-
Posts
8 130 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
Hyperspace Rounds gives +100% (the "+" is underlined) penetration damage. Meaning if you do 1,000 damage to an unprotected enemy, the 2nd unprotected enemy behind it will receive 2,000 damage if it gets hit. Shell Stabilisation puts your penetration damage to "=100%". So in this case, all unprotected enemies will receive the same 1,000 damage. But what's juicy about Hyperspace Rounds? it goes from: 1,000 2,000 4,000 8,000 16,000 etc. And it doesn't have to only go through enemies. Allies also contribute to the multiplier. This is why I stand in front of Hyperspace Rounds users on my team. That first multiplied damage is the most important. I thought you knew this? Well if you didn't or it slipped your mind, read the descriptions. Basically has the differences between them there.
-
How about something for the players that are in the top 100 in the ratings? There should be incentive to make it onto there. If you can even make it up at the top in the first place, it means that a reward wouldn't be economy-breaking. @Maf, would an idea to give players an incentive to get in the top 100 (or top 20) be declined due to suggesting a reward increase?
-
Oh jeez, I hadn't even thought of that! And Viking Overdrives are crucial to victory. I use Hunter in that mode so I didn't mind it much. I guess even more incentive to protect the Juggernaut.
-
Not that I've noticed. The rewards looked the same.
-
Ugh, so I've encountered a 2nd hacker, using Cyclone Striker as well. But this time, he was on a Wasp, so I legit could not kill him because of how fast he zips around with that speed hack and Vulcan only has so much rotation speed when firing. Another difference was that this one had a laser, while the first one didn't.
-
125x Speed Boosts 5x Gold Boxes 10 Days Of Premium 125x Mines 125x Repair Kits 10,000x Crystals Toxic Shot Effect (Striker) 5-container opening: 3,500x Crystals 125x Speed Boosts 125x Double Damages 125x Mines 100 Of All Supplies 125x Speed Boosts 125x Repair Kits 125x Mines Red Urban paint Eclipse Shot Effect (Hammer) Been a while since I got 10 days of premium. And one of the Shot Effects were actually on an account I use with that turret. Looks better this week.
-
Anyone else noticed that some mission requirements have decreased? I noticed on Friday. Not those "Finish 5 battles in X mode" missions are now "Finish 3 battles in X mode" now. It's great knowing I don't have to play as extensively now to complete those missions.
-
Bought one on 3 of my accounts that had more than 20 Tankoins. Will open them soon.
-
Post some of the new things you've learnt in-game. Today I learned that I can lock on to enemies through this tiny gap in the bridge with Gauss. The gap: Where I was locking on from:
-
Sorry for the confusion: Stock Magnum's maximum damage on all modifications is high enough to one-shot light hulls of its respective tiers on equal footing. So a supplyless Magnum is able to kill a supplyless light hull in one shot. In order to one-shot medium hulls, double damage must be used. Stock Magnum's damage range is wide. It will only require about the average damage of the Magnum (with double damage) to kill a medium hull. Against an M4 medium hull, you only need 3,000 damage. 3,000 damage would be found at 1,500 damage pre-double damage. M4 Magnum's damage range is 1160-2330 and its average damage is 1745. The average damage of the Magnum is a good bit higher than what is needed to one-shot the medium hull with double damage, which concludes that Stock Magnum can comfortably one-shot medium hulls (with double damage). Now onto Mortar: Mortar has a 15% decrease in the maximum damage. With this decrease, the maximum damage is just under what is needed to one-shot light hulls of its respective tiers. M4 Mortar maximum damage: 1,980 M4 light hull HP: 2,000 Supplyliess light hulls now do not have to worry about being one-shotted by supplyless Mortar Magnums of the same tier. With the decrease in the maximum damage, comes with the decrease of the likelihood of one-shotting medium hulls with double damage. The average damage remains more than what is needed, but it is barely more. Meaning you essentially have a split 50/50 damage distribution. Think of it like having a damage range of 1,000 - 2,000, and you'd only need 1,500 to kill someone with double damage. As it is now 50/50, you are less comfortable taking on medium hulls now that you don't have your large maximum damage number. It is smaller and you now have less leeway to one-shot them, which is why it one-shots them "less than comfortably" as you would with Stock Magnum. What was a typo?
-
You're going to have to find good balance between these options, because more than likely, there will be a few that trumps the rest in almost every situation.
-
Then everyone would just change the mission. And I'm sure that that mission is one of the things that keeps players playing longer. Not gonna be worth it for the devs. The only way forward with this is to please the players more than the devs, and my suggestion does that and not to a large extent.
-
Nice idea, and viable considering the close unlock ranks of Viking and Hammer M1.
-
Sigh. I see where you're coming from here. It seems like it was divided with the majority playing as if it were a team mode. I feel no obligation to attack the Juggernaut. I see it merely as a bonus, considering that I witnessed everyone going after it. What I'm getting from all this is that it may have been meant to be a solo mode, but because of how early gameplay turned out, it became a pseudo-team mode. Anyone playing the mode should expect to team with others, etc. Unfortunately for me, I did not adopt that mentality, and was thus insulted or called out for killing non-Juggernaut players. The enjoyment each player got was determined by how they saw the mode and what happened to them there. People who saw it as a team mode would be upset that their "teammates" are killing them. People who saw it as a DM mode wouldn't be upset that they're being killed by non-Juggernaut players. It sounds like I'm expected to team with my enemies, which would hinder what I need to win, getting the most kills. I'd be pretty upset if my (legitimate) attempts to actually get the most kills is deemed illegal just to follow a hive-mind. Perhaps I'll never have that perspective. An alternate way I looked at it was that people who lay it like a team mode are generally looking to have the most fun in the game mode, while people who play it as a solo mode and kill non-Juggernaut players are looking to win. This way seems like the better way to look at it.
-
Giving players an option like that has the potential for every player opting out of it. And then what? No Juggernaut at all. No points at all. You may bank on thought not passing through the players' minds, but the fact that it could happen means you have to either prepare for that or don't implement that at all.
-
Some scores while healing the Juggernaut. It is not worth the score you receive but if you enjoy the thought of being your Juggernaut's keeper, this is a job for you: Feels nice knowing my Juggernaut is extra protected. I can save them a use of their Overdrive. Catching one off-guard when they don't have their Overdrive is the worst for them.
-
Adding Bridges to this. I got put in a Bridges TJR 3 times in a row this morning.
-
I would rather not be the Juggernaut either. I would much rather be a bounty hunter assassinating the enemy Juggernaut or my Juggernaut's healer. Self-destructing if your team is on 0 points won't do anything, but self-destructing (via the Delete button) if your team has points will deduct one.
-
It look's like the Devs are moving Tanki X to Tanki Online
TheCongoSpider replied to kestrel in Archive
That sounds like a threat. -
Yes, I'm sure. :) It's only a 15% decrease in the maximum damage, and not both maximum and minimum. The average damage of a Mortar Magnum is a little under what is needed to one-shot a medium hull with double damage, but it has enough damage on the "lucky side" of the damage distribution to slightly less than comfortably one-shot medium hulls. I am reminded of its unnecessary buff every day when my Dictator and Hunter keep getting one-shotted by them.
-
Was it not a DM? Was the objective not to obtain the most kills, regardless of what (legitimate) method was used?
-
This mission looked like it was clearly meant to be challenging and the most time-consuming. To keep with that, the best solution for both the players and devs' best interests would be to for it to place in the Top 2 of either team. That way, 4 people are eligible for the point, instead of the current 3. Moreover, as the number on the winning team has been dropped to 2, competition will be more fierce. On the losing team, you now don't have to worry about your team winning anymore, and it's 2 spots to get.
-
Aww, I was just about to edit some proof, I'll edit it anyway, felt like time I shouldn't have wasted.
-
Yes, they do. They increase it by 15. Let's look at this photo here: After assessing him, he would have Turret and Hull: 8,000 Protection Modules: 1,200 Drone: 500 40 of each supply: 240 Legendary Paint: 14 Hornet XT skin: 15 This all adds up to 9969. The two things the person is missing is a Thunder shot effect and a skin for his Thunder. That is proof from analysing someone else, here is the proof I have. Perhaps you have tested this, but you may have failed to notice something when testing it. I found out last week that equipping the shot effect does not immediately reset the visible GS in your EXp bar. Equip another turret, and then equip the first one that you put the shot effect on. And there you have it, a 15 score in crease: I saw that you already figured it out though.
-
Automated Gunpowder Loading Mechanism? It is good if you intend to shoot shots that are at a velocity of 35% or higher immediately after another. This alteration receive a nerf when Stock Magnum received its latest buff. With this specific nerf, I advise that you use this alteration if you plan on staying in the back or middle of the map and lobbing shots, as that is where your value becomes higher than Stock Magnum. That is the gist of it. I didn't go into to many details.
Jump to content








































































