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Everything posted by TheCongoSpider
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To get rewards from the Elite Pass you must earn stars. Each tier on the pass requires 50 stars to complete, a total of 20 tiers and 1,000 stars.
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It is a rare (blue) augment. Rare augments (Adrenaline, Engineer, Lightweight Construction and Heavyweight Construction) give 100 GS instead of 300. Fully healing the hull and/or the effect also being activated by an ally rather than just by yourself.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to TheCongoSpider in Game Discussion
Grenades are here. They contribute 1,000 in total. -
update Patch Update #773 - Released 6th September 2024
TheCongoSpider replied to Marcus in News Archive
Just like since 2 years ago, most of my direct hits are still dealing lower than max damage. Maybe it's time to increase the splash radius? See if that fixes it. The firing rate increase feels nice but what good is it if my shots are only dealing half damage? -
Burst damage, the ability to artificially increase its range and angle of attack, and most important of all for endgame - practical status augments. Let's take a trip back to July 2021, when Tesla was in early access and about to be released in August. Back when Firebird was worse than it is now. When Isida was practically the same as now in terms of offense. Freeze would have had more damage over time than now because of a 7% crit chance back then. Now Tesla, Tesla had 980 damage per hit, with 0.9 seconds between hits. An almost as spammable as now ball lightning with 1,960 damage. 980, which is very close to that magic number 1,000. Slap on Adrenaline, get hit with anything to go down to 90% HP and now you're able to one-shot unprotected light hulls the moment they appear. And it seems you forgot that aspect of Tesla. Tesla does not deal its damage across the span of a second like the other melee turrets. It deals its damage INSTANTLY. Where a Firebird at the time would start off with 175 or a Freeze would start off with 225, Tesla immediately starts off with 980, bumped up to 1,000 very easily with Adrenaline. Do against an unprotected light hull with Adrenaline, a Tesla would immediately end the engagement while the other melees needed at least an entire second. Against a heavy hull, that meant killing it in just 0.9 seconds while the others needed more than 2 seconds of their limited ammo. And this immediate value happens every time an engagement starts and whenever your aim is knocked off. When your aim gets knocked off, you restart that whole process and Tesla once again starts off with huge damage whereas the other melees need an entire second. As an example, you're fighting a Railgun as a Tesla and a Freeze. 0.5 seconds into your attack, they hit you at the edge of your hull and spin you around. You turn back as fast as you can and start shooting them again. In this scenario, when they turn back to start shooting again, the Tesla is already on 1,960 damsge while the Freeze is on around 900. That ball lightning did double the damage of a chain lightning. So with Adrenaline, you could just instantly kill an unprotected heavy hull if it happened to get hit by it. Or a light hull with maxed Boosted Armour. And you were able to spam that almost as frequently as you can now. Utilising that burst damage in an engagement? Tesla, like Scorpion, does not have a delay between its firing modes. Meaning it can freely alternate between them. So in 0.9 seconds you could do chain lightning + ball + chain lightning on the enemy. With Adrenaline, in those 0.9 seconds you did 8,000 total damage. That heavy hull with Boosted Armour is heading straight towards you? No problem, just casually do 8,000 damage in the span of 0.9 seconds to instantly melt him. You could set up floating minefields that would kill anything unprotected if it touched it. You could even do a beyond the grave final attack where you launch your ball lightning a fraction of a second before you died and it would deal a lot of damage to them and could even secure a kill-trade. Electroturret played into the burst damage, AP and EMP Tesla at the time played into that burst damage heavily. The entire turret was simply designed around burst damage in a 1 v 1. Multiply this by the number of Tesla's either on the field or just on your team and it creates havoc. Players already know how powerful a den of Tesla's firing together are, imagine that before any of the nerfs. And that leads us to the first nerfs. Damage went straight from 980 to 810 and 1,960 to 1,620. Still retained its ability to kill medium hulls quickly but light hulls and heavy hulls can survive an extra second or two, which I've mentioned before is still faster than the other melees given the way Tesla deals its damage. Some months later, would you look at that, the ball lightning went from x2 chain lightning damage to x1. For some weird reason huh? Must be all that burst damage it could do. Tesla remains like this for a while until later in 2022 where its status augments obtained status on critical hits and had a paramater reshuffling. Lower damage with higher firing rate and an emphasis on the critical damage being the shots-to-kill decreaser. This led to status augments being even more potent for status applications and TTK reductions. In 2023 it received another reshuffling. It received a shots-to-kill increase with the critical damage against light and heavy hulls but the ball lightning did more damage and became more spammable. This here is where it started leaning too heavily into the status effect augments. The non-status augments lost that crucial STK reduction. And here we are in 2024, where after a while of no changes, Tesla received a firing rate reduction and Electroturret got its much needed buff. It can be implied that Tesla was overperforming somewhere and they concluded nerfing the firing rate was the best course of action. And if that is true, it is most certainly because of the status augments. If anything needs a nerf on Tesla, it is he status augments. You have little to no reason to use the non-status augments (except Electroturret now). This gives you context to why Tesla is the way it is now but to say that Tesla has nothing compared to the other melees is factually incorrect. It can extend its range and can also reduce its own TTK. The lower damage per shot makes it less obvious now but it is still there. Now the question is... You want this. But are you ready to fight against it yourself? Keep in mind this isn't nerfing status augments. This is making individual Teslas stronger. Meaning Tesla dens in general will be stronger. Huge firing rate increases like these always end badly. The ball lightning reload speed is fast enough.
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And Smoky got that nerf as well...in the same patch as the others you speak of. How often were you fighting Pulsar Smokies before making this suggestion?
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There are tens of thousands of accounts playing every week.
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What made you single out this event in particular?
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update Patch Update #771 - Released 16th August 2024
TheCongoSpider replied to Marcus in News Archive
A nice buff to Firebird and some Incendiary augments. -
I've noticed this for a year but did not know what caused it. Low modifications of Firebird have their energy recovery rate boosted when they micro-upgrade it. I do not know if this is the case for all modifications but it is easiest to see with Mk1.
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update Patch Update #771 - Released 16th August 2024
TheCongoSpider replied to Marcus in News Archive
The last time Stock Tesla's crit chance was nerfed was in 2021. It's been steady buffs since then. Tesla just has a nice crit rate for the firing rate that it has. It's true that in the past there were supposedly bugs (specifically with Stun Tesla) where the critical hit rate was unfathomably higher than it felt it should be, but if any turret can have consecutive critical hits fast, it's Tesla. Tesla since the damage nerf/firing rate buff update has leaned heavily in favour towards the status augments and it would take a lot to change that without screwing over the garage augments. -
update Patch Update #771 - Released 16th August 2024
TheCongoSpider replied to Marcus in News Archive
Month 4 of no auto-supplies. -
If the players you're fighting against are using the Defender drone and/or the Lifeguard hull augment then they will take longer to kill.
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update Patch Update #770 - Released 9th August 2024
TheCongoSpider replied to Marcus in News Archive
A start would be not allowing it to deal above 3,000 damage with Brutus. -
update Patch Update #770 - Released 9th August 2024
TheCongoSpider replied to Marcus in News Archive
Compared to now where it's statistically superior to Stock and garage augments in every way? What a way to stifle variety on a turret whose base power is already limited. -
It's strong but at least the distance between it and other Vulcan augments isn't huge. And also it's new and hasn't been terrorising the game for months. Meanwhile PTA Twins takes every shortcoming of Stock Twins and turns it into a positive. You have the same if not slightly higher normal DPS than Stock. You no longer care about missing your shots because have DOUBLE the range and projectile speed of Stock. And your DPS is stretched across double the shots meaning you'll be getting Twins' high critical damage much more often. It's damned if you do, damned if you don't. If you have no protection you get shredded by an ultra buffed Stock Twins (where all the other readily available options for Twins have strict trade-offs). If you have Twins protection then you still get shredded if the PTA Twins is lucky with crits. If you only have Armadillo then you're still getting hit by a buffed up Stock Twins where you can't use movement to avoid the shots. If you have both Twins and Armadillo then you'd have to wonder why you didn't need both of them for years and suddenly you do now. As for Vacuum the final damage is too high. It shouldn't be above 3,000 with Brutus. Oh but what the hell, Striker has been a darling child for the past 3 years. It's hardly a surprise now.
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Pulsars since their release have been relatively uncommon to obtain and their obtention dates scattered across 2022 to now. To my knowledge Pulsar Thunder was available twice. Once during its release in 2022 either in a paid bundle or some event where you had to spend money to get it anyway. The other time was in an ultra container iteration that contained specific Pulsars in early 2023. I would guess that you obtained it from an ultra container during that time.
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Would be nice if in one of the future event modes they bring back the mechanic of having the flag positions inverted where the enemy flag is in your base and vice versa. Just to see how it would feel in a limited time MM event with modern gameplay. Come on you know why. ? Most times you play Massacre for the draw and hope someone on your team makes it out with the flag somehow. Whether that be by luck with crit/status RNG/AFK enemies or overpowering them with a coordinated sweatsquad. Like you said it's already an uphill battle at 0-0. The average player might as well stop trying to win if they're down 0-1.
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That is not a bug or glitch.
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It means the total difference between modifications is divided by an additional level. For example, suppose a turret deals 300 damage at Mk3-10. Previously, both Mk3-10 and Mk4-0 would have the same stats of 300 damage. If the difference between MK4-0 and Mk5-0 was 100 damage with 10 levels' worth of upgrades, 10 per level, it would be: Mk3-10 -> 300 MK4-0 -> 300 Mk4-1 -> 310 Mk4-2 -> 320 Mk4-3 -> 330 Mk4-4 -> 340 Mk4-5 -> 350 Mk4-6 -> 360 Mk4-7 -> 370 Mk4-8 -> 380 Mk4-9 -> 390 Mk4-10 -> 400 After this update, for example, Mk3-10 will be different to Mk4-0. It is 100 damage with 11 levels' worth of upgrades now, 9.09 per level. It would be: Mk3-10 -> 300 MK4-0 -> 309 Mk4-1 -> 318 Mk4-2 -> 327 Mk4-3 -> 336 Mk4-4 -> 345 Mk4-5 -> 355 Mk4-6 -> 364 Mk4-7 -> 373 Mk4-8 -> 382 Mk4-9 -> 391 Mk4-10 -> 400 As you can see it only changes slightly. The increase in stats compared to before the update becomes less noticeable the closer you reach the final upgrades of that modification.
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Just like Gauss garage augments, it only took 4 years to happen.
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If your goal was to win the Tankoins in the fund, did you even read the announcement or learn from other funds of how to do that?
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What?? Those 3 maps have always been 6 v 6 in MM.
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The test server requires you to register a new account. New accounts in Tanki have access to a Daily Tankoins Pass with a large discount. Most changes appear in the test server before release. Whether that be the day before they are announced or weeks before.
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They're saving resources by not even entertaining the idea. If you want an official explanation of why it hasn't been done yet, listen from 53:37.