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Everything posted by TheCongoSpider
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Supplier is more practical for me. As you can see from my profile, I use Supplier a lot.
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Yes, the more players on the point, the slower it captures. That's why it's a perfect breeding ground for moshpits. One team can get a teamwipe, but since they're all on the point, they'll capture slower allowing the siped team more time to get back on the point and do it to them. Repeat until one team captures a point. Whenever I'm on the point with another person, I stand outside of the radius so that it captures as quickly as possible before enemies come. Many times I've seen people rush to the point only to slow it down, make it 99% captured and then lose it because enemies had more time to come to the point.
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Supplier has the standard 1 battery per minute. It used to use more batteries in the past, but not anymore.
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All drones consume the same number of batteries.
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So Viking's Overdrive does increase the damage you do with it? Good to know. Having double damage activated when you die doubles the damage that the drone does. It's optimal to have DD active when you die. It looks even more powerful with Viking's Overdrive, in your case. The drone's playstyle isn't my thing, unfortunately. I've only used it a few times.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
@DaringDeer Do you by chance have the stats for the past month of the players you follow? -
Vulcan 19/20 Dictator 9/20 In that, I was trying to get as close to Marshal as possible before the day of premium ran out. The best way to do this is to get kills. What I would do is get on the point with teammates first, fend off anyone coming to contest it, go into the enemy base, distract them a bit, then get back to the point just in time to collect OD charge to then give it to my teammates after we capture the point. Repeat until the battle finishes or they overpower us. In this case more killing was done as the point was C (the one with the narrow and uncomfortable driveway).
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My record has once again been broken. Everything went almost perfectly. I could have gotten a 70 if a certain scenario went in my favour. Despite me thinning out a good number of their newly spawned players, they still managed to get a last second capture around the middle of the battle and won the battle in the end.
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As a Vulcan user, it's both. I don't use it with Hornet. I use it with Dictator and Wasp, and it's very effective outside of Overdrives. Those Hornet Vulcans have to collect Overdrive charge in the first place to get their OD charged. And then they let loose, get a teamwipe (8 kills total) which gives them ~70% Overdrive charge over the period of those 20 seconds. Vulcan's effectiveness outside of the Overdrives is high. Do you wonder why they're using Vulcan with Hornet? We know Hornet allows you to gt lots of kills nowadays with how it works, but why are they using Vulcan? Why is Vulcan hated when combined with Hornet. Why aren't these players using Smoky instead? Or Striker? Or Twins? Why is it Vulcan? Vulcan gains great efficiency from Mk1 to Mk8 with its DPS tripling. It's interesting that they went down this path instead of regular 2x increase in damage from Mk1 to Mk8. I assume it's due to it now having newly fixed parameters throughout the modifications (spin-up time and presumably the firing rate on some modifications). Out of the other DPS turrets, Firebird, Freeze and Isida, only Freeze and Isida have 2x increases for their damage output. Firebird's direct damage output increases by 350% due to it having so many fixed parameters (afterburn damage, energy consumption, energy recovery). The problem with Vulcan is more seen in the higher modifications. And if you're using a really high modification in the lower ranks, your advantage is even far greater. They usually come equipped with Defender, but even when they're not, they still dispose of enemies very quickly because it only takes 2 seconds for a heavy hull to be killed by one. So if this gets a flank on teams in Siege, it can your team will be wiped before you can properly react. Due to the fast firing rate, it has great stopping power to the enemy repair kits, and they'd only get 1,000 HP back, which is 1 more second of life if the Vulcan is close enough to you. But ah well it is balanced in the eyes of many apparently. I will just continue to get easy top spots with Vulcan until something changes. I've had a few Legend battles on my General account where more than half the enemy team had Vulcan protection, and I was still able to come first with a lot of kills. Protection definitely helps against Vulcan, but the turret itself is very strong.
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I have it but unfortunately, Supplier is more practical for me. Speed Boost is usually the first supply I use after spawning if no enemy is around. I need speed to catch up to my teammates to heal them, and when I put Trickster on, I barely get value. Also Trickster is sort of defective at the moment. It's supposed to decrease the cooldown of speed boost when using other supplies, the same way it works for Booster Defender and Miner, but that doesn't happen with Trickster apparently and has been like this for a long while. Yes, Trickster is a drone that can be used solo and does not need upgrades to get its full effect, but I like to stick to teammates, and that's where I intend to use support drones - near my teammates.
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You have to also add the time it takes for the Gauss projectile to travel to the target + the difference in Smoky and Gauss reload. They add up pretty quickly and the Smoky has the advantage. Smoky's critical hits also deal fixed damage. Smoky also has readily available alterations...if you want to count that. ?
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If my teammate is a heavy hull with DA and some protection against the Viking's turret, I can heal them throughout the Overdrive depending on the turret with Support Nanobots. If it's LCR Railgun or a Destabilisation Railgun that gets constant lucky shots, they'll die. If it's a Freeze or Ricochet, then I can heal them through the entire Overdrive. But the heavy hull would be low on HP when the Viking finishes. DA is the most important there. If they don't have that, then yeah, I can't stop their death.
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It looks bad until you take into account that Smoky's shot is instant and Smoky is able to deal critical hits which which gives more damage. Smoky is specialised while Gauss is a diluted hybrid.
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Because LCR ? Scout is more of a problem for me.
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Think of its base HP being 10k at Mk8, and double armour increasing that HP to 20k. Double armour for regular hulls reduces damage taken, it does not "increase their HP". In Juggernaut's case, it increases its HP by 2x, which does the same thing as having a 50% protection module, but allows all turrets to deal full damage. Also if the Juggernaut had half HP but with double armour that reduced da age taken by 50%, it would take much longer to finish a deal damage mission in that mode if you were to be targeting the enemy Juggernaut. That's just the Juggernaut's base speed. And the damage on the Wiki is exactly the damage it does. Mk8 Terminator deals around 3.3k damage on average for a Railgun shot. If it did double that damage it would be 6.6k.
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How do Incendiary Band's targets accumulate heat?
TheCongoSpider replied to TheCongoSpider in Archive
So as I've seen with the status effect update, your temperature ticks downwards from cooling at the same time that it ticks upwards from heating, so there were no heat loss during the intervals like I had thought, it's just constant. I tried to let myself get hit by enemy Incendiary Bands whenever necessary, and from the steadiest stream of projectiles I've gotten hit by so far, it put me to maximum temperature in just under 1 second. There is someone that I watch who livestreams a lot and uses Incendiary Band Vulcan with Wasp. I'm using that to estimate how many ticks of damage the IB Vulcan must have hit me for. -
Does hornet really give more health than wasp?
TheCongoSpider replied to IJustWantTomakeMusic in Archive
Hornet has more HP than Wasp in every modification except Mk1, Mk7 and Mk8. Also back before the update that merged the HP for each category, Hornet had more HP than Wasp. -
Spraying the bullets is effective for faraway targets. And with the new Incendiary Band, it is recommended to get within short range of the target. When those bullets touch you, you get heated fast. One second of exposed fire alone is enough to get you close to maximum temperature. It doesn't need to get consistent damage like Stock, just make sure you get some to give afterburn. From using it myself and from being on the receiving end, it's not hard to hit enemies up close where it is recommended. And if the enemy Vulcan dies early in the engagement, I will almost certainly die from the many seconds of afterburn I get due to the high heating rate.
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Would you rather get wiped constantly by the current Hornets instead of increased popularity drawing more attention for a nerf? And it's best that players know what they're getting and not half of it.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
It was originally -25% maximum damage, but now it's -15%, which isn't much of a decrease. -
Click on "Show All" and you will see the "missing" rewards there.
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This is made up for by its very high heating rate.
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Aww man, I had a feeling there was a Hyperlink on one of those tester names, I just couldn't get to it on a mobile device.
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I use it with Hornet in Siege. It takes time and not being interrupted at all to get good value out of it, but it's satisfying to see the red 1,400 - 1,600 damage after each series of normal shots.
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