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Everything posted by TheCongoSpider
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His seems believable since the number of kills on his team is near the number of deaths on the enemy team. There may have been self-destruction from his team that lowered the number of kills. And he's using Hornet Vulcan with a max-levelled Drone, I wouldn't be surprised with such a score. Mine is more obvious.
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Hornet has been like this for quite some time. That fact made me update it. It does look like the others also get 7% instead of 8%, so I'll be monitoring them.
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The range increase for Firebird, Freeze and Isida with VIking's Overdrive is 33%.
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They rewrote a lot of the augments but still haven't fixed this. ?
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There are a lot of Hornets in Siege today. Here's a snapshot of our Hornet brigade defending the point against the big mean attackers. Remember to keep them happy and healthy.
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WHat is there to update to it?
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Because Hornet's Overdrive ignores the Striker protection and the Defender drone. It is as if you have no protection at all.
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The splash damage that is disabled is only for the arcade shot (simply pressing spacebar). The sniping shot still has splash damage. Avoid using the sniping shot at melee range.
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I use Hunter with SN Isida on this account and Viking with SN Isida on a lower account. Barring Overdrives, Viking with Isida is better for me. Reason being is that since Viking is the lowest, if I'm on equal ground with my ally, I will get the beam to attach comfortably. Because of this, I can slide around to the other side while healing the ally if someone starts shooting me. Most of my teammates are Vikings. When I use Hunter, I often have to rock my hull or be stationary for the beam to attach comfortably. When they're driving away from me and being shot at, I often can't save them because the height difference keeps cutting my beam off and Viking is already faster than Hunter so rocking back and forth will do no good while moving. I can't heal.and go to the other side like Viking can because, again, the height difference. I can only do that with non-Viking hulls. Taking into account Overdrives, I would use it with Hunter. A lot of times, my ally won't see the enemy that is coming their way. So when they get close, I'll zap them, which will alert my teammate(s) to their presence and finish them off. Or it can be used with what little self-defense you have as SN Isida, zap them and try to kill them with DD before they get unstunned (which almost never happens because the damage is so low). Viking with Isida feels great. What doesn't feel great is the very limited use the Overdrive has with SN Isida outside of Juggernaut and Siege. If most of my allies are light or medium hulls, it won't see much value since I could already heal them quickly without the Overdrive. It's great for when multiple players are attacking your ally at once, but I don't see many situations where the Overdrive would have good value outside of Siege and Juggernaut. You want to use the Overdrive to kill someone? Well now you'll use your entire 7 seconds of the Overdrive just to kill one person, because the damage is so low. I've had many players survive my entire Overdrive with just a repair kit. If they have protection against me + DA, my Overdrive isn't enough to kill them, especially if they use a repair kit. Seeing that Viking's Overdrive takes so long to charge on its own, I don't mind not having the Overdrive for the majority of the battle, it cuts down on the frustration that its use with SN is limited. In my opinion, use it with Viking in Siege and Juggernaut. Use it with Hunter everywhere else. If the majority of your allies are usually not Viking, then you can use Hunter anywhere.
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The ones that are more deadly are RAT Vulcans on Hornet. I've been in battles where both an RAT and an IB Vulcan are on Hornet on the same team and the RAT Vulcan always outscores them because they can kill enemies faster and more comfortably.
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category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
He was just under-informed. Now he knows what it's really capable of. -
category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Yeah it's not. It's what goes with the Hornet. In the higher ranks, you had access to more powerful alterations to make use with. And you have access to the drones that make it optimal. We all know that every turret is powerful when in an ideal situation - them having DD while the enemy is unprotected. Hornet's Overdrive enacts that situation for 20 seconds if you have DD applied. Its weakness is its low HP and ability to be knocked around easily. What fixes this? Protection modules and DA for more survivability. What more? Defender. Even just a protection module allows them to survive long enough to finish you off because they are protected and you are not. We see it being used with long range turrets to minimise the risk of dying before getting value out of it. Most ranged turrets kill you in 2 shots or one-shot you with DD. Minimum risk, high reward. Then you have the ones using Incendiary Mix/Corrosive Mix. They almost always use Defender because melee turrets aren't optimal with the Overdrive. It's funny. We had hull variety when the Overdrives weren't being nerfed, with some good combos here and there. With each nerf, the variety started fading, and some Overdrives started becoming more powerful relative to others, while also new turret and hull combos were being discovered. Fast forward, we have the TItan nerf, and then the Hunter nerf. Then Vulcan gets buffed. Now, we're left with a Hornet's nest, because it's the next best thing relative to everything else. It's the most reliable. I haven't played in the Warrant Officer ranks in a long time, but I assume the situation down there with Hornet isn't bad because they don't have access to strong alterations/powerful equipment. It's the higher ranks that has the problem evidently. I am only now starting to see the "Hornet's nest" that wolverine claims to have lived in for a long time. Unfortunately for Hunter, it doesn't remove their protection module. -
category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Tell that to the Defender Drones + 50% protection that makes me deal ~10% of my damage to them. That's a problem on the more extreme end of the spectrum but it's common enough in the high ranks. Defender alone gives them so much HP. -
Wolverine explained Incendiary Rounds. Big difference is that the extra damage from the critical shot is not instant like Stock, allowing the use of a repair kit, while Stock critical can kill the guy outright if they're low enough. But while IR has less damage at the start, the afterburn puts pressure on your repair kit, which can be interrupted by the afterburn or by the next Smoky shot. For RRE, like AGLM, it had a player-born drawback. The drawback is that in learning to use it, you will blow yourself up trying to kill enemies in tense situations. No more spamming the shoot button in those tense engagements. So you have to be more patient which gives the players with good ping slightly more time to kill you, but the upside is that you can hit people around corners, or below your sight, which Stock cannot. Once you play with it enough, the drawback would become non-existant to you and would only be a buff. RRE's maximum projectile speed is now capped at 400 m/sec (roughly half of Stock) so your missiles are slower overall.
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The afterburn isn't reduced by range. Only the direct damage from the shot.
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It mentioned Golden Gears, but I didn't find anything on that Wiki page.
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First clue is in the main post.
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I've found something else but still investigating.
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If you go to the Wiki page for "Gifts", and click on the Golden Wrench icon, it shows a picture of the "To Heal And Protect" gift. That's where I'm stumped at.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Maybe because it contains profanity aimed straight at the game. Profanity is against the rules you know. -
That's exactly where mine is at the moment.
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You can already find which turret augment belongs to which turret on the Wiki. Wouldn't it be less trouble to just go straight to the Augments page than to find this topic in the Forum, then find which alteration you're looking for in alphabetical order rather than separating them into their respective turrets?
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I use it on TO mobile. It was pretty good before the buff, but after the buff, it's really good in my opinion. The auto-aim on Mobile allows me to hit almost all of my shots for consistent damage. You can get lucky or unlucky with Autocannon. If you're lucky, you can get 2 critical hits in 4-5 shots. If you're unlucky, you can get 2 critical hits in 8 shots. If you think it's underpowered against protected players, then use Stock Smoky and compare.
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They each cater to different playstyles. If you want to be a dedicated healer, use Support Nanobots. 50% less damage means you'll take your entire energy bar to kill a medium hull on equal footing, If they have protection, you can't kill them at full HP. So it's best to not get separated from allies. Being able to top the board depends heavily on your teammates and the enemy team. You could have a great team but come almost last because they're spawnkilling the enemy with their own repair kits not needing much healing. You can have a bad team and come out on top if you can outheal the enemies' damage. You could also have a bad team and do bad if you get unlucky with players targeting you or your allies leaving you for dead. If you have no issue with keeping your beam on targets, you don't need Broadband Emitters. It will help a lot against enemy Vikings that are on lower elevations than the other hulls, as well as dealing with any pesky players that jam up to you from the side. The range decrease is noticeable but is compensated by you not losing a lot less ticks of damage. Nanomass Reactor has potential but is held back by the way Isida works. First off, you need good Ping with this alt to do well with it. You cannot afford to miss damage ticks. If you miss as much as one damage tick on a heavy hull on equal footing, you're gonna have to wait longer to get that last tick, which is more time they have to kill you. Isida can only target one player at a time. If that player has protection, the Isida has to go through that protection on the one person. It usually takes up your entire Stock ammo bar. You don't have that with Nanomass. You have 2/3 the damage output of Stock for a full ammo bar. If the enemy has protection against you and is at full HP with DA, you often can't kill them. That's one of the risks with Nanomass. Thankfully, it received a long-needed buff to its healing. So if you can't get to enemies but there are injured allies around, you won't have an energy consumption penalty for healing. Works best with Hornet and Hunter's Overdrives if you can sneak up on the enemies. Due to Isida having the hardest-to-aim method out of the melee trio, going against impact force-heavy turrets is bad for Nanomass as that means energy being wasted trying to focus the beam. I hope this gets fixed in the future, but sometimes, your damage randomly stops when attacking someone with Nanomass Reactor. I don't have that problem with the other Isidas, which makes Nanomass even more frustrating to use. If none suffice your needs, you can stick with Stock.
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Another one set for a while.
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