Jump to content
EN
Play

Forum

TheCongoSpider

Advanced
  • Posts

    8 059
  • Joined

  • Last visited

  • Days Won

    89

Everything posted by TheCongoSpider

  1. TheCongoSpider

    Balance Turrets Critical Shots

    Yeah I see why you'd complain about RFM. Crisis RFM users can kill you with a burst of they catch you without maximum armour on. You need near maxed of each if you want to survive a burst that has a critical hit in it. But then again, this is the downside of Crisis. You're limited to one supply at a time. If you were using something like Hyperion you wouldn't have too much problem with RFM. RFM on its own isn't anything special. But when paired with Crisis, it turns efficient, just like every other ranged/burst damage turret/augment.
  2. TheCongoSpider

    Bugs and Glitches Reports

    It was increased from 5,000-20,000 to 7,500-30,000.
  3. TheCongoSpider

    Bugs and Glitches Reports

    Maxed Juggernauts have 30,000 HP.
  4. TheCongoSpider

    Bugs and Glitches Reports

    That is SPECIFICALLY for the Juggernaut. The developers can add whatever augment/immunity they want to the Juggernaut hull for balance purposes. The Juggernaut in the TJR game mode currently has: Heat Immunity Cold Immunity Stun Immunity AP Immunity EMP Immunity Jammer Immunity Engineer Augment Blaster Augment If YOU (a normal player using one of the hulls in the garage) want to get 1,000 HP healing for picking up a supply drop box in any battle, you need to have the engineer augment equipped for your hull. They are available in the garage for crystals and in containers. Examples:
  5. TheCongoSpider

    Bugs and Glitches Reports

    In order for it to give you 1,000 HP for picking up a box, you need to have the Engineer hull augment equipped on your hull. The Juggernaut innately has the engineer augment's effect for the hull. This doesn't give a clear picture of what is happening. The Wild West event prizes have been given out so you will see players using the Pulsar augment for Freeze. That augment allows them to kill armoured players faster than normal if they are hit with a critical hit from that augment.
  6. TheCongoSpider

    Balance Turrets Critical Shots

    Just curious, what is the % protection you have for your Shaft module and Armadillo module?
  7. TheCongoSpider

    Complaint Book

    What are you talking about? All of the status augments in the game use the Stock turret's critical chance parameters.
  8. TheCongoSpider

    Wild west event

  9. TheCongoSpider

    Saboteur Drone

    I am trying my best to give you reasons as to why the things you see are happening. Simply saying no isn't helping anything.
  10. TheCongoSpider

    Critical Damage

    It will save you against Large Calibre Rounds and Round Destabilisation. It will not save you against Hyperspace Rounds because that augment does not deal critical damage. Of course Armadillo needs to be upgraded to a high number for you to properly feel its effects. And that module is very, very expensive to upgrade. Also remember that the Armour-Piercing status effect temporarily removes the effects of your damage reducers (Boosted Damage supply and protection modules). If you are hit while you are under that status effect, you will receive full damage. And with that full damage, it is easy to be one-shotted from full HP. Some players may not be aware of when they get inflicted with the status because the fatal damage comes too quickly for them to notice that their armour was not working. A common strategy for Hornet Railguns is to charge up their shot and activate their Overdrive at the same time. It will make it so that they receive the high critical damage immediately as the the Overdrive applies the Armour-Piercing status to the enemy.
  11. TheCongoSpider

    Critical Damage

    You are getting 50% more critical damage on the critical hit compared to Stock, do not worry. There is a module called Armadillo, which protects against critical damage. If you hit someone using a decently upgrade Armadillo module, you will see that you are dealing "low" critical damage. Every turret has four critical chance paramaters dictating how often they will be dealing critical damage. The developers earlier this year have simplified it to be that your critical chance is either a certain number, or it is 0%. The critical chance parameters are: Maximum critical chance - The highest % your critical chance can go to. It cannot go higher than this. Initial critical chance - The % chance of a critical hit you start with when you respawn. Minimum critical chance - The % your critical chance drops to immediately when you deal a critical hit. Critical chance step - How quickly your critical chance will advance towards the maximum with each hit. Let us take an example with the Hammer turret. Its critical chance parameters are: Maximum: 13% Initial: 13% Minimum: 0% Step: 13% This means that when you spawn, your chance for a critical hit is at 13%. When you deal critical damage, your next shot will have a 0% critical chance. You will need to hit an enemy again to advance it by +13% (chance step), where you will once again have a 13% chance. To visualise a turret's critical chance parameters, you can use a critical chance scheme. Where it is shown as: Initial, chance step if applicable, maximum, minimum, chance step if applicable, maximum Because they simplified the chances earlier this year, most of the schemes will have 3 numbers. For Hammer, it will look like 13, 0, 13. Augments change paramaters of the Stock turret. Every turret will be using Stock's critic chance paramaters unless stated otherwise. For example, Hammer has two augments that change its critical chance parameters. Those are Blunderbuss and Assault Magazine. Blunderbuss changes the paramaters to: Maximum: 50% Initial: 50% Minimum: 50% Step: 50% This effectively shows that it has a fixed 50% critical chance. This is because the minimum chance is increased to 50%. It means that instead of dropping to 0% after critical damage, it remains at 50%. Assault Magazine changes the paramaters to: Maximum: 6.5% Initial: 6.5% Minimum: 0% Step: 6.5% This shows that your critical chance per shot is half that of Stock. Smoky's critical chances are: Maximum: 14% Initial: 14% Minimum: 0% Step: 14% Rubberised Rounds does not change critical chance. It will use Stock's chances above. Supercumulative reduces the chance step paramater by 60%. So it will be: Maximum: 14% Initial: 14% Minimum: 0% Step: 5.6% Stock's critical chance scheme is 14, 0, 14. Supercumulative Rounds' critical chance scheme is 14, 0, 5.6, 11.2, 14. Ot means after you deal critical damage, it will take longer for you to reach back to your maximum critical chance. Which means your critical hit rate is reduced. Now we will go a little deeper into this for Sorted Ammunition. Under normal circumstances, a turret needs to hit an enemy (damage number appears) for you to advance your critical chance. There are 3 turrets that are the except to this rule. Those three turrets are Smoky, Thunder and Scorpion. Smoky can advance its critical chance on misses. This means that you are not required to hit an enemy with a damage number to put your critical chance back to maximum. However this is a double edged sword. Because you can advance it on misses, it means that you can also "miss" your critical hit. It can happen to all Smokies, at any time, and you wouldn't be able to know. Sorted Ammunition changes the critical chance paramaters for you to be able to know when the next critical hit will come. It changes it to: Maximum: 100% Initial: 100% Minimum: -200% Step: 100% The critical chance scheme looks like 100, -200, -100, 0, 100. This means that your first shot after spawning will always be a critical hit (100% chance). When you shoot the critical shot, regardless of if you hit an enemy or not, it will continue to advance. So your shots will look like Critical, Normal, Normal, Normal, Critical, a critical every 4 shots. If you are unsure of what your current critical chance is, you can shoot enemies until you get a critical hit again, then you will be back on track to know when the next critical hit will be.
  12. TheCongoSpider

    Critical Damage

    Your profile is hidden so I cannot see what you have to give an answer most relevant to you. I can tell you what is "legal", though. If your Defender drone is at 20/20, it means your divide incoming damage by 2.9. There are two ways in which you can be destroyed by a Railgun from full HP if you are using a fully upgraded Defender drone. Crisis with Large Calibre Rounds or Round Destabilisation augment If you are using a fully upgraded light hull, which has 2,000 base HP, then those two augments can kill you with their critical damage. Round Destabilisation would deal 2,244*2.6 = 5,834 critical damage. Against a Defender, it would deal 5,834÷2.9 = 2,011. That is enough to one-shot a light hull with Defender from full HP. Large Calibre Rounds has a little higher critical damage than Round Destabilisation so it will also end up dealing above 2,000 final damage to you. Hyperspace Rounds augment The Hyperspace Rounds augment for Railgun significantly increases the effectiveness of its penetration power parameter. This allows it to deal increased damage to enemies the more tanks the shot goes through before the target. For a maxed Railgun, the damage multiplier per tank is 3. So if the Hyperion user had Boosted Damage activated, they would deal 2,680 * 3 if it penetrated one tank before it hit you. Multiply that previous damage by 3 for every subsequent tank. For a light hull with Defender, 1 tank to penetrate is enough. For a medium hull or heavy hull with Defender, it requires 2 tanks to penetrate, even if they had 50% Railgun protection along with the Defender. Without any other knowledge of what you were using when this was happening to you, it is more likely that you were killed by a Railgun using the Hyperspace Rounds augment.
  13. TheCongoSpider

    Balance Turrets Critical Shots

    It does not have guaranteed critical damage. It has guaranteed status application every 3 shots.
  14. TheCongoSpider

    Wild west event

    There isn't a warning within the website or the game's shop itself, but the announcement for the event stated this. When considering participating in these events, always remember to read through the entire thing. If there is something you are unsure about, do not be afraid to ask around, whether it be the in-game chat, here on the forum, or on Tanki's Discord server. The image is not able to be embedded so you'll have to click the link. https://i.postimg.cc/BvxNYrDX/IMG-20231016-075041.jpg
  15. TheCongoSpider

    Saboteur Drone

    Equipment in the game go through balance changes. What you see in 2018 isn't necessarily what it will be years later. Mines have a delay before they are put on the battlefield. Currently, it is 0.1 seconds for a normal mine. The extra mines placed by Saboteur have up to a 4 second delay to appear. So when you activate the drone by placing a mine, the extra mines will "appear" 4 seconds later. That may have been what you saw.
  16. TheCongoSpider

    Saboteur Drone

    Unless you can give me modern proof of what you are seeing, I will have to conclude that the two below may have been what you saw.
  17. TheCongoSpider

    Bugs and Glitches Reports

    Because your drone got hit with a Jammer application. Jammer does 2 main things: Prevents you from starting the activation of your Overdrive Forces non-passive drones on a cooldown equal to the duration of the Jammer application When the Polarization from your repair kit removes the Jammer icon, it removes effect #1. You cannot remove effect #2. Your non-passive drone was put on a cooldown, just like it is when you manually activate it. In order to get your extra boost, you need to activate the drone. When a non-passive drone is on cooldown, it cannot be activated. Most turrets have short Jammer durations so you won't be noticing what you tried to report here. You will see it more with long-duration applications. Those come from Wasp (9 seconds), Hornet (7 seconds), and now with the recently buffed Jammer Railgun (9 seconds). Jammer may not be a directly powerful status effect like EMP or AP, but you see here the inconveniences it can cause in the heat of battle.
  18. TheCongoSpider

    Saboteur Drone

    Do you remember the first you saw this happen?
  19. TheCongoSpider

    Saboteur Drone

    Can you give me a time period? When was the last time you saw this?
  20. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 13/10/23 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 light hulls with the normal damage Will one-shot unprotected medium hulls with the critical damage Duplet will instantly kill unprotected heavy hulls AP Hammer will kill a medium hull with DA with critical + normal hit 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 Assault Magazine will instantly kill a medium hull with DA with the normal damage if all pellets hit 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 1.4m (from 3.28m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 4.61m (from 6.5m) Vacuum Shell will start one-shotting unprotected heavy hulls at 7.82m Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls 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 Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive 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 heavy 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 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 heavy hulls with the critical damage 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 medium 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 medium hulls is decreased to 6m (from 8m) The range at which Vacuum Core starts one-shotting unprotected heavy hulls is reduced to 8.5m (from 11.5m) Vacuum Core will be able to one-shot a medium hull with DA at 13.6m 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 that have 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 that have DA with a lowly charged sniping shot + arcade shot Scorpion: Will start one-shotting unprotected medium hulls with the critical damage Will kill medium hulls with DA with normal + critical hit 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 Wolfpack will kill a heavy hull with DA with the salvo
  21. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 13/10/23 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Will 2-shot unprotected medium hulls with normal + critical hit Electroturret will instantly kill an unprotected light hull with the ball lightning Hammer: Will one-shot unprotected medium hulls with the critical damage 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 AP Hammer will kill a medium hull with DA with critical + normal hit Large Calibre Pellets will start 3-shotting heavy hulls with DA Blunderbuss will start one-shotting unprotected medium hulls with the normal and critical damage Ricochet: Will need at least 1 fewer shots to kill medium hulls Thunder: Will start one-shotting unprotected light hulls 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 Supercumulative Rounds will 2-shot an unprotected heavy hull with normal + critical hit Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Striker: Will start one-shotting unprotected light hulls 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: Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Railgun: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical 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 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-shotting unprotected medium hulls is decreased to 7m (from 8m) The range at which Vacuum Core starts one-shotting unprotected heavy hulls is decreased to 10m (from 11.5m) 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 Will be able to kill heavy hills with DA with arcade + fully charged sniping shot Gauss: Will start 2-shotting unprotected medium hulls with the normal damage Will be able to kill a light hull with DA with normal + critical hit Large Calibre will start one-shotting unprotected light hulls with the normal damage Super Solenoids will kill medium hulls with DA with arcade + salvo Adrenaline: Striker will start one-shotting unprotected medium hulls with the critical damage at 59% HP Scorpion will start one-shotting unprotected medium hulls with the critical damage at 59% HP
  22. TheCongoSpider

    Ideas for Augments!

    Ricochet's range was increased from 60m to 90m many months ago. And Voltage's suggestion doubles that reach, which would be 180m.
  23. TheCongoSpider

    Ideas for Augments!

    It is a set number. At the moment it is 10 bounces. Adding 100% would mean the augment will be able to bounce the shot 20 times. That change will hardly do anything in practice. There aren't many scenarios where you'd need more than 10 bounces. Main place you'd want something like that is if you're defending long tunnels like in Industrial Zone or in the Siege map.
  24. TheCongoSpider

    Saboteur Drone

    How often do you still see this phenomenon? Do you remember the usernames of players you saw doing this?
×
×
  • Create New...