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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Questions & Answers - FAQ - Tanki Online Forum

    What happened to Patch Notes 535-538?
  2. TheCongoSpider

    Ideas for Augments!

    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.
  3. TheCongoSpider

    Container Project to Learn Reward Probabilities

    3,500 crystals x 4 125 SB x 2 125 Mines x 3 125 DA x 2 10,000 crystals
  4. TheCongoSpider

    Ideas for Augments!

    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.
  5. TheCongoSpider

    Ideas for Augments!

    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.
  6. 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.
  7. TheCongoSpider

    Let's Discuss Shaft!

    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.
  8. TheCongoSpider

    Tanki Picture of the Day - Have any?

    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.
  9. TheCongoSpider

    Which turret do you hate being killed by the most?

    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.
  10. TheCongoSpider

    Which turret do you hate being killed by the most?

    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%.
  11. TheCongoSpider

    Tanki Picture of the Day - Have any?

    First time I've won a Legend-majority-filled DM battle with such a lead.
  12. TheCongoSpider

    Tanki Picture of the Day - Have any?

    That's one of the easier weekly missions in my opinion. I've gotten the 500 kills mission 5 times in a row now.
  13. TheCongoSpider

    Let's Discuss Isida!

    When an Isida doesn't heal you 0.00024213 seconds after being in range.
  14. TheCongoSpider

    Why do you still play Tanki

    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.
  15. TheCongoSpider

    Let's Discuss Augments

    At this point, I see more M2 Freezes than Firebirds in the low WO Ranks.
  16. TheCongoSpider

    Which turret do you hate being killed by the most?

    The thing is, it's already stronger than the modules. And since it's stronger than the modules, players without the modules will continue to suffer unnecessarily.
  17. TheCongoSpider

    Extremely rare occurrances

    I remember two occurrences where the first part happened while I was playing in an XP BP battle on the test server many years ago. We both laughed at it in the chat. As for the second part, there was a day where, a good bit before the recent daily missions update, I needed a Repair Kit to complete the mission so I wouldn't go back to the 3rd week (I had missed a mission on the 6th day of the 4th week so I wouldn't have been happy if I missed it.). All I needed was just one Repair Kit, just one. The repair kit was falling,...falling...falling...falling. As soon as it touched my turret, server update. Man, I flipped out after that happened. If it was a container gold then It'd be worse.
  18. TheCongoSpider

    Let's Discuss Magnum!

    The firing speed is still fast enough and most of the Ricochets I encounter have this alteration. The range is double AND the projectile speed is doubled. This, just like Plasma Core Accelerators for Twins, is a great bargain. Since it first came out, I knew that 25% increase in reload time wasn't gonna be much of a downside. Edit: What do you mean you can't fight Firebirds, Isidas and Freezes? The range is double AND the projectile speed is doubled. You can kill them from far before they even reach you! Also, Ricochet's impact force is powerful so if they're using a light hull, they'll have trouble trying to even catch up with the Ricochet. Magnum usually dies to these Ricochets.
  19. TheCongoSpider

    Let's Discuss Magnum!

    ...I honestly resent the update they made to the splash damage of Magnum. I think it used to be proportionate to the damage the shot did and the distance away from the shot's centre the tank was. Now, I would hit just behind the enemy tank and end up doing so much less. So many times, I've aimed at a Viking or Hunter M2 and M3 Wasps/Hornets with minimal upgrades and I would end up hitting right behind them and they would only receive, with double damage activated of course, 1,200 to 1,800 damage. I guess it was intended for balance but I hate it when I miss a direct shot just 2 meters behind the tank. I miss out on so much damage.
  20. TheCongoSpider

    Let's Discuss Magnum!

    That's true. I just looked at the description for the alteration and it turns out, because of the wording, weak-minded players may interpret it as the mines lasting forever. "Remains at the hit spot, so somebody can go over it and blow it up." Yeah, that does sound like it stay's there forever. They didn't lie about it. There are only two effect changes for the alteration. It "lays mines" and the "Maximum damage -25%". It clearly stats both of them there. I'll agree that I hate that they removed the writing for the effects it does like when the turrets used to have 2 alterations but I guess they have to make money off of the people who care less about the mechanics they're changing. As long as it sounds cool I guess. I wouldn't consider all of the alterations upgrades. Some seem like decent trade-offs like: Firebird: High-Pressure Pump Freeze: High-Pressure Pump and Corrosive Mix Isida: Broadband Emitters (certainly better than saying Broadband Radiators) Hammer: Slugger and High-Capacity Drum (certainly better than saying High-Capacity Ammo Clip) Ricochet: Destabilised Plasma Smoky: Assault Rounds Striker: Launcher "Hunter" and "Cyclone" Thunder: Small Calibre Charging Machine (can't remember what it was previously called but I'm pretty sure it sounded better than that) Railgun: Reinforced Aiming Transmission and Large Calibre Rounds Magnum: Reinforced Gun Carriage (Honestly, I've encountered many players who know how to use this effectively and it amazes me. They mastered the decreased projectile gravitation and get direct hits on their enemies most of the time.) Shaft: Short-Band Emitters and Rapid-Fire Mode Now, these are the ones that are upgrades or the pros generally outweigh the cons. Firebird: Compact Tanks: Seriously, why should someone eventually die from being touched by it for 0.5 seconds?) Hammer: Dragon's Breath: A little bit of increased pellet spread doesn't make up for the potential 600 damage you'll be doing after) Duplet: No one needs an explanation as to why this is an upgrade) Adaptive Reload: Being able to get back 2/3s of your ammo after a kill for only a 20% clip reload increase seems lenient) Twins: All of them. Ricochet: Minus-Field Stabilisation: Apart from having a cool name, this increases Ricochet's effectiveness too much and the con is not easily noticeable. Smoky: All of the new ones except Supercumulative Rounds (No one needs an explanation why.) Striker: Launcher "Uranium": Heh, this seems Overpowered yet balanced at the same time. Striker has a hard time dealing with Protection Modules and this seems like the best way to counter it. Thunder: Sledgehammer Rounds: Seriously, this is the only way to play Thunder effectively in the high ranks. The downside isn't even that noticeable. Railgun: Heh, all of its new alterations, except Electromagnetic Accelerator "Scout", are basically upgrades and there's no denying it. Honestly, I hate that they made those alterations but I can see why since Railgun also struggles against protection modules and it doesn't help that they are almost unnecessarily abundant. Magnum: Mortar: yeah, being able to do a lot of damage while placing mines that almost all of the players don't have protection against seems rather powerful. The bright side is, the person has to actually miss and thanks to the splash damage update, the damage taken by the shot is reduced. So yeah, not all of them are upgrades but a good chunk of them are. Speaking of which...
  21. TheCongoSpider

    Let's Discuss Striker!

    Striker is not OP.
  22. TheCongoSpider

    Let's Discuss Magnum!

    Well, it wasn't necessarily wrong, it stated that it "lays mines". Many people were upset that it didn't last forever and I wonder why they were even upset. If it was to be able to last forever, that would break No-Supply battles. Alterations are for adjusting playstyles. Why would they allow a turret to do a lot of splash damage while laying mines that last until the Magnum is dead or it is run over? What would be the point of the mine supply then? They could've just shot at the floor 6-7 seconds and have a base full of protection while they shoot mines into the enemy base. All I'm saying is that people have to think about things first. Does it make sense? If it makes sense, how will it affect gameplay? If it affects gameplay, how badly does it do that? How good is it compared to the unaltered turret? People just look at alterations and think of the positive of it without thinking about the impact it would have and the mechanics of it. Basically, don't "speed". For reference, it means slow down and think about what you're seeing properly.
  23. TheCongoSpider

    Let's Discuss Shaft!

    One thing I love to do to Shafts when I use Firebird is fire at them directly at their laser, from the front or back, so they're completely blinded. I would feel bad for them after because this has happened to me many times when I used Shaft.
  24. TheCongoSpider

    Which turret do you hate being killed by the most?

    People play with sound enabled so they would be able to hear the mine being placed. I, by choice, am blind to this as I have sound disabled at all times. Many times, I've done this and they stop right before the mine. And most often, they would have compact tacks so it's a win for them anyway. Most of the Compact tanks I face are M3. If they even touch me for 0.5 seconds with double damage, my Titan is dead. That's how broken it is. When they attack you from behind, you're dead unless you can get away quick and use a Repair Kit. It helps me survive for about 4.5 more seconds. I have 39% against hammer and they can still kill my Titan in 2 clips (assuming I don't have double armour activated).
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