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Everything posted by TheCongoSpider
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update Patch Update #780 - Released 1st November 2024
TheCongoSpider replied to Marcus in News Archive
Wow so it's only for the weekly mission? It was a mistake to keep my hopes up. -
update Patch Update #780 - Released 1st November 2024
TheCongoSpider replied to Marcus in News Archive
If this is for the daily and weekly supermissions, this took FAR too long to happen. All year it felt like the cost of everything in Tankoins was increasing while our earnings stayed the same. That "special surprise" in containers that turned out to be 100 Tankoins with the lowest drop rate in Legendary did not outweigh the increase in avenues where unmaxed players had to spend Tankoins. So rare that a player thought it was a mistake when they finally got it the first time many months after it was added. -
Those salvos would need specialised angular velocities because with putting those speeds on the Stock parameters, you will have a hard time hitting anything that is moving.
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Your laser turret can charge it beforehand and release it whenever it wants while Gauss needs LOS to charge. In many situations it would have a faster firing rate than a Gauss that salvo spams. 1,000m/sec is pretty much hitscan in terms of travel time. And 1,800 base damage allows Booster/Crisis to push the final damage above 4,000 while Gauss cannot. None of them are mixed in a way that directly copies the parameters of another turret and make them slightly better. They are all done with their own TTK and attributes. Your turret idea is interesting, but your second firing mode needs to be more distinguished against Gauss' salvo.
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This sounds like it powercreeps Gauss' salvo.
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under review Gauss's Large Caliber Augment.
TheCongoSpider replied to Abuleil in Ideas and Suggestions
You seem to think this is a Large Calibre Gauss specific problem? There are many garage augments that, while decent on their own, aren't worth paying the price for it, especially when you're still progressing through the game and every economic decision counts. There are certain ones that are worth actually paying to have over others. And I hope you didn't pay full price for the augment. You should wait for sales to make big purchases like that. Gauss unfortunately does not have any worth paying for. However balance changes occur and an augment that seems useless or has the short end of the stick design wise could suddenly become something decent or great to use. This goes for every turret. -
under review Gauss's Large Caliber Augment.
TheCongoSpider replied to Abuleil in Ideas and Suggestions
Use this as a lesson to ask questions before making big decisions like that. Preferably on the forum or in a Tanki-related Discord server. -
under review Gauss's Large Caliber Augment.
TheCongoSpider replied to Abuleil in Ideas and Suggestions
Your suggestion is very ambitious and would suit a new augment on the turret, not a crystal one. A more reasonable suggestion would be to increase its arcade splash damage radius or its firing rate, and maybe a cherry on top would increased impact force on sniping shots. Shaft does not deal critical damage with sniping shots. -
under review Gauss's Large Caliber Augment.
TheCongoSpider replied to Abuleil in Ideas and Suggestions
It is part of a select few augments whose damage and firing rates are equalised to that of the Stock Thunder turret (900 normal, 1,160 critical). The other augments are/were Short-Band Emitters for Shaft (2022-2023), Electromagnetic Scout for Railgun (2022-2022), and the most recent addition High-Precision Aiming System for Smoky. Each of them while having the same firing rate and damage numbers had different attributes to them. For example Shaft is hitscan with longer range and has access to an alternate firing mode, Gauss has the alternate firing mode , Thunder has splash damage and the ability to advance critical chance on misses. Smoky unfortunately does not have anything unique. It is just directly worse. So basically as of right now it's tied to Thunder for the foreseeable future. If it does get a change that makes it more unique, it very likely won't be as extensive as you have suggested here. And yes I too think Gauss' garage augments are very underwhelming. -
Like I mentioned in your Battleship question, you must complete the contract in order to obtain the lollipops. One silver contract, if completed, gives 10 lollipops. One gold contract, if completed, gives 50 lollipops. You said 30 so it sounds like you bought 3 silver contracts. In order to complete a contract, you need to get 3,000 reputation points in battle. Remember to activate the contract in the Contracts mission section before setting out to complete it.
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Less cost? You are literally paying to move even for the first checkpoints. How is that less cost?
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I cannot tell anymore if these recent island hopping events are designed as a one-size-fits-all for the entire playerbase or tailored specifically for people who live in the game. Gone are the days where you got energy for free from daily missions and gained Tankoins throughout the journey. Now you have to pay to even move. The bronze contracts are a real head scratcher. If it was hardly realistic to go far with only silver contracts, this is even more preposterous. This feels like it will only synergise with energy gold boxes, however often they drop because you bet the same set of people will be vacuuming them up. And the silver contracts are still at the high 50,000 crystal price. My first impression from reading the announcement is it's the criminally overpriced April minigame under the guise of the Cybertanks minigame model. Who knows, maybe it looks bleak now but there may be other energy sources in the coming weeks.
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UPDATED: 18/10/24 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Electroturret will kill an unprotected medium with DA with ball lightning + 2 chain lightnings Hammer: Will start 2-shotting unprotected heavy hulls with normal + critical hit Will start 3-shotting medium hulls with DA with normal + normal + critical hit Blunderbuss will start one-shotting unprotected medium hulls with the normal damage Large Calibre Pellets will 2-shot medium hulls with DA with normal + critical hit Ricochet: Ricochet will take at least one fewer shot to kill medium hulls on average Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.3m (from 4.9m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.8m (from 4.2m) The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 5.2m (from 5.8m) Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Gauss: Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls with the normal damage AP Gauss will be able to kill a light hull with DA with critical + normal hit Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m) Hyperspeed Shells will be able to kill a medium hull with DA with max damage arcade + salvo Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Healing Emitters will start 3-shotting unprotected heavy hulls Healing Emitters will kill a medium hull with DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Scorpion: Will start one-shotting unprotected medium hulls hulls with the critical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heavy hulls with the critical damage at 82% HP
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UPDATED: 18/10/24 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Electroturret will kill an unprotected medium with DA with ball lightning + 2 chain lightnings Hammer: Will start 2-shotting unprotected heavy hulls with normal + critical hit Will start 3-shotting medium hulls with DA with normal + normal + critical hit Blunderbuss will start one-shotting unprotected medium hulls with the normal damage Large Calibre Pellets will 2-shot medium hulls with DA with normal + critical hit Ricochet: Ricochet will take at least one fewer shot to kill medium hulls on average Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.3m (from 4.9m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.8m (from 4.2m) The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 5.2m (from 5.8m) Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Gauss: Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls with the normal damage AP Gauss will be able to kill a light hull with DA with critical + normal hit Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m) Hyperspeed Shells will be able to kill a medium hull with DA with max damage arcade + salvo Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Healing Emitters will start 3-shotting unprotected heavy hulls Healing Emitters will kill a medium hull with DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Scorpion: Will start one-shotting unprotected medium hulls hulls with the critical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heav1y hulls with the critical damage at 82% HP
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update Patch Update #778 - Released 18th October 2024
TheCongoSpider replied to Marcus in News Archive
Crisis was finally fixed to be like it was on Android last week and it's been taken away now. Crisis is once again ruined for me. Whatever it takes to fix the auto-supplies bug on PC I guess. -
Camper is 1 of 5 drones that wasn't brought back as hull augments. Assault was basically Hyperion-lite so we can exclude that and say 1 of 4. Why should Camper be the one to come back specifically? Camper before was at least locked to being a drone and couldn't be mixed with anything else. After the Crisis nerf some things got buffed and now Camper would come back as well as mixing it with already existing drones? We need fewer people intentionally camping, not more.
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Why?
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If you're forced to make a "defense" before you can get on with gaining points, it might as well imply that. Why else would they make you build a defense if you can never "lose" a battle? That ambiguity in that part of the event muddies the perceived purpose of it. If it was random, why force the players to make a defense that will not do anything? If it wasn't random and in fact based on player-created maps, early players who cooperated would have a higher chance of going far for less currency anyway, and may also pave way for players to create a large number of the same template as it's free to enter. Maybe it would have been one thing if they allowed the players to freely use the board to look at different possible tank placements to help them make informed choices to gain coins. But that isn't what happened. They forced you to make a board before you could start attacking to gain points.
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He's talking about Stock, I.e what most of the Scorpion augments in the game work off of. Swarm and Spear disproportionately hoard all of the strong homing while every other Scorpion augment can easily miss their salvos, with longer reloads too. It has been like this for a year and no improvement has come. I understand his frustration.
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From the perspective of someone trying to finish it early, this event feels poorly designed. The first improvement from the other events is that this one was free to enter and energy was even given to start off with in special missions. But being free to enter means the paywall is substituted with grinding. It's not immediately clear if the defenses you fight are player-generated or computer-generated. If it were player-generated then decreasing the cost of participation for everyone unknowingly falls on the players? With it being free to enter it might as well be randomised with the amount of accounts that could participate. And if it's randomised, then it's just more expensive to play it, period? Who benefits from either of those options? It doesn't make sense. There is too much luck involved here. By the time I finished the first board of five, I understood what I had to do. The tanks being able to overlap boundaries makes it much more uncertain of the orientation of them. A lot of times you have to guess the orientation and that can waste your energy if you're wrong on the guess. With how easy it is to guess wrong even with strategic placements, you need to keep grinding contracts. I didn't want to spend any more Tankoins than I had to so I resorted to silver contracts hoping I get lucky enough with my guesses that I wouldn't have to spend more than 550 Tankoins. Diffusing the mine is a must or else your progress is halved and your grind/overall cost is increased if not doubled. You now know where to look and start spending your limited energy. Playing it safe I did the silver contracts. They are too costly. In total it took me 1 gold contract and 15 silver contracts (11 paid with full price). 570,000 crystals and 48,000 reputation points just for 10 event coins. That is too much, even if this was someone's main game. If I were luckier with my orientation guesses, it would have been a bit less. If I were unluckier, it would have been even more. If you didn't want to grind for so long or you didn't have the equipment necessary to go through all of that reputation points grinding, you'd have the more convenient option of the gold contracts. And that's where the event becomes worse than the previous ones. You'd be spending much more Tankoins to get an augment than the previous events. An uncomfortable amount if you're unlucky with guesses. So the event became more expensive and grind heavy at the same time. I'm not going to pretend like the rewards justify the prices. All of the augment options being in exotic doesn't say a whole lot. For a number of them it's simply their state of being in exotic and not necessarily that they're breaking the game, like Uranium Shells for Scorpion or Large Calibre Pellets for Hammer. Finally after more than a year you made good on the promise of module event prizes for players under General rank but it's in an event like this. Who is this event really targeted towards? The average player? Players who want to grind? Medium and heavy spenders? All of the above? With everything about the way the event was designed, I pity those who went into this completely blind, using their Tankoins or crystals and finding out they may not have even had a chance in the first place. I can't recommend someone to participate in this event even if it has an augment they want badly. It is too costly with time, crystals and/or Tankoins to get it. And you'll never be sure if your darling augment you've spend so long wanting and finally have an opportunity to get is nerfed either directly or indirectly in near future patches. I can only hope it gets easier for players joining late if they know where to seek information.
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You must obtain 3,000 reputation points to finish each contract. When a contract is finished, you then claim the energy from it to use in the battleship map. Remember to activate the contract before you go to battle.
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update Patch Update #777 - Released 11th October 2024
TheCongoSpider replied to Marcus in News Archive
They've made it no secret that they're revamping the beginning of the game. If it's only for new accounts it's reasonable to assume that is also a part of that. -
Did you read the announcement?
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update Patch Update #777 - Released 11th October 2024
TheCongoSpider replied to Marcus in News Archive
Another patch with some questionable balance changes before an event giving out a bunch of exotic augments. Why didn't it at least get something unique like Large Calibre, Short-Band Emitters and 2022 Scout Railgun get? If it's strictly equalising to Thunder, even after the Stock changes, why doesn't the critical hit chance get equalised as well? Why is it directly worse than Thunder? While Sledgehammer remains in the sorry state it has been in for 3 years. Mind boggling. -
I hope you enjoy the Smoky buffs.
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