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Everything posted by TheCongoSpider
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How do Thunder and Railgun even tie into this?
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It was available when your Smoky was M2. After October 31st, 2018, the requirement for unlocking the alteration was changed to having the rank of Warrant Officer 4 and its price reduced by half. After the recent Augment update, it is available at any rank but only from containers.
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Just a few days ago I disabled a Wasp's bomb with the dome. I'll see if I can get in a situation again to see if it still works. It should work. And when I say it destroys the bomb before it goes off, I just mean that it gets destroyed. It's like a Hunter Overdrive zap to the bomb without the charge up.
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December 23rd, 2016.
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The April Fools' premium and the Lockdown event sped up the process for those who played, unfortunately it also did for players who didn't want to earn more exp.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
From wanting a nerf to wanting it be removed. That escalated in a short space of time. What changed? -
Remember when Incendiary Band was OP and it dodged balance changes for months? What if...history were to repeat itself...but with all Vulcans?
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Why does Vulcan Incendiary band work with Fire Immunity?
TheCongoSpider replied to wolverine848 in Archive
Someone explained it in another topic, where it kicks in when your Vulcan has depleted its ammo. It stems back to the simplicity of Tanki. Incendiary Band's ignition worked when it overheated, and overheating had a visual cue. You'd know that if an Incendiary Band can ignite you, it itself is also ignited. You didn't have much stuff that can visually counteract that other than the odd Freeze, bu teven then, the self-healing from your Vulcan and the cooling from the Freeze is constantly battling. Their rates are similar so it would make sense if the Vulcan was still "overheating" when Freeze is hitting them. It was simple because what you saw was what you got. Now we have an augment that takes the visible burning away. At the very least, they should make it so that the Vulcan itself is overheating and not the hull (since it is a hull augment), but that might look weird. Or they could make it so that Incendiary Band cannot kick in with Fire immunity. It's one thing if the Fire immunity still made you get ignited but you take no damage from it, but you don't get ignited at all. If you can't overheat, you can't heat others. It's simple. Let it work with Fire resistance and not immunity. -
How do Incendiary Band's targets accumulate heat?
TheCongoSpider replied to TheCongoSpider in Archive
The ticks of the projectiles went like: 100, 100, 50. That's 5 projectiles in total. I was open to the possibility that maybe projectiles that hit the target but didn't register damage also heated them, but that was debunked by genuine gameplay in a MM battle and a few times during testing. -
It works. I'm trying to complete it right now so I won't have to willingly pick up Incendiary Band again. I don't like the gameplay it encourages me to do. I'd rather Stock gameplay.
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Activating Titan's Overdrive will destroy the bomb before it goes off. Both Titan and Wasp are counters to each other, but in practicality, Wasp has more control in the situations than the Titan. Just like Hunter has more control in the Hunter-Dictator OD duel. And don't forget other Titans as well.
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I was waiting for when the new Scout would be discussed. If you're going to nerf Scout, then you're going to have to nerf "Death Herald" Compulsator, Heavy Capacitors, High-Capacity Ammo Clip, Adaptive Reload, Dragon's Breath, Missile Launcher "Hunter", Incendiary Mix...basically the really powerful augments. A good number of the alterations got buffed, and not by too much. Scout happened to be one of the chosen and if it is OP, well, what are we to say? They're augments. They can get away with making your turret an upgrade. ¯\_(ツ)_/¯ I've come face to face with this and I must say that this change may blow Stock Railgun out of the water. The biggest disadvantage compared to Stock was that it couldn't one-shot a light hull, but now its average damage comes close to one-shotting them. And a Thunder-like reload allows them to keep at it much quicker. Scout simply looks like one of the "desirable" augments that make getting an augment feel good. You get something powerful rather than a dud like say Reinforced AIming Transmission for Railgun. Who knew 10% would be so much?
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How do Incendiary Band's targets accumulate heat?
TheCongoSpider replied to TheCongoSpider in Archive
That is a given considering Vulcan's current state. I became curious about this because of the way the information about the alteration was posted when the Vulcan rework happened. It was very confusing with putting "%" after 0.07. From healing many if my allies from Incendiary Band's wrath, I noticed that they reach maximum temperature very quickly when under a steady stream of bullets. So the heating rate must be high, so I sought out to find it by using small numbers of projectiles. Yes, I know that with the DPS that the higher modifications of Vulcan offer, knowing the heating rate would do you no short term good. But I would still like to know how it works because we don't really get stuff explained to us or if we do, there is some hidden factor or parameter that influences the way it works. And I just want to figure it out in these desperate times of the Wiki showing confusing or incorrect information for certain stuff. -
How do Incendiary Band's targets accumulate heat?
TheCongoSpider replied to TheCongoSpider in Archive
Yes, it's allegedly 7% per projectile, but I would like to know what method that 7% is distributed. From testing, it showed that the 7% was contained within the number of direct damage ticks rather than the number of projectiles that actually hit the target. For an example, I'll use what I found during the first tests. Let's say my Vulcan was Mk8. It would deal 50 damage per projectile. I overheat and then shot at someone. In total, I did 5 projectiles' worth of damage to the person when I count the total direct damage. And I see 2 afterburn ticks with no noticeable heat residue after the 2nd tick. So I would deduce that the heating rate for each projectile was 4%. But 4% is not 7%. So I did it again to see in what way it could be 7%. And then I see it. When I did the test above, the 5 projectiles were split into 3 different ticks. And that produced 2 afterburn ticks with no noticeable heat residue after the 2nd tick. So with that, I reduced that each tick of direct damage has a heating rate of 7%. Those 3 ticks would add up to 21% maximum temperature, which as you'd see, after the 2nd tick of afterburn you would not notice any heat residue since the residue would only be 1%. As compared to pre-nerf Dragon's Breath Hammer, where if it hit all of its projectiles, it would heat the target to 29.7% of maximum temperature. After the 2 ticks, you would still notice heat residue on your tank, enough to think that a 3rd tick was coming, but it didn't, because it was merely 0.3% off from gaining the 3rd tick. I bought Incendiary Band on this account before the Augment update to test whether or not the heating rate was directly affected by the modification. Haven't done the testing with that one, but I did it again with the Mk8 Vulcan yesterday and it wasn't consistent with the findings from last time. -
I do that and sometimes it lifts their hull high enough to drive over me. ?
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Yes.
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If you look at the newer RTLs, you'd see that it did. Before, with Smoky you could go from Mk2 straight to Mk6. Now you can only do Mk2 to Mk3 No more going from Mk3 Freeze straight to Mk7. They have to go to Mk4. This is exactly how it was before the change though.
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I was talking about the fact that he's using Vulcan on Wasp but ok.
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That's a fine specimen you've caught. Rare, but on the rise.
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Have I ever used it? Yes. Have I been using it in modern Tanki? No. My experiences with it in modern Tanki have been solely on the receiving end. I find Smoky more interesting. The negative effect was accidentally ommited from the Wiki. Nanomass Reactor still has 50% increased energy consumption when attacking enemies.
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Sledgehammer indirectly reduces damage. That doesn't stop most Thunders from using it.
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He's saying it is slow by default as it retains Stock's rotation speed while firing, which is about 1/4 speed while firing. It shouldn't be too much of a problem if you keep some distance from your target. And your DPS quadruples from MK1 to Mk8, so no, rotation speed isn't the only thing that improves.
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Have you tried Small Calibre Charging Machine?
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How do Incendiary Band's targets accumulate heat?
TheCongoSpider replied to TheCongoSpider in How do Incendiary Band's targets accumulate heat? Archive
I'm at a loss at the moment trying to figure out how exactly Incendiary Band heats targets. Yes, yes, each projectile allegedly heats the target for 7% of maximum temperature,but this begs the question previously stated. At first, I looked at the direct damage numbers to see how many projectiles made it to the target and confirmed damaged them, and then I would see how many afterburn ticks the player suffered. That gave me a supposed heating rate of 4% per projectile, but that isn't 7%. I then looked again and noticed something different. This time, I counted the number of damage ticks, rather than the total damage, and that made more sense with the previous findings and showed a 7%-per-projectile heating rate. I know that in one second of fire, a target will be heated pretty quickly to a high %. Considering the damage ticks Vulcan gives you, for Mk8, it gives you ticks of 100s and 200s if you keep the stream of bullets on the target steady and consistent. 10 of that pair will kill a medium hull, which is 20 ticks in total, which would be at maximum temperature already. So I did these with low numbers of projectiles. I did it again, looking at the number of damage ticks, and it's somewhat converging with the first method of counting individual projectiles from the total damage. So now, I request help from anyone knowledgeable about this.
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