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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Tanki Picture of the Day - Have any?

    Just wait until the protection modules eventually kick in.
  2. TheCongoSpider

    Ideas for Hulls and Overdrives!

    Yes, the 2nd dome increases the healing per second, but the % protection stays at 85%, no matter how many domes are placed.
  3. TheCongoSpider

    The Integrity Of Alterations

    It looks like you misinterpreted (or ignored, most likely the former) what I convey as "losing its integrity". Electromagnetic Accelerator Scout is like Large Calibre Rounds on the line spectrum. It takes effort for it to actually become better than Stock Railgun. And by effort, I mean optimal situations in combat.There are some scenarios where Stock Railgun would win in combat while EA"S" would lose those same interactions. With "DH"C, there is no effort needed. It is inherently better than Stock Railgun. So LCR and "EA"S" get multiple chances to be stronger than Stock Railgun, while "DH"C is stronger than Railgun. The amplification is the easiest part of Magnum. You just hold spacebar and let go at the right %. What ties into that and makes it hard is the projectile gravitation, as well as the angle at which your Magnum is situated at. With enough practice, you can just go with your gut, stop it at a particular velocity and send a shot at an enemy and it'll hit or come close to hitting. You'd have the projectile gravitation ingrained in your mind and you will predict where the shot will land, given the angle in which the Magnum is pointing.
  4. TheCongoSpider

    Ideas for Augments!

    Oh heck yeah, I remember this. My first Kill_the_Propaganda bought the Krakatoa kit, liked Vulcan with Mammoth, and fully upgraded the impact force after seeing what I did to enemies' hulls. I kept Wasps and Hornets on their toes when they came up ramps and I remember a specific Aleksandrovsk battle where I just kept flipping the Wasps and Hornets that were jumping up the ramp in the red base. This was a few months before the change from separate micro-upgrades to integrated micro-upgrades. Good times.
  5. TheCongoSpider

    The Integrity Of Alterations

    Nah, my Hornet cannot survive without my Falcon module. Electromagnetic Accelerator "Scout" Railguns already one-shot my Hornet. I'll try some battles like that in the future but I gotta stay alive since my Hornet is closer to M3 than it is to M4.
  6. TheCongoSpider

    What to buy? Which is better?

    According to Maf, it is planned to be nerfed, so maybe try the cheaper alternative - Small Calibre Charging Machine. Just note than Stock Thunder does more damage with your Viking's Overdrive than SCCM. And maybe upgrade your Viking once.
  7. TheCongoSpider

    The Integrity Of Alterations

    Explain a bit further on this. What about it makes you think it's a bad turret? The comparison with "DH"C is to its Stock counterpart, not the other alterations.
  8. TheCongoSpider

    Let's Discuss Overdrives

    I must test this again to make sure. As far as I've seen, most turrets gain a 50% damage boost when using double damage with Viking's Overdrive, and not a 100% boost. To expand on what XxStriker said, (from what I've seen) it also increases your cone angle by a little bit and extends your range by a bit. It's definitely not 2x range. I'd estimate it to be a 30-40% range increase, similar to Firebird and Freeze's increase. It is deadly, yes, but make sure to use it when enemies aren't one behind the other. It's best to attack from the side if you want to maximise the Overdrive. Also, I'm not sure if you saw it in action before, but while Firebird and Freeze gain a larger stream of napalm and freon respectively, Isida with Viking's Overdrive adds extra beams over the first one. It looks like this.
  9. TheCongoSpider

    Let's Discuss Shot Effects!

    Haven't seen it but I can picture it. I want that black shot effect for my Magnum.
  10. TheCongoSpider

    What to buy? Which is better?

    So you get high scores with that combination as well, huh? Interesting.
  11. TheCongoSpider

    The stupidest sight in tanki today

    Depends on the game mode. The most that I've gotten (that I can remember) was 7 and it was in this battle, from capturing ASl flags, to killing enemies and generating assists. And that was with a Driver Drone at 2/20 upgrades. If the battle is drawn out long enough and one team is not spawnkilling but dominating in general, the Dictator could potentially get 12-14 if it has a max-levelled Driver Drone.
  12. TheCongoSpider

    TANKOINS - New Currency!

    Use Railgun and that number will increase.
  13. TheCongoSpider

    Let's Discuss Shaft!

    You do affect their performance, as they could have killed you and then moved onto someone else, but instead, they miss out on killing you because you had protection against them. The more kills they get, the faster their Overdrives charge. Remember that.
  14. TheCongoSpider

    Tanki Picture of the Day - Have any?

    I memorised them as well. It wasn't hard (for me) tbh. The only one I forgot from time to time before was Ricochet's module name. Which I then remembered because I picture lions as yellow. Back when you could have bought double and triple modules, their animal names correspond to what range turrets they protect from. Fox was used mostly for close-range while Eagle and Griffin were used for long range. I think Kodiak was for a mix of medium and long range. Knowing those allowed me to transfer them to their singular turret names. Try to visualise the colour of the turret icon as the animal it represents, or maybe correspond the animal it represent to the turret's design itself. That should help with memorising them.
  15. TheCongoSpider

    PSA: Tanki X is shutting down in 2020

    Loot Boxes? You mean surprise mechanics?
  16. TheCongoSpider

    The stupidest sight in tanki today

    What? Replace Dictators with Vikings and you have many of my battles. 3-4 Dictators on a team is optimal. Anything after that is potential diminishing returns. Dictator kits some of the best early M2 kits you can get. It can get you M2 Railgun, Vulcan, Gauss, Ricochet and Thunder early. And Dictator is the cheapest of the medium hulls. I always saw Dictator as the least popular medium hull The number of Vikings and Hunters throughout the years were much more than the number of Dictators I saw. Looking at it at face value, it is the slowest medium hull, as well as the easiest to hit. I'm wondering what exactly about it you think makes it overpowered. If you say that it's its Overdrive, well it benefits its teammates more than it benefits itself.
  17. TheCongoSpider

    What to buy? Which is better?

    It really depends on which you are more comfortable with, and to a less extent, the hull you use. In terms of the statistics, Striker would be a better pick. Why? Gauss has an early unlock rank at M2. In accordance to that, it has a small change in parameters from M1 to M2. So basically, if you buy Gauss, you'd be buying something that is relatively underpowered for your rank. In order to get the most out of Gauss, you'd need to upgrade it a lot. 5 upgrades should be enough for you to feel comfortable. Striker will take some getting used to with its accumulating projectile speed. You have 3 alterations for Striker available at your rank for your choosing. If you are not ok with using Stock Striker, feel free to peek at the alterations' effects to see which one suits you best. You can also look at Youtube videos to see how they play in practice and not just on paper. Like HBTY said, Gauss is cheap, so you'd have some crystals left over to upgrade it a few times. I'd suggest you try them out on a lower-ranked account and see which one you like better. But if anything, I'd say Gauss. Its RNG allows you to be a great asset to your battles, even if it's only M2.
  18. TheCongoSpider

    Let's Discuss Thunder!

    Can you please explain this a bit more clearly? I understand your frustration with the first part, but I don't quite understand what you're talking about in the second part.
  19. TheCongoSpider

    Team Deathmatch Rewards/Scoring

    Deducting score if you are killed would probably guarantee that blownout teams will receive 0 stars in total.
  20. TheCongoSpider

    Silliest Thing You've Done in Tanki

    ALT + 0223 That's what I use to write it. ß
  21. Ah yes, the blessing/curse of poor hull diversity in a team. A team with a little bit of everything can respond to more situations faster and/or more efficiently. A team with the majority of members being one hull can either be troublesome for the team or beneficial, as I've seen often. I usually see many in the entire battle. They have the slowest charge rate of all Overdrives, but packs a hefty punch if left uninterrupted. What happens after 3 minutes of battling? Constant Viking Overdrives, which can result in spawnkilling for one team if they got the upper hand on their Vikings' effectiveness. I've seen it backfire as well, where Titans would have their dome ready by the time the Vikings have their Overdrives ready and it is effectively tanked. They would use them all at once instead of one at a time and waste potential. From experience (in Legend battles and/or Lieutenant battles), teams with: 4 or more Hornets: Generally win as my team got to see where the enemies were for most of the entire battle, as wlel as them ingoring any protections they have and one-shotting them with Railguns and Magnums. 4 or more Wasps: Generally lose. I have seen multiple Wasps on one team win because they were able to sneak away quickly with the enemy flag but that's about it. 4 or more Hunters: Generally win, but only in small and medium-sized maps. They suffered more on large maps like Magistral and Highway. 4 or more Vikings: Generally win. It is a frequent occurrence for me to see more than 8 Vikings in the entire battle. Multiple Viking Overdrives means turning the tides on the domination of the battle, as well as initiating spawnkilling. The times where it loses are usually against many Titans. 4 or more Dictators: I explained this better somewhere but I can't find it at the moment. Found it. Basically, it has the potential to devastating or detrimental. As the more Dictators you have in your team, the less likely your 50% Overdrive charge would be granted onto other allies. Or, if the Dictators choose to use it on the 3 non-Dictator Hulls, those 3 hulls will have many Overdrives during the battle. 4 or more Titans: Generally lose. I've seen teams like this play more defensively than offensively.On the other hand, I've witnessed a few times where multiple Titans storm the enemy base, put down a dome and give the flag to a medium or light hull. And they keep replacing each dome until they're killed. 4 or more Mammoths: Generally lose. I've seen them play mainly defensive with this. It's only when there is an Isida healing them, they would go on the offensive. I would expect the MM system to have the first filter be ranks and then GS. I doubt it takes into consideration the hulls.And because we have a choice in what hulls we can use, it may technically be possible to have an entire battle filled with one hull. It's one way to nerf it. Vulcan damage, on top of afterburn damage was insane and you'd have to be a madman to go out in the open if one of that is firing at you. They could have decreased the damage by maybe 40 or 50% and kept the other Vulcans the same. You weren't gaining anything when overheating with the other Vulcans. This is good, they had their 6 months of fame. Just imagine if they didn't change it 3 days after it was released. You'd have tanks heating to maximum temperature after ~1.25 seconds of being shot at, instead of the 5 seconds we have currently. It was nerfed and their numbers plummeted, just like it was expected to. Was the nerf too much? Maybe, but it's definitely an "ease up" from what it was pre-nerf.
  22. TheCongoSpider

    Let's Discuss Vulcan!

    Back when @Renomen was around , that wasn't the case. My experience was the same as HBTY's in his post; I was seeing constant protected light hulls, most notably Wasps (this was when you could potentially plant 2 bombs in 20 seconds). ESPECIALLY in Serpuhov where they're in the middle and it's like shooting fish in a barrel. When I went up against medium and heavy hulls, that whole dynamic changed, but Wasps were just flooding battles and were biting my bullets. Supply and Demand to the fullest because they always make a B-line straight to me. They wanna eat my bullets desperately, I'll serve it to them. In terms of fully micro-upgrading Vulcan early, M1 is the worst as there is a small increase in each parameter from M1-M2. It's not bad as it's extra damage (why not do it for extra damage?), but not much as a gap as large as Magnum's gap from M1-M2. At Stock M2, it is on the lower end of the M2s, but if micro-upgraded, it will be deadly as the gap between M2 and M3 is large. I've learned to do away with the frustration of revving up. I just imagine myself being a machine gun when I rev up and if enemies get out of my sight right before I fire, I'd say, "Ah well" and move on. It's only when it happens more than 3 times in a row (it's not uncommon) is when I get frustrated As long as I land one damage number on them, I am viable for an assist if there are teammates near the enemy I shot. After the overheating damage decrease, it was harder finish off enemies. Before, I could have finished them off and suffered maybe 3 or 4 ticks of afterburn damage, but with the decreased damage, I'd need to keep shooting for more than 6 seconds and by that time, I'm already at my Vulcan's maximum temperature, which will inevitably kill me if I don't use a repair kit.
  23. TheCongoSpider

    Container Project to Learn Reward Probabilities

    My last opening was on the 9th. Missed out on many containers: 125x Double Armours x 2 125x Double Damages 5x Gold Boxes 3,500x Crystals 125x Double Damages 125x Repair Kits 125x Double Armours 125x Speed Boosts x 2 125x Mines 5-container opening: 125x Speed Boost 125x Double Armours 5x Gold Boxes Denmark Paint Kind of disappointed, b8ut my mindset is that the rewards are decreased at the start of every challenge.
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