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Everything posted by TheCongoSpider
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Well, this was on the Wiki. It is the most trustworthy source for information but due to the devs' transparency issues sometimes, it may be hard to keep updated with the right information. It's sad that they took away the rent feature so we couldn't have noticed the decreased damage before. Even if they didn't give us the rent feature, they should have kept the effect descriptions so people wouldn't be confused. I understand that Wikis would be a reliable source but for me, they aren't and are subject to being outdated. Firebird is just a big mess right now, by itself and its alterations. For this, there was no damage nerf when it came out. I specifically remember just a few days later, they put out the first balance change for the new alterations. The damage nerf was a part of that. If you would like the proof, check the Web Version's Patch Update 534. I have one screenshot of a player who had alteration before it was nerfed. That thing gave you 10 ticks of fire damage if you were being shot with it for 1.25 seconds. Anyone it touched would be doomed to die. Now, you need to be shot for 5 seconds to get 10 ticks of fire damage. It feels like it's actually 3 seconds but whatever. At least it isn't how it used to be. Yes, I agree misleading information affects purchases and I was very displeased when I saw Incendiary Mix being a 10% increase and not a 50%. If it's like that, then that means Compact Tanks has been selling for way cheaper than it was supposed to and Incendiary Mix was severely overpriced. Given that Firebird itself is too powerful right now, I'd say the devs did this on purpose; this whole firebird thing on purpose actually. You can't do that and not realise that you messed up which alteration was supposed to be for which price for 2 and a half months.
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It's asking what I play most and not what I like to play so I chose Capture the Flag. I've been avoiding Control Points unless I have a mission in it. I wouldn't willingly play that if I have no missions to do.
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Maybe because 100 damage below Maximum damage is still good? There's a slim chance to do it anyway.
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Maybe not too often.
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I understand. Still though, it's noticeable and makes me want to question what was in those patch notes. Doing it one by one and then skipping 3 does seem a bit unusual.
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Well since you have it M4, it would be great to buy it. Tell us what you think of it after using it for a bit.
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A friend who lived closeby told me I should try it. I own his account now as he doesn't play anymore.
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Do I really have to convince people that Sledgehammer Rounds for Thunder is OP; if not OP, then unbalanced in a positive way for Thunder? Like seriously, it's letting you shoot a lot faster just for maybe a 100-250 average damage decrease. Why are people saying this alteration is trash? Here's an example of one. It's not a good example of what I'm trying to convey but here it is. Deadmau5 was the Sledgehammer Thunder. Coupled with me healing him from time to time, he was able to get 37 kills and no deaths. While I was with him, I would look at how fast he took down unprotected enemies and enemies with double armour. It shoos almost like M4 Smoky with only about a 200 damage decrease per shot. He probably had Thunder M3.5 but let's assume he had M4. At mid-range, he would be doing about 830-900 damage on average per shot. If you put that side by side with an unaltered Thunder, the sledgehammer rounds would kill their opponent faster. The only thing that Sledgehammer really does is make you go out of the new Maximum Damage Range so you wouldn't be able to potentially one-shot unprotected M4 light hulls. If stats aren't enough to convince you then just being a high rank and looking at what the high-rank Thunders are using, you'd notice something. 70% of high-rank Thunders I encounter have the Sledgehammer alteration. I wonder why that is? Maybe because they realise they get better results from it? Or maybe because they know it's an upgrade in the form of an alteration? I guess we'll never know. In high-rank DMs, almost all the Thunders in there are Sledgehammers. They get to shoot faster but they lost a little bit of damage, that's a win for them since it means they can kill-steal more efficiently now. Honestly, anytime a Sledgehammer Thunder starts shooting me from behind and I'm in the open, I just accept death. there's nothing I can really do being a melee or short ranged turret because the Thunder could just drive away from me while shooting me like a goddamn Smoky. Players need to see that this is an upgrade. It helps in 1 v 1 supply fights because you can interrupt a Repair Kit's healing earlier and save yourself a shot compared to unaltered Thunder.
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I also don't see where they're lying as well. If you're talking about the fact that it doesn't state that it increases the Energy consumed by the shot, then you're wrong; They aren't lying. If you are to increase the reload for Shaft's Arcade Shot, then obviously, the energy required for one shot would be increased. It didn't need to be said within the description seeing saying "the reload time is increased" is more understandable than saying "the energy required for a shot is increased".
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Well...you can't combine them. And if you're talking about Cyclone alone, do you think that all enemies would stop in their tracks to let you lock onto them? No. Many times, I've had my reticle disappear right before the end because they got behind cover. Not everyone is out in the open you know. Even if you complete the reticle, it is not like Thunder where the shot would instantly impact them. No - it has to travel a distance before it gets to its target. That also gives the enemy more time to retreat between cover. The time for that is not much but it saves your life. This also conveys that it is relatively more necessary to never take your laser off of a horizontally parallel fast hull or a perpendicular-to-your-verticle-stance fast hull as you will lose precious time in your reticle to take out the target before they reach to cover and that isn't good since you have to lock on for more than 4 seconds. And really? Combining that with Uranium would only make sense in Juggernaut. The missiles would be so slow that anyone could get to cover before they reach. Having 8 Uranium missiles in a salvo is complete overkill by 2x in most cases. 4 is enough. Why would you use 8 slow moving missiles when you can use 8 fast moving missiles. The enemy knows they're being locked onto; they would look for cover immediately. If an experienced player realises that the laser is on them for longer than expected, then an experienced player would realise that the Striker has Cyclone (and in this case, mixed with uranium) and would even more hastily get out of there because Cyclone is basically a confirmed kill if you don't have protection. That's what I think Cyclone's purpose is for. If your target is out in the open, you'll get a confirmed kill but you'll have to wait longer to lock on compared to unaltered Striker. Sometimes, it would take a salvo and 2 missiles to kill the Juggernaut. It's not always a confirmed kill when they can use their overdrive at any time and they may have many upgrades on their hull to boost their HP. I didn't want to post that long reply about alterations earlier because I had a feeling it would make people go off-topic. I just used that to show how some alterations, compared to others, are upgrades to further make my point on my earlier post talking to @splitterpoint.
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What happened to Patch Notes 535-538?
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I'm not sure if you're one of the many players who doesn't fully understand the downside of Sledgehammer Rounds but the overall range is not decreased by 90%. Only the Maximum Damage Range is decreased by 90%. You will still have 100% Minimum damage range. I see you used 15 meters. That is not the Maximum Damage Range you were looking at. You were looking at the Minimum Damage Range which is what a lot of people do. The range you'd have to be in order to hit a target for the maximum damage attainable is 10m or less. Since you have 100% Minimum Damage Range, you can still hit within your Thunder's damage range after 10m. The weak damage would only apply if the target is further than 150m which is a pretty far distance when you realise that most Thunders shoot you within this range...well, in my experience with them at least. So yeah, a 30% decrease in reload basically puts it almost on par with Smoky's reload which I think is insane. Sledgehammer has more DPM than unaltered Thunder which is why it is always good to have this alteration equipped if you have it. Since a Thunder is usually away from melee range, they wouldn't be able to do the maximum damage but they can still do the minimum damage. The reload time decrease MASSIVELY outweighs the damage decrease. People aren't seeing that. I knew this would cause confusion so I asked one of the Wiki's Moderators to change the Effect description of Sledgehammer Rounds from "Range -90%" to "Maximum Damage Range -90%" so it would avoid confusion, which they did. It still seems like it causes confusion so I guess that was for nothing :/. Also, I consider Thunders in the high ranks (Marshal to Legend) who use Subcalibre Rounds to be throwing the match. I would usually give them the benefit of the doubt and say that maybe they're testing it out in MM but 5 out of 6 of them that I saw doing it wasn't turning their turret so that was that :/. The last one I actually admired because he was turning his turret and was actively going for the flag meaning he can escape without inflicting too much damage to himself. The other 3 were trying to play TDM. I see that as the way to play with Subcalibre Rounds, going for the flag.
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3,500 crystals x 4 125 SB x 2 125 Mines x 3 125 DA x 2 10,000 crystals
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How would this affect turrets like Firebird, Isida and other Freezes? Would it increase the amount of time it takes for 1 tick of damage to be done after another when they're attacking you or your ally? Would it slow down the clip reload for Hammer? Would it slow down the reloading speed for Thunder, Smoky and Striker? Would it prolong Vulcan's firing rate? By decreasing it's firing rate, you're decreasing the amount of ammo it is using, therefore, it would shoot longer. When a Shaft is charging their shot, and a Blast Freeze is shooting them, would the shot take longer to charge? When attacking a Railgun with it, would it increase the shot delay for the Railgun if they're trying to shoot you? Having it have -75% Cone Angle makes it seem too much like High-Pressure Pump. There may have different buffs but I think High-Pressure Pump should be the only alteration that decreases the cone angle. High-Pressure Pump having the decreased cone angle makes logical sense seeing that the pro is more high consistent damage from farther because the flames are more concentrated. The Idea itself is pretty good but I don't think the middle rankers would be comfortable facing that. With MM rank brackets being wider than Kim Kardashian's hips, I don't think the Warrant Officers would appreciate that.
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That's exactly how I thought it was when it first came out. I only realised that wasn't the case when a guy using it had shot me, waited 2 seconds, shot me again and then proceeded to reload. Kind of the same thing for Autocannon Smoky. Since the Autocannon Icon showed 5 shells, I thought it shot 5 shells over a period of 2 seconds for it to then reload for about 1 or 2 seconds until I encountered one in a Halloween DM battle and realised it spammed shots. Many may not agree but the clip reload time needs to stay decreased. The fact that you have less ammunition in your clip means that you should be reloading faster than an unaltered clip. They have the two pros of the alteration making sense, it just needs another downside to balance it. An obvious idea could be to decrease the damage and increase the recoil. You're giving a shotgun the ability to fire two shells at lightning speed compared to its stock counterpart. Why would you not want to decrease the damage? The reload time should stay decreased. Nerfing its range and impact force makes sense.
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What positive things do you want to see in Tanki Online?
TheCongoSpider replied to KariWolves2 in Archive
True. Did they ever tell us how the gold box dropping mechanic for MM works? They said they removed the fund but gold box drops before MM were dependent on the fund. How does the system drop the gold? 100th post. -
I only see, on average, 1 - 2 Magnum players in a 16 player MM battle. They aren't that common but it's also good to protect yourself against them.
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I opened 5 together yesterday. 4 were commons and the last one was an uncommon. Meanwhile, we got fellas out here getting a Legendary and an Exotic out of opening five containers all together. At least they weren't all commons; Then I'd have a big problem.
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I'm stopping at 40%. It's not gonna really save me that much when there's two circling you. I'll go up to 45% with Magnum though. It really sickens me that all high-rank hammers are Duplets. Not one Adaptive Reload user in sight. A 4.0 - 4.4 second reload time is too short.
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And M1 Modules seem overpriced anyway. Unless you have a butt load of spare crystals, it makes no sense spending at least 30k just to get 5% more from 10%.
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First time I've won a Legend-majority-filled DM battle with such a lead.
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That's one of the easier weekly missions in my opinion. I've gotten the 500 kills mission 5 times in a row now.
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When an Isida doesn't heal you 0.00024213 seconds after being in range.
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For me, it's a mixture of habit and not minding the updates. Last year October, I was also playing a mobile game but my phone got stolen so basically, all I have right now is Tanki. It's a good thing I decided to check out the forum more often otherwise I'd be really bored out of my mind when I had nothing to do in the game.
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At this point, I see more M2 Freezes than Firebirds in the low WO Ranks.