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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Are you ready for Siege?

    Also another Hunter Overdrive. If both Hunters activate their Overdrive, and one zaps the other, then the one that was zapped completely loses its Overdrive; it resets to 0%. Which is why it's risky to challenge another Hunter to this duel.
  2. TheCongoSpider

    UPDATED - The WAR for Christmas is here

    Maybe the real treasure wasn't the vaults and the containers, but the friends we made along the way.
  3. TheCongoSpider

    Let's Discuss Smoky!

    It's on the cheaper side of Alterations, so I'd say it's worth it.
  4. TheCongoSpider

    Let's Discuss Smoky!

    Yes. It heats the target for 50% of maximum temperature, resulting in 5 ticks of afterburn damage; 1,500 damage in total. The number of ticks the enemy receives can be decreased with a Firebird protection equipped. The advantage of Stock over Incendiary is that the crit is higher damage instantly, while Incendiary needs some seconds to surpass that damage, seconds in which the enemy can react with a repair kit. If your crit was the last shot before you die, then if the enemy doesn't have firebird protection, Incendiary would do more and probably kill them. As Wolverine has started before, Incendiary requires 2 modules to properly protect against, which makes it formidable.
  5. TheCongoSpider

    What Do YOU Want in TO 2020?

    Can't tell if you're joking or not, but: Subcalibre Rounds does not have an increased firing rate. And if you're talking about projectile speed, then Subcalibre Rounds has way faster projectile speed. That isn't Twins' maximum damage range hitting you. That is its minimum damage range. All of Ricochets alterations follow the same principles and parameters as Stock Ricochet unless stated otherwise. All Ricochet alts except Minus-Field Stabilisation utilise Stock Ricochet's minimum damage range, which in Ricochet's case, is how far the projectile can travel before disappearing. For MFS, it doubles the minimum damage range. It already has self damage.
  6. TheCongoSpider

    Let's Discuss Augments

    Depends on what you're planning to do. Are you planning to grind stars or are you planning to have fun? For Smoky, if you want to have fun, you use Cryo Rounds or Assault Rounds. For grinding stars, use Incendiary Rounds. Supercumulative Rounds would have also been an option for grinding stars but the nerf hit it pretty hard. For "Death Herald" Compulsator, you'd get the best results with your Hornet or your Hunter. Remember though, it has the same damage range as Stock Railgun. If that bothers you, then it's understandable. Sledgehammer is now suited for exclusively short-range play. With enough graceful dancing, light hulls up close can dodge your projectiles when you think you should be hitting them. SCCM (Small Calibre Charging Machine) and Sledgehammer basically did almost the same thing but in 2 different ways. Since SCCM did not have a projectile speed penalty put upon it, it may have taken Sledgehammer's place as the top Thunder alteration. From what I've tested on the Test Server, it's formidable. I've been seeing a lot more of them, most likely migrated Sledgehammer players. Luckily I'm also one of your boys.
  7. TheCongoSpider

    Are you ready for Siege?

    Titans are also common. I'm more concerned about Titan. Some players complain that it is too powerful. My opinion? For an Overdrive that takes the 2nd longest time to fully charge, it has a lot of counters, namely Hornet and Hunter being the most effective. And they both take the same time to fully charge, although Hunter would have a faster expected recharge time (factoring in general survivability and ability to get back into the action quickly). I see players calling for its healing feature to be removed, well then that would make Viking a moderate counter and Wasp a bigger threat than it currently is. Titan's Overdrive is just...weird like that.
  8. TheCongoSpider

    What to buy? Which is better?

    Are you talking about High-Pressure Pump? The big challenge with it is aiming and keeping that aim when under impact force. It's recommended to use it exclusively if you want to learn playing it. Keep playing battles with it and get into firefights with many combos in many maps, and you'll get the hang of it. The last thing to learn before you master it is strafing with it. It is inherently bad at strafing because of the heavily decreased cone angle. Practise strafing enemies with it and see where your ticks of direct damage are not being counter and adjust your aim to suit. With time, it will become second nature. Ugh, I have to do all that? Well, the upside is that you should be seeing faster kills on your enemies compared to Stock. Your maximum damage range is doubled and your minimum damage range is slightly increased. To visualise it, M4 Firebird has a minimum damage range of 20 metres and a maximum damage range of 10 metres. With the alteration, this changes to: Maximum damage range: 20 metres Minimum damage range: 22 metres What does this mean? Well, M4 Firebird does 175 at most per tick of direct damage. Stock is able to do that damage up to 10 metres from the FIrebird turret. After that, the direct damage starts to drop until you reach 10% of direct damage at the edge., which would be 17.5 damage per tick. With High-Pressure Pump, you'd be dealing 175 damage up to 20 metres. So whereas you'd be dealing 17.5 damage per tick with Stock, you would be dealing 175 damage with H-PP. In a nutshell: If you can get complete control over the aiming, then almost your entire stream of fire would be dealing the maximum damage possible. It's great for the lower ranks, but you may not find it as useful as before in the higher ranks, where impact force is stronger.
  9. TheCongoSpider

    Let's Discuss Juggernaut

    Yes, which is why having the Siberian kit was so influential in Solo Juggernaut at low ranks during that period. Your Juggernaut HP would be M1, but you'd have an M2 Terminator with enough damage to comfortably one-shot unprotected medium hulls. If you had M1 Terminator, you'd need 2 shots to do the same job. And you'd comfortably kill any M1 heavy hull with the salvo, even if they use a repair kit in between missiles. And if you end up getting ganged up on and died, well, you had Freeze M2 that you can MU to M3, and take the Juggernaut back easily. This is also why it's dangerous for the enemy team's Juggernaut to be a player who bought an M3 kit early and playing with M1/2/3s. They can one-shot any unprotected medium hull whether M2 or M3. And they can near one-shot M2 heavy hulls. God forbid if that person is a competent player, then you'd need good coordination with your teammates and their Overdrives to take him down, barring the rest of the enemy team's involvement in defending their Juggernaut.
  10. TheCongoSpider

    Let's Discuss Juggernaut

    Micro-upgrades do not affect the damage or HP of your Juggernaut anymore. This has been so since Solo Juggernaut's final months. For Team Juggernaut, in a legend battle where everyone has M4 equipment, they will be converted to M3 Juggernaut. If you have an M1 10/10 turret, your Juggernaut's Terminator would be M1. The same thing with your hull. It corresponds to the modification of the turret and hull, and does not take into account upgrades.
  11. TheCongoSpider

    December Challenge - Ricochet Legacy Skin

    I disagree but that's just me. It looks...crispy. Like biting into it would be like biting into fried chicken.
  12. TheCongoSpider

    UPDATED - The WAR for Christmas is here

    You madman! Think of the children!
  13. TheCongoSpider

    UPDATED - The WAR for Christmas is here

    For what reason do you place so much value on the Capitals? Just because your headquarters are taken doesn't mean the soldiers in other occupied territories just instantly drop down and die.
  14. TheCongoSpider

    Let's Discuss Protection Modules

    Damn, you're really walking around without Railgun protection for so long? Make Railgun protection a priority. And then go from there. Vulcan isn't as common as the others. So it would be between Gauss and Firebird. Whichever one you think will benefit you the most with the hull you play with the most.
  15. TheCongoSpider

    New Mode Siege

    That grip doesn't seem tight enough.
  16. TheCongoSpider

    New Mode Siege

    My experiences were quite the opposite. Most players go towards the point in my battles. It's mainly the Gausses that stay back and snipe. I go out and spawntrap/kill dangerous enemies so they can't make it to the point. It also serves as a distraction from the point because they'll have to deal with me. Or I would clear them out from the point one by one, generating Overdrive charge for Hornet's Overdrive, then after a bit, let loose on the enemies and hope my team captures. Either we do or we get overpowered and don't. If we don't have any Hunters, it's up to the Hornets to clear them out of the domes.
  17. Are we talking Stock Twins and Ricochet here? If so (or if not) how much do you think it should it be reduced. Maximum range for Twins and Ricochet is 70 metres currently. Can't it be said here that on larger maps, short range turrets become melee range turrets?
  18. TheCongoSpider

    The stupidest sight in tanki today

    He's back at it again.
  19. TheCongoSpider

    Coinboxes are back!

    Tanki Online Hyakkaou Online
  20. TheCongoSpider

    Let's Discuss Shaft!

    What's wrong, and on Flash or HTML5?
  21. TheCongoSpider

    ODs Make Siege Unplayable

    Is this in light of the Siege game mode?
  22. TheCongoSpider

    Let's Discuss Overdrives

    This was recent, on the 15th of November. Kinda sounds like a loaded question. No, not that I'm aware of. Hmm. Teams of fat tanks are a relatively rare sight for me. Me? My battles consist of many Vikings, and then the diversity begins after that. The last battle I had with many Titans and Mammoth was a Bobruisk CTF. Small map, yeah, but we lost, because we didn't have enough medium or light hulls to reliably run out of the base with flags. The heavy hulls that were going after the flags kept dying because they were too slow to leave, as well as the enemy team having a diverse composition of hulls, which were able to stop them even better, and allowed them to capture flags more reliably. I won't doubt your experiences with teams full of them, but I can't see it working out in the majority of MM maps in CTF or ASL red team. In any other mode it's more likely. Unfortunately, I cannot fully relate to the failures you encounter with using it offensively (and probably by yourself as well). I use Hunter when I'm using Support Nanobots Isida, so most often, I activate the Overdrive on enemies so that my teammate(s) can kill them. Or if thanks to a Hornet's Overdrive I can see the enemy's HP, I can decided whether to kill the or not. I would usually signal my teammate before using it. I'm almost always next to a teammate. I'm confused by this. Mammoth is the slowest hull in the game. To make the most out of the Overdrive you need DA and SB. Without DA, you're not gonna survive long if you're noticed by the enemies beforehand. And without speed boost, that's a sizeable chunk of speed you're losing out on. That speed boost (supply) is what makes it "very fast" when its Overdrive is activated. It's generally outran without the supply, but with the supply, it can catch up to the enemies (not Wasp, Hornet or Viking all with speed boost activated though). The most reliable counter to Mammoth's Overdrive is raw damage. You can gauge whether or not your Overdrive would be necessary to take it down for the most favorable results (you may need to use it if you were the only one in your group of allies who noticed the Mammoth coming). Because it is no longer invincible, it needs to rely on sneaking or capturing cornered prey to get the best results at that time. You also have another counter, running away. But not just running away in a straight line, run away to corners/obstacles. Another interesting thing about the Overdrive, especially when it has the speed boost supply activated with it as well, is that because you're so fast now, your base Mammoth's turning speed can't keep up with the sudden speed increase. This makes it harder to turn corners sharply like faster hulls (sans Titan) can. I've outran many Mammoths like this, and smart enemies have outran me like that as well. The fast speed is both a blessing and a curse. Map terrain, obstacles and the specific enemies you're gonna use it on decide which of the two it will be. I can't agree here. For turrets like Thunder, Railgun and Firebird, that face many protection modules per battle (especially Railgun), it's a godsend. Being able to break free of the chains of protection modules and double armour, to deal full damage, to one-shot them (for certain turrets), it isn't "hardly useful". Seeing where the enemies will be is countering flanking. And seeing how much HP they have left can save you supply uptime. This isn't just for you, those two last-mentioned effects extend to the Hornet's entire team? With turrets like (specifically) RGC Magnums, LCR/RD/"DH"C/EA"S" Railguns, Shafts, Gausses, SCCM Thunder and Incendiary Rounds Smoky, it's lethal in different ways. My case is with RGC Magnum. Sometimes against a big push, I'm all the defense that's left. Yeah, a wee little Hornet with little HP. But I make up for that with my ability to delete incoming enemies one after another, assuming I don't get caught in the process. I've defended against entire pushes alone, of up to 7 enemies coming towards the objective. And it's all thanks to Hornet's Overdrive. It can be used defensively, fending off pushes/killing runaway flag stealers., or offensively, depleting the enemies' defense for my teammates to have little trouble accessing their flag or scoring a touchdown. You're a glass cannon wit the Overdrive. Remember that they're made of glass, and can be one-shotted in a large number of ways.
  23. TheCongoSpider

    Are you ready for Siege?

    It makes sense, since they intended for it to have carnage constantly. If more players are on the point, then it captures slower, which allows the enemy more time to come back and clear them out, and the cycle continues until a team captures. True, and I expect that at least 50% of the playerbase wouldn't understand the specifics and optimal tactics, so every game might as well be the same.
  24. TheCongoSpider

    Let's Discuss Overdrives

    This felt good. Props to the other Magnum for weakening them for me. Couldn't have done it without Hornet's Overdrive.
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