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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 31/05/24 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Electroturret will kill an unprotected with DA with ball lightning + 2 chain lightnings Hammer: Will 2-shot unprotected heavy hulls with normal + critical hit Blunderbuss will start one-shotting unprotected medium hulls with the normal damage Large Calibre Pellets will 2-shot medium hulls with DA with normal + Ricochet: Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.3m (from 4.9m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 3-shotting unprotected heavy hulls with the normal damage Will start 2-shotting unprotected medium hulls with normal + critical hit High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.8m (from 4.2m) The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 5.2m (from 5.8m) Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Gauss: Incendiary Salvo will kill unprotected heavy hulls with salvo + afterburn tick Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls AP Gauss will be able to kill a light hull with DA with critical + normal hit Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m) Hyperspeed Shells will be able to kill a medium hull with DA with max damage arcade + salvo Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Healing Emitters will start 3-shotting unprotected heavy hulls Healing Emitters will kill medium hulls with DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Scorpion: Will start one-shotting unprotected medium hulls hulls with thecritical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heav1y hulls with the critical damage at 82%
  2. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 31/05/24 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Electroturret will kill an unprotected with DA with ball lightning + 2 chain lightnings Hammer: Will 2-shot unprotected heavy hulls with normal + critical hit Blunderbuss will start one-shotting unprotected medium hulls with the normal damage Large Calibre Pellets will 2-shot medium hulls with DA with normal + Ricochet: Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.3m (from 4.9m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 3-shotting unprotected heavy hulls with the normal damage Will start 2-shotting unprotected medium hulls with normal + critical hit High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.8m (from 4.2m) The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 5.2m (from 5.8m) Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Gauss: Incendiary Salvo will kill unprotected heavy hulls with salvo + afterburn tick Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls AP Gauss will be able to kill a light hull with DA with critical + normal hit Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m) Hyperspeed Shells will be able to kill a medium hull with DA with max damage arcade + salvo Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Healing Emitters will start 3-shotting unprotected heavy hulls Healing Emitters will kill a medium hull with DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Scorpion: Will start one-shotting unprotected medium hulls hulls with thecritical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heav1y hulls with the critical damage at 82% HP
  3. TheCongoSpider

    Complaint Book

    It is intentional.
  4. TheCongoSpider

    Campers Vs Runners - 2024

    I noticed some months ago that every Desert TDM, CTF, RGB and SGE battle I was in was a campfest from start to finish. Desert was a map I often saw lots of variety on. Now it's just long range spam.
  5. From the wording of the Vlogs, it sounded like this should have been done almost a year ago.
  6. TheCongoSpider

    Ideas for Game Modes!

    With the current TJR balance there's no need for that.
  7. TheCongoSpider

    Complaint Book

    I said a theoretically balanced battle, a battle where the winner would be decided close to the 13 minute time limit. A battle where the attacking team slowly but steadily captures flags and keeps close to the defending team's objective score. For that to happen, many attacking team flag bearers would have failed in trying to capture the flag, which would mean the defending team would be getting fast progress. This isn't even mentioning the potential sabotage that can occur with this if you set the extra points too high. A 5k GS supplyless Wasp on your team could keep picking up the flag and dying and there's nothing you can do to stop it.
  8. I would need a video of something like this to count the damage. Did they have the Defender drone? Any inconspicuous healing Shafts or Thunders on their team? Using the Eclipse shot effect for Shaft makes it harder for enemies to immediately notice the person they're shooting is being healed.
  9. TheCongoSpider

    Complaint Book

    That would make it far too easy for the defending team to win in a theoretically balanced battle.
  10. TheCongoSpider

    Build & Fight

    Shotgun Railgun received a -15% shot reload time reduction shortly after release. Hyperspeed Gauss received a considerable buff a few months ago.
  11. I can't wrap my head around what's happening here. These changes are all over the place. So you just straight removed what made Assault Rounds and HPAS nice to use. I don't see what the point of Assault Rounds is anymore. You're only using normal damage with not that big of a projectile speed increase. You'll suffer the harsh damage drop-off medium range turrets have with no increased firing rate. HPAS was done dirty. When Scout Railgun, Short-Band Emitters and Large Calibre Gauss got equalised with Thunder, they at least had some identity to them. Thunder has splash damage and the ability to advance crit chance on misses. Scout Railgun had penetration and no damage drop-off (at the time), Short-Band Emitters was hitscan and had an alternate firing mode. Large Calibre Gauss while not having the same critical damage, still had an alternate firing mode. But what does HPAS have here? It has nothing. It is just a splashless Stock Thunder with lower critical chance, prone to missing because of Smoky aiming issue. The others got exactly or very close to Thunder's numbers while Smoky for some reason has 1,136 critical damage instead of 1,160. You're punished much more now for missing shots, many of which were completely out of my control because the game decided my shot aimed directly at the enemy must go through their tank. I'm left wondering why it didn't at least get a crit chance increase to put close to 23% to go full copycat. It sure as hell needed it more than Missile Launcher Tandem, especially with the firing rate buff that got. It was butting heads with Subcalibre Rounds for years until they finally were different enough and good in their own way. Now HPAS is directly under it. Now the only reason to intentionally use HPAS over Thunder if you have both is if you want to avoid Thunder modules. I would have wanted Supercumulative Rounds to have reshuffled critical chance parameters to be just a flat decrease like Pulsar is instead of a big nerf to the chance step, but it seems AR and HPAS were brought down to its level instead. Ok, but then why be so stringent with the VIking OD critical damage coefficient of it. That's probably only going to kick in once or twice during the entire OD. What makes it an issue worth bringing up here is you're stringent with such an innocuous augment while Autocannon continues to retain its abnormally high normal damage coefficient from when it had -90% damage, dwarfing the normal damage output of the other Smoky augments with the OD. Why even bring it up if you're not going to be consistent? This patch's balance changes really are something else.
  12. TheCongoSpider

    Smoky high-precision aiming system stats

    High-Precision Aiming System's purpose has changed in the patch that came 12 hours ago. Previously it had great damage potential on its own. Now it mimicks the damage and reload parameters of the Thunder turret. (900 normal damage, 1,136 critical damage, 2 seconds reload).
  13. And a good chunk of these balance changes feel forced, no doubt because of the current event which was revealed to need additional Tankoins for the boosts each day. RDS getting higher crit damage and above 1,000 normal damage? Tandem suddenly having its salvo damage output almost doubled? It randomly gets a critical chance increase when other more deserving augments would love to have attention like that. Blunderbuss stayed bad for so long only to suddenly get the buffs that it should have had a long time ago. Autocannon suddenly getting a lot of its critical damage output back alongside the higher normal damage Electroturret suddenly gets its ball lightning damage increased which it should have had long ago. The weird inconsistency in a few numbers. Super Solenoids gets 41% instead of 40% for some reason. It's not making a difference other than fitting in perfectly with HE Shaft's new 603 damage on a medium hull. Meanwhile Large Calibre Gauss gets +29% to deal 1,161 critical damage while HPAS Smoky gets +60% to go 24 damage below that? Why wasn't that +63 or 64%? And most blatant of all is Plasma Turbo Accelerators. Released with very safe numbers and a refusal to change parameters on that augment specifically. Instead it would use whatever changes Stock Twins would get throughout its lifetime. Finally showing worth with the critical damage buff Twins received last year. Instead of going steady with -50%, it went straight to -30%. Now it has more damage than Stock, hell more damage than Heavy Plasmagun, while having doubled projectile speed instead of halved, more high damage crits due to doubled firing rate, doubled minimum damage range. This is direct powercreep. Really, how many of these changes were deserved, and how many were them being artificially boosted up for the event? The intensity of some of these augment changes is unnatural.
  14. That is a buff in most maps if you're not camping and shooting people across large maps like Stadium or Highways.
  15. The turret of the Juggernaut.
  16. You CANNOT be serious. Where is the Small Calibre Charging Machine buff? Strict Ammunition Load now gets to directly powercreep it while lots of other augments (albeit mostly Legendary) get nice buffs. Come on, man. At least reduce the normal damage penalty to -25% instead of -30%. There's no reason it should be taking 4 normal shots to kill a light hull.
  17. TheCongoSpider

    Complaint Book

    Another dumb QoL downgrade from Android is the server restart. Why the hell does it lock you out of doing anything? All it does is screw over the people doing missions near this time. It worked fine on Flash. Why is it working like this on HTML5? Just another brown cherry on top of this infuriating transition.
  18. TheCongoSpider

    Blaster Drone

    There is no Blaster drone anymore. There is the Blaster hull augment that mimicks what the drone did, but for a specific hull. The current iteration of epic containers (formerly called Ultra Containers) has Blaster for Paladin in the Exotic (red) rarity, and Blaster for a few hulls in the Legendary (yellow) rarity. Check the augments of each of your hulls to see which one you obtained the Blaster augment on.
  19. TheCongoSpider

    Build & Fight

    It shouldn't be hard to see why giving everything new to players for free and charging them Tankoins for every action they take in the game are both ridiculous decisions the Devs could make.
  20. TheCongoSpider

    Narrator

    It was told to us in a V-log many years ago. It was told to us again in the recent V-log Kerala linked.
  21. TheCongoSpider

    Ideas for Augments!

    That sounds like Harpoon if the Devs actually acknowledged its existence.
  22. TheCongoSpider

    Let's Discuss Shaft!

    Gives your arcades SBE damage and sets the minimum sniping damage to 3,300. What you were describing all that time ago was you having abnormally high minimum sniping damage, which is what Pheonix has.
  23. TheCongoSpider

    Let's Discuss Shaft!

    Shaft Phoenix was basically what you were describing initially.
  24. TheCongoSpider

    Ideas for Augments!

    Unfortunately, it is not up to the players to decide the availability of new or existing augments. Outside of epic containers, you can get augments determined by the devs during separate themed events. For example, we have had 2 back-to-back events recently that allowed players to obtain certain augments of choice should they pay the entry fee of 700 Tankoins. You could use more Tankoins or crystals to purchase currency to go farther/obtain more prizes.
  25. TheCongoSpider

    Bugs and Glitches Reports

    This is intentional. Can you be a bit more precise about what you mean by this?
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