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Everything posted by TheCongoSpider
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To my memory, 4074. Every other hull besides Ares rocks a lot when I go into sniping mode at full speed. On PC it's manageable for me to aim while it's rocking but I can't do that on mobile. Also, it usually takes more than 2 seconds for me to actually shoot a target (especially when I'm under fire) so with my circumstances, I might as well have more damage/play more reserved with Adrenaline or Stock. This was why I used to use Heavy Capacitors over Light Capacitors when I was staring off. I always did better with Heavy Capacitors on mobile.
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Ares is the only thing I can comfortably use Light Capacitors with on mobile. Due to it decelerating slowly, I can enter sniping mode before a corner and habit almost fully charged by the time I peek out and find an enemy. But even then my performance with it is limited due to Ares being a light heavy hull and gets pushed around. So I would use Short Band Emitters instead so I could help my allies from afar. Then when I saved enough I bought Adrenaline so I can have something that was better than SBE. Adrenaline has saved me many times where SBE couldn't. Ares is easier to control on mobile than my Mammoth.
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Light Capacitors doesn't work well for me on mobile, so I use Ares and Adrenaline for everything. I'll switch to Hunter if I need more mobility in a specific battle.
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It's time. ?
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Additional trigger recently found which involves Wasp's bomb. I will self-destruct after spawning if: An enemy Wasp bomb detonates on the spot that I died while my camera is heading back to the spawn location. An enemy Wasp bomb detonates on the location at which my tank will be spawning.
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The pre-nerf RGC was hard to use at first, and still was once you get the hang of it because your movement was limited. On PC you could use more inputs at a time and comfortably aim while moving. With limited inputs on mobile, the ability to predict where the shot will land at a certain velocity becomes more crucial. Knowing that would have let you know whether or not to make small adjustments to your aim or how much to rock your hull before firing, as in the case at 3:18, 3:25 and 5:58. With the new Magnum, you should use it with the auto-shooting setting enabled.
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After playing more I can confirm it. Wasp's bomb also triggers the self-destruct bug.
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This also happens when a materialised enemy or allied tank is driving on top of you.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Use the Miner drone. -
I sure hope their advice on helping you learn to "play your best with Hopper" does not involve Crisis in any way.
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Here is one before the rework. For Stock Magnum, it was too much effort for what it was worth. I say the aim assist should stay for mobile players.
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That's for Ricochet.
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Well thanks to this experiment, we now know that the invisible setting that prevents Mammoth and Viking from manually gaining charge during the Overdrives is separate from the duration itself.
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And I'm seeing now that Vikings can manually get Overdrive charge from the kills about halfway into he duration. Yeah it needs a nerf.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
I'm getting by fine with Shaft, but my Vulcan is suffering a bit. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
They mentioned it in the latest V-Log. -
@Zackery459
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No but its teamamtes can help. No but its teammates can help while the target is incapacitated. Yes, Vikings with most Mk7+ turrets can output ~30,000-40,000 damage maximum during 7 seconds. However, they gain no Overdrive charge for those kills and may very well get 1 Overdrive per game with 5 minutes. More HP for the enemy hulls means more chances to disrupt the Viking's damage output with impact force or counter it with an Overdrive. This will also go for the lower ranks as well where their damage output is smaller and the ability to charge their Overdrive with in-game actions is reduced. If you ask me, they should have left the duration at 7 seconds and let them gain Overdrive charge from the kills during the duration. They likely chose this current route for a reason.
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Viking currently has the weakest Overdrive charging parameters in the game by far. For Viking, a large majority of its Overdrive charge comes from points in battle - most notably kills and assists - and not from passive charging. Increasing HP of all hulls is increasing the survivability of all hulls which puts the passive charging parameter on a greater pedestal. With battles being shortened to 5 minutes, this hurts Vikings the most. Not only that but this higher HP will be used with protection modules as well, which is a soft counter to Viking, so I can understand if they'd want to give Viking a longer duration. The other offensive Overdrives have effects that deal fixed damage like Mammoth, Ares, Hopper. Hornet can bypass protections on particular players and all allies benefit. Dictator charges its teamamtes Overdrives. Hunter has both a fast passive charging rate and a good point-to Overdrive charge ratio so it should be good until we see if anything unprecedented happens. They mentioned in the RU version of the announcement that they'll make changes during the experiment if needed. Maybe if Viking becomes too powerful they will nerf it mid-experiment.
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The sonar (enemy position and HP bars) lasts for 20 seconds. The armour-pierce that Hornet applies to the enemies in its FOV lasts for 9 seconds. And yeah it's not documented because like I said before, the wiki for it isn't updated yet.
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You can't fix this. This is just how the scope works for mouse controls. On the bright side, mouse controls allow for a wider field of view when you're in sniping mode, so use that to your advantage if you can.
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Titan will benefit from it more than Mammoth.
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