-
Posts
8 059 -
Joined
-
Last visited
-
Days Won
89
Everything posted by TheCongoSpider
-
If you received the welcome back gift (judging by the premium on your ratings page), you were away for at least 10 months. Do you remember an approximate date of the last time you logged into the account before today?
-
How would bots being in the battle change that?
-
update Patch Update #776 - Released 4th October 2024
TheCongoSpider replied to Marcus in News Archive
The time shown in the patch is the time in seconds to passively go from 0% to 100%. If your passive charging rate is 1.0 it will be 1% per second taking 100 seconds to fully charge passively. Crusader is going from 240 seconds (0.416% per second) to 330 seconds (0.303% per second). Crusader since its release has always had one of the fastest if not the fastest passive charge times of all the hulls. Now, it will be one of the slowest passive chargers (alongside Paladin, Dictator and Viking). That's just the passive charging. There is also the charging via reputation points gained that is another factor. Light hulls have more than medium hulls and medium hulls have more than heavy hulls. So in a random battle, a Dictator or Crusader can still end up charging their OD to 100% a bit faster than Titan even though its passive charging rate is getting buffed here as well. -
If your team is full of bots, the enemy team is full of bots. You would have to stay in the battle until the end to get stars anyway.
-
You are only.allowed 1 change per battle now. If you change your turret only, for example, it will apply the timer to everything else.
-
Yes, mobile has horizontal auto-aim as well as vertical yet that still didn't stop it from randomly phasing through enemies. It just happened less often than on PC. I didn't say that, but there is an issue somewhere. It's been a common complaint about Smoky since the transition. It was shortly touched on in a Q&A they did a while back. Opex himself acknowledged the issue with increasing the projectile radius and this random comment. Back then Smoky wasn't the only thing I was having this phasing issue with. Crusader icicles were a common happening but that thing was always bugged to high hell so it gets a pass. I've had it happen with turrets like Thunder, Striker, Scorpion, Ricochet and Gauss arcade. It happened a varying amount to different hulls but the ones it happened to the most were Vikings (any skin), Hunters (HD skin in particular) and Paladin, with Paladin being the most frequent. Countless times I only needed one more hit to kill a Paladin on their OD and my shot would just go straight through them. It's one of the reasons I loathed Paladin back then because I knew there was a decent chance that my shot would just go through them. Since then it's been ironed out for every turret except Smoky for me.
-
What is your opinion of the High-Capacity Ammo Clip augment?
-
You said hard to use turrets should be powerful. For the average player Striker is hard to use, and it is powerful. Therefore it should stay as it is by your words.
-
The projectile radius has been twice as big as the others for a long time now. Still doesn't stop the shots from randomly phasing through enemies, ESPECIALLY Paladins. I get it against a lot of hulls but for me it happens way too frequently against Paladins. Even Opex seems to be floored on how to fix it 3 years and counting. But it is, though. Is it a skill issue for me to be stationary, the enemy to be stationary, and my shot goes straight through them dealing no damage? Is it a skill issue for me to be shooting a Paladin head on and have half or more of my shots going through them? I, too, think Smoky has nice damage output when the accuracy is high. Even harder to effectively use turrets like Twins has good damage when the accuracy is high. But with Smoky it isn't, and it has been a problem since it turned projectile. There was a brief period in 2022 where I had to go back to PC. The experience was a downgrade compared to Android but I quickly noticed where and how to feel comfortable shooting Smoky for high accuracy and I was able to enjoy the turret there rather than be frustrated. But if my accuracy back then was as bad as it is now, I would have put the turret down quickly.
-
By your logic, Striker and its augments should remain just the way they are.
-
update Patch Update #775 - Released 27th September 2024
TheCongoSpider replied to Marcus in News Archive
-
I give a Blue Tail, you give a Red Tail. https://pages.tankionline.com/build-a-tank/trade/dAHJrWQV2z67n98RmaRw
-
I give a Green Turret, you give a Green Tail. https://pages.tankionline.com/build-a-tank/trade/g1xsjIn0piIsYH4iUJgl
-
How is that scenario any different to Railgun or Scorpion? Both deal the same or similar damage with faster firing rates. The splash damage drops off to 50% at 6m away from the explosion. How are you getting 3-tapped with Magnum module and Defender drone by half splash damage?
-
update Patch Update #773 - Released 6th September 2024
TheCongoSpider replied to Marcus in News Archive
It has been there since 9 months ago. -
The Challenge has grenades in it.
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to TheCongoSpider in Game Discussion
What is this? -
There is no plan for such a thing.
-
This bug appeared in the game at around the end of July 2022. It affected Striker, Gauss and Scorpion. At the time, the majority of reports were for Gauss and Striker and only a few reported it for Scorpion. I personally did not have it happen for Scorpion until an entire year later in October 2023. It was painful to use Striker and Gauss' lock-on and I presume it was the reason why Gauss received the rework 3 weeks later that made the acquisition fast but the reload afterward the shot long. Every time it happened, my ping would shoot up a couple hundred ms, even against bots. YouTubers and players who have very low ping will have the progress reset very early so it would hardly be an inconvenience to them. For others with higher ping it can reset much later, or even multiple times in a row, made worse if there are multiple enemies bunched together and your aim keeps jumping to another target mid-progress. For a while now it's been fixed with Striker and Scorpion but Gauss still remains. Its salvo firing rate paramaters have not been changed in a long time until now with the recent patch, that coincidentally increased the lock-on time while also changing the server response period. That may be the first major attempt from the developers to fix it, but it does not appear to be fixed yet. The only thing that has fixed for me is I get no-damage salvos significantly less often now.
-
Can you give usernames or the augment that they (and you) are using?
-
update Patch Update #773 - Released 6th September 2024
TheCongoSpider replied to Marcus in News Archive
Month 5 of no auto-supplies. -
Giving a blue engine in exchange for a blue turret. pages.tankionline.com/build-a-tank/trade/hN6PmppMoCEGAYDk7xkJ
-
It says get all of the earned rewards. Earned meaning the stars you obtained for the corresponding tiers.
-
He asked in what way the Engineer augment could be stronger. If it was in Legendary instead of Rare then it would likely heal 4,000 HP instead of 1,000, and/or allow the effect to trigger on you if an ally picks up a box near you. Just like the Engineer drone used to work before removal in 2023.