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Everything posted by TheCongoSpider
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Then try not to look down on others who don't get or look for special satisfaction from their K/D. Yeah, it feels nice when my K/D is above 1, and not nice when it is below 1, but if I am genuinely having fun with the combo I am playing, I disregard the latter feeling. You have a Shaft playstyle that gets you a high K/D? Fine. But it isn't the only way to play Shaft. Playing optimally isn't the only way to play in Tanki. K/D is not everything in Tanki. People enjoy hulls and alterations that you don't and you seem to have a problem with that.
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I can camp with Shaft, or I can follow attackers on my team and help them. The latter requires me to go to the enemy base, and confront enemies head-on. I will suffer many deaths because I use a light hull for this. But I am still effective, and it is more fun that way for me. All of Shaft's alterations can be used to great effect in their own way. RFM has its drawbacks, so do LC, HC and SBE. But if I use any of those more than the other, I don't look down on others who don't. Also why do you value your K/D so much? Does it give you special privileges?
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I see you're a guy who likes to play optimally. But why must you look down on players who don't play what you play?
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Any why is this a mistake?
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Sometimes my playrate and the XP remaining to rank happens to coincide with each other on all accounts and have me ranking all of them within a week or three. In this case, 3 of my accounts were close.
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update New Vulcan, new garage in HTML5 and other changes
TheCongoSpider replied to Marcus in News Archive
So, can anyone properly understand Vulcan's ricochet mechanic? What I'm deducing from simple tests is that the 2 bullet lines must make an in-game angle of at least 60 degrees to the near left or near right to be able to bounce. 2 examples of bouncing and not bouncing. -
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Are you using Rubberised Bullets?
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Wasp Vulcan with RAT is insane now. The fact that I get up close to the enemy to deal damage and Vulcan is currently boosted up close, it's perfect. I can circle them at full speed if I want to now rather than having to make janky cuts in my speed all the time.
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update New Vulcan, new garage in HTML5 and other changes
TheCongoSpider replied to Marcus in News Archive
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update New Vulcan, new garage in HTML5 and other changes
TheCongoSpider replied to Marcus in News Archive
It's a decrease in firing rate, and yeah, you can pretty much shoot infinitely with it. You're still dealing ~15% less damage like before. The different between the time it takes Stock and SSR to stop shooting and start back is 1.7 seconds. Stock: 2 seconds SSR: 0.3 seconds. That's really quick man, it caught me off-guard how fast it was able to start firing. -
update New Vulcan, new garage in HTML5 and other changes
TheCongoSpider replied to Marcus in News Archive
Diesel, SSR spins up and down faster than pre-rework Vulcan with Viking's Overdrive. I shouldn't see anyone overheating while using this. Thing about it is that it's really uncomfortable trying to turn it, like the turret rotation decrease while firing seems a lot heavier than it was with SSR before the rework. -
update New Vulcan, new garage in HTML5 and other changes
TheCongoSpider replied to Marcus in News Archive
Its efficiency between up close and far away is so vast, feels unstable. -
update New Vulcan, new garage in HTML5 and other changes
TheCongoSpider replied to Marcus in News Archive
It bums me out that I'm not longer as useful at long range since I can't hit any moving target from far, but god damn does it decimate up close. -
I'm not letting that thing suck whatever number of repair kits I have remaining. They're too valuable for me to use a drone like that atm.
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Oh, I see. I do think it's needs a nerf, that stance hasn't changed, but at the moment if I turn the corner and a Hornet activates their Overdrive and kills me, I just whisper, "Nice", and then look for ways to hide from them/catch them off-guard/look at who else I can focus on when I spawn. Same thing I do when my Viking teammate or enemy Viking gets a teamwipe with their Overdrive, or a Wasp gets a quadruple kill or higher on full health opponents.
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What?
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The maximum damage they can do to you is more than Stock Firebird damage + afterburn. It's a kill them before they kill you thing since you have no afterburn to work with. If the Firebird dies 1 second into engaging an enemy, Compact Tanks is better because you can get them to maximum temperature by that time. In long engagements with Firebird protection, Incendiary Mix deals a lot more damage. It has 10 seconds of ammo for a total potential damage of 10,500 if you use all your energy. It's best to kill them as fast as possible, but it's not so easy when they have Defender. It pairs well with Hornet's Overdrive as you can kill them really quickly so that you don't die early and not do much damage. Treat it like an Isida with 10 seconds of ammo instead of 6.
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update New Vulcan, new garage in HTML5 and other changes
TheCongoSpider replied to Marcus in News Archive
The barrel spin-up time is decreased by 85% now, and not 50%. Instead of 50% of 2 seconds, it's 15% of 1 second. Theoretically, SSR at M4 would take 1.5 seconds to stop shooting then start again before the change, now after, it would take 0.3 seconds to stop shooting and start back. That's really fast if that's how it's going to be. -
update New Vulcan, new garage in HTML5 and other changes
TheCongoSpider replied to Marcus in News Archive
How do you figure this? Just wanna know. On paper it sounds great, 0.15-second spin-up and spin-down time. The damage decrease sue to the firing rate decrease seems to vary between modifications, but it amounts to about 15% less damage like before. I guess yeah, but it would mainly be useful up close now since projectiles would fly at Sledgehammer Thunder speed, and the heating rate is lower than what it was before and takes more effort to heat the target. We'll have to wait and see. -
Alright thanks for the perspective. I don't see Hornets merely that much. I guess I just grew overly tolerant of it over time.
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I mean dominantly. I don't encounter enough Hornets to have my protection modules ignored every second of the battle. I just had an issue with his exaggeration. Using Hornet's Overdrive as a reason not to buy a protection module? That seems too far.
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Is it? Is this based on your perspective or information from the devs? You said you see Hornets all over but I see Vikings all over, and others see Hunters all over. Damn, the Hornet population must be really concentrated where you are. I would look at the composition of the enemy team as quickly as possible. My battles would consist of 4 Vikings, 1 Hunter/Dictator, 2 Titans/Mammoths and 1 Hornet/Wasp on the enemy team on average (varies with the gamemode, of course). Vikings being consistently dominant in numbers. There are the battles where there are multiple of another hull on the enemy team. Had a number battles before with at least 3 Hornets on the enemy team. They lost most of the time if it was not TDM. Had battles where my team had 3+ Hornets (including me). Twice my team was able to initiate spawnkilling the enemy team but other times, we were overwhelmed because we had many hulls with low HP on the team and we didn't have our Overdrives active all the time. Alright. The Hornets I see are usually using Railgun, Thunder, Gauss or a turret with an OP alteration + a drone. Common turrets. Bad wording on my part. Of course if the Hornet is using the only turret of its kind on the enemy team, it would be a priority to use protection modules on the most popular turret on the enemy team. But if there are 3 Railguns on the enemy team and 2 of them are using Hornet, that doesn't mean you're not getting value from it at all. If you weren't getting any value from it, it would be the same as unequipping it. But would you unequip it if the enemy team had 3 turrets total and you had all 3 of those protection modules? I'm guessing you wouldn't, but why wouldn't you if it's not doing anything whether it's there or not? That's directed towards Diesel's seemingly exaggerated complaints about it. Then again, I don't play with or against him every day to see what hull diversity his enemy teams have. For all I know, he could be facing a lot of them just like wolverine. I guess I'm too lenient on the Hornets. Alright.
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8 ticks for Mk7 at maximum temperature. Though most use Compact Tanks so you'll be getting the 10 ticks.
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You really look at this too harshly. If you continue to look at it like this, then you might as well unequip all your protection modules because each turret can be equipped and mines can be placed by a Hornet and "have your protection against it freely cancelled with the push of a button". Yeah, I went down the slippery slope for this. Hornet is not the only hull a turret can be put on. Hornet is one of seven hulls you can put the fourteen turrets on. It really sounds like your protection modules immediately become a joke when a Hornet enters the battle. They don't. You use Thunder mostly. You'd see firsthand every day how many Thunder protection modules are around and equipped in battle. You use Viking and it's comfortably upgraded. Imagine using Hornet now. Less HP and can be one-shotted by a lot more things than a medium hull can. Now go into battle and see 7 enemies have protection against you. You'll find it hard to kill as you have paper health yourself and can be easily one-shotted while you deal decreased damage because of the protection modules. You struggle and struggle until you get your Overdrive. You're now ready to let loose. You activate and get a kill only to be one-shotted by a Railgun/Shaft/Gauss/Hammer/ whatever hit you. You now have 10% Overdrive charge for yourself after trying so hard to get some from kills. Now the process begins all over again. But it's going to be harder now as time progressed and some enemies now have their Overdrives ready and you don't. You finally get to deal some comfortable damage and you died early because your HP is low. If you want to see the Hornet get its Overdrive less times per battle on average, just equip the protection module. It's not like the Hornet has 100% Overdrive charge forever and can activate it whenever it feels like it. If the Hornet has a hard time killing people because of protection modules, it'll take longer for them to get 100% Overdrive charge because kills and assists are the easiest ways to quickly generate Overdrive charge. Because they can't kill those players and they have paper health, they'll be getting killed a lot more now trying to get Overdrive charge to let loose. If everyone were to just go with your logic and unequip all protection modules or not buy it at all, then you'll be getting 100% damage from them at all times. All turrets are powerful when not protected against. You'll now be dying to them quicker and they'll be getting a lot of Overdrive charge very quickly. I've had battles with Magnum where protection modules were all over the place on both teams. The number of them rose with the last buff it received. And some battles can see 6 enemies with it. I can no longer one-shot them. Sometimes the medium hulls with no DA need 3 shots to die because Magnum's damage distribution is RNG-heavy and I can get unlucky shots. I'm struggling in 1 v 1s because I can get one-shotted easily/killed easily while I'm dealing much less damage to them. Because of this I can't rely on kills to get Overdrive charge. Assists help me out more. When I get my Overdrive, I try to maximise it because the value it has now (that there are 6 protection modules on the enemy team) is much higher and the most needs to be made of it. Unfortunately, I am killed at the beginning and lose almost all of my charge or reset back to 0%, and the cycle continues. Do your really blame the Railguns for using Hornet? Do you blame them for using damage-increasing alterations? You yourself said Stock Railgun is bad compared to the alterations. Having to face all those protection modules every battle is twisting the knife for Stock. You bought the protection module and you know it helps you when it's equipped because you take reduced damage from all Railguns and your survivability is increased. The next time you die to a Hornet Railgun that activated their Overdrive in your face, just go straight to the garage and unequip your Falcon protection module. Because it clearly is of no use with that pesky Hornet around, and it clearly doesn't matter if you had it equipped throughout the battle or not.
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