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Everything posted by TheCongoSpider
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@aqwzsxedc @Cillionaire I found this recent video. Watching it hurt to be honest, but it should give you an idea of how it may perform in Legend battles. He had a 20/20 Defender Drone equipped so expect to die twice as fast as he does when you make a mistake. I tried to go in the with an open mind. I'll be including timestamps. So IMO: Barring the Defender Drone's influence on his performance, the first mistake was using Shooting Speed Regulator with Wasp. Decreased damage is not a good thing when you're using Vulcan with Wasp. Wasp is frail in HP and easily tipped over. Engaging the enemy longer (due to decreased damage) means more time for you do die or get flipped. But that's just the disadvantage with with SSR and Wasp. The advantage comes in the form of suppressive fire from afar while your teammates are fighting the targets. You can shoot for longer which is good, but at that point, it's better to use it with a more stable (weighty) hull, or a hull whose Overdrive benefits Vulcan more than Wasp's. Second problem is that he stays firing for too long. Most notably at 6:02. He's using SSR and at M$, it has ~1.5 second downtime from spinning down, to firing. If he had stopped firing at the Rico Titan going behind the barricade, his predicament with the Titan's teammate joining him wouldn't have happened. And it looked like he wasn't paying attention to his ammo supply. At no point with SSR should you be overheating. 10:25 Bad execution of damaging the Titan Shaft. Could have suffered less damage circling the target and dealing more damage, which is hard without RAT. 15:33 He did the right thing. Other than those, just some overall things that can be rectified if your replace SSR with Reinforced Aiming Transmission and be more aggressive by circling or moving erratically while maintaining your fire on the target. Moving erratically with Wasp can make some Railguns miss their shots. Now, a factor that needs to be taken into consideration is if your keyboard ghosts while you're trying to circle (big problem). His confrontation with the Shaft Titan (10:26-10:30) earlier showed this. Keeping mobility reduces the chances of taking damage. That was a really good situation to circle.
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I see the kill being lost in Flash, so it was probably a change made for HTML5.
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Pretty sure it's still here.
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From what I'm gathering from one of Mr. Thunder's videos, a 20/20 Booster Drone gives a non-melee turret a 5x damage boost when combined with Viking's Overdrive, compared to the x3 damage boost gained from just a double damage supply combined with Viking's Overdrive. The damage increase it gets outside of Viking's Overdrive checks out when done with Viking's Overdrive, so thankfully, that stayed consistent.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
She actually says that? -
Doesn't suit my playstyle. I initially expected it to take my repair kits upon each activation but it didn't. Pretty nifty. Tried some more testing. There's this one scenario that requires a lot of concentration and memory to confirm, which is scenarios with supply cooldowns. Haven't perfected it yet. As for the other scenario (using random numbers as examples): If your DA is at 6 seconds, DD at 18 seconds, and SB at 22 seconds, then if your Drone is at 0/20 and it activates, only the DA will be set to 10 seconds while the other 2 will continue as normal because their remaining timers are >10 seconds. It'll become pretty useful at 20/20.
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Yeah. I only realised that yesterday. Don't think I wanna change it though. ? It's passive, there is nothing to activate. And it's the regular 1 per minute.
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In two instances, I stopped attacking to dodge missiles from 2 Strikers. Was pretty funny watching them try to hit me but fail. First one was against OPSMelee, he was using a Uranium Striker so it was pretty easy to dodge. His teammates ended up killing me though, and he didn't respond to my message. The next occurrence was with nikit-a, a Cyclone Striker I believe. Stayed a good distance away him and kept dodging them. In-between the missiles, I was able to write those two messages and he responded after. Couldn't get any more scenarios like this though.
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I know how critical you are about the frequency of the challenges. Just your luck to see its frequency doubled.
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Ah, I was waiting for your reaction.
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Unfortunately, no. In m3 battles? Maybe. At M4, it would be much more beneficial to use it with a medium or heavy hull, or if a light hull, then with Hornet for the Overdrive. When you transition from medium or heavy hull to Wasp, Freeze no longer becomes your main weakness, instead, Smoky, Thunder and Railgun become your weaknesses, because of their impact force. Wasp is easily flipped by these. If you are caught perpendicular to those turrets, they could flip you easily. Fortunately for Wasp Vulcan, Thunder was turned into a projectile turret, which means that its projectile no longer will hit you on your screen to cause impact. It will have the Gauss, Ricochet and Twins treatment of dealing damage, but the shot completely missing you, allowing you to keep damaging them without the fear of being flipped or having your aim knocked off by them. Would have been a pretty great time period if Smoky got its transition before Vulcan, but Vulcan seems to be getting it first. Will use it with Dictator and Mammoth first to see how effective it would be on Wasp after the change. It's pretty funny watching players get mad from being dominated by me. Some have called me a hacker. Others expressed disbelief. The gameplay is pretty fun once you nail it down.
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So does Wasp. ?
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And now, we wait.
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I'm slowly expanding my Drone arsenal, by purchasing all the cheaper ones. My latest purchase for testing was the Sprinter Drone. It has a lot of potential in tense CTF and RGB battles. So, this drone requires you to go after the objectives of the game modes (sans TDM). It's more practical in CP than in Siege. It gives you an immediate repair kit and 10 seconds of double armour, damage and speed boost at 0/20. How the supply accumulation works is that if the remaining time of your supplies are less than 10 seconds, then when the Drone activates, it will put the active timer on the supplies to 10 seconds. If the remaining time of your supplies are more than 10 seconds nothing will happen to the timer. So at 0/20: If your DA, DD and SB are with 5 seconds left and you activate the Drone, then you will activate a repair kit and the remaining time for your DA, DD and SB will be increased to 10 seconds. If your DA, DD and SB are with 25 seconds left and you activate the Drone, then you will activate a repair kit and the remaining time for your DA, DD and SB will remain at 25 seconds and continue as normal. What gives this Drone a lot of potential is that the repair kit that activates when the drone is activated is not taken from your supply of repair kits. It's a free repair kit, essentially. So, if you're hiding behind a building in a CTF battle that is currently 1 - 1, you can drop the flag, and then when you automatically pick it up again, the Drone will activate and give you a repair kit (and supplies if you need it). Same for Rugby, you can throw the ball against a wall or something and when you pick it back up, the drone will activate and give you a repair kit (and supplies if you need it). I haven't tested all possible scenarios yet, but those are the bare essentials if you're looking to consider buying this Drone in the future. Make sure you have many speed boosts though, as that is the supply it consumes upon each activation.
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Well the Overdrive shot test didn't take too long. I did it in Parma which was one of the only 2 maps with 2 Nuclear Supply drop zones. Stadium was the other but doing it in Parma was much less effort and saved more time. I would exit and re-enter the battle to reset the drop boxes, so it allowed me to look for consistencies 2x faster since there are 2 Nuclear Supplies. The firing rate calculations took a bit longer because I needed to find past values for the alterations as some of them and the Stock turrets received changes since July 2019 to now. I couldn't properly remember what % increase to the shot reload time High-Capacity Ammo Clip used to have. I knew it was either +10% or +15%. Had to search around the Patch Notes on the EN and RU forum but they didn't state what it was before, they just said that "the penalty was removed". I then remembered that the Chinese alteration page had the unupdated figures. Searched around and found that it was 10%, so I used that. I didn't bother doing Railgun's firing rate increase because I'd have to take into account its shot delay. The number of times it shot during the 7 seconds can give you an idea as to how fast the increase for both is, but it would require extra calculations. I'll just assume it's somewhere around 4x firing rate increase.
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Is sharing in-game against the rules? Or is sharing in-game and in real life against the rules?
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So ever since this, I wondered what the firing rate increase for turrets with Viking's Overdrive was. Finding the damage boost was easy, but it's much harder to find the firing rate increase. I'm going by the assumption that the firing rate increase is equal among all turrets sans melee and Vulcan. Below are the approximate firing rate increases I recorded for M4 turrets based on what is in the spoiler above. These compare Stock to its reload-altering alterations to see if there is any consistency. This is not to be taken as final numbers because this does not take into account, for instance, when your Overdrive ends right as you're about to fully reload another shot. To get the maximum number during the 7 seconds, I first shot a shot, then held spacebar as it is reloading. While it is reloading, I press Shift and because I'm already holding down Spacebar, the firing begins as quickly as possible during the start of the Viking Overdrive. Smoky: ~4.28x firing rate H-PAS Smoky: ~4.50x firing rate Thunder: ~3.96x firing rate Sledgehammer Thunder: ~3.94x firing rate Stock Hammer: ~4.12x firing rate HCD Hammer: ~4.24x firing rate Stock Striker: ~3.86x firing rate Uranium Striker: ~3.70x firing rate Things to note: This was recorded when: M4 Smoky had a reload time of 1.5 seconds. (Currently 1.4) M4 Thunder had a reload time of 2.3 seconds. (Currently 2.2) M4 High Capacity Drum Hammer had a shot reload time of 1.98 seconds. (Currently 1.8)
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Larger splash damage radius than Gauss' arcade shots. Thunder has one firing mode, so while the Gauss may struggle to lock on to a specific target, the Thunder can keep shooting and damaging the target because it only has one firing mode. And then when the Gauss shoots that shot, the Thunder can shoot 2 projectiles in the space it takes the Gauss to reload. Basically, a more consistent firing rate. Faster projectile speed. Faster turret rotation. Thunder has alterations so it can achieve 9999 GS. Those are the only advantages that I can see.
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Lock-on takes 0.56 seconds at M4. The fastest M4 "Hunter" Striker is able to shoot 2 back-to-back missiles is 1.64 seconds. It will of course take longer than that time to hit the target because the missiles need to travel, but that time is how fast 2 missiles can exit the Striker. Comparison: Stock: 2 missiles in 1.8 seconds ML"Hunter": 2 missiles in 1.64 seconds That comparison is only if 2 missiles are required. If the situation the Striker is in calls for repeated one-by-one missiles, then ML"Hunter" gains a big advantage here as it can keep using its single-missile salvo and keep getting the -40% decrease to the reload time. The decreased reload only happens after a salvo missile. Shooting a non-salvo missile has the regular 1.8-second reload. It's effectively Duplet, but for Striker. If you're far away, then the enemy has time to use a DA and/or RK before the 2nd missile hits (because of the distance it has to travel due to you being far away). So being close to the target will yield the best results as it minimises the time the enemy has to react to you.
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On average, yeah, but it still can if it gets a lucky shot.
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Decreases the reload time after a salvo missile by 40%. Salvo missile reload for Stock is 1.8 seconds at M4. Meaning you reload in 1.08 seconds after the salvo.
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Faster than Smoky by a maximum of 0.32 seconds. Gotta make sure you hit that 2nd missile though.
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