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Everything posted by TheCongoSpider
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I can't play with desktop so I'm not sure. All I know is that this self-destruction bug started happening on mobile the same day Ares was released.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
No. I go into the web version from Chrome, make the battle, join, exit chrome, then open TO mobile. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
This one. -
Trench warfare.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Another Discount/Ultra Weekend, another weekend filled to the brim with Hornet death squads equipped with Defender and Booster. My poor Titan struggling to make it to the other side of the map to put down the dome. My poor Titan struggling to survive seconds after I place my dome. My poor Titan subsequently self-destructing every time a Hornet counters my dome. Every time I push through to complete the battle point special missions, it's always slugging through these Hornets that render my dome a deathtrap rather than a safe haven. That isn't counting the 4 other Overdrives that do the same (Ares isn't much of a problem due to the slow projectile speed). I should have taken note but I'd wager on at least 70% of my domes were countered in the first 10 seconds after activation. Whether it be me dying because of an Overdrive, or me dying from the enemy team pooling their damage on me, or both simultaneously. My reward for enduring this mess once again was 4 commons, 10k crystals and a garage paint. Until this Hornet nerf comes and this self-destruction bug on mobile is fixed, the game is just not enjoyable as a Titan user. -
I need to play a bit more to 100% confirm this, but it seems like the self-destruction bug is once again happening for me with Wasp's bomb. Throughout the day yesterday I was self-destructing after spawning and wondering why because there were no Titan domes present every time it happened. When I began taking more notice of my surroundings after being killed, I noticed this: If I die and a Wasp bomb detonates where I died, I will self-destruct after spawning. If when I'm respawning after being killed, and a Wasp bomb detonates on the place where my tank going to spawn, I will self-destruct after spawning. Does this also happen to you guys?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Non-serious answer - It needs to be deleted. Serious answer - Idk how you'd balance this. The effect it gives is just so asinine. It's not a bad drone, but just doesn't seem like it's worth the crystals to buy it and upgrade it. You can have a budget Hyperion drone in the form of the Trickster drone where no extra supplies are consumed (and you don't need to upgrade Trickster at all). Or you can have it in the form of Defender or Booster where with Defender you can activate DD and then DA immediately or DA and then DD immediately with Booster, whilst giving a strong effect to those supplies in the process and consuming less supplies overall. And you also speed up the reload of the respective supplies by manually activating the others. I'd rather use Defender or Booster than Hyperion. So that explains it. I was rather surprised when I expected a normal Gauss shot from you only to see my supplies disabled. -
The fact that they're marketing the Ultra Containers with increased chances for epic and above, can we safely assume the chance for a common was at least 80% before this?
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Yes you're behind. It would be in your best interest of you upgraded your Vulcan to Mk2 and your Hunter to Mk3.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
I firmly believe the problem lies more on the Hornet's Overdrive than the turret used. We equip protection modules and activate double armour/Defender to decrease the damage we take from turrets. Survivability is low when unprotected so you protect yourself in any way possible. Hornet forcefully makes you unprotected against it; that's its effect. The problem lies in what it allows turrets to do. I don't put the blame on the turrets. Hornet being a light hull is innately weak to withstand damage. Its Overdrive serves as a sort of equaliser. Its effective HP is low and it brings down the effective HP of its targets that have damage reducers equipped. Then you start stacking damage reduces on the Hornet, increase its effective HP. But the enemy's effective HP stays the same. Your Hornet now has the effective HP of a heavy hull with DA, then it activates DD, to then further halve the effective HP of the enemy. The Hornet gets stronger while the enemies stay weak. So that listed above doesn't seem so bad. But then you have the secondary characteristics of the Overdrive: the passive recharge rate, the point to Overdrive charge ratio, the retention period, the duration, the wall hacks and HP bar clairvoyance, the ability to gain charge from score during the duration etc. All of these come together in a potluck of power and sustainability. I highly doubt Hornet's Overdrive would be complained about as much as it is if its recharge rates were the same as or slower than Viking's. It's a very strong effect, with a high frequency. Let's take the example of the most broken combination in the game in the past - RGC Magnum Hornet. On its own, it is great because of high damage with great accuracy and a fast maximum firing rate. It needed a nerf. In what way did we deal with it? We equipped Magnum protection and DA. They'll now have a hard time against us...until they activate their Overdrive to give them to ability to one-shot anyone they come across. We equipped protection modules and DA to stop that from happening, but it's still happening, and we died twice now because the duration is so long. And because of all those kills, coupled with a fast recharge rate and gaining charge from score during the duration, it will be ready to rampage again in 30 seconds give or take. Yeah, Viking allows you to send a volley of ultra high damage shots, but only for 7 seconds, with a very slow recharge rate and you can protect against it with both DA, Griffin protection module and/or spawn protection to increase your chances of surviving. We had the infamous Hornet Vulcan earlier this year. We knew Vulcan was overpowered, but which combo stood out the most? Not Hunter Vulcan, not Titan Vulcan, but Hornet Vulcan. It rampaged through enemy bases. The other hulls couldn't do that. Why is it when a turret becomes OP, the biggest problematic factor is its effectiveness with Hornet's Overdrive? Why do they always gravitate towards Hornet? It's because of what Hornet allows it to do. Hornet's Overdrive has only been here for 18 months. Everything else had been there for so much longer. Are you calling the Mk7+ turrets too efficient? What was your opinion of them before the release of the new Overdrives? Why is the turret considered the problem when the big issues started happening with the introduction of the Overdrive? -
Cryo Rounds was underwhelming for me but the freezing effect came in clutch many times. I use it only for defense. Hyperspace Rounds is great where multiple enemies gather in one place. This includes Siege or Assault if you're on the red team. Since allies are also going to the Siege point, you can use them to get that first increase (the most important one) in the damage. Paired with Hornet's Overdrive, it can comfortably one-shot heavy hulls behind an ally. Also great for gold events where players pile up. There are more practical options in the form of Scout and LCR.
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Nanomass Reactor - garbage Beserk - Very strong if there aren't many Riocochet protection modules on the enemy team. Adaptive Reload - A direct upgrade to Stock Hammer "Death Herald" Compulsator - The most fundamentally broken out of the four of them, but is held back by Stock Railgun damage and the many Falcon protection modules. I have all except Beserk but I've seen a good number of them around after the last buff. Ricochet protection helps your team immensely from it (the team, not yourself). I've seen Stock Ricochets go on killing sprees left and right, it isn't hard for Beserk to do the same especially if it gets more ammo the longer it goes. Nanomass Reactor is just bad and held back by a lot of things. Firstly, the amount of damage you get for a full clip is just barely enough to kill a heavy hull of the same modification on equal footing. If you miss a tick of damage anywhere, congratulations, consider the kill lost. Next we have it's aiming. As you know, Isida has a poor cone angle coupled with a focus mechanic rather than a spray mechanic like Firebird and Freeze. This makes it hard to deal good damage under constant impact force. It also makes fighting Vikings (a common hull) harder due to how short it is compared to the other hulls. It requires superb Ping to be able to do something decent with this augment. When you do run out of ammo, it's hard to get additional ticks of damage on the enemy due to the slow reload coupled with the fast energy consumption and the other factors listed. If the enemy team has Isida protection modules, well, good luck getting kills with 4 seconds of ammo that can be interrupted easily. There has also been a bug with this augment where you randomly stop dealing damage. I would go up to someone, start shooting them, then 5 ticks in, my damage cuts off and more than half my ammo is wasted because of the higher energy consumption. Kill lost. This was on Flash. I haven't played on PC for months so I don't know if this has been fixed on Flash or whether or not it happens on HTML5. The best thing I was able to do with this was during the x20 gold box DM maps with Hornet's Overdrive. I had to put on Driver just so I can get to the Overdrive as fast as possible because not having was just too much to bear. Adaptive Reload can be used a s a substitute for High-Capacity Ammo Clip. If you're confident that you can kill the enemies with your current magazine, you'll have fill ammo after the kill. You can go on potentially long kill chains for a negligible increase in the clip reload time. Every Hammer augment except Duplet is an upgrade to Stock in some way, so you have other options to choose from besides Adaptive Reload. "Death Herald" Compulsator is theoretically the best. Long range damage with no drop off, can hit multiple enemies, a fast enough firing rate, and has a negligible increase in the shot delay. You'll see them going on killing sprees with Hornet in DM modes and some team modes with Booster. But, there are better options than this in the form of Scout and LCR.
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@DaringDeer Is it possibly for you to show the recent stats for drone usage of the players you follow? For the past month or two, I've noticed a sharp increase in the use of the Miner drone in all ranks available to it. Just wanted to know if there was also a noticeable increase from the players on the high end.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Stg - Save the gold Rfg - Race for gold -
They come once every month, so it will vary depending on what annual celebrations are held during which week of that month.
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@Antonio_IsidaXT Do you realise what healing does in the game? It prolongs a tank's lifespan. In your Incendiary Mix example, where you emphasise that Incendiary Mix deals more damage than the Isida heals, you're not realising that you're significantly prolonging your ally's lifespan against the Firebird. You're imagining the scenario as if the ally is just sitting there and taking the damage without retaliation. The ally would be shooting at the Firebird. Because you're significantly prolonging the ally's lifespan, that Firebird can walk out with NO kills because you kept healing your ally and they wouldn't die, while the Firebird has no healing and will die to the ally that you're healing. And for those Adrenaline turrets that you listed, that is impractical because to be able to deal that damage, they have to be at 1 HP. The ally being healed can just one-tap them. Healing has the ability to deny players kills. It is not useless. It is less potent than what it was on Stock Isida but it is not useless. And I hope you know that Isida's healing is fixed and does not take into account damage reducers such as double armour or protection modules. So in many cases, especially in the higher ranks, the healing is higher than the damage being dealt to the ally.
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I hope you realise that while those that you listed have higher DPS than Support Nanobots' healing, all that means is that the player who is being healed will die much slower. The difference between them is too small to make a significant difference. Freeze with Corrosive Mix has 990 damage while Support Nanobots has 800 healing. However Freeze can only shoot for 7 seconds while the Support Nanobots can heal for 12.5 seconds. In those 7 seconds, the player being healed lost a net total of 1,330 HP. The Freeze is now out of ammo and the Isida is free to heal the player back to full HP with minimal interruption. The same principal applies to the other turrets in the game. They all have some sort of downtime that the Isida can capitalise on and replenish the HP of the target uninterrupted. You underestimate the utility of a Support Nanobots Isida.
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On mobile, there is auto-shooting, and auto-aim. Auto-shooting is a new aiming.mode available for mobile players. Rather than manual aiming and shooting with a shoot trigger, the turret will fire when an enemy is highlighted in red. The range at which an enemy is highlighted differs from turret to turret. With the auto-shooting mode enabled, Vulcan is a special case. Rather than instantly firing when an enemy is highlighted, it has its own shoot trigger. This shoot trigger toggles between winding up the barrels and winding it down, like an on/off switch. Auto-aim refers to the horizontal auto-aim that mobile players have. Turrets on PC only have vertical auto-aim. Horizontal auto-aim allows the player to hit a target that is not directly in front of them. Where on PC you would have missed, on mobile it would hit. The cone angle for the auto-aim isn't very large. With that said, it was likely a highly skilled player using PC. Vulcan's projectiles aren't exactly stable with mobile's horizontal auto-aim and you will miss quite a number of projectiles from time to time.
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Someone on the Russian Forum did this.
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While some turrets are more popular than others, they are all powerful on their own. The existence of 2 Thunders on the enemy team doesn't automatically trump the existence of 1 Striker on the same team. Each turret has their own gimmick. Firebird's powerful gimmick can be dealt with via repair kits and/or Heat Resistance and Immunity. Freeze has high DPS and slows your hull, allowing it to keep you within range. Even with Cold Immunity, it still has its high DPS that can kill you quickly of unprotected against. Protection against Freeze helps you survive longer against it. Popularity isn't the only thing some players base their protection choices off of. It could be a turret they have trouble fighting against in general. It could be the hard counter to the specific turret, augment and/or hull they're using. Protection allows you to survive longer against a turret, and if they choose to have more survivability against a relatively rare turret, that is fine. Nothing wrong with that. Like you, my main trio of protections these days are Gauss, Railgun and Thunder. The protection modules I choose are mostly based off of popularity, but also by what they can do to me in battle. I have melee protection on my accounts but ranged turrets are harder to deal with. This contradicta what you're trying to say with popularity. Yes, Firebird is popular, but itsStock Railgun is underpowered relatively. One Stock Railgun by itself isn't a huge threat but a Scout Railgun or an LCR Railgun is. But if the situation calls for one of those to be switched out, then so be it. Sometimes I switch one of them out for Ricochet or Hammer protection. There you have it. It's strong. Like I said before, popularity isn't the only factor in the protections players use. I agree with your list, except I wouldn't phrase the third group as "Protections that never ever you have to think. I'd put "less important" as a generalisation.
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The amount of time it takes to kill a player these days in Tanki is low. There are 14 different turrets that can kill you quickly given favourable conditions. Protection against any turret will help in some way. Striker deals the same damage as Thunder and has no damage dropoff. Striker is just easier to play around at range. Thunder is much more prevalent, but that doesn't make Striker kill players slowly. Freeze, while not being as powerful as it was last year, still has melee turret damage. It can kill you quickly and keep you within its maximum damage range if you try to escape by freezing you. Also a turret that might be rare for you may be more common for someone else.
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1. What are the most popular turrets from 1-14 within these three rank brackets? Recruit - Captain, Major - Commander, Generalissimo - Legend 2. What are the most popular hulls from 1-9 within these four rank brackets? Recruit - Warrant Officer 1, Warrant Officer 2 - Captain, Major - Commander, Generalissimo - Legend 3. Are you satisfied with the current game balance of melee turrets? 4. Since the introduction of Ares, a bug appeared in TO Mobile where being destroyed inside of a Titan dome would have you be instantly self-desctructed upon materialising after your next spawn, and you will deal no damage to enemies. Is there any reason why this bug has yet to be fixed? 5. You explained in a V-Log that, "We make changes when we believe things have gotten out of hand. And, we assess the situation not only according to your feedback, but also by checking statistics. As soon as a deviation in balance becomes obvious, and we are certain that it's not just a statistical error or temporary phenomenon, we make changes and announce them". What exactly had gotten out of hand that prompted you to significantly increase Shaft's firing rate in sniping mode? (increasing its energy recovery rate)
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Despite having no damage Shaft is (was) close range. It became smaller. The highlight range matches that now. Mk4 Gauss: Mk1 Hammer: Mk1 Vulcan:
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These (expect the Striker in Tribute) were taken before that update.
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