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Everything posted by TheCongoSpider
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That's the Tanki Client, right? This started happening to me a few days ago. My game would be normal and then all of a sudden, it freezes on one frame and then a few seconds after, my screen contrast intensifies, tells me the client isn't responding and that I had to close it. There's no warning, it just happens. What's annoying is that most of the time it happens, my Overdrive is >80% so it pisses me off that I have to start all over when I reload.
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Today: 125x Double Damages 125x Double Armours 3,500 Crystals 5 Gold Boxes
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If I remember correctly, the RU faction came dead last because they had more than twice the amount of members that the EN, DE and PL factions had combined. If I also remember correctly, the Wolves also came dead last in their war with Bears coming second and Lions coming first. What are you even saying?
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But only once.
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It unlocks at the rank of Colonel with a pricetag of 120,000 crystals.
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valid Protection modules decrease 10-15% the impact force of the weapons they are protecting
TheCongoSpider replied to Strikechard123 in Ideas and Suggestions
If you do the calculations, you'd notice that Shock Freeze and Stock Freeze have the same damage output of 6,300 damage when they empty their energy tank. Being hit by a Shock Freeze is like being hit with a Stock Freeze while you have double armour activated. Bought it at 30% off as well. It slides a lot more than I remember it doing but it's still stable. -
Oh...my...god. I have an idea as to why the maximum temperature limit is increased by 100% for the Compact Tanks alteration. If it's for what I think it's for, then it's stupidly unbalanced. I have to experiment a bit to confirm this though.
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Valid Shaft's fully scoped mode - ability to see active drugs.
TheCongoSpider replied to Desty in Ideas and Suggestions
The range on the arcade shot, in my opinion, is rather short. It's short to the point where I could be dealing 550 damage consistently within the range, then as soon as the enemy comes out of that range slightly, I'm dealing <200 damage. I also don't like that instant drainage of the energy bar no matter the power of the shot. If that mechanic is meant for balance, then I'll tolerate it. -
What you're talking about here is how many ticks of afterburn damage will happen after the third shot is fired. By that time, 3-4 ticks of afterburn damage had already been dealt between shooting the 1st. shot and right before the 3rd shot. So yeah, it's an upgrade, not an alteration.
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Yup, I got it for the 2nd time in a row now to do even though I didn't want it on this specific account. Ah well, I bought M3 Hunter so now I can comfortably move around the DM maps to complete this. :)
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There is still the bug where a charged sniper shot (often fully charged) would deal arcade damage. I remember players reporting this since Halloween but it hasn't seemed to be rectified. It only affected me once every 4 battles but yesterday, it 5 times in one battle. It really brings down my turret's contribution to my team's victory, especially in a crucial scenario.
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I think this should be in the Bugs and Glitches Reports. I've been experiencing this over the past few days. Only yesterday did it happen more frequently than before.
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It's hard to actually see it but one Oliver has a common "L" and the other has a capital "i". https://ratings.tankionline.com/en/user/Oliver https://ratings.tankionline.com/en/user/OIiver
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Ironic.
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Honestly, I had a liking for Firebird M2's design since I first saw it in 2014. Something about the jumble of metal on top of it made me think it had the most intense flame out of each of the modifications. I remember thinking that the jumble of metal looked a little bit like lava overlapping on itself a little bit which added to Firebird's nature.
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I don't know the exact mechanic of the damage when the first tank in a line of tanks you shoot has protection against Railgun protection but this is basically it. You have 5 tanks lined up. You shoot them with a Hyperspace Round. Damage dealt: First Tank: 1000 Damage Second Tank: 2000 Damage Third Tank: 4000 Damage Fourth Tank: 8000 Damage Fifth Tank: 16,000 Damage This is assuming that none of the 5 players getting shot have Railgun protection.
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I noticed a weird pattern. Maybe it's just coincidence but I don't know. I played a lot of battles yesterday and this morning. Yesterday, I pressed Quick battle and it sent me to a CP battle. No biggie (CP is my least favourite mode). But after finishing every battle, Quick Battle loaded me into a CP battle 9 times in a row. Now, I would have had a serious problem with this if I wasn't using Shaft. Using Shaft was the only thing that made CP fun on that account. This morning now, The same spell happened where Quick Battle put me in 6 CP battles in a row. Again, I was using Shaft but it was annoying to be put into my least favourite game mode more than 2 times in a row. It's hard to say that it was all a coincidence but may it wasn't. Who knows?
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Couldn't remember the dates of each but I remember what I got from the past week. I also caught some container golds which gave me more results than usual. 125x Double Armours x 3 125x Mines 125x Double Damages x 2 125x Speed Boosts x 2 100 of all Supplies 25,000 Crystals. All of the container golds I caught were commons. :(
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valid Protection modules decrease 10-15% the impact force of the weapons they are protecting
TheCongoSpider replied to Strikechard123 in Ideas and Suggestions
Firebird and Freeze's protection module decreases the heating and cooling rate of the turret. It still gets to maximum and minimum temperature, it just takes longer to do so when the target has protection against them. If I remember correctly, it used to do what howitzer is suggesting. Players with 50% Freeze protection were able to fight back as the minimum temperature was increased to .5 (presumably) and it looked like they were barely frozen at all. -
This was the first alteration I bought for Hammer when I bought Hammer M3. It DOES NOT need a buff. I barely noticed the increased pellet spread. A simple way to counteract the increased pellet spread is to rock your tank (initiate reversing) right before you shoot. That seems to make almost all of the pellets connect with the enemy. You need two types of protection against a Dragon's Breath Hammer. That alone tells you that it's powerful already. Each pellet from a Dragon's Breath Hammer ignites the target 3.3% of maximum temperature. If all pellets connect, then you've ignited the enemy at 29.7% of maximum temperature. With this, it is just barely below 30% which would give a 3rd tick of afterburn damage. This is why you see that the enemy is still a bit red but yet doesn't give you that third tick; it's literally sitting on the edge of that 3rd tick. Overall, I think this alteration is a slight upgrade to Hammer instead of an alteration. It's unlikely to do the last part as afterburn damage is currently locked at 300 damage/sec. I do not think the alteration needs a buff. It's already cheap; why make it more powerful than it already is?
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"Noob" I'm tired of seeing that damn word in every low-rank battle. I'm tired of seeing that damn word in this game in general.
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Players these days, in general, are selfish (from what I've noticed). Using Hyperspace Rounds requires cooperation from at least one of your teammates. I'm a generous person. I know the mechanics of all the alterations, especially Hyperspace Rounds. Whenever I see a Hyperspace Rounds user, I make sure to get their attention by flicking my Isida beam on their tank and going in front of them. Hyperspace is a blatant upgrade to Railgun. Just one ally being in front of your shot could be the difference between a victory and a defeat for your team. The unwritten drawback of this alteration is that it's hard to get your teammates to cooperate with you to destroy the enemy team or to achieve the highest efficiency for your Railgun. The damage doubles even when it goes through teammates so all you need is one to be able to one shot players without protection against you. If you cannot get your teammates to cooperate, then try to snag two enemies with one shot as many times as you can. In 1v1 situations, it is not too different from Stock Railgun as the average damage for Hyperspace Railgun is only 80 damage lower than that of Unaltered Rail. The only thing that's noticeable is the impact force decrease but it still packs a punch against Vikings and light hulls. If the terrain and the prop positions permit it, I suggest staying behind a teammate (preferably a Hunter, Dictator or heavy hull) and shooting them. Before you do this action, however, you should look at what turret they're using. Refrain from doing this to Shaft users unless you know that they are not in Sniper mode. Refrain from using them when they are in Sniper mode. It is recommended to do this to players using medium to long-range turrets. I highly recommend using Hyperspace Railgun on the map Parma. You find at least 2 enemies in their base on that map. When 6 of them are there, you can usually line up 4 enemies in your shot and you can kill the last two. You have other M3 turrets you can use. Utilise Hyperspace Railgun only when needed.
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It's honestly kind of sad to see this. I see players like Cowboy too often in the game. He used M2 Railgun and M2 Viking with the Round DeSTUPIDilisation alt. He's getting mad because I'm killing him and his team is not magically jumping in front of him when one of my team's Shaft's laser is shone on him. I hate seeing players like him. They're the ones maintaining the unneeded toxicity in the game. That part when he said "see ahaha'", I had shot him with full power but stock M2 Shaft can't one-shot a stock M2 Viking. He found it fit to point that out in the most obnoxious way. Then he said "ez win" although it was my team who had won. These people honestly confuse me and it's very pathetic to be like these people. What fun do they gain from this? Continuing the stereotype...it's not surprising:
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@Jameden I think the highest amount of kills I got in a MM battle with Shaft is 34. Anyways, I love it when they curse you. I just put a smiley face when they send me profanities. I only respond when they call me a hacker. Another factor to your success is that you are being placed with ranks lower than you. I wanna see how good you do when the ranks are higher. It'll be harder but it's satisfying to kill the higher ranks when they underestimate your Shaft's power. :)
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The way I see it, all turrets should be able to dominate in DM depending on how lucky they are. I can see Shaft and Vulcan being a small exception but I don't like that Freezes are the ones that are constantly coming first in DM, often with a large gap between them and 2nd place. That is the only thing that's keeping me from ranting even further about Freeze; it is a melee-ranged turret meaning it should have good damage up close but honestly, it's just too much. This is just from my perspective of being on the receiving end of them. You may have had experiences with the Freezes being dominated by other turrets but this is just my experience against it.
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