-
Posts
8 131 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
update Patch Update #775 - Released 27th September 2024
TheCongoSpider replied to Marcus in News Archive
-
I give a Blue Tail, you give a Red Tail. https://pages.tankionline.com/build-a-tank/trade/dAHJrWQV2z67n98RmaRw
-
I give a Green Turret, you give a Green Tail. https://pages.tankionline.com/build-a-tank/trade/g1xsjIn0piIsYH4iUJgl
-
How is that scenario any different to Railgun or Scorpion? Both deal the same or similar damage with faster firing rates. The splash damage drops off to 50% at 6m away from the explosion. How are you getting 3-tapped with Magnum module and Defender drone by half splash damage?
-
update Patch Update #773 - Released 6th September 2024
TheCongoSpider replied to Marcus in News Archive
It has been there since 9 months ago. -
The Challenge has grenades in it.
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
What is this? -
There is no plan for such a thing.
-
This bug appeared in the game at around the end of July 2022. It affected Striker, Gauss and Scorpion. At the time, the majority of reports were for Gauss and Striker and only a few reported it for Scorpion. I personally did not have it happen for Scorpion until an entire year later in October 2023. It was painful to use Striker and Gauss' lock-on and I presume it was the reason why Gauss received the rework 3 weeks later that made the acquisition fast but the reload afterward the shot long. Every time it happened, my ping would shoot up a couple hundred ms, even against bots. YouTubers and players who have very low ping will have the progress reset very early so it would hardly be an inconvenience to them. For others with higher ping it can reset much later, or even multiple times in a row, made worse if there are multiple enemies bunched together and your aim keeps jumping to another target mid-progress. For a while now it's been fixed with Striker and Scorpion but Gauss still remains. Its salvo firing rate paramaters have not been changed in a long time until now with the recent patch, that coincidentally increased the lock-on time while also changing the server response period. That may be the first major attempt from the developers to fix it, but it does not appear to be fixed yet. The only thing that has fixed for me is I get no-damage salvos significantly less often now.
-
Can you give usernames or the augment that they (and you) are using?
-
update Patch Update #773 - Released 6th September 2024
TheCongoSpider replied to Marcus in News Archive
Month 5 of no auto-supplies. -
Giving a blue engine in exchange for a blue turret. pages.tankionline.com/build-a-tank/trade/hN6PmppMoCEGAYDk7xkJ
-
It says get all of the earned rewards. Earned meaning the stars you obtained for the corresponding tiers.
-
He asked in what way the Engineer augment could be stronger. If it was in Legendary instead of Rare then it would likely heal 4,000 HP instead of 1,000, and/or allow the effect to trigger on you if an ally picks up a box near you. Just like the Engineer drone used to work before removal in 2023.
-
To get rewards from the Elite Pass you must earn stars. Each tier on the pass requires 50 stars to complete, a total of 20 tiers and 1,000 stars.
-
It is a rare (blue) augment. Rare augments (Adrenaline, Engineer, Lightweight Construction and Heavyweight Construction) give 100 GS instead of 300. Fully healing the hull and/or the effect also being activated by an ally rather than just by yourself.
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Grenades are here. They contribute 1,000 in total. -
update Patch Update #773 - Released 6th September 2024
TheCongoSpider replied to Marcus in News Archive
Just like since 2 years ago, most of my direct hits are still dealing lower than max damage. Maybe it's time to increase the splash radius? See if that fixes it. The firing rate increase feels nice but what good is it if my shots are only dealing half damage? -
Burst damage, the ability to artificially increase its range and angle of attack, and most important of all for endgame - practical status augments. Let's take a trip back to July 2021, when Tesla was in early access and about to be released in August. Back when Firebird was worse than it is now. When Isida was practically the same as now in terms of offense. Freeze would have had more damage over time than now because of a 7% crit chance back then. Now Tesla, Tesla had 980 damage per hit, with 0.9 seconds between hits. An almost as spammable as now ball lightning with 1,960 damage. 980, which is very close to that magic number 1,000. Slap on Adrenaline, get hit with anything to go down to 90% HP and now you're able to one-shot unprotected light hulls the moment they appear. And it seems you forgot that aspect of Tesla. Tesla does not deal its damage across the span of a second like the other melee turrets. It deals its damage INSTANTLY. Where a Firebird at the time would start off with 175 or a Freeze would start off with 225, Tesla immediately starts off with 980, bumped up to 1,000 very easily with Adrenaline. Do against an unprotected light hull with Adrenaline, a Tesla would immediately end the engagement while the other melees needed at least an entire second. Against a heavy hull, that meant killing it in just 0.9 seconds while the others needed more than 2 seconds of their limited ammo. And this immediate value happens every time an engagement starts and whenever your aim is knocked off. When your aim gets knocked off, you restart that whole process and Tesla once again starts off with huge damage whereas the other melees need an entire second. As an example, you're fighting a Railgun as a Tesla and a Freeze. 0.5 seconds into your attack, they hit you at the edge of your hull and spin you around. You turn back as fast as you can and start shooting them again. In this scenario, when they turn back to start shooting again, the Tesla is already on 1,960 damsge while the Freeze is on around 900. That ball lightning did double the damage of a chain lightning. So with Adrenaline, you could just instantly kill an unprotected heavy hull if it happened to get hit by it. Or a light hull with maxed Boosted Armour. And you were able to spam that almost as frequently as you can now. Utilising that burst damage in an engagement? Tesla, like Scorpion, does not have a delay between its firing modes. Meaning it can freely alternate between them. So in 0.9 seconds you could do chain lightning + ball + chain lightning on the enemy. With Adrenaline, in those 0.9 seconds you did 8,000 total damage. That heavy hull with Boosted Armour is heading straight towards you? No problem, just casually do 8,000 damage in the span of 0.9 seconds to instantly melt him. You could set up floating minefields that would kill anything unprotected if it touched it. You could even do a beyond the grave final attack where you launch your ball lightning a fraction of a second before you died and it would deal a lot of damage to them and could even secure a kill-trade. Electroturret played into the burst damage, AP and EMP Tesla at the time played into that burst damage heavily. The entire turret was simply designed around burst damage in a 1 v 1. Multiply this by the number of Tesla's either on the field or just on your team and it creates havoc. Players already know how powerful a den of Tesla's firing together are, imagine that before any of the nerfs. And that leads us to the first nerfs. Damage went straight from 980 to 810 and 1,960 to 1,620. Still retained its ability to kill medium hulls quickly but light hulls and heavy hulls can survive an extra second or two, which I've mentioned before is still faster than the other melees given the way Tesla deals its damage. Some months later, would you look at that, the ball lightning went from x2 chain lightning damage to x1. For some weird reason huh? Must be all that burst damage it could do. Tesla remains like this for a while until later in 2022 where its status augments obtained status on critical hits and had a paramater reshuffling. Lower damage with higher firing rate and an emphasis on the critical damage being the shots-to-kill decreaser. This led to status augments being even more potent for status applications and TTK reductions. In 2023 it received another reshuffling. It received a shots-to-kill increase with the critical damage against light and heavy hulls but the ball lightning did more damage and became more spammable. This here is where it started leaning too heavily into the status effect augments. The non-status augments lost that crucial STK reduction. And here we are in 2024, where after a while of no changes, Tesla received a firing rate reduction and Electroturret got its much needed buff. It can be implied that Tesla was overperforming somewhere and they concluded nerfing the firing rate was the best course of action. And if that is true, it is most certainly because of the status augments. If anything needs a nerf on Tesla, it is he status augments. You have little to no reason to use the non-status augments (except Electroturret now). This gives you context to why Tesla is the way it is now but to say that Tesla has nothing compared to the other melees is factually incorrect. It can extend its range and can also reduce its own TTK. The lower damage per shot makes it less obvious now but it is still there. Now the question is... You want this. But are you ready to fight against it yourself? Keep in mind this isn't nerfing status augments. This is making individual Teslas stronger. Meaning Tesla dens in general will be stronger. Huge firing rate increases like these always end badly. The ball lightning reload speed is fast enough.
-
And Smoky got that nerf as well...in the same patch as the others you speak of. How often were you fighting Pulsar Smokies before making this suggestion?
-
There are tens of thousands of accounts playing every week.
-
What made you single out this event in particular?
-
update Patch Update #771 - Released 16th August 2024
TheCongoSpider replied to Marcus in News Archive
A nice buff to Firebird and some Incendiary augments. -
I've noticed this for a year but did not know what caused it. Low modifications of Firebird have their energy recovery rate boosted when they micro-upgrade it. I do not know if this is the case for all modifications but it is easiest to see with Mk1.
-
update Patch Update #771 - Released 16th August 2024
TheCongoSpider replied to Marcus in News Archive
The last time Stock Tesla's crit chance was nerfed was in 2021. It's been steady buffs since then. Tesla just has a nice crit rate for the firing rate that it has. It's true that in the past there were supposedly bugs (specifically with Stun Tesla) where the critical hit rate was unfathomably higher than it felt it should be, but if any turret can have consecutive critical hits fast, it's Tesla. Tesla since the damage nerf/firing rate buff update has leaned heavily in favour towards the status augments and it would take a lot to change that without screwing over the garage augments.
Jump to content

































































