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Everything posted by TheCongoSpider
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The event site is way worse than previous events for me on mobile. I'm getting 2-3 FPS.
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What is this "promise" you keep speaking of?
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I'm not understanding the new scaling of the epic containers. The drop rates of common containers are the same. The drop rates of epic containers are the same, yet the quantity is decreased? 1,000,000 crystals is now 500,000 crystals? I could only assume that was decreased for whenever they decide to add pity exotics next year as that's always crystals (10,000 for common containers, 25,000 for epic containers). But everything else is the same. Battle Passes are now a way to instantly gain a small portion of epic keys to add to your total. You can get epic keys from common containers intermittently. Yet their price in the shop is still the same? Ultra Containers were a part of a player's progression with the previous system. The current system encourages you to save them for when there is an iteration that has something in exotic that you want, but not opening them means less rewards accumulated than before. And if you do open them immediately, you get fewer of them than before. I don't understand. I hope in the coming months there will be changes made to make this make sense. Because right now, it doesn't.
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No, they are the same price. They just added a 240-key bundle which is double the 120 that was there previously.
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It was given to everyone. I assume it was so that there would be no low rank player who somehow couldn't purchase a container. I had an account with 1 crystal on it and had no way to purchase another one without playing. Those 300 crystals allowed me to purchase one, got 1,000 crystals and allowed me to keep purchasing.
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No.
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"The odds of this happening are small, but there will be the one legendary player lucky enough to get a new skin by opening a regular container". Thanks I guess.
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Are you a bot?
- 117 replies
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Won on 0 out of 6 attempts this time. Unfortunate.
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10 of the 18 drones in the game were removed many months ago and 60% of your crystals spent on upgrading them were recompensed. There are currently 8 drones remaining. Mechanic Defender Booster Trickster Saboteur Crisis Hyperion
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Why do you assume it's a yearly event?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
It's been in the game for a very long time. I've looked at my own recordings. I've looked at a few recent YouTube videos. There is no secret mechanic that increases the speed of a comeback after X minutes or whatever you said. It sounds like an exaggeration of what it has always been. When the losing team has zones captured, the pull on the winning team's score is the same as what the losing team gains. As an example, take a 5-point CP map like Kungur. Each of the 5 zones contribute 0.1 points/sec. Let's say the score at the moment is 23-84. Team A is in the losing position with 23. Team B is in the inning position with 84. Team A has control of 4 zones. Team B has control of 1 zone. What will happen is: Team A gains 0.4 points/sec, which will be seen as +1 every 2.5 seconds. Team B loses 0.3 points/sec. They have 0.1 (1 zone in control) - 0.4 (pull strength of the losing team). This will be seen as -1 every 3.33 seconds. The fastest comeback possible would be the gap between scores closing by 1 point every second. That would be the losing team having all zones controlled. It would be +0.5/sec for the losing team and -0.5/sec for the winning team. You and Rodent seem to imply that there is something even faster than that. -
Last one.
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update Patch Update #748 - Released 8th December 2023
TheCongoSpider replied to Marcus in News Archive
The range was not increased. -
update Patch Update #748 - Released 8th December 2023
TheCongoSpider replied to Marcus in News Archive
The minimum splash damage % is what changed. EN patch had a typo. You'd also have to take into account the changes to Stock. The main one that would be affecting Vacuum Shell was the change of Stock's maximum splash damage radius from 1m to 2m. The previous Vacuum Shell was 720 base damage with 1, 10, 12 --> 100, 250, 50 splash distribution. The new Vacuum Shell is 675 base damage with 2, 9, 12 --> 100, 250, 250 splash distribution. If you're comparing the current Vacuum to the previous one, then it is damage nerf if the target is between direct hit and 10m away from the hit, and a damage buff if the target is between 10m and 12m from the hit. Looking at the current version by itself, this one allows you 3m of grace distance to deal the current highest damage possible. Position yourself right and you should be able to see the same high damage number multiple times instead of the number constantly changing like previously. -
update Patch Update #748 - Released 8th December 2023
TheCongoSpider replied to Marcus in News Archive
It's a damage nerf everywhere between direct hit and 10m away from it. It's a damage buff if the target is between 10m and 12m from the hit. Assuming there is no typo in the EN or RU patch of course. -
update Patch Update #748 - Released 8th December 2023
TheCongoSpider replied to Marcus in News Archive
Did you not see the other changes? -
update Patch Update #747 - Released 1st December 2023
TheCongoSpider replied to Marcus in News Archive
That person wasn't talking minutes, they were talking seconds. Can you show me a video example of this? I don't know if you're exaggerating about comeback mechanic or if this was something added recently that you noticed. I have not noticed anything out of the ordinary with the point scoring in CP battles. -
update Patch Update #747 - Released 1st December 2023
TheCongoSpider replied to Marcus in News Archive
What? -
update Patch Update #747 - Released 1st December 2023
TheCongoSpider replied to Marcus in News Archive
For a claim as crazy as that, you need actual proof. -
Stop this nonsense. It's understandable if it's with the current system where you got 15 UCs per weekend. But for 3/few number of UC keys per weekend? Why? What reason would there be to even have it like this? All I see is it punishing players who are too busy to play every single weekend. Why would you not let them be able to catch up if they arrive late? It screams of being desperate to keep players online no matter what.
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Unfortunately for you, the recent patch now allows maxed Crisis RFMs to cross 3,000 final damage against medium hulls with 50% Shaft and Armadillo if they do not have any Boosted Armour activated. Good luck out there.
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update Patch Update #747 - Released 1st December 2023
TheCongoSpider replied to Marcus in News Archive
How do you know that? -
UPDATED: 01/12/23 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Electroturret will instantly kill an unprotected heavy with the ball + chain lightning Status Teslas will start 2-shotting unprotected light hulls with critical + normal hit Hammer: Will kill a medium hull with DA with normal + normal + critical hit High-Capacity Ammo Clip will kill a heavy hull with DA with the full clip Large Calibre Pellets will start 3-shotting heavy hulls with DA Ricochet: Will need at least 1 fewer shots to kill medium hulls Thunder: Will start one-shotting unprotected light hulls Will start 3-shotting medium hulls with DA with normal + normal + critical hit Small Calibre Charging Machine will now 3 shot unprotected heavy hulls The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls at 118m away The range at which Vacuum Shell one-shots unprotected light hulls is decreased to 2.4m (from 3.33m) The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 6.1m (from 7.5m) Vacuum Shell will one-shot an unprotected heavy hull at 9.81m Smoky: Will start 3-shotting unprotected heavy hulls Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Status Smokies will start 2-shotting unprotected light hulls with normal + critical hit Striker: Will start one-shotting unprotected light hulls Will start 3-shottinf medium hulls with DA with normal + normal + critical hit Will kill a heavy hull with DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem will instantly kill a light hull with DA Faust will kill a heavy hull with DA with a salvo if all missiles deal normal damage Scorpion: Will start one-shotting unprotected medium hulls with the critical damage Missile Launcher Swarm will instantly kill a heavy hull with DA with salvo + arcade Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Phoenix will start one-shotting unprotected medium hulls with the critical damage Railgun: Will start one-shotting unprotected medium hulls with the normal damage Large Calibre Rounds will start one-shotting unprotected heavy hulls woth the normal damage Round Destabilisation will kill a medium hull with DA with a normal + critical hit Scout will start one-shotting an unprotected medium hull with the critiv hit Scout will kill a medium hull with DA with normal + critical hit Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core one-shots unprotected light hulls is reduced to 5.2m (from 6.1m) The range at which Vacuum Core one-shots unprotected medium hulls is reduced to 8.7m (from 10m) The range at which Vacuum Core one-shots unprotected medium hulls is reduced to 12.2m (from 14m) Shaft: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Short Band Emitters will start one-shotting unprotected light hulls Gauss: Will start 2-shotting unprotected medium hulls with the normal damage Large Calibre will start one-shotting unprotected light hulls with the normal damage Super Solenoids will kill medium hulls with DA with arcade + salvo Super Solenoids will kill heavy hulls with DA with arcade + arcade + salvo
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