrive is most influential. It is not, and I would agree to let it stay that way. I am still not happy with the change made in January, 2019, but this scenario is the only scenario in which I side with the Devs on their stance of Isida's healing making targets unkillable. ¯\_(ツ)_/¯ That's the direction the Devs took Isida. Also if you're not a Support Nanobots Isida, you generally shouldn't be prioritising healing the Juggernaut. You should be prioritising attacking or supporting the attackers...but you saw where that got you... Still makes the Juggernaut unkillable which is not fun.
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And it should stay that way if you ask me. The developers have expressed in the past why Isida's healing was problematic. If it were to become profitable to heal a Juggernaut, you would have much less Juggernaut killing going on, strong Juggernauts becoming unkillable, and battles lopsided from the start. Of course, you would like to be awarded for your selflessness, but imagine you have a destroy an enemy Juggernaut mission and you can't for the life you get one Juggernaut kill because they have two Isidas constantly leeching onto it. It should stay unprofitable to heal a Juggernaut to discourage such events from happening. When I played on PC, I would often stick to healing the Juggernaut and the allies around him and a lot of them became unkillable and battles were won easily.
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Isida gains score based roughly on the % of total HP of the ally healed. For example, if your ally Hornet has 2,000 max HP, and you were to heal, say, 1950, you would gain 12 score (I think it's 13 right now but let's go with 12 for now). If your ally is a heavy hull with 4,000 HP and you healed, say, 3,900 HP, then you'd gain 12 score. As you can see, the points given are dependant on the total HP of the ally you're healing and not just the amount of healing your Isida did. This is why healing a Juggernaut is not profitable compared to healing your non-Juggernaut allies. Now let's say you're healing your ally Hornet that has 2,000 HP. Whilst you're healing the ally, he is being shot at by an insignificant number of enemies and is thus continuously taking damage while you are healing him. If you were to continuously heal this Hornet for, say, 6,000 HP in total, then you would gain ~36 score. That is, you healed three times the maximum HP of the ally before the nanobot stream detaches from them. :hr: A few months ago, I had set out to meticulously record the number of score Isida obtains when healing with specific number of ticks on specific allies. Unfortunately, I had abandoned it very early, as going about this on the mobile version of the game (the only version I currently have access to) was not favourable in the slightest and too much effort for what the end result of the observations were worth. To the average player or even an invested casual player, the pieces of information that would have been gathered from those observations would make no difference on the battlefield.
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New battle end screen interface.
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That 16 v 16 experiment really took a toll on the system. Or maybe these inane rank brackets are a part of a secret experiment. ?
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Warrant Officer 3.
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You play a hefty lot with Shaft. What do you usually do when you play in battles? Do you stay in the same spot and snipe all game?
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Fieldmarshal vs Sergeant-major
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It has been garbage since release. And it was also bugged to stop dealing damage to enemies randomly when you played with it in flash (don't know about HTML5). Only players with Defender, Booster or very low ping can make this augment work.
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Freezing speed is decreased by 50% when this augment is equipped. Each consecutive tick of damage resets the AP timer.
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That's not a bug. That is the way Isida's healing works for scoring. You obtain the score the moment you manually disconnect the beam from the ally you're healing.
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From 13 Ultra Containers from the special missions this time, I received 11 commons, 1 uncommon, and Lightweight Construction for my Mk3 Wasp. Another Ultra Weekend, another weekend getting commons. This is fun. ?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Hazel explaining why Electromagnetic Salvo is healthy for the game and shouldn't be removed. -
Anyone else think their protection modules don't work?
TheCongoSpider replied to Matt_Black in Archive
I always find it weird when Incendiary Band Vulcans melt me at melee range despite my Dictator having 3k HP with DA and 40% Vulcan protection and Heat Resistance. -
And you get 10 points for assisting in capturing it.
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Where are they?
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According to the Test Server (can be changed on live implementation), Overdrive charge over time: 1,000 Overdrive charge from points: 700 Same as Hopper.
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