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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Gauss Stat Balance for High Rank Players

    Since April 2019.
  2. TheCongoSpider

    Gauss Stat Balance for High Rank Players

    I know how annoying it is to destroy someone with a Defender Drone, yes. It happens every day because the drone is good and used often in Legend battles. That is a problem with Defender + high % protection modules and not your Gauss. All turrets receive the same damage reduction from a Defender deone. Your Gauss gets to snipe them from a safe distance while melee and short range turrets will die because they too will not be dealing good damage against them and they would be in the Defender user's face. It is unreasonable to ask for a massive buff to one turret to counteract a drone when the majority of players do not have or may not be using that drone or even have Gauss protection. Massively buffing Gauss also means buffing Electromagnetic Salvo and Adrenaline for Gauss.
  3. TheCongoSpider

    Gauss Stat Balance for High Rank Players

    It is even more absurd to buff only Gauss despite the same thing happening for all turrets.
  4. TheCongoSpider

    Gauss Stat Balance for High Rank Players

    The same can be said for Magnum and LCR Railgun. Magnum deals the same damage as Gauss' sniping shot and LCR deals just below that. The difference between Gauss and Magnum is that Gauss' splash damage distribution is MUCH better than Magnum's slash damage distribution. It is much easier to get multi kills with Gauss. With your suggestion, Gauss' new average damage would be enough to one-shot a light hull on equal footing and will almost guarantee a one-shot on heavy hulls with DD. That is too much damage for a long range turret that gives you no indication that it is licking onto you. And given Gauss' already immense splash damage distrubution, this puts the fatal splash damage radius of the shot even father. The problem lies on Defender's effectiveness when combined with a high % protection module. The long range turrets do not need more damage than they already do.
  5. TheCongoSpider

    Let's Discuss Matchmaking

    Doesn't seem to work with those walls.
  6. TheCongoSpider

    Let's Discuss Matchmaking

    Lightweight Construction + Plasma Torch Ricochet.
  7. TheCongoSpider

    Let's Discuss Matchmaking

    @Det87 Nice job.
  8. TheCongoSpider

    Ideas for Supplies and Drones!

    What do you think makes a drone powerful?
  9. TheCongoSpider

    Let's Discuss Drones!

    Both the duration of the Defender effect and the duration of the DA supply is the same. The only way the DA duration will last longer is if you pick up a double armour drop box during the 3-second cooldown of the drone, someone with the Engineer/Supplier Drone activates it and shares the DA supply with you, or a Dictator shares their Overdrive with you after you activated the drone.
  10. TheCongoSpider

    Let's Discuss Drones!

    Was that exactly what it said in your garage? On mobile, it has Power up duration: 30.0 That means the effect of the increased armour lasts for 30 seconds.
  11. TheCongoSpider

    What to buy? Which is better?

    Bold of you to assume I have crisis or got anything good in the ultra containers. ? I really wanted Rubberised Rounds.
  12. TheCongoSpider

    What to buy? Which is better?

    Defender would be too expensive for you to maintain and I doubt you'd get as much value as you think you'd do at low upgrades. Supplier is an ultra-supportive drone. I would suggest using Supplier only if you would be someone's pocket Isida or if you're capturing points in Siege. Your garage has a lot of variety which makes the choice between Driver and Engineer tough. You need to have an idea of what kind of playstyle you prefer and what combination you're planning on using the most because you're committing to a drone. You have a really great collection of protection modules for your rank. I'd advise you upgrade the protection modules of the 2 most frequent turrets you encounter, and the third slot for a specific turret that you have trouble fighting or is also very popular. For instance Ricochet might be popular but if you generally have a harder time against Freezes, you can upgrade your Freeze protection. My default protection modules are Railgun, Thunder (the two most popular turrets I encounter) and Gauss (also popular and frankly too powerful). Those three modules take precedence over other modules to be upgraded. I suggest getting your Thunder and Railgun modules to 32%. It should help a lot with your survivability since your Titan is above Mk7 and you're unprotected when you use the double damage and speed boost with your Crisis drone. The extra % protection should let you withstand one more shot before dying, more time for you to defeat them. As you reach closer to Legend, you may want to invest some more in your Magnum protection.
  13. TheCongoSpider

    What to buy? Which is better?

    If you're buying it to complete missions faster, then the best one out of those three would be Trickster. I don't prioritise using Trickster supportively. The effort it takes to share it with allies is always not worth it for me. I use it as a life extender for myself. Rushing to get to teammates without my speed boost to activate the drone near them puts me at high risk of dying or not getting any value at all. There is also the risk that your ally will not do anything with the buff they received (some players don't use supplies). 10 battle score per ally though is great and could be very useful in Siege where the capture point is near your base. In all other modes, try to give at least one ally the effect if you can. When you activate the drone should me more convenient to the Trickster user. The range was buffed recently as well so can gain points from allies even farther. I'd estimate you can get 150 extra battle points per battle if your prioritise using it supportively. You may get hundreds more in a mode like Siege where your allies will converge on the point and life expectancy is low all around so you can keep chaining it after you respawn. One last thing, the drone is supposed to work like Miner, Defender, Mechanic and Booster in that manually activating supplies would decrease the cooldown of your speed boost supply. That is not the case currently and has not been working for a long while. Even without this, it is still a great drone. If you were to use Sprinter, I'd advise you use it in Assault red team or CP. For Assault red team, you basically have a free repair kit every 20 seconds if you camp near the flag (if you're using a long range turret and supporting your allies who are capturing). You also get some duration of supplies which would be useful when your own manually activated supplies are on cooldown. In CP, you have access to many capture points that are captured quickly. You do not need to gain score from the capture for the drone to be activated. All you need to do is have the line connected to your tank on the point the moment before it is captured. Like heading to the Siege point just before it captures so you can get Overdrive charge and points. Using it in CTF or RGB is risky if the enemy team has defenders because they can interrupt the healing process and you wouldn't be able to heal yourself during the rest of the duration which could result in your death. You'd also have fights for the Rugby ball and you could very well not pick up the Rugby ball at all during the battle because you have 7 teammates. The drone consumes one speed boost per activation so make sure you're prepared to use more speed boosts than normal.
  14. TheCongoSpider

    What to buy? Which is better?

    This depends on what you want from a drone and your playstyle. Your garage has good variety but it's about time you start specialising in a specific combo. If you don't plan on micro-upgrading your drone, then Engineer has more value at 0/20. On top of gaining a significant increase in the duration of the supply, you also share the supply with any materialised ally. While you gain the extra 20 seconds, allies will have the standard 30 seconds. The points you gain from sharing the effect is negligible mostly so you wouldn't buy the drone just for that. Of course, to make good use of the drone, you would need to stay alive to make use of the extended duration. For Driver, if your main hull is Viking, then choose Engineer. You will find more value with a low-upgrade Driver on every hull except Viking. You require a kill to activate the drone. Your Shaft should be able to comfortably secure that kill for the activation. With Driver, you're going to want to be more aggressive because in return, you will receive more ODs per battle on average. Choose the right combination of turret and hull to utilise more ODs than usual. An example could be your Firebird + Hunter, or your Shaft + Dictator.
  15. TheCongoSpider

    Tanki Picture of the Day - Have any?

    First time finishing a challenge.
  16. In Shaft and Vulcan's case, that doesn't hold up. Their parameter increases between Mk1-Mk2 and Mk7-Mk7+ is the same. Also the turrets had different conversions and where they started at the new skin for the modification is not the same as before the conversion. Even before the conversion, all M0 turrets had 20 upgrades despite one of them being as cheap as 7,100 crystals and one of them being as expensive as 38,600 crystals It's simply a way of saying that the equipment is fully upgraded. Fully upgrading equipment gives you the next modification. Mk7+ is simply Mk8. You may be looking too far into this.
  17. TheCongoSpider

    Complaint Book

    The clean reload of your Magnum is increased by 10% which frankly is almost unnoticeable at Mk8. The benefit you get is amplifying your shot 33% faster. The way Magnum's base reload is whatever is shown in the garage + 3 seconds. So let's take Mk8 Magnum. It will have a base reload of 5 seconds (2 from the clean reload + 3). For every 5% increment when amplifying the shot, it will decrease the final shot reload by 0.15 seconds. If you amplify it to 30%, it will take away 0.9 seconds from the 5 seconds, resulting in a shot reload of 4.1 seconds after the projectile is fired. Now let's take Mk8 AGLM. It will have a base reload of 5.2 seconds (2.2 from the clean reload + 3 seconds). If you were to amplify the shot to 30%, it would take 0.6 seconds to reach 30% while Stock would take 0.9 second to reach 30%. What this did was sped up the rate at which you decreased your final shot reload time. And the amount that it sped up was more than the penalty that it had, so you had a net gain compared to Stock, with only as little as 30% amplification. The gap between Stock and AGLM will increase the higher the amplification % of the shot is. AGLM is more suited for long range high-amplification shots because it increases your firing rate. Before AGLM was nerfed, it was more or less a direct upgrade to Magnum. It had no actual downside to the stats. The "con" of the alteration appearing in gameplay depended entirely on the player and not the alteration itself.
  18. TheCongoSpider

    Complaint Book

    If you aren't using Reinforced Gun Carriage then AGLM is a good option for your vertical Magnum if you one of those that lob shots into the enemy base from far away. The pro in having 1 less second of charging is greater than the con of increased in reload time you receive. AGLM essentially increases your firing rate.
  19. TheCongoSpider

    Ultra, Gauss Ultra

    Magnum doesn't work for me so I don't bother. Smoky is my best choice.
  20. TheCongoSpider

    Ultra, Gauss Ultra

    I only use Smoky on mobile so I could not do it. The only long range turret I have on this account is Magnum.
  21. TheCongoSpider

    Ultra, Gauss Ultra

    I only use Smoky on mobile. I used Hornet and Smoky to complete the OD and SGE mission, then I used Titan and Smoky for most of the 100k mission. I alternated between Assault Rounds, Autocannon and HPAS. No, I only used my Driver drone to complete the OD mission faster. I didn't use any drones with Smoky and Titan. It would have been a waste of batteries if I did. Usually, yes. The last time, I pulled 1k and then it sunk back down quickly due to many 1 Tankoin rewards.
  22. TheCongoSpider

    Ultra, Gauss Ultra

    I pushed through and completed the 100k battle score mission, completed two others and two on another account. In total I opened 16 Ultra Containers. In those, I got 12 commons, 1 uncommon, 2 rares and an epic. The epic was Heavyweight Construction for Wasp, which I have no intention of using. I decided to give Ultra Containers a try and got burned. I have no faith in them. Even these past few weeks my regular container rewards have been bad.
  23. Mk8 is another way of saying Mk7-20.
  24. Did you not see that I said that Hornet was the main problem? Vulcan was a problem as well, but not as bad as Hornet. I said I would have nerfed them TOGETHER so that they won't be nerfed heavily one by one. Vulcan Hornet was a more prominent problem than Hornet Magnum at that time.
  25. Had a feeling you were mixing up something. Vulcan used to deal 1,000 damage. Before Vulcan was nerfed, Mk8 Vulcan dealt 1,000 DPS. It could do that for 12 seconds before overheating. If it is powerful with Hornet, it is powerful without it, assuming no one has protection against the turret. I used it with Dictator and I found that I was killing players too quickly and comfortably with it. I was able to beat my kill records with it. There were too many Vulcans in Legend battles that weren't only using Hornet. They were using a variety of hulls and not only Hornet. That stays something about the turret itself. It needed a nerf, but I would have nerfed Vulcan in conjunction with Hornet because Hornet was the main problem. Nerfing them both would soften the blow they each receive, but the Devs decided to only nerf Vulcan and it received a heavy one instead of a softened one.
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