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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Missions!

    Well guys, rejoice, as there will be no more DM missions.
  2. TheCongoSpider

    Let's Discuss Magnum!

    Or initiate its population control.
  3. TheCongoSpider

    Coinboxes this weekend!

    Is that conflicting in any way?
  4. TheCongoSpider

    Let's Discuss Magnum!

    Soooo, Magnum nerf, as expected. Were you expecting a lighter or heavier nerf? How do you think this will affect it? This nerf more impacts Magnums that rely on lobbing shots into the enemy base randomly, like Mortars. With this nerf, it is heavily encouraged to get direct hits. From the 1st metre to the 6th metre, that is a drop of 100% damage to 30% damage. Ideally, this makes it less useful against targets that aren't grouped together touching each other. So those with Magnum protection can live easier if shots are being spammed into their base at random. As RGC is, by default, encouraged to get direct hits, this shouldn't affect them as much as Mortars. Now, if you do miss and deal splash damage, there is a higher chance they'll survive it and retaliate accordingly. Take aim, artillerists, you'll need the precision.
  5. TheCongoSpider

    Let's Discuss Shaft!

    Episode #189.
  6. TheCongoSpider

    Let's Discuss Shaft!

    Did you see anything for Gauss? I gave up on ranking my account up because it'd just take too long for what it's worth.
  7. TheCongoSpider

    Are battles less fun in higher ranks?

    I say yes, because of the different end-game equipment people have that can take care of me so quickly/make them unkillable. Granted, the M1/2 ranks have more noticeable imbalance between turrets and hulls. The account I enjoy playing on the most is currently my lowest account at .
  8. TheCongoSpider

    Bugs and Glitches Reports [Closed]

    Happens every day for me. At least it's nice when an enemy Magnum shoots you right in the face and it deals no damage to you. With Vulcan, I just find it very annoying. I can be dealing nice damage, then it suddenly stops, then I move around a bit, it does 2 ticks, then stops again. I have to waste ~4 seconds just to kill the person.
  9. TheCongoSpider

    Tanki Picture of the Day - Have any?

    Fly away Stanley, be free!
  10. TheCongoSpider

    The stupidest sight in tanki today

    He came last, obviously: But now, for the moment of truth:
  11. TheCongoSpider

    Annoying teammates when you're Juggernaut!

    I've fallen victim to some saboteurs in a few battles but it generally ceased after that. I stick close to my Juggernaut, only because I'm their healer. I try to stick close because some of them like to Initial-D - Deja Vu me and just run away to another spot in the map and I'm there with my slow self trying to catch up while they're eating the Viking-Overdriven Railgun shots coming from the enemy base. Unfortunately, that's not always a guaranteed Juggernaut spawn but it doesn't hurt them to try if the only thing they focus on is becoming the Juggernaut.
  12. TheCongoSpider

    Questions & Answers - FAQ - Tanki Online Forum

    It provides protection against turrets, not increase the hull's HP. It seems like it comes close to "giving the hull 30-300 HP", but % protection gives slightly more survivability than excess HP.
  13. TheCongoSpider

    Let's Discuss Drones!

    Brutus only gives a maximum of 10% defence. They show how much protection they have against a specific turret. That's all that really matters to the average player. And then what if you have a drone equipped? Drones also give a % boost to your damage. If they're showing defence, they might as well show the damage increase, right? That is just unnecessary stuff on the screen to look at. And I think that that exercises player's attention spans and/or concentration on the battle and their allies/enemies. If you see that you're doing less damage to one enemy than another, they'll have it in their mind that "this enemy takes less damage" and act accordingly. No, you can't choose when to activate your drone. When you equip your drone, it shows that it is ready to activate whenever its activation criterion is met. The more expensive ones are always useful. The drone being inactive for 90% of the battle isn't from the drone itself, but the player. If the player is able to get into many situations where their drone will activate, then it will see increased uptime of its effects. Take for instance, the Trooper Drone. It gives you full supplies for 10 seconds at 0/20 or 20 seconds at 20/20 when you spawn. If the player is good enough, they can not die for the entire battle. But they would see that drone as a waste because they only got the effects from it once in a 7-minute battle. That's because they're not in any situations to activate the drone. But take for instance, the Supplier Drone. That has a 10-second recharge, and what do you do to activate it? Run over supply boxes (excluding repair kits) or activate them manually and the effect will activate. This drone will see much more uptime than a Saboteur Drone or a Mechanic Drone. The expensive ones all have their different activation criteria. Saboteur can only be used once every 40 seconds after the first activation, but look at what it can do at max-level. It can make bases entirely inaccessible in 2-3 minutes. With the Camper Drone, you need to wait 12 seconds after you respawn in order for your drone to activate. This drone is a drone that can potentially be active for the entire battle, yet it only "activated" once. And once is all you need if you can survive for long. They are expensive because they are objectively more useful than some of the cheaper ones of what they can do, the mechanics they possess.
  14. TheCongoSpider

    Let's Discuss Viking!

    The fact that it's still used a lot despite its featherweight is surprising. I feel like buffing its weight with its current playrate isn't what I would expect. I guess we'll see what changes they have for it when it happens.
  15. TheCongoSpider

    Advice on improving my K/D?

    Yeah, I had a good feeling it was that while I was doing the calculations.
  16. TheCongoSpider

    Advice on improving my K/D?

    Kills/Deaths: 20/10 = 2 +12/7 After 1st battle: 32/17 = 1.88 +6/2 After 2nd battle: 38/19 = 2 +7/7 After 3rd battle: 45/26 = 1.73 +14/7 After 4th battle: 59/33 = 1.78 Bigger numbers now: 39231/11048 = 3.5509 +30/8 After 1st battle: 39261/11056 = 3.5511 +2/33 After 2nd battle: 39263/11089 = 3.5407 As you can see, what I say is true and is much more noticeable when the numbers are very low. When they are high as you would see with high-rank players, the numbers decrease rather slowly, but are still decreasing if you achieved less than 2x the number of kills to your deaths in battles. So if you're hoping to keep increasing your K/D, you'd need at least a 2 K/D is every battle you play, in order to increase it. And to noticeably increase it, this needs to be done on a regular and consistent basis. Remember, you need to offset the new deaths you are obtaining when trying to obtain the new kills. That is why it's challenging to increase your K/D as an average playing in the high-ranks. I don't bother trying too hard with it when I'm actively trying to do it. I said somewhere (when my K/D was around 1.52) that I wanted to keep it above 1.5 but it's at 1.46 for me right now. The many deaths and lack of kills I'm getting from playing Support Nanobots is putting a lot of extra work on my Magnum to raise my K/D. It's noticeably nullifying the work my Magnum has done. So the higher you guy, the harder it is to increase your K/D, especially when there are almost always bigger fish in the pond that have much more survivability and/or attacking power than you.
  17. TheCongoSpider

    Advice on improving my K/D?

    You need to gain more than 2x the number kills than your deaths in every battle in order to start increasing it little by little. Any less and it is actually decreasing your K/D, which can vary from very slowly to moderately quickly.
  18. TheCongoSpider

    Advice on improving my K/D?

    Hard to do that when it's on the scoreboard that I view frequently during battles. And there is always the looming possibility that players would harass you about it.
  19. TheCongoSpider

    What to buy? Which is better?

    Most likely Ghost Animators.
  20. TheCongoSpider

    Let's Discuss Magnum!

    This is what I meant by the way:
  21. TheCongoSpider

    Tanki Picture of the Day - Have any?

    Right before the winning cap, nice. I love it when the EXP bar turns bright yellow for a rank up. Makes it feel extra special to me.
  22. TheCongoSpider

    Let's Discuss Magnum!

    Oh shoot, I was talking about RGC. :lol: I've only played vertical Magnum on Hornet a few times. Never had a problem with recoil there.
  23. TheCongoSpider

    Let's Discuss Magnum!

    I have little problems with recoil when I use it with Hornet. The only times it has been negative is shooting a shot to the extreme side of me immediately after decelerating to a halt and then driving backwards. I almost tip over with that but usually catch my footing at the last second.
  24. TheCongoSpider

    Team Juggernaut in the game!

    The Freeze is there to stop it from retaliating immediately after it is unstunned. You can stun it to go behind it then freeze it from there. Firebird doesn't get to deal enough damage to the Juggernaut via direct damage. Its afterburn can also be decreased with protection modules that are common. THe 10 seconds it takes to deal the 3,000 damage of afterburn is allowing the Juggernaut to get those final seconds of Overdrive charge to regain all their HP. It's best to put the damage out as fast as possible with Incendiary Mix or Freeze. And in Freeze's case, it is able to circle the Juggernaut to expend the entire energy supply.
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