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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Viking!

    Me and my sons on the capture point. #Bonding
  2. 20 seconds is too long for that. 7 seconds or maybe 10 seconds would be enough. Will the damage increase effect stack with other Vikings? Because I see many Vikings on each team in many battles. The latter. That is quite a long time for that. This also looks like it'll make Dictator attractive for solo use and not team use. Sure, you can use it solo, but using it on your teammates is also a way to go if you'd like your team to have the best chance of winning the battle. But then again, why do that when your teammates are the one benefitting the most, am I right? (Don't take that seriously). Not sure how it'll be programmed though. If it can, it sounds hard to do. 5 score for fully healing a target seems good enough.
  3. I like the idea of Mammoth giving its teammates extra speed. Kind of like the flag zombie from Plants vs Zombies: Garden Warfare. The % increase in speed for the Mammoth decreases from 30% to 10%, but the % increase in speed for allies would be 50%. Mammoth: Problem: Wasp has the fastest recharge rate and gets the most % charge for actions. This is basically Dictator's effect but better and with a bomb included for good measure.
  4. TheCongoSpider

    Let's Discuss Freeze!

    I can only share experiences from the Test Server and going from statistics. Both Stock Freeze and Shock Freeze deal the same number of damage when they expend all of their energy. Stock shoots for 6.5 seconds. Shock shoots for ~13 seconds. Badger (Freeze) modules do not affect the minimum temperature that a tank can reach. A tank with 50% Freeze protection will still reach minimum temperature, as would a tank without Freeze protection. The time it takes to reach minimum temperature is what changes. It takes longer to fully freeze an enemy with Freeze protection. Shock Freeze doubles the freezing rate so it's as if the protection module isn't there and Shock is turned into Stock Freeze (in terms of cooling the opponent.) So basically, Shock Freeze still quickly freezes enemies with protection modules against it. The scoring system in MM and the fact that challenges exist, reward actively killing other players. Shock Freeze isn't about that. It's more supportive than offensive. You'd see yourself sacrificing a lot of kills and you'd gain a lot of assists instead. The best way to get lots of points with this (if you're interested in Challenges) is to use it on a light hull (or maybe even Viking) and go after the flag. Freeze the defenders and run out. The freezing effect is very quick and they'd be slowed down in only 3 ticks of damage. Last thing to note: While Shock Freeze doubles the freezing rate, just know that after being frozen by one, you return to neutral temperature faster than you would against a Stock Freeze. For interpretation (not the real figures): Stock Freeze: Fully freezes enemy in 3 seconds. Enemy takes 10 seconds to return to neutral temperature (unfreeze). Shock Freeze: Fully freezes enemy in 1 second. Enemy takes 6 seconds to return to neutral temperature (unfreeze).
  5. TheCongoSpider

    Let's Discuss Vulcan!

    This, is what gave me so many kills back when the account was around . So many freaking Wasps around that quick kills came easily and in large numbers too, since Wasps would congregate to shoot each other and I just trample all of them from a mid-range distance.
  6. TheCongoSpider

    What to buy? Which is better?

    Yes, it is.
  7. TheCongoSpider

    Ideas for Missions!

    Hornet does this automatically. And that mission could potentially only be done using 3 hulls. What if you don't have those 3 hulls?
  8. TheCongoSpider

    Tanki World Records

    @lssimo is screaming right now.
  9. TheCongoSpider

    The stupidest sight in tanki today

    Forumers: Anything bad happen? Us: Don't worry, we had a blast! Also us:
  10. TheCongoSpider

    Ideas for Missions!

    Alright, enough mud-slinging! @n99b, your problem is being unwilling to see DM and JGR as solutions to the "Top 3 in the winning team x 15" mission. I understand that you're upset about coming first but being placed on the team that lose the battle. I find that requirement is too restrictive as well. But I acknowledge that DM and JGR are legitimate ways to complete the mission. The mission is completable in all 7 game modes and you choose to be restrictive in your choice of mode to the 5 team modes. That is one you and you only. If they aren't going to change it, then acknowledge that it is able to be completed in DM and JGR as well. That is all! That. Is. All!
  11. TheCongoSpider

    Ideas for Supplies and Drones!

    Actually, I misconstrued the sentence. I'm sorry.
  12. TheCongoSpider

    Pros vs Noobs

    Further expanding on the difference in player equipment, I see many times where a player with upgraded equipment of a higher tier placed with players of lower tiers. For example, a player with M4s placed with players with M2/3 equipment, like this battle. Sure, he fits the rank requirement, but that GS allows him to compete with Legends and win. MM probably does that so the players can have easy kills regularly to fuel their desire to dominate, then they buy more to keep that desire sated.
  13. TheCongoSpider

    Pros vs Noobs

    What I've noticed is an imbalance in player equipment. Some teams may have more light hulls than the other, resulting in many easy one-shots. One team may have faster internet, load into the battle before others and capture early, changing the mindset of the losing team from "Try to win by capturing" to "Try to get as many points before we inevitably lose". One player may have taken the Overdrive box early and used it to their team's advantage rather than their personal advantage and the 2nd point repeats itself. But something that is very important in Legend battles is protection modules. I notice that MM lumps all of the Legend players with 30% protection, 1 protection module equipped or no protection modules at all on one team while the other has 50% on almost every player. And those 50% are on the turrets we have while the ones the weaker team has doesn't match the turrets the enemies use. Something like this: I looked at the enemy team and almost all of them have 50% protection against our turrets , but look at the protection modules we have on my team. I look at this every time I'm placed in a Legend battle, and it's mostly the same. Sometimes, all of the pro players are put on one team and the other team is filled with players that can't turn their turret. Some teams have 2 professional Dictators that share their Overdrives with their teammates while the other has 3 Dictators that all use it on themselves. Sometimes, one team has many unaltered turrets while the others have all of the OP alterations equipped and that is an instant decider on who wins. Many factors, but they all add up. To fuel the incentive for retribution after losing? That's my take on it.
  14. TheCongoSpider

    Let's discuss Wasp!

    Not gonna help much when I use Vulcan with it mostly. And instant-impact turrets like Thunder and Smoky can make quick work of m in one shot. When I need to stay in the sight of the enemy to kill them, driving erratically helps a bunch. I'm getting accustomed to making sharp turns through obstacles and such. One thing I noticed is that it isn't entirely glued to the floor. It starts to drift a bit like Hornet after a second of constant steering in one direction.
  15. Wait, that's where you were? Remember, I had said that I didn't see you in that battle for a while and thought you switched to Titan somewhere. Well that's one map ruined.
  16. TheCongoSpider

    Update - Maps, Balance, Challenge/WAR extended.

    Yup, 20 seconds is a really short time.
  17. Ok, I've been a victim of this too many times to not bring it up. It makes sense to me that people would wait until an ally dies to take the flag and cap to get the points or push them into enemy fire for them to die and then capture it. But what doesn't make sense, is when people see me coming to the capture point, and freaking push me away from getting to it so they can get guaranteed get the 15 score, like what the heck? Just today, I spawned in a Yorkshire CP where an ally Refrigerator Kit player was about 20% done with capturing the point. I went over to capture it faster. He saw me, looked at me and he pushed me away from the point. I understand doing something like this in CTF but CP? Really? This just reinforces my though that Challenges bring out this kind of selfish behaviour in players. This is honestly a new low. Sorry, but I'm going down the slippery slope here: What next? People pushing allies away in TDM just so they wouldn't take your kills, oh wait, I've had that happen to me many times before.
  18. TheCongoSpider

    Let's discuss Wasp!

    Ok, honestly, I was never fond of Wasp and would choose Hornet in a heartbeat, but after playing some Vulcan + Wasp and Gauss + Wasp, I realised that I've come to like the gameplay as a Wasp at full speed. It's fun to drive erratically and make so many Railguns miss their shots. I can't believe how many times that has worked. I've had people question me about how I outmaneuvered their shots and killed them. It's still flimsy though and I can get one-shotted by a lot of stuff.
  19. TheCongoSpider

    Bugs and Glitches Reports [Closed]

    I've experienced this enough times recently for me to make a report. When I'm playing with Vulcan and going head-to-head with a Freeze, I would drive backwards so that I wouldn't be frozen quickly. I noticed that while driving away from the Freeze and taking damage from it while shooting, my bullets seem to stop doing damage and start back at unknown intervals, or even stop completely. Take for instance this photo: This has only been happening against Freeze as far as I've seen. Every other turret allows me to damage them. I was shooting this person but it suddenly stopped when they started damaging me until I died.
  20. TheCongoSpider

    Ideas for Supplies and Drones!

    Huh? Only the duration and drone cooldown was reduced.
  21. Ok, we have to fix this. Ricochet has the largest downward auto-aim angle of all turrets in the game, tied with the other 2 short-ranged turrets Twins and Hammer. From all the was up there, it's able to shoot projectiles down below because of its superior downward auto-aim angle. Guy stayed up there with MFS Rico + Titan and didn't get killed. I'm expecting this to be a new thing players do whenever they get this map. This has to stop but I can't think of a way to curb this. Decreasing Ricochet's auto-aim angle just because of this issue would be a nerf in more than 25 maps. This is just something we'll have to just take until action is taken against it by the devs. Not the first time this has happened with that same combination.
  22. TheCongoSpider

    Let's Discuss Overdrives

    The heavy hulls are what's recommended but I'd like to follow my enemies when they get behind cover. I hate it when they peek-a-boo against me because I can do absolutely nothing about that. It's when I'm most vulnerable.
  23. TheCongoSpider

    Let's Discuss Firebird!

    Well, this is one of the scenarios where Stock or Compact Tanks Firebird prevail over IM. Both have a weak damage of 10%. But what Stock and CT can do is ignite the target. So you're doing little direct damage but the afterburn id doing a lot of the work. Incendiary Mix doesn't have that and must stay within range, preferably the maximum damage range.
  24. TheCongoSpider

    Episode 219 of the V-LOG is live!

    How are you liking Vulcan? Share your thoughts with us. Do you think it pairs well with Viking? Does your Viking's Overdrive suit your Vulcan well as it would with THunder, Railgun, Gauss, Ricochet etc.?
  25. TheCongoSpider

    Let's Discuss Firebird!

    What is that supposed to say?
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