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Posts
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Everything posted by TheCongoSpider
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Hey, can you translate what SkyWay_ua is saying?
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Man, I'm having so many players curse me out every time I kill them. I can just be helping my team out by helping my teammate with the flag escape unscathed and the enemy would just curse me out just for killing them. People seem to hate Shafts on a whole but what about the Thunders and Railguns that one shot them as well. Railgun is unpredictable while with Shaft, you can see the laser. Do players just have irrational hatred against Shaft? It's a turret in the game; a rare one but a turret nonetheless. It's usually the first person I kill in the battle as well. I'll be compiling some love messages I get from these people. A lot of them I see are in Russian as well.
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Tanki noticed I only had seventeen grand. Sent me this:
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I got another one to do. At least this one is on my lower account where I actually enjoy battles. High-rank battles seem tedious these days.
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I don't think it's OP because it's not practical in most if not all modes outside of Juggernaut. I would rather not be the centre of attention in the battle when I have a light hull. :P I also don't think that Large Calibre Rounds is overpowered...at least for the high ranks. Destupidalisation needs to get put back to 50% more damage or maybe compromise at 60%. Duplet's entire mechanic trumps stock Hammer because Hammer needs two shots to kill any unprotected hull and Duplet can fart out two shots in 0.27 seconds as opposed to stock Hammers 1.8 seconds. It has the element of surprise and that is what earns it a kill almost every time they empty their clip. Honestly, I think the Juggernaut should get some sort of protection against Striker. I don't think that Striker should be banned. If they were to ban it, then players would get upset and then you'd have the players that want another turret removed and then another until they start to ask to ban Vikings after the Overdrive update. It's the damage that really needs to be nerfed. A 100% reload time increase doesn't stop me from clapping your light hull in one shot.
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Hmmm, what happens when a Hunter uses its Overdrive on a Shaft that's charging up in sniper mode? Would it release the shot when the hull gets deactivated? WOuld it cancel the shot? The same thing for Magnum and Railgun. I can imagine the trolls I can do with these Overdrives. I already did the Shock Freeze + Wasp one. I also planted it next to Shafts that were in Sniping mode. I wonder if that's more disrespectful than just pushing them off of a ledge when they're in Sniping mode. Another thing, battles would become a salt factory. Imagine all the kids who'll curse everyone in the entire battle when they get one-shotted right 2 seconds after they activate their Viking's Overdrive.
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I'll take the challenge of coming first in Juggernaut using: Shaft + M1 Hornet + only Eagle module. It'll be rather hard to do this without Striker protection because half of the players use Striker and it's just missiles all over the place. Also, I'm recording the maps I get put into for Juggernaut. I'm at 10. Planning to stop at 50.
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And this is my problem with Viking's Overdrive. It favours damage-increasing alterations. Like the example I gave for it on the "Let's Discuss Overdrive" thread with Minus-Field Stabilisation Ricochet. When you activate Viking's Overdrive, it shoots Minus-Field Stabilisation rounds and not regular rounds. This means that Minus-Field Stabilisation Ricochet has a direct advantage over Stock Ricochet with a farther range and a faster projectile speed. I encountered so many Railguns using that Overdrive and would two-shot me in less than 0.5 seconds. I witnessed so many Juggernauts die within seconds from that Overdrive combined with Railgun. They said that each alteration changes your playstyle but how does that change with Round Destabilisation? Was it supposed to make the player uncertain that they would get the kill or do high damage so they would be reluctant to come out in the open? That clearly isn't the case since so many of them go out into the open and one-shot any poor soul that happens to be in their way. I don't think any of Railgun's alterations change your playstyle besides making you more confident to go out which shouldn't be the case.
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That one guy explained this in the "Let's Discuss Shaft" thread.
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I instinctively press the shoot button twice. When it was first released, I had thought you needed to press the button once for both shots to fire, but that was thrown into the water when I saw that a Duplet user shot me once, turned around, realised I wasn't dead, then shot me again. I remember holding the spacebar in the Test Server a while ago and it only shot one shot. I just did it in the Test Server at FrozenRailgun is correct, it shoots both when you hold it down. It makes sense considering that when you hold down spacebar with Stock Hammer, it would shoot all of the shots after each respective shot reload. Duplet decreases the shot reload so it's only accurate that it shoots both by holding down the spacebar as well.
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I've been seeing that a lot recently. People are spelling the plural of words by adding an -'s. Why is that?
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Ok, now THIS is interesting. I was just in a Highland CTF battle with Titan + Incendiary Vulcan and I noticed something rather unusual. I would deal regular direct damage to them before I overheat but after I overheat, I no longer damage them directly, but I do heat up their tank. Basically, all I do is heat up their tank and the burning damage is the only damage I'm inflicting upon them. If this is what they're going to do with Vulcan during the next balance changes then I support it. Although it kind of kills itself against a player with maximum Firebird protection, at least now we'll be able to defend against it with one module instead of having to use two.
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OPEN Overdrives are being tested again.
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CLOSED Man, I was having a really good Molotov CTF game with Electromagnetic Accelerator "Scout" then all of a sudden, server connection close.
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I used Uranium Striker when I completed mine in a few hours. Sledgehammer Thunder is more efficient though.
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Only 5 ranks? Have you ever experienced a game where the highest rank in the battle is 11 ranks above you? That seems to be the farthest for most of us but some of us have seen 13.
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Please do the video. This is rather strange. Incendiary Mix has just been a confusing mess since it came out.
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I'm still being one-shotted but less frequently now. They are still annoying and the highest equip rate of the alterations.
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And a faster reload...and a wider cone angle...and has the ability to hit multiple tanks at once...
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I am appalled by the devs actions with Firebird and its respective alterations. Incendiary Mix originally dealt 50% more damage with the afterburn effect being removed and the energy consumption reduced. Then they suddenly changed it to 10%. In Patch Note 547, it stated that the energy consumption would be decreased again. They said nothing about the damage. I watched WoundedWarrior's video on Incendiary Mix saying that it was OP. I knew what 110% of 700 damage (M4 Firebird's direct damage) was. 110% of 700 is 770. 770/4 is 192.5. With double damage, it's supposed to deal 385 per tick at most. In the video, he clearly states that it deals 525 damage per tick (shot). What's 525*4? 1050. What's 150% of 700? 1050 What was the % increase of the damage that Incendiary Mix originally had when it first came out? 50% I didn't want to believe Tanki would ever flop like this again after their ignorance of allowing the Compact Tanks alteration to be as cheap as it was and clearly seeing what was happening but I went on the Test Server just now to take a closer look at Incendiary Mix just to make sure. I politely asked a player in a Parkour battle who didn't have protection against Firebird if I could shoot him for a bit. He gave me permission and I shot. I did 262 damage per tick to him. What's 262 *4? 1048 which is very close to 1050. So basically, Tanki is being very opaque about the mechanics of an expensive alteration of a very controversial turret. Tanki, why? I'm so fed up of them doing this. What is their plan? The Russian Wiki says that it's a 10% increase. Even the Russian Wiki got it wrong. What does that have to say about the game? It was 50%, then you silently change to 10% You buffed the energy consumption and now you silently put it to 50% again. What the f'ing hell Tanki. Stop being so opaque. We can't even trust that you'd make stuff balanced for us. You went and made something overpowered behind our backs. I just felt to punch my computer screen after I saw 262 damage per tick in the Parkour battle. I wanted to badly. I want to keep a slither of hope that Tanki is listening to us in this forum. Everyone seems to say otherwise but I give people the benefit of the doubt, even if they don't deserve it. They made the change to "Death Herald" Compulsator and it was a bad change because it makes sense to use that instead of Stock Railgun. Death Heral is basically Stock Railgun but with the ability to instantly reload after a kill. Was that to attract players to the alteration? I don't know. I called Cedric out about it but he hasn't answered since. I wonder why. Is it a case where CMs aren't allowed to answer questions like why the devs made a change? It just doesn't make any sense. Hopefully more players catch onto their BS in the near future because I'm tired of being in the dark, especially if it's something that concerns alterations that are supposed to be BALANCED but are BROKEN.
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I have a problem with Viking's Overdrive. I made sure to test this out before I logged off yesterday. I was using Ricochet with the Beserk alteration and Viking's Overdrive worked just like it did with Stock Ricochet. However, when I equipped Minus-field Stabilisation and use the Overdrive, it shoots minus-field stabilisation rounds and not regular rounds. This means that Viking's Overdrive works better with that alteration rather than with no alteration. This is bad. If alterations are to keep balance, then the projectiles should be reverted to stock Ricochet's projectiles for the Overdrive. As if it wasn't already better to use MFS instead of Stock Ricochet, Viking's Overdrive gives more of a reason to use it now. Also, Viking's Overdrive should charge the slowest or just a bit faster than Titan's Overdrive. Why the heck does Viking's Overdrive charge so fast? I thought Mammoth's Overdrive was supposed to slow it down? It increased my speed when I used it. On the other hand, I had a lot of fun using Wasp's Overdrive. I would use Shock Freeze and Freeze a Titan or a Viking, use the Overdrive, then drive away. :lol: It seems to do 8,400 damage I think. I remember that I kept seeing the number 8,399 when the enemy was close to the centre of the blast.
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I hate the way MM tries to balance teams in some battles. In terms of ranks, one team would have a team consisting of 3,1,3,1,3,1,3,1 and the other team would consist of 2,3,2,3,3,1,3,2. It's not to say that the teams are 1,3 which would equal 4 and the other team being 2,2 which would equal 4. No. It always has some sort of imbalance on the side with more 2s. Just look at this: Why am I even in that battle? I'm 2 ranks above the highest rank there. MM decided that to make it balanced, place one "strong" player with the "weaker" ones. The player 'lari' had already completed the challenge. I had seen him in multiple battles before this. In all of them, he was on the enemy team. They couldn't even bring him on my team to balance it, no. This was the end result: Who got left at the bottom? That's right, the lower ranks. The enemy team's ranks are, for the most part, close together. My team's ranks are spread out. How was my team supposed to compete properly?
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I used Hunter XT to show that they are by all means considered a buyer as they would have completed the challenge with the Battle Pass. It kills too fast. I'm honestly tired of seeing Freezes. They infest the low ranks and are more scarce in the higher ranks but are still powerful. They come first in almost any DM map, whether it be large or small. This one is purely normal and coincidental but they ALWAYS seem to steal the kill when multiple players are shooting at a target. The number of times I've seen a lone Freeze at the start of a MM battle come into my team's base then die with at least 90 points on the scoreboard within the first minute is not uncountable, but it happens way too often. It may not be so bad for you up in the Legend ranks but in the lower ranks, it's torture. Why else do so many players use it in the low ranks? They know that it is very strong. They know that it will help them dominate in battles.
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There was a time where you could have gotten M4 Freeze at WO2. M2 Freeze 10/10 + the Corrosive Mix alteration. They used to dominate Island battles back int he day. I always didn't like the Siberian Kit. I hate it now that I constantly see M2 Freezes and M1 Hunters below WO5 that are always upgraded to M3 and M2 respectively. I also see so many with Hunter XTs.
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I don't have the crystals for this. I'm also a Striker player so I use Striker as well. I invest in other turrets and hulls so I won't be stuck with one and have limited variety. Overdrives are coming soon and I'll be using Titan with Shaft. I would use Hunter with Shaft to defend my team's flag but I'll use Hunter with Striker more on the frontlines. I had to move around a lot in most of those battles as players were getting fed up and tried to assassinate me. I mostly stayed in one particular area on the map though. In one of those Serpuhov battles, a new Juggernaut had spawned on the opposite side of the map. Instead of killing all the players there, he went straight through the middle just to get to my vantage point and tried to kill me. Thankfully, two Freezes were nearby and finish him before he could kill me. I killed the freeze that didn't become the Juggernaut. The objective of the mode is to obtain the most kills. I don't expect to obtain the most kills with Shaft but I try my best by any means necessary, even if it means to camp somewhere.
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