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Everything posted by TheCongoSpider
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The Driver Drone and Overdrive Charge: Not what it seems
TheCongoSpider replied to TheCongoSpider in Archive
Viking and Mammoth do not receive Overdrive charge whilst the Overdrive is active. -
Because I prefer sniping with Shaft. And while the damage penalty in sniping mode is removed, it has a 40% penalty to the recovery rate, so Stock Shaft is superior to RFM if you plan to mainly snipe enemies.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Hornet is getting a new skin so it looks like it may go longer without a nerf. -
And it's easy to outrun a Mammoth Overdrive with anything as fast or faster than a Dictator. Dictators with speed boost will slightly outrun Mammoth Overdrives with speed boost. Mammoth generally needs both speed boost and double armour activated to make use out of the Overdrive now that it is not immune to damage or knockback. Use it without double armour or bad protection modules and you will die quickly. Use it without speed boost and you're not catching anything that sees you coming unless they get stuck on a prop on the map.
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@Mr.Nibbles Let's assume the abilities that Hornet's Overdrive gives the user are balanced (though they're not because every other Overdrive besides Wasp was nerfed considerably since release so relatively, it is strong). What then becomes a problem is the Hornet gaining Overdrive charge from score during the duration. Because if it goes on a killing spree or captures an objective, it significantly charges the Overdrive and will have it ready within the minute after the duration ends. You have the cycle of them jumping into the enemy base head-first, confident, because they know they can overpower their opponents with the Overdrive. They get the upper hand on newly spawned enemies because they bypass the spawn protection and with the right turret, they don't stand a chance. What more? They have the most generous Overdrive charge retention period of all the hulls. And if they fail in the use of their Overdrive, they have the 2nd fastest passive charging rate of the 7 hulls. All of these come together to give the superior Overdrive, countering others by brute force. After all the nerfs, it is no surprise that there is a surge in Hornets.
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It's not 20%, it's 50%. Wiki mixed up the parameters. It has 50% more shot reload. Only the shot delay (which was +20%) was removed. You're saying the Augment still needs nerfing right? LCR makes Railgun's damage comparable to Gauss and Magnum, its fellow long-range turrets. Should it not be like that?
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What about LCR do you think needs nerfing right now (given that it's an Augment and not an Alteration)?
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The highest modifications (Mk7 and Mk8) were problematic in the DPS they possessed on all hulls but were most problematic when combined with Hornet. I agree that Vulcan needed a nerf, but I would have nerfed the damage in conjunction with a nerf to Hornet's Overdrive. You hit two birds with one stone and one of them wouldn't have to suffer immensely. They choose Vulcan and nerfed that only. On paper and from experience, all that did was make Hornet more of a must-pick with Vulcan because you still get the defense-ignoring ability while the other hulls will have to deal with the defenses and protection modules with less damage overall. Perhaps it hints at an upcoming balance change.
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The Overdrive on the Test Server has: Overdrive charge from points: 700 Overdrive charge over time: 700 So it's the same as Dictator's Overdrive.
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Driver It is the same regardless of the number of upgrades.
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Here are 3 battles I just did with each: Supercumulative Rounds: Battle quality: Good (chat contributed) Battle quality: Poor I had a bad star at the beginning that saw me with 0 kills and 4 deaths because enemies outnumbered us and I didn't have any burst damage. Battle quality: Good High-Precision Aiming System: Battle quality: Great My team was dominating straight off the bat. Battle quality: Poor I wasn't able to do as well as my teammates and it was uncomfortable trying to fight the enemies. At one point, I was bullied by two Ricochets. I needed one more shot to kill the Ricochet in the back but I couldn't land the four shots I had left before I died because of the impact force. Having a faster firing Smoky would have been much better in that situation. Battle quality: Poor The enemies were too coordinated and had too many high-DPS turrets for me to stay alive to fight them. More than half of my kills came from the light hulls on their team, one of them being an Autocannon: Battle quality: Piss-poor Enemy team had 4 Defender drones. One was a Hornet RGC Magnum, another a Hornet Railgun with Scout. One was an Hornet Ricochet with Adrenaline and the last one was a Hunter Gauss with Electromagnetic Salvo. It was not enjoyable in the slightest. Battle quality: Good Some ups and downs. Their RD and Hyperspace Railguns were a nuisance. Battle quality: Good The modules were a pain to deal with but overall it was fun. HPAS is uncomfortable for me so innately the experience will be poor and will work itself upwards. Supercumulative depends on how lucky I am but it plays mostly like Stock Smoky. Autocannon for me is fun so the experience will be good and will work itself downwards.
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You need to be really lucky, that is, getting 2 critical hits within 4 shots. The first and last hit must be criticals so it would go like 1,600 - 275 - 275 - 1,600. I believe the luckiest I've gotten with this was two back-to-back lucky rolls as 1,600 - 275 - 275 - 1,600 - 275 - 275 - 1,600.
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How does it make your situation worse if Shaft is strong now? Shouldn't it make it better?
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I'm not a fan of either. Supercumulative Rounds leaves you at the mercy of RNG. If you're unlucky, you'll barely see critical shots. And you are also at risk of killing a 1 HP enemy with your Supercumulative critical hit. If it were still 30k I'd recommend it just so you'd have more variety in your Smoky arsenal. But I won't recommend it at its current price. I don't do well with HPAS. The damage increase isn't significant enough to notice a decrease in kill times compared to Stock and though I'm expectedly punished more for missing a shot, the damage I miss doesn't seem worth the increase in reload time. That is my experience. I've encountered HPAS Smokies who do well and cause damage. Having a faster firing rate (Stock Smoky) proved to be better than HPAS when I used it. I've been using mainly Autocannon recently and that's working out well for me. It's fun to use especially when I kill a medium hull in 4 shots total.
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I'm still not over this. It hurts me to see Support Nanobots costing 245k, and some of the previously 20k alterations costing 245k.
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It's the same thing. They all did, but LC will now be more practical than HC (in terms of gaining score) after this buff. To shoot 3 max-charged HC shots will take 24 seconds while with LC you can get 5 shots and have 2/3 of your energy recovered in that time. The gap will keep increasing the longer the Shafts stay alive. It's like Scout Railgun vs LCR Railgun. Which do you think is more destructive with Hornet's Overdrive and DD? Scout's damage output will be higher than LCR and LCR is punished more than Scout for missing a shot. Moreoever, LCR has a chance to not one-shot a medium hull. Two shots with the minimum damage of a Scout Railgun is enough to 2-shot a medium hull. So it does not matter if the Scout Railgun gets continuous unlucky shots.
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The Shafts are reloading faster than they should be after the buff. The time it takes to fully reload after the sniping shot indicates a 66% increase in the recovery rate and not a 40% increase, hence it is overbuffed.
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He either typo'd AC for Autocannon or he meant Supercumulative Rounds.
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And this is where Gauss is superior to Striker. It has a 2-second grace period. You just need to fill a frame of the acquisition to reset the grace period. Shouldn't be hard to slowly fill it in using the nooks between the group members. Eventually you'll get them if they don't move to another location. Same can't be said about Striker. You need a whole second more time total to acquire the target and you only have a 1-second grace period.
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That's bad luck rather than skill. You can't manipulate the way enemies move in a group, especially when you give no indication that you're locking onto one of the members. At least with Shaft, you can shine your laser one the enemy beside them and they will likely move out of the way so you could shoot the person behind them (your main target) from your perspective.
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Personal taste. And it's a rare Striker augment that is deadly in the right hands. It got a price decrease so there will likely be more of them in battles soon.
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I see what you mean. But I'd say LC benefits the most from the recovery rate buff. That's the firing rate. You said to add a reload penalty after sniping. There is already a reload penalty after sniping. Do you mean to increase the reload penalty as well as nerfing the arcade shots?
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Yes.
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LC still has meaning. It also benefits from the increased recovery rate. It already has a reload penalty after sniping. You mean increase it?
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Shaft actually got overbuffed. It's not a 40% increase in the recovery rate. It's a 66% increase.
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