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Everything posted by TheCongoSpider
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A lot of surprising answers. It's great that he's up front about many of the concerns for the project and giving us valuable information about the the state of it. I've always said the lack of transparency breathes an awful atmosphere in the game.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Many things. Containers: There were silent changes made to the drop rates of containers throughout 2023. To know more, you can read through this topic in your own time. Events: I do not know if you were able to claim it, but due to the extended downtime the game had late last year, they gave out a massive token of apology. Including up to 3,500+ Tankoins, 50 normal container, 30 ultra containers, trick or treat event currency, 10 weekly containers and 3,000 stars to instantly complete the challenge, as well as a special challenge at the time with increased rewards. With that, the Tanki Fund that was active at the time filled 3x the maximum and a large part of the playerbase would have had thousands of Tankoins to spend. There was an Arcade event that was basically free rewards depending on the faction you were in. Those consisted of 3 Scorpion augments and a Thunder augment. After that, there would be events with entry fees throughout the year as well has 2 other Tanki Funds. The first was filled with Pulsar augments and the 2nd had a bunch of different rewards but that Fund did not do well. At the moment the Trick or Treat minigame has just started as you saw in the announcements. There is a Tanki Fund coming next month. Challenges: They now require 300 stars instead of 3,000 with stars gained from missions adjusted accordingly. Instead of completing missions throughout the duration, it now leans more towards stars gained in battles. Missions alone cannot complete the challenge. You need missions as well as stars at the end of battles. The upside is if you missed out on many days of missions, you have an option to grind the stars in battles yourself to finish it. The rewards have become somewhat paltry now. Not many crystals, no more augments or paints, instead you get 3 ultra containers in the free section. Battle Passes at the moment are not worth the amount of Tankoins unless the skin in the paid tier is something you really want. Game Balance: This year there has had a relatively large number of non-status augments come in, with possibly more in the next Tanki Fund. Overdrives A few received some changes. As for global changes, the manual charging rate parameters (OD charge gained from points in battle) now depends on the weight classification and hull modification. A light hull will gain the most OD charge for actions while heavy hulls gain the least. Paladin no longer gives immunity to burning and freezing, as well as it no longer applies the AP status effect to enemies. It applies Jammer instead. Wasp has had its minimum damage range tripled from 20m to 60m. The fatal radius of damage was increased considerably. It is now better at securing kills and weakening targets at a farther range. Ares had its passive charging rate reduced some bit but it is still obnoxious, especially in Siege. Drones Multiple drones were removed and what remains are Brutus, Mechanic, Defender, Booster, Trickster, Hyperion and Crisis. A few of the removed drones are coming back as hull augments. So far, most of the Driver augments were available in some way. They have started the chain of Blaster and Lifeguard augments with this Halloween event. Like Sporkzilla mentioned, the gameplay of the drones has changed a few months ago. No longer can you activate two of a supply at once after spawning, and the repair kit healing is now slower. Supply uptime was increased from 30 seconds to 40 seconds. Defender got a hefty armour buff. Booster got a slight damage buff. Mechanic can no longer quickly use repair kits one after the other. The upgrade level of the drone not only determines the strength of it but also the duration of the effect or the cooldown of the supply after duration. In short, a nerf for unmaxed drones. Saboteur has fewer mines per ring but can manually place them up to every 20 seconds now instead of every 30 seconds. Drones no longer consume batteries, instead they consume more supplies than they did previously. I do not like this change and like Sporkzilla, am really only using Hyperion or Crisis. The others are not bad, you will see people using every drone in the game and can do well with it. I personally cannot enjoy non-Hyperion and Crisis gameplay anymore. From what I saw, this update also seemed to increase spawnkilling. But that may just be me. Turrets Mentioned previously, there are more augments in the game, both status effect and non-status effect. I will go through each turret individually but first, the global change. Throughout 2023, every turret has had their critical chance parameters changed into a new template that makes it easier to understand. At the moment, your critical chance is either a certain number or it is 0%. What essentially happened was for many of them, the first critical hit comes a little less often but subsequent critical hits can happen much faster than before. If you feel as if you are being bombarded by critical damage left and right, that is why. The critical hit rate of most turrets were increased this way. Each turret and hull has a trophy augment that you can get after gaining 5,000,000 battle points. Firebird It was made overpowered earlier this year with enormous direct damage and almost endless longevity because of the fast reload. Mix that in with its practical Pulsar augment and it was hell to fight against even if it were just a melee turret. It has since had a number of nerfs to different parts of the turret and is in a toned down spot. There is an augment called Critical Mix that will be released in the future. Freeze It received a nerf that gave it something close to Firebird's energy paramaters and it was not satisfying to play. It then got a buff and is now a strong turret again. Its Pulsar augment was just given out to the winners of the Wild West event that ended this week. It still has high critical damage and removing the effects of boosted damage with the freezing status. Isida Not many changes. It received a buff in its healing energy paramaters which benefits most of the augments. It's still nothing scary. Vampire Nanobots was nerfed in January and isn't exactly a huge menace like it was when it released. Tesla It has lower damage but a faster firing rate so critical hits more often. The status Teslas benefit from this a lot. Its global critical chance change was an example of a considerable buff to its critical hit rate. So don't be surprised if a Tesla keeps applying a status on you frequently. Hammer Like Tesla, it received a rework early this year that reduced the damage but increased the overall firing rate. Its critical damage remained high as a nasty surprise. With the rework came the birth of Large Calibre Pellets (reverts the damage and reload parameters to pre-rework) and Assault Magazine, which is like Triplet Hammer with good sustained DPS. It was OP on release but has since been toned down multiple times. It received two more augments, Heavy Slugger, long range version of Slugger, and the current UC iteration reward, Hunter Duplet which is a long range version of Duplet. Its base range has remained untouched, unlike the other short range turrets. Ricochet Nothing much changed. Helios was nerfed but then got a slight buff a while later. Ricochet and Twins gained a longer range than Hammer. Twins Twins is always an enigma. It was the first turret to be switched to the new critical chance template and since then, it received two (unwarranted?) nerfs to it. Its status augments have a 50% critical damage penalty for some reason. Pulsar is not as overpowered as it was on release. Smoky It still has the aiming bug on PC but it should be a bit better now. It received a rework earlier this year that increased the firing rate and changed the critical chance parameters to resemble the other turrets. Nothing much else. It is 1 of 3 turrets that can advance critical chance on misses. Vulcan It received different changes this year. First it had its number of projectiles per second reduced but its damage increased to compensate. Then it had its rotation speed while firing become very slow as well as having changes to its energy and self-healing parameters to make it more friendly to players without Heat Immunity. That didn't go so well because the rotation speed being so slow made it hard to use. In the latest patch, all Vulcans now have 100% rotation speed while firing so it has the benefits of the previous updates but now it can actually hit things consistently. Pulsar which was not much of a threat before is a menace now. Striker It received a missile speed paramater reshuffling early this year as well as higher critical chance but lower critical damage than before. It received 3 new non-status augments. Missile Launcher Tandem, which is Missile Launcher Hunter but with 2 missiles instead of 1 and a long salvo reload instead of shorter. Missile Launcher Hydra, which halves the damage and significantly reduces the homing of the middles but increases the number of missiles in a salvo to 16. Missile Launcher Faust, which limits the range of the missiles to 40m (comparison Hammer has 60m reach) but everything firing rate wise is halved. It does nothing after 40m but is very, very strong within that range. Thunder Nothing has changed with it since June 2022 except the transition to the new critical chance template. Vacuum Shell was nerfed. Garage augments are still relatively bad and there's no reason to use them if you have Vacuum or Adaptive Reload. It is 1 of 3 turrets that can advance crit chance on misses. Scorpion It received a change to its missile flight parameters in the last patch. Stock salvos are easier to avoid if you are moving and the separate missile launcher augments are now more practical. All of the long range turrets where applicable received a significant range buff and their weak damage increased from 25% to 50%. They can deal their high damage at a much farther range now. It is 1 of 3 turrets that can advance critical chance on misses. Railgun Had damage drop off now but the damage is worth it. Same range buff as previously mentioned. It has a camping augment (Hyperspeed Rounds) but it scales well enough that it can even be used in smaller maps as long as the enemies aren't too close. Magnum It received some changes this year. Firstly it now has an aiming indicator but because of that, it's firing rate was nerfed. It received 3 augments. Incendiary Core which was obnoxious and gave 4 seconds of afterburn to anyone hit by any of its damage. EMP which was the same as AP Magnum. And Vacuum Core, which is statistically broken so don't be surprised if a camping Magnum one-shots your medium hull that had Boosted Armour activated from full HP. Incendiary Core was nerfed so it isn't as obnoxious as before. Shaft Nothing changed with it besides the aforementioned range buff. There is an Incendiary and Stun augment for it but you will rarely see it. Gauss Still the same as last year except they nerfed the firing rate of the salvo. It now has garage augments after 4 years, none of which are remarkable. It has the Super Solenoids augment that increases your salvo damage but your splash radius is very small. It has a Hyperspeed augment. The rest of the status effect augments will be added in the future, as well as an augment called Solenoid Cooling which will reduce damage of salvo but increase the firing rate. Terminator It has higher Railgun damage, more HP and as of the recent patch, the Juggernaut will deal explosion damage around it when it is destroyed. It also gets 1,000 HP for every box it picks up. Mine Its critical damage was decreased from 3,999 to 2,000 but its critical chance was increased from 5% to 10%. Modules: In order to get a module now, you need to be at General (rank before Marshal). They now cost 55,000 crystals and must be upgraded 45 times to reach 50%. The price for fully upgrading a module is 1,260,000 crystals. If you didn't have a module before that update and you're below General, they said they will give modules in future events. Missions: Daily missions and weekly missions are always the same now. You must complete all of them to claim the 3 containers that is in the supermission. When that is done, you have the option of completing encore missions which give a small reward for playing extra. This isn't friendly if you are managing multiple alternate accounts. And the encore missions are not worth doing. Special missions appear to no longer give ultra containers for each mission. They are now locked behind the supermission while the normal missions will be giving containers from now on. Another inconvenient change. Battles: There are bots at the beginner ranks. Some game modes had their scores for actions adjusted. For example in TDM and ASL, the score for a kill is now 20 instead of 15. Because of the challenge star change, battles are now 13 minutes instead of 15. -
That has always been the standard. Checkpoint 3 is the limit for the average f2p player. Checkpoint 4 could be reached if you have very good luck throughout all the laps. Beyond that, it is money.
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You will see this either on the Wiki or in a Vlog before the event is over.
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Yeah my bad. It gets added immediately. And the Wiki will be updated soon.
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It's not going to be in players' accounts until the end of November. And augments mentioned in patch notes are usually those that are added in Ultra Containers.
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Augments alter the parameters of the Stock turret. If the Stock turrets' numbers change, then so do the augments unless stated otherwise. I don't know if you were following the announcements, but there have been many balance changes to the turrets throughout the year, and one of those that affected all turrets was their critical chance paramaters. Their numbers were shuffled into something that is more understandable. For some turrets, this was a slight nerf in their critical hit ratem. For others, it was a buff in their critical hit rate. You seem to have either forgotten or not realised that the Stock turrets' critical chances also changed. Taking Tesla for example which you complained about, its critical chance scheme changed from 16, 0, 4, 8, 12, 16 to 15, 0, 15. That is essentially an increase in its critical hit rate and allows lucky Teslas to get critical hits quickly one after the other, which of course means status Teslas will be more potent. You asked me to play with Incendiary Mix and Pulsar. There is no difference. You have a 5% chance for a critical hit in most cases. But just because two turrets have a 5% chance does not mean they will both get critical hits at the same time or at the same frequency over the course of the 13-minute battle. You will have lucky battles and unlucky battles. There is nothing wrong in these two videos.
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You're somehow living 4 months in the past. The reduced critical hit rate for Pulsar was removed since June. The only standalone status augments that have ever changed any of the Stock turret's critical chance parameters were: Dragon's Breath (Hammer): April 2021 - April 2022 Wyvern's Breath (Hammer): August 2021 - April 2022 Panalyzing Rounds (Smoky): January 2021 - June 2022 Status Railguns: April 2021 - October 2021 Armour-Piercing Rounds (Railgun) - April 2021 - April 2022
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It sounds like you've completed the initial set of weekly missions and the encore weekly missions. There is a 3rd set that is only available to complete by players that have premium account.
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Be more specific, please.
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That's the problem there. The game has turned into something you need to play daily to properly excel in without dumb luck from containers. And the earlier you started playing that would have been the better off you are generally.
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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.
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It was increased from 5,000-20,000 to 7,500-30,000.
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Maxed Juggernauts have 30,000 HP.
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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:
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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.
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Just curious, what is the % protection you have for your Shaft module and Armadillo module?
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What are you talking about? All of the status augments in the game use the Stock turret's critical chance parameters.
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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.
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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.
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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.
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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.
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It does not have guaranteed critical damage. It has guaranteed status application every 3 shots.
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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
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