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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Saboteur Drone

    Equipment in the game go through balance changes. What you see in 2018 isn't necessarily what it will be years later. Mines have a delay before they are put on the battlefield. Currently, it is 0.1 seconds for a normal mine. The extra mines placed by Saboteur have up to a 4 second delay to appear. So when you activate the drone by placing a mine, the extra mines will "appear" 4 seconds later. That may have been what you saw.
  2. TheCongoSpider

    Saboteur Drone

    Unless you can give me modern proof of what you are seeing, I will have to conclude that the two below may have been what you saw.
  3. TheCongoSpider

    Bugs and Glitches Reports

    Because your drone got hit with a Jammer application. Jammer does 2 main things: Prevents you from starting the activation of your Overdrive Forces non-passive drones on a cooldown equal to the duration of the Jammer application When the Polarization from your repair kit removes the Jammer icon, it removes effect #1. You cannot remove effect #2. Your non-passive drone was put on a cooldown, just like it is when you manually activate it. In order to get your extra boost, you need to activate the drone. When a non-passive drone is on cooldown, it cannot be activated. Most turrets have short Jammer durations so you won't be noticing what you tried to report here. You will see it more with long-duration applications. Those come from Wasp (9 seconds), Hornet (7 seconds), and now with the recently buffed Jammer Railgun (9 seconds). Jammer may not be a directly powerful status effect like EMP or AP, but you see here the inconveniences it can cause in the heat of battle.
  4. TheCongoSpider

    Saboteur Drone

    Do you remember the first you saw this happen?
  5. TheCongoSpider

    Saboteur Drone

    Can you give me a time period? When was the last time you saw this?
  6. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 13/10/23 With 60 units of additional damage enhancement: Tesla: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Hammer: Will one-shot unprotected light hulls with the normal damage Will one-shot unprotected medium hulls with the critical damage Duplet will instantly kill unprotected heavy hulls AP Hammer will kill a medium hull with DA with critical + normal hit Blunderbuss will start one-shotting unprotected medium hulls with the normal damage and critical damage Large Calibre Pellets will start one-shotting unprotected medium hulls Assault Magazine will instantly kill a medium hull with DA with the normal damage if all pellets hit Ricochet: Helios' initial burst will start killing medium hulls with DA Thunder: Will start one-shotting unprotected light hulls with the normal damage Will start one-shotting unprotected medium hulls with the critical damage Small Calibre Charging Machine will now 2-shot unprotected medium hulls Corrosion Shells will kill a medium that has DA with critical + normal hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 68m (from 89m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 103m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 1.4m (from 3.28m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 4.61m (from 6.5m) Vacuum Shell will start one-shotting unprotected heavy hulls at 7.82m Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls High-Precision Aiming System will start one-shotting unprotected light hulls with the normal and critical damage Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive Striker: Will start one-shotting unprotected light hulls with the normal damage Will start one-shotting unprotected medium hulls with the critical damage Will kill heavy hulls that have DA with a salvo AP Striker will kill a heavy hull with DA with critical + normal hit Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage Railgun: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage Will 2-shot a heavy hull with DA with normal + critical damage Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage Scout will start one-shotting unprotected heavy hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage LCR will start one-shotting medium hulls with DA with the critical damage Round Destabilisation will 2-shot a medium hull with DA with normal + critical damage Gauss: Will start one-shotting unprotected heavy hulls with the salvo The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m) Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected medium hulls with the arcade critical hit Will kill a medium hull with DA with arcade + salvo Large Calibre will start one-shotting unprotected light hulls AP Gauss will be able to kill a medium hull with DA with critical + normal hit Magnum: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 6m (from 8m) The range at which Vacuum Core starts one-shotting unprotected heavy hulls is reduced to 8.5m (from 11.5m) Vacuum Core will be able to one-shot a medium hull with DA at 13.6m Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Will start killing unprotected heavy hulls with a normal + critical hit Will start killing heavy hulls that have DA with a fully charged sniping shot Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot AP Shaft will kill medium hulls that have DA with a lowly charged sniping shot + arcade shot Scorpion: Will start one-shotting unprotected medium hulls with the critical damage Will kill medium hulls with DA with normal + critical hit Missile Launcher Spear will kill an unprotected heavy hull with the salvo Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Swarm will kill a medium hull with DA with the salvo Missile Launcher Swarm will kill a heavy hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with the salvo
  7. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 13/10/23 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Will 2-shot unprotected medium hulls with normal + critical hit Electroturret will instantly kill an unprotected light hull with the ball lightning Hammer: Will one-shot unprotected medium hulls with the critical damage Will kill a medium hull with DA with normal + normal + critical hit High-Capacity Ammo Clip will kill a heavy hull with DA with the full clip AP Hammer will kill a medium hull with DA with critical + normal hit Large Calibre Pellets will start 3-shotting heavy hulls with DA Blunderbuss will start one-shotting unprotected medium hulls with the normal and critical damage Ricochet: Will need at least 1 fewer shots to kill medium hulls Thunder: Will start one-shotting unprotected light hulls Small Calibre Charging Machine will now 3 shot unprotected heavy hulls The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls at 118m away The range at which Vacuum Shell one-shots unprotected light hulls is decreased to 2.4m (from 3.33m) The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 6.1m (from 7.5m) Vacuum Shell will one-shot an unprotected heavy hull at 9.81m Smoky: Will start 3-shotting unprotected heavy hulls Supercumulative Rounds will 2-shot an unprotected heavy hull with normal + critical hit Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Striker: Will start one-shotting unprotected light hulls Will kill a heavy hull with DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem will instantly kill a light hull with DA Faust will kill a heavy hull with DA with a salvo if all missiles deal normal damage Scorpion: Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Railgun: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage Large Calibre Rounds will start one-shotting unprotected heavy hulls woth the normal damage Round Destabilisation will kill a medium hull with DA with a normal + critical hit Scout will kill a medium hull with DA with normal + critical hit Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core one-shotting unprotected medium hulls is decreased to 7m (from 8m) The range at which Vacuum Core starts one-shotting unprotected heavy hulls is decreased to 10m (from 11.5m) Shaft: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Short Band Emitters will start one-shotting unprotected light hulls Will be able to kill heavy hills with DA with arcade + fully charged sniping shot Gauss: Will start 2-shotting unprotected medium hulls with the normal damage Will be able to kill a light hull with DA with normal + critical hit Large Calibre will start one-shotting unprotected light hulls with the normal damage Super Solenoids will kill medium hulls with DA with arcade + salvo Adrenaline: Striker will start one-shotting unprotected medium hulls with the critical damage at 59% HP Scorpion will start one-shotting unprotected medium hulls with the critical damage at 59% HP
  8. TheCongoSpider

    Ideas for Augments!

    Ricochet's range was increased from 60m to 90m many months ago. And Voltage's suggestion doubles that reach, which would be 180m.
  9. TheCongoSpider

    Ideas for Augments!

    It is a set number. At the moment it is 10 bounces. Adding 100% would mean the augment will be able to bounce the shot 20 times. That change will hardly do anything in practice. There aren't many scenarios where you'd need more than 10 bounces. Main place you'd want something like that is if you're defending long tunnels like in Industrial Zone or in the Siege map.
  10. TheCongoSpider

    Saboteur Drone

    How often do you still see this phenomenon? Do you remember the usernames of players you saw doing this?
  11. The main objective is to win. To win, you must destroy more Juggernauts than the enemy team. It is an inherently offensive game mode. No one wants a tug of war between 1 Juggernaut and 9 healers for 12 minutes and you know that. Low score for healing the Juggernaut acts to dissuade the action of dedicating healing to it. If you're doing it, you're doing it for the team's benefit and not primarily for yourself. I healed Jugs as well and I don't care. It is fun for me to see how much my healing can sway the end result of the battle. Some Juggernauts thank me. Some don't, but that's not a problem to me. I don't do it much right now because of the recent drone changes but I still do.
  12. Refer to this topic -> https://en.tankiforum.com/topic/397411-how-is-bonus-dmg-and-bonus-armor-calculated-in-game/
  13. TheCongoSpider

    Saboteur Drone

    In order for me to properly answer your question, I need to ascertain what exactly you saw. I am asking you again, where and when did you see Saboteur drones placing more than 10 mines at once? The only instance where 10+ mines were placed at once was in a recent YouTube video showcasing the new hull augments on a Test Server seen below. That is not in the game and that is subject to change upon official release. Another possibility is that you saw months-old gameplay of the Saboteur drone before its mine count reduction. But that only gave you 9 in total (1 + 8). The last possibility is you mistaking multiple rings of Saboteur mines to be one singluar ring.
  14. TheCongoSpider

    Saboteur Drone

    Where and when did you see this? Give a specific date.
  15. TheCongoSpider

    Double supply

    Those are the status effect indicators for extra strength of a certain supply. Every drone innately increases the strength of Boosted Armour and Booster Damage. A drone can further enhance that strength by a separate amount. An extra brown icon means extra armour. An extra red icon means extra damage. An extra yellow icon means extra speed. They each have their own counters in the form of status effects. Extra armour can be temporarily nullified by the Armour-Piercing status. Extra Damage can be temporarily nullified by the Freezing status. Extra speed can be temporarily reduced by being fully frozen by the Freezing status effect. There are also the universal counters to each of them, the Jammer status which removes the extra supply until it is reactivated by the victim, and the EMP status, which removes all of their active supplies and puts it on a cooldown. Defender and Crisis can give extra armour. Booster and Crisis can give extra damage. Trickster and Crisis can give extra speed.
  16. TheCongoSpider

    Tanki Online V-LOG: Episode 491

    No it wasn't.
  17. TheCongoSpider

    Missions unavailable

    I'm not any more knowledgeable on this topic than anyone else here. Only the devs know what is coming and when it will be coming. Look out for the announcements in the future for them.
  18. TheCongoSpider

    Missions unavailable

    Contract missions have not been instated yet. For now, ignore that section.
  19. TheCongoSpider

    Tanki Online V-LOG: Episode 490

    Did you notice that this event did not have increased exp or crystals?
  20. TheCongoSpider

    Stun missile nerf discussion.

    What turret are you talking about here? Striker's Stunning Missiles augment stuns the player for 1.5 seconds with a decently high critical hit rate right now (as long as you have high accuracy).
  21. TheCongoSpider

    Wild West

    You're asking them to give away multiple different rewards for free stuff at that point.
  22. You're looking at Vacuum Thunder there, not Vacuum Magnum.
  23. TheCongoSpider

    augment not working

    You now need to be affected by the burn status yourself if you want to ignite other players with your Vulcan. Heat Immunity won't let you do this because it won't let you burn at all. If you want to continue using Incendiary Band, use it with the Heat Resistance augment if you have it.
  24. The meer existence of Vacuum Magnum is nonsense.
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