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Everything posted by TheCongoSpider
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Well the majority of the playerbase does not have access to Rubberised Rounds, and most likely never will if it stays the way it is. Most Vulcan players have to have a direct approach to their engagements with enemies due to no Rubberised Rounds, hence they use light or medium hulls with their Vulcan, or whatever combo their account focused on. If they have everything l, then they can choose what their mood dictates. I would love to have Rubberised Rounds on any of my 2 Vulcan accounts and I completed missions fooj them for Ultra Containers with zeal. Unfortunately, that has stopped due to the increased EXP boost which has lead to me playing on those 2 accounts much less frequently and with less vigour than before. I may never get Rubberised Rounds on those accounts.
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It has the same maximum range as Stock. Decreased pellet spread allows you to deal consistent damage to a single target at the far reaches of your range. So it generally increases your Hammer's damage output against a specific target that is farther away than usual. An additional benefit to decreased pellet spread is concentrated impact force. You will be able to knock off the aim of an enemy more easily with this augment and potentially flip Wasps and anyone going up a ramp or off an incline in one shot.
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I, too, would like to see Assault removed from the MM pool. Only problem is that it would make "Capture x flags" missions unbearable for the average player.
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Can you please send a video of this?
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I reiterate, every micro-upgrade on a Vulcan increases its statistics. It is just that the statistic increase with each micro-upgrade is so small that you don't see a "+whatever number" every time you micro-upgrade. For the damage parameter, it shows "+1" when the damage of the projectile crosses .5 after that number. Decimals round upwards. So for example, if your Vulcan's projectile damage is 30.26 and you see a "+1" when you're going to start the micro-upgrade, that means your Vulcan's projectile damage will be 30.50 or higher when the upgrade finishes. However, if your Vulcan's projectile da.age is 30.26 and you don't see a "+1" when you're going to start the micro-upgrade, then that means your Vulcan's projectile damage will be below 30.50 when the upgrade finishes. Now let's take a look at the reload parameter, the one controlling the firing rate. Mk1 Vulcan has a firing rate of 1 bullet every 0.075 seconds. However, in the game's garage, it shows as 0.08. This is because it is rounded upward. When an Mk1 Vulcan initiates its first micro-upgrade, you will see "-0.01". This is because the value for the reload will become below 0.075. It will then show "-0.01" again when the reload parameter is about to reach below 0.065. Mk7+ Vulcan has a firing rate of 1 bullet every 0.055 seconds, but in the garage, it will show 0.06, because the 5 at the end is rounded upwards. I reiterate my original statement - every micro-upgrade increases its statistics little by little. It does not have any large gaps like the in-game garage leads you to believe.
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Every Vulcan micro-upgrade increases its statistics little by little. It does not have any large gaps like the in-game garage leads you to believe.
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You could have gone to the other side of the map and sniped him. That's one way.
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Bobruisk? With 32 players?
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I like the new team-oriented Overdrive. What I don't like is that its retention period that was unecessarily long since release is even more dangerous now after the nerf.
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How exactly does temperature neutralisation work in Tanki?
TheCongoSpider replied to TheCongoSpider in Archive
Does that mean there is an internal clock controling those one-second intervals? -
How exactly does temperature neutralisation work in Tanki?
TheCongoSpider replied to TheCongoSpider in Archive
How do I interpret this statement? -
How exactly does temperature neutralisation work in Tanki?
TheCongoSpider replied to TheCongoSpider in Archive
This was my initial guess, but I've seen this happen to myself with 100 Ping, a few others who were noticeably laggy, as well as players with superb Ping. -
TO mobile players now occasionally receive less stars than they should in battles. You'll often see star distributions that look very out of place. The ones that are out of place are most certainly those who are playing on TO mobile.
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How exactly does temperature neutralisation work in Tanki?
TheCongoSpider replied to TheCongoSpider in Archive
Unfortunately, this does not answer my question. ? -
Unfortunately, this does not answer my question. ?
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How exactly does temperature neutralisation work in Tanki?
TheCongoSpider replied to TheCongoSpider in How exactly does temperature neutralisation work in Tanki? Archive
When you are heated or frozen, your tank's temperature gradually returns to neutral temperature. We'll focus on ignition though this will also apply to freezing. As we've seen after the status effect update, for ignition, every time you receive a tick of afterburn damage, 1/10 of the circle is depleted. This was visible when playing with Firebird, but for non-Firebird users, this was noticeably visible when using the Dragon's Breath or Incendiary Rounds augments. At times, you would shoot the target with the Incendiary projectile and the first afterburn tick would come immediately. Sometimes, it would come one second after you directly damage the target. And every other time, it would be in between those. After the status effect update, we see that the circle depletes by 1/10 immediately as the player is heated, meaning the afterburn damage came immediately as they were damaged. The same happens for freezing as well, but is not visually noticeable without the HTML5 temperature circle. So I ask, is there some sort of internal clock in the game that keeps ticking towards neutral temperature every second? This would explain the discrepancies in the time taken for the first afterburn tick to be received. I cannot test this so I seek an official (or at least, as close as possible to an official) answer. -
Is something going to be done about Shaft in the beginner/lower ranks? The sniping mode is way too efficient down there. Sniping with an Mk1 Shaft right now in the beginner ranks is the same as sniping with an Mk7+ Shaft in the Legend ranks before June. Every time I make a new account to test something, I always end up gravitating towards Shaft. It pretty much invalidates most turrets down there in terms of scoring.
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What Drones Would You Like To Be Nerfed Or Buffed? And Why?
TheCongoSpider replied to FRU1TY in Archive
To further clarify, I have little if any problems with it at maximum upgrades if there is only one on the enemy team. If there are two or more, they are intolerable. And when there are FIVE on the enemy team, that's enough to convince me to leave. I have no AP turret augment to counter it. My preferred hull's Overdrive cannot do anything against it. My turret is dealing 15-31% of its damage towards these players. It's not uncommon for me to see 2 Defender users on the enemy team in any given battle. It's worse on the weekends when there are special missions and Ultra Containers. I add Brutus to this as well. -
What Drones Would You Like To Be Nerfed Or Buffed? And Why?
TheCongoSpider replied to FRU1TY in Archive
Buff - Assault It's no longer practical to use at lower upgrades. Sometimes does not get value at higher upgrades because for the most part, you have to stay alive for long to get good value out of it. Due to the new way it works, it is easy for it to activate at inconvenient times. Nerf - Defender Effectively triple HP, on top of whatever protection modules you have. The ability to continuously cycle through to that triple HP. The ability to activated DD and DA simultaneously upon spawning. It's too much. I have no problem with the drone at lower upgrades. I have little if any problems with it at maximum upgrades, but that is only if they do not have protection against my turret. If they do, they're virtually unkillable for me without Overdrives. Other candidates for buffs: Miner Other candidates for nerfs: Saboteur -
The lower the modification, the more practical Scout is compared to Large Calibre Rounds. The firing rate is more bearable, especially if you miss, and you don't have many supplies to comfortably use to really flesh out why LCR is powerful. Also, because of penetrating power. LCR becomes very efficient at Mk7+ compared to its Mk1 self because of the increase in penetrating power. When the penetrating power comes very close to 100%, that's when LCR starts becoming a major threat to grouped enemies. Otherwise, you won't be coming close to double kills if your penetrating power is closer to 50% than 100%. A faster firing rate, lower damage augment is usually better in the lower ranks.
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@Venerable This was the screenshot I took when the Patch Note was released.
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It happened in this update. However, something was wrong with the EN Patch Notes for this. When it was first published for everyone to see, it stated "reload time increase removed". That could have been interpreted as the shot delay being removed or the reload speed plenty being removed. As it turned out, it was the shot delay that was removed. Then like a day or two after, it had changed to what you see in the Patch Note for some unknown reason. As you can see, the RU Patch Note states that the shot delay was removed. https://ru.tankiforum.com/topic/263511/
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Large Calibre Rounds no longer has a shot delay penalty. Assuming you're still in the low-mid ranks, I recommend Electromagnetic Accelerator Scout.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Have you met any that self-destructed or left the battle?
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