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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Ideas for Turrets!

    I like a poison melee turret as well. I'll see if I can put some reasonable statistics.
  2. TheCongoSpider

    Let's Discuss Overdrives

    I had the Wasp one for a battle and it didn't end well, since the enemy had 2 LCR Railguns that kept one-shotting them. And I find it to be more of a waste to use my Overdrive on Wasps because their recharge rate is 1% per second. To memory, I had one with 3 Hornets. One was an LCR, the other was a Round Destabilisation, and the last one was Thunder. We won that battle and we pretty much knew where the enemies were at all times. The most Titans I ever gave my Overdrive to were 3, but usually, it's only one Titan that gets it. Titan and Dictator's Overdrive have some good chemistry, as seen in this battle: The guy in first place was a Titan + Smoky IIRC. This was one a while back that can be found somewhere on the forum. There were 3 Titans here and a Dictator on our team. We camped in their base and spawnkilled them. Dome after dome was being placed one after another. I think there was one Hunter on the enemy team. I saw the Dictator use its Overdrive on the Titans once which induced more domes. Dictator opens up so many opportunities for teams with minimal hull diversity (many of 1 hull, like my battles being filled with Vikings). Just look at this, my own horde of Vikings. :D That is a sight that I love to see when my Overdrive is ready.
  3. TheCongoSpider

    Let's Discuss Overdrives

    Had a battle (with me as a Dictator) with 5 Vikings on my team. The other two players were Hunters. I felt sorry for the enemy team because every one of my Overdrives went to at least 2 Vikings and there were so many Viking Overdrives going off. And I was surprised to see that they didn't use both at the same time. One person used it and then when that person was finished, the next person used theirs. Viking had more of an impact on the victory against Hunter, due to numbers. The map was Kungur RGB btw, with our team being where the large houses are. After some digging, I found the battle: Now, with that being said, I had another battle (with me as a Dictator) where my team had 4 Hunters, 2 Titans, and a Hornet. The Hunters got the majority of my Overdrives and the enemy team was spawncamped. The sucky thing was that some were using it at the same times which essentially wasted a few of them. So yeah, Dictator + Hunters/Vikings can decide a battle's outcome sometimes. Which one decides it faster? Depends on the map and enemy turret-hull combinations.
  4. TheCongoSpider

    Tankoins in weekly containers

    1-2 years That was just the basic idea I had. This case with Tanki would be on the more extreme side since the paltry rewards we're getting right now (and may be getting in the future) would take that time just to buy something decent. If the non-buyers were to get enough to buy something decent in 6 months, well, that's understandable to raise the prices, but 1-2 years? I find that a long stretch. They say that they'll put it in other areas like Challenges. They also said that they may put tankoin-purchasable items outside of the shop. SO perhaps by the time they do that, we may have saved up enough? Another thing to note is that all these calculations you and others did at the beginning of these topics are set t be perfect 20/20 missions every week and each weekly mission completed, which, to be honest, is unlikely for the average player. I haven't been playing much since the release of Tankoins in weekly containers and have missed out on quite a bit.
  5. TheCongoSpider

    Let's Discuss Shaft!

    1) By that, I mean it coupled with the current reload time for it, which is +15%. 2) Wasn't being sarcastic. Being able to shoot those 2 shots in very quick concession should warrant a drawback. Heavily increased recoil will be lovely. However, a heavy increase in the recoil may make it slightly underpowered, depending on how much the recoil is increased.
  6. TheCongoSpider

    Let's Discuss Hammer!

    Now, I agree that Stock Hammer isn't as viable as some of its alterations, especially Adaptive Reload, which became a direct upgrade after its recent buff. I had thought of giving Hammer another shot but I felt as if that would be too unbalanced. I thought that maybe it needed an increase in damage, or maybe even regain some of the pellets it lost to a balance update a long time ago. Currently, you'd see a lot of altered Hammers, most notably, Duplet, even after 3 nerfs. Let's just go with your idea. First off, that decrease in the shot reload, accompanied by an increase in the clip size, would be a very large buff, and may disturb balance with other turrets and not just the interactions with its alterations. So if anything, just one or the other is fine, not both. The change with the increase in the clip size will benefit all modifications while the decreased shot reload would benefit Hammers of higher modifications the most. An alternate change could be using both of the buffs while decreasing its damage per shot by 12%. So that while it technically takes a tad bit longer to deal the damage, it will deal more at the end of its clip. Now, onto the alteration suggestions. Duplet: Exactly the same. Nothing changed here beside the change in the number of shots decreased because of the clip increase of Stock Hammer. Slugger and Dragon's Breath: Makes sense. Perhaps Slugger should be allowed the 4 shots as well, and maybe Dragon's Breath having its pellet spread become reduced to stay on par with the new Hammer (which has an extra shot for more damage). High-Capacity Ammo Clip: Giving this only 1 more shot doesn't do the alteration justice. It should be increased to 6 if Stock hammer now gets 4. Because it's getting more shots, it would need to have its shot reload increase regained, maybe even a slight increase (nerf) in the clip reload time). Adaptive Reload: Yes, bump that down to 2 shots for a kill immediately. I don't see why it should give back all ammo in the first place. Before, with 2, you actually had a chance to lose against another enemy. Say you kill someone with the last shot and you now have 2, what if the next enemy requires 3 shots to die? Well, that's not a problem anymore with its buff. That is what saved it from being a direct upgrade, that situation I laid out there. After its buff, it is not a direct upgrade. The second thing is to increase its clip reload time by 20 or 25% instead of 10%. Like seriously, 10% isn't even noticeable and if you played only this, you wouldn't have a problem. Those are the only changes that I would make. I do wish to see more Stock hammers, but with the way things are going, it seems as if imbalance generates revenue. The effect this may have on the lower ranks may be too much to bear which is a hard part of trying to create balance on all tiers.
  7. TheCongoSpider

    Let's Discuss Shaft!

    That sounds like it'll cripple it. Yes, this sounds lovely. I feel like if this is implemented, the reload time increase may need to be removed.
  8. TheCongoSpider

    Striker Recoil

    Hmm, alright.
  9. TheCongoSpider

    ★ Tanki Online Wiki Hub ★

    Magnum's micro-upgrade page is not updated with the correct "clean" reload time. Smoky's micro-upgrade page is not updated with the correct reload time. Vulcan's "Overheating damage" parameter is not accurate with the current current direct damage. However, it's possible that we cannot give an accurate number because the % damage decrease from a previous update change was not 25%, but ~28%. Unless you get the actual numbers from the developers. Hammer: The alteration for Hammer, High-Capacity Ammo Clip, does not have a penalty on its shot reload time. The alteration for Hammer, Dragon's Breath, ignites targets for 2% of maximum temperature for each pellet. It would be much more accurate and less prone to confusion and misunderstanding if the advantage for Adaptive Reload is changed from "Destroying an enemy adds 3 shots to the clip" to "Destroying an enemy fully reloads the clip". The former can make it sound as if you can get 5 shots after killing an enemy with the first shot. With the latter, they will understand immediately that the number is reset to the maximum capacity, which is 3. Is it possible to add sections in the Matchmaking System's Wiki Page showing the different maps available in each mode? This is suggested due the change with Forest being no longer available for ASL mode. And can you PLEASE change the damage increase for Incendiary Mix from "10%" to "50%"? Pretty please?
  10. TheCongoSpider

    Tankoins in weekly containers

    I think of it like the Drones situation. After a while, everyone would have enough Tankoins to make a purchase of their choice, it's only a matter of time. Just like it was only a matter of time before max-levelled Drones made it into the battlefield as a common sight in the high ranks. So by raising the prices, they've technically dealt with players getting "more" beforehand. I still think it's too early for the price change (even though any time after would be even more upsetting to players) and I doubt that there would be much Tankoins in the Challenges. I'd predict 250 in total. So yeah, they're benefitting at the moment before everyone benefits from the free coins they're giving out. That's my take on it.
  11. TheCongoSpider

    Bugs and Glitches Reports [Closed]

    You mean how the statistic changes for the damage from M2-M3 and M3-M4 are the same? Yeah, it's like that for some other turrets too, Striker comes to memory.
  12. TheCongoSpider

    Let's Discuss Vulcan!

    But it'll take longer to get the extra damage. I've barely had situations that require me to shoot for 80% of my ammo bar. And when you're low on ammo while shooting, it's best to stop and wind up again because an enemy can jump and what are you going to do, mow them down with 75% less damage? Dictator allows me to give Overdrives and supplies for my team so they can push and set me up for some suppresive fire. I use Dictator's Overdrive on myself when I see that there are 3 or more unprotected enemies in sight. That is ~37% OD charge from killing those 3 players. I sometimes use it if a player is going away with our flag or about to score a rugby touchdown.
  13. TheCongoSpider

    Let's Discuss Vulcan!

    Well if you want kills, you'd want more damage. I would rather not attack solo with SSR. I'd stay with teammates or give suppressive fire, or maybe cancel out a specific enemy's repair kit as soon as possible. And it would affect it just as an Autocannon Smoky would be if there was another Autocannon that had a further 20% damage decrease.
  14. TheCongoSpider

    Ideas for Hulls and Overdrives!

    Sorry, I mean that as, "Wait, Mammoth is one of the most popular hulls?"
  15. TheCongoSpider

    Ideas for Augments!

    Oh it was below? I thought I saw "above", Well then, I'm still not sure what to say about it.
  16. TheCongoSpider

    Bugs and Glitches Reports [Closed]

    That is not a bug, but intended. If you would like it to seem genuine, know that that specific number is added to the maximum damage range. Turrets such as Gauss, Magnum, Thunder, Smoky, Ricochet, Railgun, Shaft and Striker have minimum and maximum damage parameters that shift further away from each other as you go up in modifications. A larger number is given to the maximum damage and the smaller number is given to the minimum damage. Take my Magnum: It gives 13 more damage (the specified number) to the maximum damage and gives 7 damage to the minimum damage. If this keeps up, it will send the ranges further apart, resulting in a new damage range that is much wider than it was at M0. So do not worry about it. I'd say you're being meticulous but that's ok. IIRC, it used to show the values added for both parameters, but it's simpler and less congested this way. If you have OCD and would like to see both parameters get the same increase, you can look at Twins on any modification. :)
  17. TheCongoSpider

    Episode 220 of the V-LOG is live!

    The next V-Log is on the 23rd of August, which is this coming Friday.
  18. TheCongoSpider

    Let's Discuss Vulcan!

    Damage decrease is noticeable. Thunders and some other turrets get in one or a few more shots at me before they die. My damage barely pushes 100. Most of it is in the 90's while before, I'd get 100 much more often.
  19. TheCongoSpider

    Let's Discuss Railgun!

    Do not underestimate Electromagnetic Accelerator "Scout". More shots = more chances of getting a kill. and when used with Hornet's Overdrive, it can slowly chip away as a 'defense. Not to mention that it has enough damage one-shot light hulls of a modification lower. It's not uncommon for EA"S" Railguns to one-shot my Hornet. I've witnessed my M4 Titan teammates with double armours enabled be one-shotted by Railguns and I find that disgusting. You aren't even safe as a heavy hull against Railgun. And I'm seeing that more and more people are choosing LCR. I did calculations a while ago and I deduced that in theory (for myself), the reload increase for LCR shouldn't be as much as a problem as people think it is or it appears to be. M4 LCR Railgun: 5.22 seconds M4 Stock Railgun: 3.7 seconds So not even two seconds longer but gets that large increase in damage. And remember, because it can one-shot heavy hulls with double damage, that means that it can one-shot light hulls without double damage. It makes lots of sense that this is used over Stock Railgun. In fact, it makes sense that Stock Railgun is worse than 5 of its alterations.
  20. TheCongoSpider

    Let's Discuss Shaft!

    Most Thunders I encounter are still Sledgehammers. They said that the double firing mechanic was cool so they didn't want to change it, so instead, they took away the clip reload decrease back in January. The point of RFM is to focus on Shaft's arcade shot's effectiveness. So it makes sense that they decrease the long range effectiveness, which limits them more to close-range. It's better this way than to have it like it was before the sniping damage nerf. Knowing you could die in one shot from far and knowing you could die in 1 second up close was demotivating when going up against them. I like to call it by its original name: High Capacity Drum. That sounds much, much, much better than High-Capacity Ammo Clip IMO. I didn't use Hammer back then but I always remembered that combination being frequent and enjoyable. The number I've encountered has increased expectedly. That buff was a big one. Here are some Adaptive Reload users besides myself: Other than those two, I've encountered at least 4 others. I had more screenshots but i can't find it. I'm expecting others to buy crystals and flock to it. Give it a month. The thing about it is that with Stock Shaft, you can get almost as much damage as Light Capacitors does in the same time. Any longer in sniping mode and Stock Shaft is the better pick. The increased turret rotation is a blessing and a curse for me.
  21. TheCongoSpider

    Ideas for Augments!

    Not hard if you practise with Magnum. And it's especially not hard when you can shoot 0-degree 100% velocity shots that will hit the target. That looks like it would be the best way to use this alteration as it would be too risky to lob shots. It'll suck when you see a Magnum with its barrel pointing at you and you know that there is no way to survive it if it has double damage. This is more of a "me" experience but the second day Magnum came out, I was magically hitting direct hits from weird angles and obstacles in the way. Prior to that, on the first day, I couldn't aim at all. But for the average player, maybe a days worth of playing Magnum should familiarise them with the different angles and powers.
  22. TheCongoSpider

    Let's Discuss Shaft!

    It's more striking with Stock Thunder vs Sledgehammer THunder. At M4, Sledgehammer gets 4 more shots than Stock Thunder with Viking's Overdrive. When you do it with Small Calibre Charging Machine, it gets the same number of shots as Stock Thunder: Stock Thunder: 12 SCCM Thunder: 12 Sledgehammer Thunder: 16 Duplet had its fame for several months, so did RFM. Even after two nerfs, RFM is still very powerful. I am very confident that the new prominent Hammer alterations will be High-Capacity Ammo Clip and Adaptive Reload. At the moment, there is no reason to use Stock Hammer if you have Adaptive Reload. I wonder if they'll ever touch Light Capacitors.
  23. TheCongoSpider

    Let's Discuss Vulcan!

    Congrats on ranking! :D The decreased wind-up and down time has enabled me to steal kills where I'd still be winding up with Stock Vulcan. I've only done a few DM battles with it:
  24. TheCongoSpider

    Let's Discuss Shaft!

    RFM with Viking's Overdrive is the same as Stock Shaft with Viking's Overdrive. The same thing for Duplet. I don't see why they can't revert it to the Stock counterpart for Autocannon and Plasma Torch with Vikking's Overdrive. Autocannon's critical hit gets the noticeable damage increase but Plasma Torch is basically a clip reload with damage.
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