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Everything posted by TheCongoSpider
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True.
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Each time you manually activate any of the 5 supplies, it decreases the cooldown Activating DA will decrease the smart cooldown to 20 seconds. Then you can activate speed boost and DD which would decrease the smart cooldown to 0, which means you'll have it available when the effect ends. More often, Defender users would use DD or SB before using DA depending on the situation In that case, you can use a mine to decrease the smart cooldown from 10 seconds to 0 seconds. Same with repair kit. This mechanic allows it to be acitvated many times in one life. At the moment, the effect lasts for half of the DA duration, 15 seconds. After the server restart, it will last for the entirety of the DA duration, 30 seconds.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
This seemed to boil down to you having a stricter definition of a counter than Wolverine and I. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Where exactly were they shooting at the DIctator? And was the Dictator in a Titan dome? Suppose your turret deals 1,000 damage. You put it on VIking and you're going to shoot a Titan. You and the Titan activate your Overdrives. Your turret's damage will now be 2,000 and the Titan dome will only allow 10% of that damage. So you'd be doing 200 damage per shot. Now we introduce the supplies. Let's say the TItan uses DA. Then the damage the Viking does will be 100. Now we repeat it again, but this time, the Viking activates double damage. The Viking's turret will be dealing 3,000 damage. That's 300 with the dome alone. The dome + DA will make that 150 damage. 150>100 When supplies DA and DD is introduced, the Viking deals more damage to the players in the dome than their DA reduces it. Striker and Magnum shoot more projectiles than Thunder. Striker deals the same damage as Thunder and Magnum's average damage is 2x Thunder's average damage. So the question is - why only Railgun, when Striker and Magnum follow the same thing Railgun does? All 3 of them are "point and shoot" during the Overdrive. You'd like to punish low-skill turrets when using Viking's Overdrive? Who will decide what is low-skill? WIll we use what HTML5 shows us? According to Tanki, Thunder is low-skill. If you're going by that system then the melee turrets would be punished because they require the least skill, according to Tanki. -
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
There are different degrees to which the dome is countered. You have the direct counters in the form of Hornet, Hunter, Wasp and Titan's Overdrive. Hornet ignores it. Hunter deletes it. Wasp's bomb's damage ignores it. Titans delete it. Then you have Mammoth and Viking. Mammoth ignores the dome's protection but the feat of getting to the dome with enough HP to actually do good damage is hard, made more so by them now being able to see whether or not the Mammoth has their Overdrive ready. The Mammoth has to sneak around to get value and is most often a suicide mission. Viking is the direct opposite of the dome. The dome decreases the damage taken. Viking increases the damage dealt. Those inherently counteract each other and are thus counters to each other. How much of a counter are they to each other? Titan counters Viking's Overdrive more than vice versa. One has the upper hand. It's the same with Dictator and Hunter. Dictator is the direct counter to Hunter's Overdrive. Hunter, however, has the upper hand in the engagement. If the Dictator uses their Overdrive first, the Hunter can take away the supplies and stun it. If the Hunter uses their Overdrive first, then the Dictator will have to survive the 3 seconds that it is being stunned for and then now has to worry about how much value its repair kit will get because that Hunter is damaging it during those 3 seconds. When I use Dictator's Overdrive to counter Hunter's, it either ends with both of us dying or me winning with 30% HP. Both Viking and Mammoth counter the dome. How well they do this depends on the situation. It has many factors to it but the bottom line is, they, are, counters. This would have probably been the case before the RGC change that decreased its fixed angle from 5° to 3°. Emphasis on probably, because Viking is the hull to choose if you don't want your shots going over the enemies' heads. I had alternated between Hornet, Hunter and Viking with RGC, and Viking had higher accuracy because it was lowest to the ground and did not rock excessively like Hunter and Hornet did. At the moment, RGC with VIking will likely hit all shots. And as for the firing rate, it shoots 14 projectiles at Mk8. That is 2 more than LCR. Then I guess nerf Striker's firing rate with Viking's Overdrive too since it deals the same damage as Thunder but shoots more projectiles than Thunder. And nerf Magnum's firing rate as well, right? This is what happens when you put every mechanic into the same function. Some will come out better than others because of the differing mechanics and parameters. The Titan will likely have supplies activated within the dome, and may be on cooldown when the dome ends. Opening them up to the DDs of anyone shooting at it. If you don't want to die, you use a repair kit in the dome to buy yourself some more time if you were on low HP. Doing so will put you at a great disadvantage when the dome ends. You are weakened. The boost that Viking's Overdrive gets with DD is more than what the Titan gets with DA inside the dome. A Viking OD with DD will do more damage to a Titan dome with DA than it would if no supplies were active. Our perspectives on this differ. I see it often, while you claim to not see it. I'm open to hearing your perspective on these things so I make sure to point out that the experiences that I experience happen to me. Because there is a lot of uncertainty and randomness in MM, I assume others will be more exposed to it. My battles are predominantly filled with Vikings, while for the longest while, @wolverine848's battles have been predominantly filled with Hornets. Of Viking Overdrives killing players inside of the dome. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Soft counter, as said above. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
You've had this stance for a long time, so it's surprising that from since then until now, you still haven't seen that. Not sure about you at the moment, but my battles are predominantly filled with Vikings (Hornets are becoming a close 2nd). I see these scenarios often. I didn't assume anything about you. ? I was talking about Vikings in general. Due to how slowly the Overdrive charges, it would be more beneficial to the Viking if it uses the Overdrive on enemies that are not protected by a dome. Hornet as it is will always be better than Viking at countering the dome Hornet completely ignores it is it's a hard counter. Viking simply piles lots of damage onto the players in the dome for 7 seconds. Viking is a soft counter. A counter to what? Dictator's OD does nothing to the dome. It freezes the Titan who will stay in the dome either way because it has protection. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
That is not a counter to the dome itself. That's why I specified Dictator by itself. And not always will they be fully charged upon receiving the Overdrive, neither is gathering teammates that are off doing their own goals unless it's a mode or map where they have to stick together. I have been killed many times by Viking Overdrives inside the dome. I have killed many players inside the dome with Viking's Overdrive I have killed people without the Overdrive because they were on low health and I persisted long enough to see them dead. Some turrets work better than others, for instance altered Railguns and Magnums offer the highest DPS. Mk8 Magnums will deal on average ~70k damage during the Overdrive. That's 7k with the dome. That will kill a medium hull with DA if it doesn't use a repair kit and if they were at full HP at the beginning. A lot of the times, the allies within the dome were not at full HP upon entering the dome. A lot of times the Titans put the dome down as a reaction tudden damage in a tight scenario. They start with less HP. They have no healing to fall back on and the constant damage will see it that their repair kits gets minimum value. And when the dome ends, they'll be weakened. It is very possible to brute force through the dome with Viking's Overdrive. It is not advised for it to use it on the dome unless necessary, because it is put under strict conditions. -
In the long run they don't bother me because after 5 seconds of shooting, they're empty. Stock Ricochet has stamina. Plasma Torch is one and done. Plasma Torch is better if your team is being spawnkilled.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
The only thing that can't counter it is Dictator by itself. Viking is a soft counter because they don't heal from the dome and it is perfectly possible to brute force your way through the dome with damage. It's not advised to use Viking's Overdrive to counter it since you can apply it to better effect in other scenarios but it is a counter nonetheless. -
Really? It seems to fire at the same rate to me.
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? Is it not good enough at 75%?
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And how is that going to work for its projectile? I would at least let it keep its current arcade shot and allow a special sho within 70 metres. But taking away splash damage and making it short ranged would mean an increase in damage. So how much damage is this thing going to do?
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What alterations were these Railguns using? LCR with Booster is enough to take out a medium hull with 50% protection (no DA). RD can have even more damage than LCR. It may also be a Hyperspace Railgun that shot through two players before it hit you...with Booster.
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It takes 3 seconds for the missiles to reach 700 m/s from a starting velocity of 20-25 m/s. The missiles should already hit the target before 3 seconds pass. So the only thing you're doing is taking away the splash damage from the arcade and sniping shot? How are you going to make it short range?
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Accessible with Dictator (on mobile at least).
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That's such a monumental change though. Do you have an idea of how it'll work (damage, firing rate min and man damage range, any special abilities and how it will affect Electromagnetic Salvo)?
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That happens to me during close to peak times as well. Some Legends have the same GS that I do at Marshal so I assume it's because of that.
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It may be tied to the Overdrives, but the numbers aren't consistent with what I thought it was. I tried that it may have meant: - The time it takes to fully discharge from 100% to 0% after activation (retention period) but Wasp and Titan both discharge immediately and have Depreciations that are far apart. - The time it takes for the Overdrive to start passively charging after activation but Wasp and Titan get to 1% immediately as I press Shift most of the time. - The time it takes for the Overdrive to reach 1% passive charging but its the same as before but involves more hulls that disagree with it. - The time it takes for the user to be able to manually gain Overdrive charge after activation but Viking and Mammoth do not gain manual Overdrive charge during their durations and the others besides Hornet get theirs immediately. So it may not have anything to do with the Overdrives and may just be something for the hull itself. Maybe it's a parameter that will be added in the future and they'll explain what it does.
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It's all fun until a Destabilisation Railgun flips you from the other side of the map.
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Does annoying = powerful to you? I find Titan's Overdrive annoying when it's placed unexpectedly but it has so many counters and potential things to worry about that if a Titan is able to comfortably place their dome then I wish them more luck.
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Why do they "suck"? They all fill different niches and if you don't like that niche, use a Drone that is right for you. Low playrate would mean that another drone fills their niche, for example, Booster and Defender. Both are monumental drones that allow you to come first place due to what they allow you to do. Booster allows you to get many kills and Defender the same and also flag and rugby captures. The other drones have their own applications and players that enjoy using them. I enjoy using Miner. Before its first buff, it was impractical to use it in MM if you weren't using Mortar Magnum. After the buff it is now practical on anything and it has saved my team many times. Engineer is great for lone-wolfing while also supporting your entire spawned team. Engineer can also bypass smart cooldowns from manually activated supplies due to the extended duration of the picked up supply. Camper is an amazing drone with great value at higher upgrades. This drone also does not need maximum upgrades due to how the supply reload speed increase is distributed throughout the upgrades. Trickster far from sucks and you can see why it doesn't here. Driver far from sucks and can be a game changer when used with Dictator or Hornet. I don't have Hyperion but seems to be proven useful near maximum upgrades.
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The Driver Drone and Overdrive Charge: Not what it seems
TheCongoSpider replied to TheCongoSpider in Archive
Understood. And thank you very much for the tables. Some of the numbers are inaccurate but I presume you may not have had enough space when making the table so you joined together similarly-scored actions. -
The Driver Drone and Overdrive Charge: Not what it seems
TheCongoSpider replied to TheCongoSpider in Archive
@Viking4s Curious, where did you get the Driver Drone figures?
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