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Everything posted by TheCongoSpider
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Well, it unlocks at the lowest rank available for alterations. It's tailored low-rank gameplay. It's not really useful at your rank since 4 missile salvos are what is heavily recommended. It's also for the players who would rather have easier 1 by 1 missile aiming. If you don't have that problem, then you don't need this alteration. This alteration is useful in a good bit of scenarios like the one wolverine said above. The only thing I don't like is the heavily decreased projectile speed. The speed needs to be increased for it to be a bit more worth it.
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This was in the Test Server. I've been noticing it for a good while now.
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Two more instances of 9 v 8 in MM.
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Two things. 1). How does the shockwave from Juggernaut's Overdrive work? It seems as if the intensity of it varies from player to player and sometimes, the intensity is different with every shockwave. Other players would use it and tanks would be flying all over the place but when I use it, the most it does is halt their movement and they're back to driving in less than a second. Sometimes, the enemy would do it and it pushes me back a little bit. Other times, it would push me back and make me do one or two flips at the same time. Many times, when I'm in sniping mode, the Juggernaut would be passing by and use its Overdrive. I would only see white (the skybox because I always have it disabled). When I shoot my shot, I see that I'm either flipped completely or on my side. I would go more into detail but I'll stop here for now. 2). I was thinking earlier today and I realised that an M4 Firebird with the Incendiary Mix alteration could potentially kill an M4 Juggernaut with before it runs out of energy...
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Autocannon shot faster.
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Ha, the most number of players I've seen do that on my team in this situation is 2 players. Usually, they're M1.
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This happens on the client as well. It happens to me every battle.
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I tested Autocannon (on an M0 Smoky, just to be safe) vs M4 Shaft with the alteration.
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Yeaaah, I wrote something but when I posted it, it only showed your quote. When I went to edit it, it showed nothing but your quote as well. I'm not writing that back again because it was long. I was basically agreeing with you and telling you about my experiences with the alt. The only game modes I have fun with the alt in is the Blue team in Assault and balanced Rugby battles that are on maps favourable to me.
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Alright then , how does the Bell Curve for Shell Destabilisation before and after the nerf look? It seemed as if the distribution of damage was negatively skewed. Did the devs give you this information to share with the players or did they keep you in the dark as well?
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Also, it seems like Autocannon, although having a 0.5 second reload, shoots faster than Shaft with the Rapid-Fire Mode with a delay of 0.5 seconds. I'm not sure if it's supposed to reload the same but Autocannon is definitely faster. Assuming that the real 0.5 seconds belongs to Shaft, I'd say Autocannon reloads in 0.35 or 0.4 seconds.
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If it was to stop power levelling, then it is good. The thing I find stupid is that they segregated Isida's playerbase to either being a greedy Isida or being a caring Isida. I barely see any "offensive" Isidas healing anyone. Those of them who do heal you, it takes so long to heal you and you're eager to get back into the battle because your supply time is being burnt while you wait for almost full if not full life HP. With Support Nanobots, I can't defend myself. My battles these days are ending up with me having 0 kills and at least 6 deaths (assuming my teammates protect me). Sometimes, I have to be the damage dealer of my group when my damage is basically cut in half. It infuriates me that I have to protect myself when there is a teammate there who is fully capable of taking down the target with my healing help. I require a teammate but I often find myself alone having to face a random drugged-up Viking because my teammate(s) abandoned me.
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The alteration unlocks at WO5 meaning it is suitable for gameplay around those ranks. Would you like the balance of having Hyperspace Rounds being unlocked at WO5 and Round Destabilisation being unlocked at Lieutenant General?
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This is some top-level balancing. The end:
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I had a feeling you would have told me that when I saw how I phrased the sentence. I know that it fixes the reload to 0.5 seconds on all modifications. I just made sure to use M0 Smoky so, if anything, it would show that the turret at the lowest modification shoots faster than any Shaft with Rapid-Fire Mode. (It's just a precaution and to further justify the "mistake" they may have made.)
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Right, Right! I knew I was forgetting to talk about something else. The thing I forgot to talk about was that I'm not sure how the gauge actually works. I said how you needed two shots in order for your positive chance to be positive. What I think happens is that the critical shots are 'predetermined' before when you shoot. Predetermined may be a bad word to use here but this is what I mean: When M4 Smoky spawns, it has a -30% chance to get its critical hit. When you shoot once, there is now a -10% chance to get your critical hit. However, when you shoot the second time, it raises it to a positive number and because it raises it to a positive number, there is a chance to get the critical hit which would enable you to get it on the second shot if you're lucky. That's what it seems like to me. It's the only explanation for the phenomena I have for what I'm reporting to you guys given my limited knowledge on the in-game mechanics of Tanki which they still haven't updated since so long. The devs are keeping us in the dark about the many workings of turrets and alterations and it's sickening.
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I did it! I proved my Autocannon vs Rapid-Fire Mode disparity I saw a while ago. In the Test Server just now, I emptied my clip and saw the firing rate of Shaft with Rapid-Fire Mode. Then I equipped Autocannon on M0 Smoky (so if anything, by logic if there was any disparity, it would shoot slower than Shaft) and M0 Smoky with Autocannon shoots FASTER than Shaft with Rapid-Fire Mode. I knew they couldn't be the same. I see the speed at which Autocannon Smokies hit me every day and I see the speed at which Rapid-Fire Mode Shafts hit me from time to time. They are either doing this on purpose or they made a mistake. With how things have been, the former is very much more likely.
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So does this. It says "standart" but it's supposed to say "standard". I reported this weeks ago (probably a month by now) and nothing has been changed. It's literally just changing a letter to make the sentence or context make sense.
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Tried it in the Test Server just now. Many players get confused and accidentally count the shots as delays as well. When a guy said how M4 Duplet empties its clip in 0.54 seconds, I had to correct him and said that it empties it in 0.27 seconds because there is no delay on the first shot as it is already loaded. The guy thought shots=delays and calculated it wrong. In theory, I thought Rapid-Fire Mode would release all of its shots in 1 second or 1.05 (basically slightly above 1 second) seconds if it wasn't the former. What I got after testing it was that it empties the clip in 1.5 seconds and not 1 second as I had originally thought. Personally, I prefer to use Standard M4 Shaft. I like to shoot every 1.5 seconds when my clip is empty instead of every 2.5 seconds. It's only good for short range anyway. Anywhere after 70 meters and you're practically tickling the enemy. And I don't like it that people think things are OP because they see the damage it does when used with the Booster drone. Like, do they have any common sense? They need to know that the Booster drone makes anything overpowered but no, let's judge it based on how it performs together with a 20/20 Booster Drone.
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And this is something I wanted to bring up about Smoky's critical hit chance. I remember in a V-Log a long time ago, they showed how Smoky's critical chance and hit worked. It would rise every time a shell impacted an enemy and when the meter went to the top of the bar (Or when the chance = 100%), it would release the critical shot. It doesn't seem like that these days and I'm not sure if they've changed it. In the Test Server (and in the two games in which I used Incendiary Smoky), I noticed that I can get a critical hit on my second shot. I know off the bat that I can't get it on my first shot because when you respawn, your critical chance is in the negative numbers and no matter the modification, one shot would not raise the chance to a positive number, it takes at least two shots to do that. This is where it gets a bit confusing. In the V-Log video (I tried looking for it but I can't find it), Tanki showed us the "percentage-based gauge that fills with each shot hitting the target" It would keep hitting the target and the gauge would fill. When the gauge reached the top, it would release the critical shot. It seems as if that changed and it almost solely relies on % chance than filling the gauge to 100%. There were times where an M3 Autocannon Smoky was shooting me and it would do criticals every 4-6 shots but then after a critical, I would receive a next one two shots after the last critical; the same thing for Incendiary and Cryo Rounds. In the Test Server (and Real Servers for Incendiary Rounds), I had gotten a critical hit on my second shot many times. I was surprised because I was expecting it 5-6 shots in but I got it on my second shot. I remember getting hit with a critical 5 shots in from a Supercumulative Rounds Smoky after it had just spawned. So if this is the case for Smoky's critical chance mechanic right now, then Supercumulative Rounds are a better buy that it would have been if it was released years ago. I've been noticing a sharp increase in the usage of this alteration recently. I've been seeing them more often than Autocannons. Someone here did say people weren't giving it enough credit and he/she may be right. I would stick to Stock Smoky to be honest because I don't like to go too long without seeing some yellow numbers.
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It hurt itself in its own confusion.
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That turning thing has been pissing me off for the longest while now. I had thought it was because of my ping or something but I'm glad to see this is happening to others, and not just me, to debunk that. It's bad when I have to aim with Shaft where I move the reticle for a certain amount of time to hit the target, I press spacebar and the reticle goes far past the tank and shoots nothing. This happens to me every single battle! It usually happens after I spawn or when I suddenly move from a stationary position.
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They removed that from the daily missions a while now.
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And most "M2" Railguns you see are actually M3.
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