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Everything posted by TheCongoSpider
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update Patch Update #771 - Released 16th August 2024
TheCongoSpider replied to Marcus in News Archive
Month 4 of no auto-supplies. -
If the players you're fighting against are using the Defender drone and/or the Lifeguard hull augment then they will take longer to kill.
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update Patch Update #770 - Released 9th August 2024
TheCongoSpider replied to Marcus in News Archive
A start would be not allowing it to deal above 3,000 damage with Brutus. -
update Patch Update #770 - Released 9th August 2024
TheCongoSpider replied to Marcus in News Archive
Compared to now where it's statistically superior to Stock and garage augments in every way? What a way to stifle variety on a turret whose base power is already limited. -
It's strong but at least the distance between it and other Vulcan augments isn't huge. And also it's new and hasn't been terrorising the game for months. Meanwhile PTA Twins takes every shortcoming of Stock Twins and turns it into a positive. You have the same if not slightly higher normal DPS than Stock. You no longer care about missing your shots because have DOUBLE the range and projectile speed of Stock. And your DPS is stretched across double the shots meaning you'll be getting Twins' high critical damage much more often. It's damned if you do, damned if you don't. If you have no protection you get shredded by an ultra buffed Stock Twins (where all the other readily available options for Twins have strict trade-offs). If you have Twins protection then you still get shredded if the PTA Twins is lucky with crits. If you only have Armadillo then you're still getting hit by a buffed up Stock Twins where you can't use movement to avoid the shots. If you have both Twins and Armadillo then you'd have to wonder why you didn't need both of them for years and suddenly you do now. As for Vacuum the final damage is too high. It shouldn't be above 3,000 with Brutus. Oh but what the hell, Striker has been a darling child for the past 3 years. It's hardly a surprise now.
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Pulsars since their release have been relatively uncommon to obtain and their obtention dates scattered across 2022 to now. To my knowledge Pulsar Thunder was available twice. Once during its release in 2022 either in a paid bundle or some event where you had to spend money to get it anyway. The other time was in an ultra container iteration that contained specific Pulsars in early 2023. I would guess that you obtained it from an ultra container during that time.
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Would be nice if in one of the future event modes they bring back the mechanic of having the flag positions inverted where the enemy flag is in your base and vice versa. Just to see how it would feel in a limited time MM event with modern gameplay. Come on you know why. ? Most times you play Massacre for the draw and hope someone on your team makes it out with the flag somehow. Whether that be by luck with crit/status RNG/AFK enemies or overpowering them with a coordinated sweatsquad. Like you said it's already an uphill battle at 0-0. The average player might as well stop trying to win if they're down 0-1.
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That is not a bug or glitch.
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It means the total difference between modifications is divided by an additional level. For example, suppose a turret deals 300 damage at Mk3-10. Previously, both Mk3-10 and Mk4-0 would have the same stats of 300 damage. If the difference between MK4-0 and Mk5-0 was 100 damage with 10 levels' worth of upgrades, 10 per level, it would be: Mk3-10 -> 300 MK4-0 -> 300 Mk4-1 -> 310 Mk4-2 -> 320 Mk4-3 -> 330 Mk4-4 -> 340 Mk4-5 -> 350 Mk4-6 -> 360 Mk4-7 -> 370 Mk4-8 -> 380 Mk4-9 -> 390 Mk4-10 -> 400 After this update, for example, Mk3-10 will be different to Mk4-0. It is 100 damage with 11 levels' worth of upgrades now, 9.09 per level. It would be: Mk3-10 -> 300 MK4-0 -> 309 Mk4-1 -> 318 Mk4-2 -> 327 Mk4-3 -> 336 Mk4-4 -> 345 Mk4-5 -> 355 Mk4-6 -> 364 Mk4-7 -> 373 Mk4-8 -> 382 Mk4-9 -> 391 Mk4-10 -> 400 As you can see it only changes slightly. The increase in stats compared to before the update becomes less noticeable the closer you reach the final upgrades of that modification.
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Just like Gauss garage augments, it only took 4 years to happen.
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If your goal was to win the Tankoins in the fund, did you even read the announcement or learn from other funds of how to do that?
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What?? Those 3 maps have always been 6 v 6 in MM.
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The test server requires you to register a new account. New accounts in Tanki have access to a Daily Tankoins Pass with a large discount. Most changes appear in the test server before release. Whether that be the day before they are announced or weeks before.
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They're saving resources by not even entertaining the idea. If you want an official explanation of why it hasn't been done yet, listen from 53:37.
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To increase your chances of getting that augment in particular.
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Because nothing sounds out of the ordinary here. You need to provide us with something visual so we can understand better. What map was it? How tall was the wall or which side of that map was it on? We've already explained what is likely the problem you are seeing earlier in the topic.
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Two months later and STILL no auto-supplies? This is torture. If this isn't a prelude to something else then this has to be an experiment to see what ASL battles become when players have no incentive to capture flags. I can't see any other reasons to do this without any other relevant changes.
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And why can it not be all of the above?
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It's what krokorok said, but Striker in particular for a while now seems to have that (visually) exacerbated. Where the missile from your POV visually blows up farther away than it actually did. RRE/Vacuum being able to manually detonate the missiles would make that look even worse.
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You micro-upgrade the turret or hull with crystals then purchase the next modification for a small number of Tankoins, totalling 33 Tankoins per turret/hull from Mk1 to Mk7.
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Striker has the Remote Rocket Explosives augment which allows the user to manually detonate their own missiles. There is also the Vacuum Missiles augment, which is the aforementioned RRE but with much higher damage the further the target is away from the centre of the blast. You probably fought against Vacuum Missile Strikers. A recent event allowed players to purchase it.
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Then I'm afraid I would need a video of these things. There's only so far you can go with words alone. Don't forget you can also see damage direction markers when you get hit to see where you got shot from, if you got shot from multiple people. The same with this.
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Most likely they were using a status effect augment that made you easier to kill.
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Augments play a big part in questions like this. And for something like that, a video or a more thorough explanation of what happened is needed. Off the bat Smoky can hit Tesla from range while Tesla cannot. That alone gives Smoky an advantage. Pulsar Freeze's normal damage coefficient with Viking's Overdrive is currently x2.5 instead of x5 (what it should be). This was an issue with Pulsar Firebird for a while and was fixed but it came to Freeze immediately after. It is unknown whether this is intentional or not but still worth reporting, yes.
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