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Everything posted by TheCongoSpider
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Yes, he said this. Give me a timestamp in the video of when he promised that he would change it to make it better.
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UPDATED: 22/12/23 With 60 units of additional damage enhancement: Tesla: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Hammer: Will one-shot unprotected medium hulls with the critical damage Blunderbuss will start one-shotting unprotected medium hulls with the normal damage and critical damage Large Calibre Pellets will start one-shotting unprotected medium hulls Ricochet: Helios' initial burst will start killing medium hulls with DA Thunder: Will start one-shotting unprotected light hulls with the normal damage Will start one-shotting unprotected medium hulls with the critical damage Small Calibre Charging Machine will now 2-shot unprotected medium hulls Corrosion Shells will kill a medium that has DA with critical + normal hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 68m (from 89m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 103m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 2.6m (from 4.1m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 5.3m (from 7.7m) Vacuum Shell will start one-shotting unprotected heavy hulls at 8m Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage High-Precision Aiming System will start one-shotting unprotected light hulls with the normal and critical damage Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Striker: Will start one-shotting unprotected light hulls with the normal damage Will start one-shotting unprotected medium hulls with the critical damage Will kill heavy hulls that have DA with a salvo AP Striker will kill a medium hull with DA with critical + normal hit Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 2.44m (from 3.17m) The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 3.66m (from 4.76m) Vacuum Warheads will start one-shotting unprotected heavy hulls at 4.84m Railgun: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage Will 2-shot a heavy hull with DA with normal + critical damage Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage Scout will start one-shotting unprotected medium hulls LCR will start one-shotting unprotected heavy hulls with the normal damage LCR will start one-shotting medium hulls with DA with the critical damage Round Destabilisation will 2-shot a medium hull with DA with normal + critical damage Gauss: Will start one-shotting unprotected heavy hulls with the salvo The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m) Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Will kill a medium hull with DA with arcade + salvo Large Calibre will start one-shotting unprotected light hulls AP Gauss will be able to kill a medium hull with DA with critical + normal hit Magnum: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 2.85m (from 5.1m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 7.6m (from 11.9m) Vacuum Core will start one-shotting unprotected heavy hulls at 12.38m Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Will start killing unprotected heavy hulls with a normal + critical hit Will start killing heavy hulls with DA with a fully charged sniping shot Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Rapid-Fire Mode will kill medium hulls with DA with an initial burst if one of the shots is a critical hit Scorpion: Will start one-shotting unprotected medium hulls hulls with the normal and critical damage Missile Launcher Spear will kill an unprotected heavy hull with the salvo Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Swarm will kill a medium hull with DA with the salvo Missile Launcher Swarm will kill a heavy hull with DA with salvo + arcade Missile Launcher Swarm will kill a heavy hull with DA with the salvo Phoenix will kill an unprotected heavy hull with the salvo Phoenix will start one-shotting unprotected light hulls with the normal damage Phoenix will start one-shotting unprotected medium hulls with the critical damage Phoenix will instantly kill a medium hull with DA with salvo + arcade
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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?
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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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