-
Posts
8 128 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
Not that I've seen. It doesn't seem to have a pattern to it. Whether I'm close to the Juggernaut when he does it or to the edge of the Overdrive radius, it happens. I just assume I would self-destruct if the Juggernaut uses it on me so I keep some distance. Doesn't matter what hull.
-
I don't have to. I'm using something that can almost negate the damage being dealt to you, just slow down. This was also at the beginning of the battle so no Overdrives were in play to stop us. It was in Bridges, it wasn't like it was in Magistral or Highways where it's a long journey to trek. I almost died the second time because the healing the Stock Isida gave me was almost not enough. Realistically, It was a minor complaint about a scenario that didn't play out ideally. It does rub me the wrong way when the healer has to do the objective rather than the person they're healing. It puts me at the forefront of enemy damage. This was the reason I was using my M3 Hunter more than my M4 Titan. It allowed me to get back to my faraway teammates a lot quicker, or to keep a medium hull or light hull alive during their route to the capture point., but my survivability was noticeably decreased. I switched back to TItan recently and I don't mind the speed like I used to before.
-
While I was playing Support Nanobots Isida + Titan, I was left to score two Rugby touchdowns. In Bridges, twice the ball spawned in the same place (farthest away from the enemy capture point). I put my beam onto multiple allies to show that I'm with them, but for some reason, none of them want to go towards the ball. So I ended up taking the initiative to take the ball, haul my heavy self all the way to the enemy base and capture. I die and the ball spawns in the same place. There is a Stock Isida + Hunter behind my. I latch my beam onto him to show that I'm with him, and go behind him. He's moving but he's not going for the ball for some reason. The ball stays on the ground for at least 10 seconds. I sigh, then went on the bridge to the ball. The Isida Hunter follows me, so his plan was for me to go after all; counterintuitive, but alright. We ended up capping after a struggle against a defending Titan Smoky. Why would you make the slow-moving dedicated healer capture the ball? Was pretty lucky to capture the first time without help.
-
category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Sounds good but that's a lot of stuff players and the devs need to keep their eye on.You wouldn't want to have a Sledgehammer and Duplet 2.0 with these Overdrive alterations. -
In addition to the usual self-destructing when a Juggernaut uses their Overdrive on you, I seem to self-destruct when I run over a mine at full speed with Wasp. I'm using the new Vulcan with Wasp so I presume it may have came from that. It's rather annoying to self-destruct because of this.
-
Yeah Autocannon can allow me to get more shots off of the target or make me die quicker than I expected. Autocannon has the ability to get 2 critical hits within 4 shots. Critical, normal, normal, Critical. There, it would kill faster than Stock, but usually, it takes about 5-6 shots after the last critical to kill me. Sometimes, it goes up to 7 shots and I have more time to kill them. I've been seeing more players in the main chat saying Autocannon is really powerful or OP, but from my experience, the other Smokies are more dangerous when I engage them.
-
Awww, I have to use HTML5 now?
-
Alterations usually play a part in the combo being very good. I'll disregard Drones because Drones make many combinations good. The enemies/allies I see doing consistently well in Legend battles and most if not all game modes are: Sledgehammer Thunder + Hornet Slugger/Dragon's Breath Hammer + Viking Incendiary Mix Firebird + Hunter RGC Magnum + Hornet/Viking LCR Railgun + Hornet/Viking The enemies/allies I see doing great in the lower ranks (maximum Colonel) Compact Tanks Firebird + Hunter Dragon's Breath Hammer + Viking LCR Railgun + Hornet/Viking Incendiary Rounds Smoky + Hunter Stock/MFS Ricochet + Hunter/Viking I do well with my own combos, some in specific modes but mostly in all modes, such as: LC Shaft + Hornet RAT Vulcan + Wasp/Dictator Support Nanobots Isida + Titan (in Siege and Juggernaut) Gauss + Viking I can consistently do well with them, doesn't mean I don't have unfortunate battles with it, just like with the other combos I mentioned. But most often, they take the top spots. The worst combo I've seen is probably Twins + Wasp. They almost always don't have protection modules for some reason. I see players using the strong combos I see but doing badly either because they're not turning their turret or they're unfortunate enough to be spawnkilled or in the wrong place at the wrong time too frequently, or both.
-
I was about to ask you to give some examples until I scrolled up...
-
The first change made was making the Hornet not able to gain Overdrive charge during the first 10 seconds of the Overdrive (This was when the duration was 30 seconds). Then the next change was removing that penalty, and decreasing the duration of the Overdrive to 20 seconds. That would be an unfortunate double whammy for Titan. Got nerfed in other modes supposedly because of Siege, and now nerfed again in other modes because of Siege.
-
Viking and Mammoth's Overdrives do not allow them to manually gain Overdrive charge during the duration (the exception being the Overdrive charge received from destroying an enemy during the duration while having the Driver Drone equipped and activated). Hunter has a short window after the zap where it does not manually gain Overdrive charge. As for Wasp, Hornet and Titan, I gain Overdrive charge immediately when I use it right before capturing. Hornet, however, has a wait period of ~3 seconds after activating the Overdrive for the charge to accumulate. For instance, if you activate the Overdrive with Gauss as you shot someone and killed 3 players, it will show "0%" for 3 seconds, and then when those 3 seconds are up, it will immediately go to "24%". The same happens when you capture flags during that time. It will stay at 0% until those seconds are up and your Overdrive charge for the capture will be added. In Siege, I place a Titan dome down just before my team captures so my team has a dome and I have an instant 25% Overdrive charge from capping. Dictator, as I've seen recently, has a wait period for killing. Killing within 2 seconds after the Overdrive is activated doesn't seem to give you charge anymore. As I have just tested to confirm, Dictator also doesn't seem to be getting Overdrive charge right after a capture. It wasn't like this weeks ago. Hornet gains passive and manual Overdrive charge during its duration. Kills from Wasp's bomb contribute to the Overdrive charge. A Titan with its dome activated gains both passive and manual Overdrive charge.
-
From observing a teammate who was being heated by an enemy Incendiary Band Vulcan, he seemed to have reached maximum temperature after ~2 seconds of direct exposure. It seems like Incendiary Band is back to its former glory, being able to deal full damage after overheating an all, as well as an increased heating rate. Although, the heating rate for each projectile must be higher than is stated in the Patch Notes. If each projectile heated a target for 0.07% of maximum temperature, then the target would only be heated for 14% of maximum temperature resulting in 1 tick of afterburn damage (2 at most). But I was heated by an Incendiary Band Vulcan for one second and suffered 8 afterburn ticks. If anything, it feels like 0.7% of maximum temperature for each projectile rather than 0.07%.
-
AdrielRB explained somewhere that the feature was abused, and that that was why it was removed.
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
I mean, you also get a skin and a shot effect. The skin alone costs $100. -
-
I'm really baffled at how MM makes some teams. I use Support Nanobots on 2 accounts and they both rely solely on my teammates. I have no damage to fall back on. My team cannot do much if the enemy team has Mk6s and 7s while half of my team has majority Mk4s and 5s with no protection modules or 1 or 2. A battle I just had described that, and we were thoroughly defeated. It's still somehow placing weak players with other weak players at times. I wouldn't be so upset if I was using a damaging combo, as I could kill enemies for score while being spawnkilled myself, but my score earning with Isida relies on my teammates, which makes this stand out to me more.
-
update New Vulcan, new garage in HTML5 and other changes
TheCongoSpider replied to Marcus in News Archive
This one. The damage ticks are multiples of the bullet damage seen in your garage. -
If I played it solely at medium-long range, it would be better to use a hull with more HP and stability. Because I'm using something frail but fast, getting closer to the enemy is the only option. And what do I do when I get close to the enemy? I circle them. Heavy hulls would stay stationary at a distance away and shoot the target, often leading them to be an easy target for projectiles, but they have more HP to compensate. With the rework, Vulcan is very powerful up close but it loses its effectiveness with distance if the target is moving. Before the rework, it reduced the maximum turret slowdown by 50%, allowing for faster rotation speed while firing. Currently, Reinforced Aiming Transmission removes the turret slowdown parameter completely from Vulcan, allowing you to rotate Vulcan at 100% rotation speed while firing. The downside is that your vertical auto-aim is decreased (both pre and post-rework). So the extra rotation speed allowed me to keep the laser on the enemies while circling them because Stock Vulcan's rotation speed is too slow to do so. After the rework, I am not affected by turret slowdown at all so I can keep circling the enemy damage damaging them without fear of eventually losing my aim. It also means I no longer have to slow down and make jagged corners of the circle to keep my aim on track. Vulcan = very effective at short range. Wasp Vulcan is most useful at short range Think of it as having an annoying fly buzzing around you. It will sure to distract you and the target's teammates. I often create distractions like these and it happens to work out by some enemies using their Overdrives solely on me when they could have used it on my allies that are about to burst through their defense. Also I would imagine it makes you feel powerless to have someone circling you so quickly and still damaging you while you can't properly damage them. So really, the core basis of Wasp Vulcan was buffed in the rework. More damage at close range (where I use it most), and faster turret rotation speed to escape damage quicker when circling enemies.
-
A good bit of the latter and and a tiny bit of the former. By "nobs" (noobs?), I would say it's the players that can't react quickly to me circling them or just succumb without giving much of a fight. I have many weaknesses with the combo that I try to play around but they are most often inevitable. Like being easily flipped, not being able to unflip myself, and...really that's my main weakness apart from being a light hull and thus being susceptible to many forms of being one-shotted. I have flipped on my side many times trying to drive off cliffs and I can't get myself upright. I played it like a melee/short-range turret. So the fact that Vulcan is absolutely busted at melee range now, it just makes Wasp Vulcan deal more damage and can end engagements quicker. And the new RAT allows me to circle faster and avoid more damage. The Mk update allowed me to upgrade my Vulcan past Mk7, but so have others been able to upgrade their hulls past Mk7 (I wasn't fortunate enough to have any Mk7 hulls). I have faced off against Mk8 players around my rank. I regularly face Mk7 players with it and it still does great. Mk8 players at my rank are very dangerous and it's amazing how quickly they are mowed down by a Vulcan at melee range after the rework. A huge part of the increase in performance is just how much more damage Vulcan deals now. I kept circling RayGBluePenguin every time I engaged him and I don't recall dying to him. The damage I deal when circling them ends the engagement so quickly. And I played with Vulcan on Wasp, Dictator and Mammoth after the rework. It definitely favours faster hulls now since using it at long range isn't as effective as using it close range. I do wish I could jump straight to Marshal battles to see how I do.
-
This rework has boosted Wasp Vulcan. My best battle so far. The new Reinforced Aiming Transmission allows me to continue circling enemies much easier now. nd Vulcan's damage up close is so high that I'm surviving against melee turrets if I outmaneuver them. My best so far.
-
u need flop harder
-
All promo codes have been likely found, no more can be found, it is over.
-
This clearly isn't going anywhere.
-
And just like that, the hunt is over before it started.
-
It's pretty hard to figure out whether a character is an 8 or a B.
Jump to content







































































