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Everything posted by TheCongoSpider
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
I'm disregarding drones and Overdrives. Just talking about Stock Railgun vs "DH"C. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
The true upgrade to Railgun is "Death Herald" Compulsator. Out of all the energy restoration augments, "DH"C is the most fundamentally unbalanced. -
More Assault missions. Couldn't be that the mode is dying now, could it?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Because it was just before the server restart where the lowest number of players are available. It is off-peak time right now. -
@DieselPlatinum, do you still consider Slugger as a downgrade?
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I will test this again soon for a more recent result but from earlier tests with this, it does not add on to your current remaining time. If the boost from the Sprinter Drone is more than the remaining time of the supply, it will overwrite it. For example, if your Sprinter drone gives you 15 seconds of supplies when activating it, and your DA has 7 seconds remaining, you DA time will be set to 15 seconds upon activation of the drone. However, if simultaneously, your DD has 20 seconds remaining, then the drone will not affect the DD time because the remaining time is more than what the Sprinter gives.
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Another Hornet augment? That's unnerving.
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Well that will depend on the drone you equipped and how upgraded it is. Something like an unupgraded Assault Drone would barely give you value if you equipped it mid-battle. An unupgraded Driver with Viking would need to be equipped as early in the battle as possible to get value out of it. The other hulls shouldn't be too bad with an unupgraded Driver. Something like a Trickster Drone (that doesn't need upgrades) would have great value instantly. You consume a maximum of 7 batteries in a battle if you stayed from the start till the end. If you equipped the drone and materialised at 4 minutes and 10 seconds remaining, it will deduct one at 4:10, another at 3:10, another at 2:10, another at 1:10, and the last one at 0:10, 5 batteries in total. If you're meticulous with the value you want from your drone, equip the drone when the seconds on the timer is around 40/50 seconds. That allows you to more time having the drone equipped while also using 5 batteries. Someone who first materialises with a drone equipped at 6:50 will get more value from the 7 batteries than someone who first materialises at 6:15
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7 in total. And no, it will not exhaust another battery upon materialising with a new drone mid-battle. However, if you unequip your drone then equip it again mid-battle, it will exhaust one battery upon materialising.
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You can lay off for a bit as you have a solid combination for your rank.
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Hunter's Overdrive: Supplies disable duration: 5 seconds ----> 8 seconds. Dictator's Overdrive: Dictator does not receive experience points when using the Overdrive near allies. Viking's Overdrive: Vulcan no longer has reduced damage when overheating so you can remove the part for Vulcan's special interaction with the Overdrive.
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Some more changes to be made: Nanomass Reactor - add Energy Consumption when attacking +50% (red) Missile Launcher "Hunter" - add Maximum projectile speed +100% (green) Large Calibre Rounds - remove "Reloading +20%" and replace it with Charge time +50%. (red)
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I'd rather not.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
When a Hornet activates their OD near you, wait 3 seconds (if you can) before you kill them. This works best with Hunter as its stun duration is 3 seconds. On another note, if you want the get as much OD charge as possible after a Hunter EMP, wait until you reach 2% passive charging before killing them. This happens roughly around the end of the stun. -
Yes it is.
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Assuming this also blocks against overkill damage (like Lifeguard being able to trigger on a 1 HP tank that received as little as 2 damage or as much as 17k damage), then it would be possible to receive more than 10k points in a 7-minute battle.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Well thanks to the arcade shot nerf, you're going to get more campers now that they massively nerfed the arcade shot while they massively buff the sniping shot. -
Have you tried Small Calibre Charging Machine? Do players even know that augment exists?
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Before the projectile speed implementation, Sledgehammer was superior (in the Test Server and on the receiving end of both on the real servers). After the projectile speed update, all I've been facing is Sledgehammers and a few Subcalibre Rounds and Small Calibre Rounds scattered here and there. I've been seeing more Subcalibres than Small Calibres recently. In theory, Sledgehammer should now be superior up close but at around 100 metres or just outside of a short-range turret's range, Small Calibre should be dealing more damage over time with the faster projectile speed. That's with higher modifications. For the lower modifications, in theory, Small Calibre should be superior. The damage drops off faster for Sledgehammer in the lower modifications. If you can comfortably stay somewhat close to the target without sustaining much damage, try Sledgehammer. If you can't do that or want to use it more at mid-range, try Small Calibre Charging Machine. Note that with SCCM, you won't be able to 2-shot full HP medium hulls of the same modification. This is my take. Someone who regularly uses Thunder and/or these two augments would have a stronger opinion more worth listening to.
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Did we just get no information on the physics change?
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It's really fun shooting Vikings with Assault Rounds and they act as if they received no impact force at all. That's the reason I don't use Assault Rounds much anymore. Once in a while I use it again to see if things change and it's been changing for the better recently. But I'm downgrading my damage and the effect I'm supposed to get is not there for certain enemies. Some Vikings clearly take impact force like they should and have to gather their posture like you mentioned. Other Vikings keep on moving like I'm hitting them with a Vulcan projectile.
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It looks to be increasing damage per tick.
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I just did it with my Mk5 Railgun. It has a firing rate of one shot every 4.38 seconds. By my calculations, it should have a firing rate of one shot every 6 seconds while by your calculations, it should fire every 5.25 seconds. In the battle my LCR Railgun was firing every 6 seconds. Even the RU Wiki has it as 50%. The RU version of the Patch Note still says it removed the shot delay only.
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Wow! It's a good thing I took a screenshot of the Patch Notes immediately as it came out. It says there (in my screenshot), "reload time increase removed". And as I had seen, the LCR Railguns have the same shot delay as Stock and their firing rate is one every 5 seconds which lines up with only the shot delay being removed. Even up to earlier today I watched the killfeed and saw an LCR Railgun getting a kill every 5 seconds with Hornet. Maybe they changed it and because 4.44 is close to 5 seconds, I may not have been able to see the difference.
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The firing rate is on par with Magnum and Gauss so it seems fine to me. Mk8 LCR fires a shot every ~5 seconds.
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