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Posts
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Everything posted by TheCongoSpider
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I noticed this earlier today when I flipped my Hunter. The funny thing was that I still wasn't sure of what exactly decreased when self-destructing, so I made a mental note of my score, kills and deaths. I had 8 deaths. I self-destruct and I see that I had 9 deaths but the other stats did not change. I was using Flash. I don't want to switch over at all because the old battle results screen is much more easier to read. HTML5 in battle kind of puts me off as well. Still need to mitigate the lag I get.
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Decreased acquisition time. Decreased reload after a sniping shot. A more RNG-esque damage range, which then allowed it to be able to one-shot a light hull slightly comfortably, which made it able to one-shot heavy hulls with double damage.
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This is them paying you back for all those commons you say you kept getting.
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I assume the many ASL missions I'm getting is to boost its playrate, because I'm sure that ASL is the least played mode. Unlikely, considering that it could either be "Deal damage to enemy tanks", or "Deal damage to enemy tanks in [insert game mode]". So at most, it would be two deal damage missions.
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This is why I can't entertain the thought of me buying Firebird protection over Thunder protection.
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The description would need to be changed but I guess it could stay as it is for now, just in case they decide reinstill Mammoth's invincibility in the near future. Unfortunately, this is no longer true:
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XP is generally better in MM. Almost entirely because of the Overdrive. Some BP players do well because of LCR or Destabilisation, but the protection modules hinder them, unlike XP players.
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No thank you. Firebird doesn't give me the satisfaction that Isida, Vulcan, Magnum and Shaft do. The rest: As a Support Nanobots Isida, this is how I knew which Incendiary Band Vulcans were worth sticking by over others back when it was plentiful - their ability to prolong their life as long as possible on their own. The ones that seemed to know what they were doing times the repair kits perfectly, while I was there, so that i could save more ammo. The others would mistime it and I'd have to use my already low ammo to keep healing them, and that got worse if they became under fire from enemies right after. If I need to survive, I always need a repair kit after encountering one, no matter how long it shoots me for. If I kill them and I'm on low HP, I have to quickly decide whether or not to let the afterburn deal with me, or use a repair kit. If I choose the latter, I need to see how much damage each tick is doing to me and how much visual HP I have left. While doing so, i also need to see if any enemies are around that can interrupt the healing before the afterburn is completely cooled. And then I have to factor in minor keyboard ghosting while I'm driving and trying to press 1, Sometimes, I have to let go of some keys to press 1, and that sometimes messes up my timing because y'know, sometimes the tank continues to turn even when you let go of the key. It's even more tight when you haven't killed the Firebird yet but you're on low HP. Any damage tick while healing will interrupt the healing and cooling process. So you either risk it and hope it stops shooting you right as you activate it and right after the last afterburn damage tick (because both the direct damage and afterburn damage is hitting you, so timing it becomes basically impossible) or you just let it kill you and hope it doesn't shoot you again when you come back to it with full HP. When playing with Dictator, I also have to time when to give my allies the Overdrive after they were just ransacked by a Compact Tanks Firebird. I have to look at each ally at the same time to figure out the best time to do it so that none of their repair kits are interrupted. Most times, I'm successful, sometimes, one of their repair kits are interrupted. So again, just time it after disengaging and everything should be alright. I'll probably record two videos showing the effects of good timing and bad timing.
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Why must Incendiary Mix have enough ammo to 1 v 6 an enemy team? It just shoots forever. And then it hides for 6 seconds and it has its ammo fully replenished.
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I've been skipping Assault missions whenever I can for the longest while now and Tanki has had enough of it.
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Things that Hornet's Overdrive ignores (from testing and experience in MM battles): Enemy Double Armour Enemy Protection Modules Enemy Drones' innate protection Defender Drone's armour boost Titan's Dome Mammoth's Overdrive as well as the double armour it may have equipped
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Yes, and that's part of why it's a problem.
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Yes, it also ignores Drones' innate protection, as well as Defender's armour boost.
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Timing is key. This is very important when playing as an Incendiary Band Vulcan. The reason why your repair kit is being interrupted by the afterburn is because you used it too late after the last afterburn damage tick. Using it too late after the last afterburn tick would result in you replenishing only 1,000-1,450 HP. Using it right after the last afterburn damage tick would give it enough time to cool your tank's internal temperature to neutral before an afterburn tick occurs. And because it does that, it allows for even more healing, essentially gaining back ~80-100% HP to an M4 heavy hull. Results will be slightly better if you're using a Fox module while you're still shooting past your ammo capacity with Vulcan. Darn, fell asleep. I'll edit the rest later.
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No, Corrosive Mix is 5%.
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Some things: Missile Launcher 'Uranium"'s effects haven't been updated. Dictator only gives 50% Overdrive charge to non-Dictator allies, not 100%. These 4 are untrue. and by extension, so is this: This is untrue.
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Something to note is that Firebird is a melee turret, which means it has to get in your face to deal damage, and get even closer to your face to deal its maximum damage, so it's understandable if the damage is high, just like Freeze and Isida, who all compete and dominate over each other in different scenarios. It was much worse when it first received its rework. M1 protection against it was useless in the Warrant Officer ranks. I can't tell if it's in a good spot right now, as having damage fixed is a bit hard to balance initially.
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While also complicating the game further. It may not feel like much, but trust me, it's a pain if you unequip it. I don't have fire protection on this account so I take full damage. You're taking basically half damage against them. Anyone without the protection module would die 2x faster than you do against them. Realistically, the higher you go, the stronger protection modules are. Y'know what the problem is? Compact Tanks is the problem. 1 second of being fired upon by that and you're already at maximum temperature. Since I use Hornet mostly these days, it doesn't make much sense to buy Firebird protection if I'm going to die anyway. I'm using a turret that has a large splash damage radius, so any splash damage is detrimental to my survival while I'm still cooling. Against a Stock Firebird, if I engage it and kill it fast enough, I only suffer about 2-4 afterburn ticks. If I do the same against a Compact Tanks, I suffer 8-10 afterburn ticks. I remember suffering 2 direct damage ticks from a Compact Tanks Firebird before it died, and I took 6 ticks of afterburn damage. And this is not taking into account its full direct damage. It has 3.3 seconds of ammo instead of Stock's 5 seconds. That alone is enough to take out a heavy hull if it stays in its maximum damage range 1 second after the ammo is depleted. And then if it doesn't engage in combat for 6 seconds, it has its entire energy supply replenished. All I see now are Compact Tanks Firebirds and some Incendiary Mixes. Stock Firebirds are rare. High-Pressure Pump Firebirds even more rare (this is understandable). It's stupid because CT might as well be Stock Firebird now. Just like Duplet might as well be Stock Hammer at this point.
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Most times I encounter him, he's using Freeze Hunter.
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There is no more "x2 Star Pass". The only way to get double stars now is by having a premium account.
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:(
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9 months without playing Tanki, tell me what happened since plz
TheCongoSpider replied to a7x_Pedro48 in Archive
I have never gotten Rio for TJR. Yeah, I hadn't had it for a long time until yesterday and I realised I forgot that map existed in MM. -
The numbers for Vulcan just aren't adding up, at least consistently with the other turrets. From what I've gathered during the Pumpkin Hunt, Vulcan gets a 2.3x damage boost with Viking's Overdrive + double damage, which isn't consistent with the 2.5x damage boost the other turrets sans melee turrets get. What's confusing is that drones may have been involved, but the only drone that could have given me those numbers was a Brutus Drone with at least 16 upgrades. And I don't recall the Mammoth having a Brutus Drone, it looked like the outline of a Driver drone. And regardless, I did it on other Mammoths that produced the same numbers, which makes it even more confusing. During the Pumpkin Hunt was my best chance to get this done as quickly as possible.
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I finally got a great solo Rugby play. They don't even expect me to throw the ball. I threw it over 3 players' heads and was able to score. Didn't think I'd survive that long tbh. And it was the only goal scored in the battle. It looked like this, expect I was being radolled a bit at the end because of the enemies trying to kill me.
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He still thinks Magnum needs a nerf? RGC, maybe, but vertical Magnums have it a lot harder with the new splash damage distribution.
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