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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Hornet!

    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.
  2. TheCongoSpider

    Tanki Picture of the Day - Have any?

    It is his Defender Drone. Did he have 50% Gauss protection equipped when you shot him and did 350 damage? Oof.
  3. TheCongoSpider

    A little lesson in Seige mode

    Having this on your team in Siege would be great. Only Hornets and Hunters can break through that.
  4. TheCongoSpider

    A little lesson in Seige mode

    I think this is a case of death vs torture. Hornet kills you, but Hunter leaves you vulnerable and underpowered in the face of your enemies if you survived, dropping what flag or ball you had, and leaving you at the mercy of it or its teammates while you were stunned rather than killing you instantly like Hornet. Leaving players alive after a stun can be a beneficial or detrimental depending on the hulls the enemy team has and how far into the battle it is. I try not to leave them alive most of the time but can't really do that when my damage is cut in half because of Support Nanobots, so I rely on my teammates to be aware of the situation. They can't always be trusted, unfortunately, as there are times where I signalled my Titan or Mammoth teammate and went in front of him. I then used my Overdrive next to them at an angle where he'd be able to see the lightning chain hit something behind him. What happens? The Titan doesn't see it and leaves me to get damaged and possibly killed by the enemy. I get infuriated when that happens because I give them all the signs I could. I love it when the people I'm healing take notice quickly and deal with it. Magnum doesn't have as good splash damage distribution to work with compared to Gauss. Gauss can annihilate multiple enemies at once. The RGC Magnum would have to pick them off one by one. If the enemies are close enough, you can get double kills. If the enemies are close enough and damaged enough, you can get triple or quadruple kills. But Gauss is better at clearing the base faster than Magnum Hornet because of how far its 90% damage retainment spreads. This is without Booster.
  5. Heavy hulls with DA and good protection against the turret can survive against Booster. Medium hulls too but heavy hulls can do it better.
  6. It's the other way around for me. Especially when they can activate defender, and then when their DA runs out, they can activate it again right away for another 20 seconds of protection. That with high protection modules isn't a fun thing to experience over and over. If you don't have an appropriate Overdrive ready or a Freeze, you're not gonna stop them from taking your flag and leaving the base with it. I'll only mind Booster if it's with Gauss, since its splash damage distribution is too powerful.
  7. TheCongoSpider

    Let's Discuss Vulcan!

    That's on the RU Wiki, it's an auto-translation.
  8. TheCongoSpider

    Let's Discuss Vulcan!

    Vulcan says 250 m/sec on the Russian Wiki. Slightly faster than the speed of a Gauss projectile. Some other changed parameters as well.
  9. TheCongoSpider

    Let's Discuss Smoky!

    What's this? A sneak peek at the projectile speed of Smoky when it transitions?
  10. TheCongoSpider

    A little lesson in Seige mode

    Titan + Support Nanobots Isida is a nice combo in Siege if the map is medium or smaller. Especially if a lot of your teammates are Titans as well. Many domes can be put up and the Isida can heal you. It's really satisfying being the healer in a dome now since the dome no longer heals.
  11. TheCongoSpider

    Let's Discuss Striker!

    Also RRE's splash damage seems to still be reduced.
  12. TheCongoSpider

    V-LOG Ep #240

    The past five times I got an Assault mission and used my free skip on it, I got another Assault mission, usually harder than the one I skipped. One is chance, two is coincidence, three times is a pattern. I wonder what five would be.
  13. TheCongoSpider

    MM balancing really is not working...

    What exactly was MM trying to do here? Lol
  14. Well sometimes it comes from not being very observant. I don't expect someone who plays very casually to be paying attention to every little detail in a battle. In the case of Booster, the fades away when you activate it. At this time, if they saw you when you killed them, they may not see a Drone above you, which may lead them to be suspicious. They may also be accustomed to not dealing with something that boosts your damage by 4x instead of 2x. So if something that would consistently take away half of their HP kills them, then they'd be upset. I've seen some people ask why they're not dealing 100% of their damage to a certain enemy. It could only be Defender, but if they don't know the Drone exists, they won't see it because the drone is faded away for the 20 seconds the effect is active. I remember seeing someone call a person with a max-levelled Assault Drone pre-nerf) a hacker because his supplies never ran out. I explained the situation to him. They're accustomed to seeing supplies end in 30 seconds, so if they see this guy's supplies not ending, they'd sense something is wrong. And for Speedster, you can use two repair kits simultaneously. The unaware enemy will expect you to only be able to use 1, but you use 2 and win the duel when they would have won if your used only 1 repair kit. Drones amplify normal battle situations and will catch unaware players off-guard. Especially if they don't know the effects of different Drones and how boosted they are at max level. I just bear with them.
  15. TheCongoSpider

    Bugs and Glitches Reports [Closed]

    Can you record a video of the problem? Nothing is wrong with Mammoth's Overdrive on my end.
  16. TheCongoSpider

    Bugs and Glitches Reports [Closed]

    Yeah this happens from time to time. It's usually an easy 3 stars for whoever gets it.
  17. TheCongoSpider

    Tanki Picture of the Day - Have any?

    At least now we see some of the struggles ALEX goes through during Challenges.
  18. TheCongoSpider

    Hunter OD recharge

    This is most probably an intended feature.
  19. TheCongoSpider

    February Challenge II

    They said it was to be unlocked at the 6th rank. It's available for Recruits?
  20. TheCongoSpider

    Why Freeze shouldn't exist

    But if it shoots acid, should it still be called Freeze? So its gimmick would be like Firebird's then?
  21. TheCongoSpider

    Why Freeze shouldn't exist

    Alright then, so what would be its gimmick? Firebird has afterburn, Isida can heal its allies, what will Freeze do now? And should it still be called "Freeze" after the change?
  22. TheCongoSpider

    ★ Tanki Online Wiki Hub ★

    They are there for some of the turrets and all of the hulls have it. Just have a bit more patience.
  23. The increased gold box drop rate is only for the DM battles.
  24. TheCongoSpider

    Let's Discuss Striker!

    Yeah it seems like a buff, since I can no longer see when the missile detonates on its own. I don't think it mattered since maps weren't big enough in the first place for the missiles to be negatively affected by that. @GrayWolf8733 @123tim456back @sunhawk It seems like the projectile speed penalty on Missile Launcher "Hunter" was not removed, or maybe, not entirely. From the wall in Stadium to the other, Stock's missile hit the other wall in ~1 second, but Remote Rocket Explosives and Missile Launcher "Hunter" missiles reached the wall in ~1.5 seconds, with RRE reaching there just slightly faster than ML"H". Which makes sense considering that RRE has a maximum projectile speed of 400m/sec while ML"H" before the "buff" had a maximum of 350m/sec, which is a small gap, hence a small gap in the time each took to hit the wall.
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