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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Ideas for Hulls and Overdrives!

    First problem - Zero supply usage in a Legend battle. What happened to your repair kits, speed boosts and double armours? Second problem - your protection modules do not fit the battles. Why are you using mine protection when that is the least of your worries? Why are you using 24% Smoky protection when you have 35%+ protection modules against many other turrets especially the ones that one-shot you or kill you quickly? Third problem - you're running headfirst into obvious danger and acting slightly airheaded. To me, it looks like you're multing with intent. Fourth problem - Unupgraded turret and hull, especially your hull. You are a Legend facing other Legends who are likely using Mk8 turrets. This puts your Wasp at a disadvantage since they have a modification advantage over you and as a result are more efficient against you. This results in Thunders coming very close to if not one-shotting you, and altered Railguns, Magnums and Gausses having more leeway to one-shot you on equal footing. That Shaft whose arcade shot you complained about, was using Short Band Emitters, which, get this, increases arcade shot damage. It is not lethal to an upgraded light hull but yours is near Mk7 so you will be worse off if that Shaft was Mk8. Light hulls require higher % of protection than the other hulls for survival. Hornet would be one-shotted in all of those scenarios as well. We should buff Hornet as well is what you're saying? That Smoky that one-shotted you at the beginning likely had High-Precision Aiming System which, get this, increases Smoky's damage. Look at the alterations of your enemies before engaging them. Know who you can survive against or how you should play around them if you can. Someone on your team had an Engineer Drone equipped and took drop boxes on the map. This shares the effect of the supply to every materialised teammate at the time of activation. It does not deduct from your stash of supplies. You aimed your Thunder at the ground and shot, which dealt self-damage and took your health down to ~20%. You did not get one-shotted. That happens with all projectile turrets. On your screen it misses you and deals damage but on their screen, the shot hits you. You will notice the same thing with Twins, Ricochet, Striker, Thunder, Vulcan and Gauss.
  2. TheCongoSpider

    The Hornet OD Issue

    Viking gets very high burst damage for a short duration. Hornet gets potentially high damage for a longer duration. The damage you can output with Viking in those 7 seconds is, generally, much higher than Hornet can in 20 seconds. I say potentially high damage because Hornet's Overdrive more or less depends on the user having double damage activated in order to be truly destructive. Viking gets that and then some just by activating the Overdrive alone. And then it gets an vastly increased firing rate and more impact force. This is not taking into account protection modules. It's when multiple enemies have protection modules against your turret is Hornet starts becoming objectively more practical. Ignoring the difference in passive charging rate between the two, the biggest difference is that Hornet is allowed to manually receive Overdrive charge while the duration is active. This is a big part of what makes it more practical than Viking's Overdrive.
  3. TheCongoSpider

    Ideas for Hulls and Overdrives!

    My only problem with Wasp is that it flips a tad bit too easily from impact force. Other than that, it's a solid alternative to Hornet and vice versa.
  4. TheCongoSpider

    UFO day in «Tanki Online»

    It doesn't? I put down a dome for our Juggernaut to get the gold and he stood directly on the marker and received what looked like 3k damage. Or is the damage of the meteorite reduced? I'm not focusing on gold hunting so I don't know.
  5. TheCongoSpider

    UFO day in «Tanki Online»

    Hmm, mine seems to stop loading videos randomly. Sometimes after 3 videos, sometimes after 5, sometimes after 7. Sometimes after just one video. I delete the cache but not very often. Deleting the cache seems to work temporarily though sometimes that doesn't work at all.
  6. TheCongoSpider

    Let's Discuss Smoky!

    I'll usually see about one or two on the enemy team in Legend battles. Sometimes a few of the unprotected ones switch over to Smoky protection.
  7. Why is Gauss 60% when Magnum and LCR Railgun deal the same damage?
  8. TheCongoSpider

    Not Enough Exp For Capturing Flags

    A kill gives the same EXP as a flag Capture, 10.
  9. TheCongoSpider

    Independence Day

    That's a lot of batteries to be used.
  10. I say yes but that's just me. I feel too constricted when I use it. The reason for picking the alteration in the first place is because of the arcade shots. So if you nerf the arcade shots to hell then you nerf the augment to hell. "But you can just snipe". Yes, and take 2x longer to full reload the energy bar than Stock Shaft. The other Shafts heavily outclass it in sniping and the one advantage it has now very uncomfortable to use. This nerf has also decreased my performance with Light Capacitors. At the very least I can quickscope with LC and have a fast reload. RFM, I'd need to chase the damn enemies just to get in range to deal full damage. If anything, this arcade shot nerf will encourage camping by making you heavily rely on your sniping shot.
  11. TheCongoSpider

    Let's Discuss Drones!

    As a max-Defender user, is the nerf that bad? I noticed now that when my team dogpiles their damage onto the person they die significantly faster than before if they don't have protection against the turrets shooting them.
  12. After 30 metres, the damage will start dropping down to 25%. So from 30 metres, it will be doing less than 660. At 36 metres, it will be doing 50% damage. At 42 metres, it will be doing 25% damage. Garder was just to show the distance I was talking about that can happen in any MM battle. You use Ricochet a good bit so I'll compare it to that. Imagine your Ricochet's projectiles can fly forever, but after 30 metres, you start dealing decreased damage and anyone beyond 40 metres will be getting 70-100 damage per projectile. You'd need your entire Mk8 ammo clip just to kill a medium hull that is more than 42 metres away from you provided you did not miss any shots. If you happen to encounter any RFM players, do report back how the battles went. I've used it since the restart and have went against a few as well. The situation with the arcade shot is not good. It seems like they want us to prioritise sniping. This is bad for RFM because it relies on the arcade shots. That's the entire point of picking the alteration. If you choose to snipe with RFM, you are much, much worse off than the other Shafts. Let's see what people think of the change in the coming days. ?
  13. Of that specific map - Garder. I'm mentioning it as the distance in the scenario. Alright then. I played a few battles with RFM and I'm already done. It's too uncomfortable. At 40 metres it will be doing close to 25% damage, which is 165-187 damage.
  14. Yes, it does, because Shaft has a weak damage of 25%. That 660 with DD in the weak damage zone turns into 330 damage. And that is on unequal footing. On equal footing, that is dealing 165 damage. So yes, they do need to get up in your face to deal good damage. For an Mk8 Shaft, that black dot in the centre of the pathway is how far away the you can deal 100% damage. If a Hunter is on the other side of the map and sees that RFM, and is heading towards it, if the RFM wants to deal full damage, it needs to have the Hunter within that range. And that is very risky. The RFM can shoot it 3 times but it will only deal ~500 damage and it will have no more energy. The Hunter is now free to come in and zap the RFM because it knows it has no energy to properly fight back because the range of the arcade shot was gutted. The arcade shot nerf has hurt my gameplay with Light Capacitors so far and now I'm afraid to even pick up RFM.
  15. For RFM, It's best to say firing rate or delay. Reload for Shaft can be confused with the recovery rate of energy and the "arcade shot reload". As seen by the recent recovery rate buff for Shaft, the "arcade shot reload" that you see in the garage is a delay. If your Shaft's energy is recovering and you shoot an arcade shot when 95% of your energy recovered and it fully recovers before 1.5 seconds, you won't be able to go into sniping mode or fire another arcade shot until that 1.5 seconds is up. I can send a short video if you still don't catch what I'm saying.
  16. An RFM Shaft seeing a Hunter coming towards it will likely want to wait until it gets closer to start shooting the Hunter. That Hunter, assuming it has anything other than a melee turret, is free to damage the RFM Shaft. It can even stay away from the RFM and the RFM will have to come towards it if it wants to kill the Hunter. Hunter has more control of the situation in theory. But, let's see after the server restart how the engagements will flow. That's the delay between 2 consecutive arcade shots. When it was first implemented, it had a delay of 0.5 seconds (500 milliseconds). At the moment, it seems to have a 375-millisecond delay (0.375 seconds).
  17. ms = milliseconds The recovery rate was nerfed. The delay between the arcade shots was likely buffed. 270 ms to 375 ms is worse, but there may be an error in the Patch Notes for that. Server restart in in 3 hours, just wait until then.
  18. To be fair, the arcade shot range is getting halved. RFM will be in a tight spot come the server restart. To get effective damage with the arcade shot, you need to get in range like you would with Hunter's Overdrive. And if you can't do well with that and choose to snipe, you'll have a 50% penalty to your recovery rate so every other Shaft will be much more efficient than you in sniping. It's in milliseconds. 270 milliseconds = 0.27 seconds. 55 milliseconds = 0.055 seconds.
  19. TheCongoSpider

    Let's Discuss Drones!

    Mines have a good bit of RNG to them. A lot of those mines may have done below average damage. If all mines did 1,800 damage, an Mk8 Medium hull would die from the 6th mine and an Mk8 heavy hull would die from the 9th mine. Using a repair kit while going over multiple mines placed next to each other in both instances will allow you to survive 3 more mines. With tomorrow's change, your Mk8 medium hull should survive 5 mines if all mines deal average damage. If you get lucky and some of the mines deal below average damage, you can survive 6 mines. Your Mk8 heavy hull should survive 7 mines. A repair kit will let you run over 2 more mines in each scenario.
  20. From doing RFM vs Mk1 Twins on Mobile, it looks like they have the same firing rate, so that is likely a buff for RFM.
  21. TheCongoSpider

    UFO day in «Tanki Online»

    One of the reasons for Isida's healing being nerfed was to avoid players being indestructible when an Isida prioritises healing. This is what happened when they increased the amount of score Isidas get for healing to 15. Other screenshots below. This as well. I'd rather not have that happen again.
  22. Wording is weird. We'll have to see if it's a buff or a nerf after the server restart. Anyone with RFM and Mk0 or Mk8 Twins can time it at the moment to see whether or not it is currently 0.27 seconds or 0.375 seconds and deduce if it's a buff or a nerf.
  23. Mk8 Twins will fire a projectile every 0.257 seconds instead of the current 0.270 seconds.
  24. It's definitely not useless to do so. If you did not have DA activated but the Viking had DD activated, then their turret would be dealing 300 damage to you. DA would cut that to 150. You claimed that the boost from DA in the dome was more than the boost from DD with Viking's Overdrive. I was just showing you that it was the other way around. When multiple enemies are shooting you inside of the dome, it is best to use DA. If only a few or one enemy is shooting you and you have a comfortable amount of HP, then you can keep your DA for when the dome ends (if it is not on a smart cooldown).
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