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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Tanki Picture of the Day - Have any?

    11 ping? :blink: On a good day, I get at most 80 ping.
  2. TheCongoSpider

    Which turret do you hate being killed by the most?

    The sad thing is that Twins' impact force is stronger than it should be. If you're a Hornet or a Viking trying to catch up to it and it's shooting at you, chances are that you're not gonna be able to do decent damage to it since, for a melee turret, you'd be constantly out of range as the shots push you back and for close range turrets, you aim would be constantly knocked off because some shots would tap you but then others would slap you. Nerfing the impact force wuld give a lot of turrets a better chance at lethally damaging the Twins.
  3. They need to just nerf Duplet. Stock Hammer is already struggling with all these Hammer Protection Modules around. It doesn't need any more struggles than that.
  4. TheCongoSpider

    Let's Discuss Augments

    Ok, I encountered a few Autosmokies over the past two days and it seems like the firing rate was a bit slower than I remember it being. Although it didn't seem a slow as the Rapid-fire mode alteration for Shaft, I'll dismiss it as me having bad memory for now until the test server gives us high ranks to play with to test it out. Heh, and Thunder needs a nerf in impact force. I remember back when they said there were gonna buff it. Thunder's impact force was already powerful and they made it even stronger. I'll never forget that time an M0 Thunder's shot made my stationary M2 Dictator rotate 100 degrees. That doesn't happen anymore but I'll never forget when that happened. Also, Sledgehammer rounds needs to be nerfed. It needs to have another downside besides Maximum damage range -90%. This is basically an upgrade and not an alteration.
  5. TheCongoSpider

    Let's Discuss Isida!

    I remember a time a few years ago wherein a high-rank Noise CTF battle (it was like that for me because I was a Major and the highest rank in the battle was General) and I was on the blue team. Thankfully, it didn't have Magnum back then but Thunders on the red team would usually go to the place in the middle where they could see the enemies in their base and shoot downwards. Knowing that I would die if I went up, I changed to Isida (I was reluctant because it was M0 and I had M3s to heal) and I felt joy in healing my teammates. My exact words were, "Damn, I forgot how good it feels to be a healer!" We lost but I had loved the feeling of being an Isida after that. Right now, Isida is my favourite turret and I take great joy in healing my teammates. I'll admit that I took a great blow after my first experience of not getting any score for healing the self-damage but, in a way, I guess it was to make it so that the Incendiary Band alteration is to be used by itself without any help. Maybe that's how Tanki saw it. Incendiary Bands maybe were meant to be used by themselves so Vulcans can kill themselves while weakening the enemy team even more than they could with Stock Vulcan. Isidas happen to be able to heal their self-damage and make the alteration even more deadly than it should have been. So in an effort to deter the Isidas from healing the Vulcans so that it would be seen like how I described it earlier, they made it so that the Isidas would get no score; and in an effort to keep consistent and to also stop power levelling, they made it that way for all self-damage turrets. I will continue to heal the Vulcans if it means that my team can get a bit more stars for a victory. Yeah it sucks that I have to depend on the enemies to target the Vulcan which is a deterring factor but I also like to make my teammates feel comfortable engaging in situations they would think to do otherwise. I'm a selfless person after all. My K/D dropped from >3 to 1.54 right now because I would use Isida and sacrifice myself so my teammates can make it to the point, capture a flag, score a goal etc. And frankly, a lot of players these days are selfish and it bothers me.
  6. TheCongoSpider

    Let's Discuss Striker!

    I've been playing only with Uranium Striker on this account because the speed makes it more satisfying when I hit my target. I have Striker M1 7/10 going on 8 right now and I put it down since the alteration sale on the 27th and instead, kept using the High-pressure pump alteration on Firebird. I decided to give High-pressure pump a rest and get back to using Striker. After using Uranium for so long, I was shocked when I saw how fast the missiles in Stock Striker accelerate. I like "Launcher: Hunter" but for me, I usually hit my one-by-one missiles so I don't really need it. I mainly use it when playing on the red team in a Serphuhov PRO battle since I'm on a higher elevation than my enemies and they tend to get out of the way before my missile hits them.
  7. TheCongoSpider

    Which turret do you hate being killed by the most?

    The same thing happens with Ricochet and Twins (to an extent). Does that mean that Ricochet and Twins are equally annoying to you as well?
  8. TheCongoSpider

    Let's Discuss Augments

    The Russian Forum isn't enough proof. It needs to be evidence found in-game.
  9. TheCongoSpider

    Let's Discuss Freeze!

    With the implementation of the decreased rank requirement for purchasing kits, Freezes have been dominating the Warrant Officer battles. It's getting to the point where they win even in large maps. The first place player was a Freeze. He had a 22.00 D/L until he died for the second time. Back in my fun days in Tanki, I always thought the Siberian Kit was a mistake but now, that mistake turned into something that shouldn't have been in the first place. I see too many players under WO5 with M2 Freeze protection and it's pissing me off that the rank requirement decrease did this.
  10. TheCongoSpider

    Challenges are here!

    It doesn't work for me.
  11. TheCongoSpider

    Let's Discuss Firebird!

    I'm too willing to believe that all of this was intentional. They had enough time to stop it and make an announcement but noooo, "We gotta stay as opaque as we can be, transparency is a curse". The damage has already been done. Everyone is running around with an inexpensive alteration on their probably max upgraded Firebird. They don't seem like they're listening to us either. I hope Alternativa isn't doing this just to earn extra revenue. The only way I would tolerate this is if Tanki is actually making losses.
  12. TheCongoSpider

    Absolutely fantastic direction, I love it

    Nah, they need to just delete it and hand everyone a refund of 100k crystals (this might be a good thing for people who bought it for 50k during the sale). Don't even try to balance it, just delete it. It should only be considered a luxury of the past in Tanki's history and that's it.
  13. TheCongoSpider

    Let's Discuss Augments

    Hmm, while I was washing my car, my rhythm of wiping the car clean made me realise something. I was wiping it at what I remember being the speed that an Autocannon Smoky shoots at. I kept doing it until I realised that I didn't initiate the second phase of the wipe in 0.5 seconds rather, it was less. I then tried to think of all the alterations that reduce the reload to 0.5 seconds and I remember Shaft's Rapid-fire mode alteration does that. From my experience in the test server, I've come to realise that Shaft, when equipped with this alteration, shoots slower than an Autocannon Smoky despite them "having the same reload time". As of now, this is just speculation. I do not have the alterations to compare them and the test server has been giving the players low ranks for some reason. My only evidence for this claim is contained in my mind and we all know that's not good enough. Can someone who has these alterations please test it out and see if they have the same reload time. Going by my memory (and assuming that Shaft's reload time is actually 0.5 second because it's more believable), it seems that Autocannon reloads in 0.35 seconds and Shaft reloads in 0.5 seconds.
  14. TheCongoSpider

    Let's Discuss Isida!

    I'll still heal the Vulcans. I just have to depend on the enemies to attack the Vulcan now. I'm a selfless person. I'll do what it takes to lead my team to victory, even if it means self-harm has to be done.
  15. TheCongoSpider

    Your 'Tanki Online' Story

    I was gonna write a 2000+ word reply until I saw how short other players' answers were...
  16. TheCongoSpider

    Duplet Hammer does 8 damage

    I don't know how to respond to this...
  17. I envy the number of batteries you players have saved up...but then I would look at the number of batteries I used and the number of batteries I have now and it would total to about 1881 batteries right now. I wish I had 1k+ batteries. Some guys have more than 30k batteries and I'm here sitting on 615.
  18. TheCongoSpider

    Let's Discuss Isida!

    I'll still stay by the Vulcan's side. I just have to hope that enemies would come after us and I could get some score and EXP.
  19. TheCongoSpider

    Bugs and Glitches Reports [Closed]

    Been happening here as well. My OCD usually kicks in when this happens and I'm inclined to press 2. This usually happens to me when I receive an Overdrive. I suppressed my urges to press 2 one time and observed me being hit while it was like that. It seemed like it was active. As far as I remember, all 3 supply icons would blink when the speed boost and double damage are about to finish and they all disappear at the bottom. I'll have to investigate that ahnd report back here if no one does in time.
  20. TheCongoSpider

    Let's Discuss Augments

    Heh, don't look at it like that. Think of it like this. Have you ever had a smoky hit the side of your tank at almost point blank range? Now compare that to a Smoky hitting you from the red base in Highways while you're in the blue base. You'd notice a difference in the impact force. It doesn't show where the impact force drop off occurs anywhere but it is definitely there. Keep your enemies in the minimum damage range and you shouldn't have to worry about it. No, I just searched and there isn't anything posted on Impact Force. Plus, a lot of the in-game mechanics have changed yet they haven't updated it. It is just observable in the game. I observe it every day when a Thunder tries to shoot me from across the map in Highways ASL and Magistral or just across the map in general. Ever noticed that when you are very far away from the enemy Vulcan and when it starts shooting, your tank is still stable enough to drive properly compared to being shot with it in close - mid range? Like that.
  21. Why did you think I was questioning your way of questioning?
  22. TheCongoSpider

    [Forum Game] 1,000,000 Posts

    37 787
  23. TheCongoSpider

    Let's Discuss Augments

    There are some times where I would be hit by one projectile and not many at the same time. I always take an opportunity to look at that because I use the High-pressure pump alteration on Firebird (I recommend it) on my lower account and I cannot afford to lose aim to impact force especially since I use Viking most of the time there. Sometimes the single Twins or Ricochet shot would lightly touch my tank and sometimes, they would B-slap my tank; at close range as well as far range (according to the range of the Short ranged turrets). Sometimes, the impact force feels genuine in a case of shooting a speeding wasp on the turret mounted on the wasp. The wasp would tilt to the side if a Smoky, Railgun, Thunder or Hammer shoot them and they would be accurate. Hammer and Railgun both have the higher impact forces of the group of 4 and they are both similar. They would tilt the Wasp almost to the point of flipping over. The Thunder and Smoky would tilt it but not to the extent of the Hammer or Railgun. In that case, it is accurate. Other situations, however, it seems that it varies. Yes, the Impact force is affected by range but only for certain turrets. Railgun's impact force isn't affected by range. Magnum's impact force isn't to an extent. Shaft's impact force shows the impact force of a fully charged scoped shot. Smoky's regular shot's impact force is affected by range but I'm not sure about the critical shot's impact force. I remember for a Haloween event some time ago (It was probably in 2016 or 2017, where I did 41 critical hit damage from across the map to someone. The critical hit's impact force back then was affected by the range but I don't think that's the case now. I'll have to experiment with that one. For now, I'm assuming the range doesn't matter since the damage is constant no matter the range so it would make sense that the impact force isn't affected.
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