Jump to content
EN
Play

Forum

TheCongoSpider

Tanker
  • Posts

    8 128
  • Joined

  • Last visited

  • Days Won

    95

Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Shaft!

    That is coming after today's server restart.
  2. TheCongoSpider

    Let's Discuss Drones!

    Could it be this?
  3. TheCongoSpider

    Let's Discuss Overdrives

    I'm not opposed to the idea of hulls having retention periods. But at the very least, they should be cut shorter than they are now. Perhaps as short as Dictator's retention period. Or perhaps, to make them more valuable and to exercise thought when activating them, they can can remove all the retention periods except Hunter, as you said. Players say Hornet's current Overdrive is useless, but I will continue to adamantly disagree with that stance until its retention period is completely removed.
  4. TheCongoSpider

    What to buy? Which is better?

    The best starter drone is Driver, but as you said, it is off the table. The other options for you are Supplier, Engineer and Trickster. I would very much recommend using Driver over Assault if it ever came to that. Looking specifically at your second and fourth criteria, Engineer and Trickster are great. Supplier - This drone encourages you to always be near allies, otherwise, it would be a waste of batteries. I presume you are not usually within 15 metres of an ally in your preferred mid-range position. For the average player, I would suggest buying and/or using this drone only if you're a dedicated healing Isida. Otherwise, you would not get consistent value for the batteries you are spending. I don't recommend this drone to players who primarily use Viking. Engineer - Provides great value at minimum upgrades. Not only does not increase the active time of the supply you pick up, it also spreads the effect to every materialised ally on the map. Note that allies who gain the shared supply will have it last for the standard 30 seconds, while yours will last for 50. The drone is dependant on drop boxes on the map, but they are not scarce by any means, and you should be able to pick some up on your way to the middle of the map when you respawn. The score gained from activating this drone is negligible, so there is no worry of whether or not you were using the drone to its maximum potential (if you are concerned about that, that is). Trickster - On the more expensive side, but worth the cost. Manually activating speed boost or picking up a speed boost drop box will activate the drone and remove all present smart cooldowns at the time of activation. This allows for easier longetivity on the battlefield. Fortunately for you, one of its defining features compared to the other drones is that it is the only drone that does not require any upgrades. The effect at 0/20 and at 20/20 is the same. The only change is the range at which you can share the effect with allies. It is primarily a support drone that can be used solo if you so choose. Other positive aspects of Trickster? It has a larger effect-sharing radius than Mechanic and Supplier. What more is that it also gives the most points per player that you share the effect with, i.e eaiser to share and in the process is more rewarding to share. It is also supposed to speed up the cooldown of the speed boost supply when manually activating others, but it is currently bugged and that has not been happening for a year now. Even without that feature, it is a great drone to have. The main caveats with Trickster are that: It requires a conservative use of the speed boost supply. The smart cooldown of speed boost is not removed when activating the drone. To get proper value out of it, you activate DA, DD and/or your repair kit before actiavting your speed boost. In small maps, this is not unfavourable, but in large maps where you are required to get into a specific position as quickly as possible, it may prove taxing to use effectively. It is indirectly expensive to use in that it increases your repair kit consumption. The main factor in your increased survivability is the ability to use two repair kits in quick succession. That is activating your repair kit, activating your speed boost, then activating your repair kit again if needed. The choice of activating the repair kit a second time is up to the user. They are not required to do so. If you have a very comfortable number of repair kits to use, say, 2,000+, then this should not be a problem (assuming of course you don't find the idea of using two repair kits in quick succession repulsive to game balance and interactions) Trickster sounds like it will benefit you the most with your listed criteria.
  5. TheCongoSpider

    Release 628

    Are you sure that that is what it was right before the update or did you copy paste that from the Wiki?
  6. TheCongoSpider

    Release 628

    It states in the Patch Notes that they fixed the descriptions of drones, yet no changes were made. Why is that?
  7. TheCongoSpider

    Ideas for Augments!

    It is a primarily supportive augment. You sacrifice damage output for team utility, similar to the Shock Freeze augment. Does it require a buff? Perhaps, but it is an exclusive augment that adds a twist to the current gameplay in Tanki.
  8. TheCongoSpider

    Ideas for Augments!

    Most of them don't have statistical downsides that make them inferior to Stock in some way. Tokamak is right. Reality is often slightly different to what the Wiki has. The Wiki is manually updated, and as such, is prone to have outdated or inaccurate information at times. It is better to ask a question on the Forum (in its relevant thread) about a concern you have than to consult the Wiki for everything.
  9. TheCongoSpider

    Let's Discuss Augments

    @yoni292 The freezing effect being decreased for Toxic Mix used to be on the Wiki but for some reason, it was removed recently. Remember that the Wiki isn't 100% accuracy all the time, and better understandings of some mechanics may be found during gameplay rather than on the Wiki.
  10. TheCongoSpider

    Mad Tanks!

    I specifically mentioned "during Mad Tanks". Isida trains were rampant in some modes. I still find it baffling how useless he thinks the healing of a Support Nanobots Isida is. He must be having some very tough battles constantly or his expectations are too high. This is the saddest part in my opinion.
  11. TheCongoSpider

    Mad Tanks!

    Were you satisfied with Isida's healing during Mad Tanks?
  12. TheCongoSpider

    Complaint Book

    This is unofficially called its retention period. Every hull except Titan and Wasp has a retention period where they can retain an amount of Overdrive charge depending on how quickly they die after activation. At the moment, Hopper and Hornet has the longest retention period, lasting 3 seconds. This means that if you kill a Hopper 1 second after they activate their Overdrive, they will die with 66% remaining. 2 seconds - 33%. Of course, if you kill a Hopper immediately as it activates it's Overdrive, it would comfortably retain 80%+. My advice is when a Hopper activates their Overdrive, wait until they reach the ground before killing them. This minimises the amount of Overdrive charge it will retain and you will see them getting their Overdrives less often during battle. Every hull has a different retention period, and Wasp's retention period was manually removed last year, so it is safe to assume that retention periods are intentional.
  13. TheCongoSpider

    Let's Discuss Ares!

    If only my Juggernauts would just stay still or at least follow the ball.
  14. TheCongoSpider

    Let's discuss Tanki Mobile!

    Also I always play on the lowest graphics settings. I have had consistent FPS lag in every battle I've played after this update released, even when reloading the game. I hope my phone doesn't explode when that 16 v 16 experiment comes. ?
  15. TheCongoSpider

    Let's discuss Tanki Mobile!

    Whilst playing earlier, it felt like it had gotten worse. I had it happen to me 5 times, and on one of them, I self-destructed 5 times in a row before it stopped. Another time I self-destructed 3 times in a row, and twice I self-destructed 2 times. The other one was me self-destructing once. I presume it'll get better with time and what happened earlier was just a temporary inconvenience to welcome the new system.
  16. TheCongoSpider

    Let's Discuss Striker!

    Funnily enough, its the opposite issue for Striker on mobile. The horizontal auto-aim for the target acquisition is very generous for Striker, meanwhile the non-salvo shots suffer due to it not being instant hit. I do agree it needs something to help make its salvo more useful in a random MM battle. But if you're using Mobile, it's best to use the Missile Launcher "Hunter" augment.
  17. TheCongoSpider

    Let's discuss Tanki Mobile!

    But it's not acquiring the target. Every time I used to do this, it never acquired the target.
  18. TheCongoSpider

    Let's discuss Tanki Mobile!

    You're talking about this, right?
  19. TheCongoSpider

    Let's Discuss Shaft!

    4,268 now. I did 2,134 damage to someone with 50% Shaft protection.
  20. TheCongoSpider

    Let's discuss Tanki Mobile!

    I've never been able to lock on to anyone with Gauss when I do this. I always have to drive away from the building into full view of the target like normal. You get to shoot salvos through the wall?
  21. TheCongoSpider

    Let's Discuss Hammer!

    Duplet went through 4 changes, all nerfs, and settled on having just a greater pellet spread as its biggest downside now. Meanwhile all of the other Hammer augments were buffed. In the case of HCAC, it had all of its negative aspects taken away. This put Duplet at the bottom for the most practical augment for Hammer in MM.
  22. TheCongoSpider

    a doubt regarding container opening

    The only containers you are able to open 30 of at a time are Coinboxes.
  23. TheCongoSpider

    Mad Tanks!

    In the RU version of the announcement, they stated that they would make changes during the experiment if needed. My interest in playing during this even was not high enough for me to record possible changes every day. We're on the final stretch of the experiment. Has anyone noticed anything that changed since the start of the experiment?
  24. TheCongoSpider

    What to buy? Which is better?

    Striker's missiles take 3 seconds to reach maximum velocity. It will take 3 seconds for Stock to reach 700 m/sec and 3 seconds for RRE to reach 400m/sec. For RRE, it is a nerf that has a positive side. It makes it easier for you time time when to detonate it since the missiles are slower.
×
×
  • Create New...