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Everything posted by TheCongoSpider
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If you plan to use it for Team modes in MM battles, don't. I did it hoping it would be a good investment after weeks of saving crystals but I was met with disappointment. The lock on time is simply too long just to get 15 points, most enemies would hide behind something by the time the reticle gets to 60%. If you're planning on using it for Juggernaut, however, it is a good investment because you almost always get to be the next juggernaut with this. For now, I prefer the standard Striker and the Cyclone only for Juggernaut. Not DM by the way. I'm buying the 20k alteration for it tomorrow on both my accounts.
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Seriously, can people look into this? Now, there's a suspicious amount of low rankers (tankers below Warrant Officer 1) with more than 180 gold boxes caught. This is most likely after the 24th of December's madness. Player v7.7's rating doesn't make sense to me though, the guy only earned 61 crystals in the account's entire lifespan (I'm pretty sure with his statistics, anyone would assume he made that account maybe a month ago or recently). The guy dropped no gold boxes to indicate that he dropped it for himself. It would be impossible to drop any gold boxes specifically for that person because the PRO battle pass unlocks at Warrant Officer 1. His K/D suggests that he doesn't shoot, he only goes for golds. This is also the behaviour shown by the numerous speed hackers I encountered on Monday. He used many supplies. as you can see after looking at his profile, Double Armour, Speed Boost and Repair Kit are the most used supplies by far. Hmmm, sounds just like the minimum requirement for proper gold hunting in the meteor shower. Coincidence? Couple this with the fact he only played DM for the entirety of his account AND that the stats show that he played this week and not last week (This week started on Sunday) I can only assume that the guy ruined 454 chances for a good hard working new or alt. account player to get a gold. Obviously, I can't call the guy a hacker because I don't have proof but my complaint is that too many of these players are ruining the experience for other hardworking players in the low ranks. If the people like these are hackers, the devs need to look into this soon as the future of the game would rest on the new players' backs.
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And who are the ones who follow them to ensure they get the best results? The low and mid-rankers. I disagree that Thunder needs an alteration that increases its damage in any way but I am just one person. Maybe everyone wants that but not me. I am just expressing my opinion. Maybe they didn't do that for Thunder because Thunder is Meta and changing something to potentially make its damage output stronger may disrupt balance. Or maybe they'll do it in the future, who knows except them. :ph34r: Part of my post was also to show that people don't fully understand Sledgehammer rounds because they are getting misinformed by the Wiki. The wording of the wiki implies another parameter that is not what it actually is. So when it says Maximum range -90%, this doesn't mean it will start doing weak damage after the 10% range. It just means that you need to be in the 10% range to be able to have a chance to do the maximum damage the Thunder can do. Many people think it's the overall range when it is just one aspect of it. Also, you seem the kind of guy to give good feedback. How about giving me some feedback about me discussing the logic errors of some alterations and my feedback from your suggestions...I am assuming you read them already. :ph34r: If Tanki were to make helpers for different aspects of the game e.g. Overdrives, Alterations, Turrets, Hulls etc. then I think I would make a good helper for the Alterations section. :D
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When I'm using Hammer in MM battles, I always use Slugger. Dragon's breath is for Polygon CPs. According to the description, I'm assuming that it is meant for ranged targets that are on the same level of terrain as you, the Hammer, is. For 20k crystals, it certainly does wonders. Unpopular opinion: Slugger > Duplet
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You're doing the god's work.
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Alright, lemme hear it.
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WINNERS - Win prizes with the NY Marathon
TheCongoSpider replied to theFiringHand in Contests Archive
Wait...it wasn't New York? Wow ._. -
Then I wish I could have sent it to you. I remember when they announced the paint coming into the game and immediately I didn't like it. I saw all the other animated paints and I liked them all except for Prodigi 2.0. However, 3 out of the 4 players I told said that Beating Hearts was the worse. I saw with it one day and I would have prefered that over Prodigi 2.0 to be honest. It wasn't the best but I would have felt more comfortable wearing it. To me, wearing Prodigi 2.0 is like wearing mud that is swishing all over your tank. It's on my low-rank account; I don't really care that much about my appearance to other tankers in the game as opposed to this account so I use the coloured paints: Red, Blue, White, Orange etc. These day's I've only been using the Black paint and I'm switching it up every now and then.
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Rugby is my favourite game mode to play. When it came out, it was the mode I would, on average, get the most score in. Plus, it is quite fun and it is very rewarding when you make great passes and plays with the ball.
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You changed the format of the writing to a softer and smoother texture in the Alterations section of the Wiki. However, some texts that are supposed to be "buffs" are written in red while some texts that are supposed to be "nerfs" are written in green. Please look into this. Those may give a tanker misinformation about these alterations.
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As seen on the EN Wiki page, they changed the way they wrote the effects for the alterations to a much soft smoother style. I like it that way. Green text represents the aspect of the turret that is being "buffed". Red text represents the aspect of the turret that is being "nerfed". In some of the alterations, red text was used instead of green text to represent a buff and not a nerf and vice versa. @Hexed, I think you are a wiki admin, maybe you can change it to what it should be? It would be bad to feed the players wrong information.
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Sigh, I haven't used it in the real servers but I did use it in the Test Server. In a No-Supply Polygon battle, 5 of the enemies had at least 35% protection against me yet I still punched all of them in the face and ended up on top with a lead from second place of more than 500 score. The damage range for M4 Thunder is 740-1020. I saw in another post that the range you'd need to be is 15 metres away from the target to be able to do the maximum damage Thunder can do. This is incorrect by the way. They were probably looking at the minimum damage range and not the maximum. The real amount of metres to be away from the target to get maximum damage is 10 metres. That itself is very close. However, I was hitting someone who was probably about 70 metres away (Hammer M4's range) and I was hitting 700-800s on the tanks that didn't have protection. Let's look at it like this; assuming that the M4 Thunder with Sledgehammer rounds does 800 damage every shot, it would take 6.44 seconds to kill an unprotected M4 Viking. Stock M4 Thunder, under the same conditions, would take 9.2 seconds to kill the unprotected M4 Viking. Let's keep the conditions for Sledgehammer Thunder the same. This time, the Stock Thunder would do 1000 damage per shot. With 1000 damage per shot, it would take 6.9 seconds to kill the Viking. That is still longer than the time it takes for Sledgehammer which would do 800 damage per shot, to kill the Viking M4. Keep in mind as well, that since the thunder reloads faster, it would disrupt their enemies' repair kits sooner which could be used to take them down easier than stock Thunder. Furthermore, the minimum damage range is still the same meaning that you can still hit at least 740 once you are within the 150 metres of the target. The weak damage is also still at 50% which is still a menace. So overall, the pro outweighs the con in this. Maybe you haven't seen it but why else do you think so many Legend-ranked Thunders use Sledgehammer rounds as opposed to Stock Thunder?
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I've tried that with M4 Firebird in the Test Server. I was met with thicc disappointment at how long I have to shoot them for. In a No supply battle, this could wreck but with supplies, it could wreck but just a good bit less. I've also experienced some Firebirds who had it and they couldn't wreck anyone with it. Meanwhile, a Compact Tanks Firebird who was on the guy's same team was dominating...as usual.
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Well...I guess I'm an unlucky Isida when it comes to this then. Looking at it now, Isida is probably the only turret that has a "lock-on" feature. Striker does not count since its "lock-on" feature is a choice and does not have to use it. So since Isida is the only turret that can lock-on, that technically makes it have the easiest lock-on but it also makes it have the hardest lock-on. About the beam going through walls, have you ever noticed that when Ricochets are shooting you, sometimes the plasma balls would fly behind you yet you still sustain damage? That is exactly what's happening here. On the Isidas' screens, they would see that they did their last tick of damage right before the entire back of their tank vanishes behind the wall. On the victims' screens, they would see that the beam goes through the wall just a good bit and damages them. Isida, just like Firebird and Freeze, does their total direct damage in the form of 4 ticks. These ticks happen every 0.25 seconds. That's the same time as the pause between missiles when Striker launches its four-rocket salvo. Those happen fast. I'm guessing that you suffered 2 ticks of damage from the 'wallhacking' Isida while your life was at its lowest and you died many times. Another factor could be the players' Ping. I don't think Isida is the easiest to get kills and score with. Isida has to spend almost all of its ammo just to kill a medium hull. It has enough to damage the next hull it encounters immediately after a good bit but sometimes, not enough to kill it. Other turrets, however, can make short work of groups given their mechanics. Thunder is a prime example of an easy turret to get kills and score. I consider Thunder to be the most professional way to cheese in this game currently. Firebird just requires you to point fire at someone. With Thunder, you actually have to aim. I almost always play Isida but I don't think it's OP. The fact that the alterations are lacklustre compared to the other turrets is enough of a sign to show us that Isida is balanced the way it is now. And like wolverine said, If a tank has protection against it then it is almost always impossible for the Isida to kill it before emptying its tank.
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Every Isida I have seen in Legend DM battles end up in the middle or the bottom because of everyone stealing their kills. The only Isida I've seen in the New Year map came almost last because the Ricochets and Uranium Strikers were licking up everyone they were attacking. They can only prioritise one person. Every other turret beside Shaft and Vulcan can take on more than 1 enemy at a time. Isidas cannot. Isida only has 5 seconds of ammo. Compare that to Twins' infinite ammo. Compare that to Ricochet's 29 ball magazine. Compare that to Duplet Hammer ramming everyone into the concrete. Why do you hate Isida so much? Isida has a hard time locking on to people. And when you lock on, sometimes the beam isn't stable enough to hold on or it holds on but deals no damage which wastes, on average, 2 seconds of your precious and scarce ammo. If Isida should be unequpable then every turret except Vulcan and Shaft should be unequipable.
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All of the gold markers are in the middle of the map. Sometimes they may be in a position where it is directly behind a barricade and you can't access a good path to take it. When I am respawning, I always barely make out where the marker is. Yeah, I don't like that I'm farther away from the drop zone and I still die yet Hornets and Wasps are basically hugging the area around the spot and they don't die. Couple that with all the speed hackers that are around, it just makes it less hyped up. Anyways, I don't know exactly where I should report the guy but the name of one of the hackers I saw was FAPTYMACTN_AYE.
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Pretty sure that it's now 15% of the players in the battle and not 60%. There was a hacker in the test server who would lock onto me without putting his laser on me. He also did it to his teammate. The nickname was Russian...not that I'm surprised. :/
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Magnum Alteration: This'll end up just like a Railgun with the Electromagnetic Accelerator "Scout" going against a Titan with 50% Railgun protection. For Matchmaking battles, just like Autocannon Smoky, this could be used to generate many assists and MAYBE not many kills. The damage is halved. For M4, the most damage you're gonna be dealing for a direct hit is 1,165. The high numbers don't even come often so most likely, you'd be doing in the 600-800s for a direct hit. Couple that with Double damage and you'd only be tickling half of an M4 medium hull's health. This gives them all the warning to put on double armour and maybe even use a repair kit when you could have just one-shotted them. 1 on 1 confrontations would not come out in your favour unless it is against a melee ranged turret that is at a considerable distance away from you. Let's look at this vs. a group of tankers. Many players have those moments when 5+ players come together for one of them to share their overdrive with them. Assume they are all low on health. The guy does the Overdrive and when they are healed with 1,150 health, a magnum shot hits them and almost takes away the benefit of the repair kit. This could be a problem for defenders as the magnums would be firing probably every 5 seconds (approximately) assuming that they are using an angle that correlates well with 100% velocity. This could also be demoralising in Noise CTF battles for the Blue Team as continuous shots from two Magnums keep raining down faster than normal. Sure, less damage but it is still damage and without an Isida, you can't repair that. I've thought of this concept before and it's counterpart (50% more minimum and maximum damage but 50% more reload). It would not be good for balance since No-Supply PRO battles could be negatively affected by them...particularly the latter. Thunder Alteration: Off the bat, I don't like it. I'm less of a fan of giving Thunder even more damage than giving it another alteration, considering it has to be nullified by common protections to make it balanced in the first place. So I would not suggest this. The only damage increase I would give Thunder would be for its Subcalibre Rounds alteration. Thunder is basically Smoky but with a longer reload time, more damage and most importantly, splash damage. I consider any high-rank Thunder using that alteration to be throwing the battle. It relies heavily on splash damage. Without it, you're taking away a crucial aspect of it. With that, to compensate for that, it should get an increase in damage. Note, however, that this SHOULD NOT be for Twins' Stable Plasma alteration. Twins is already Overpowered as it is. With this alteration, you're basically the prime example of balance throwing itself off of a skyscraper. You said damage was double. I'm not sure if you meant to say that the damage was increased by 150% but if it is increased to 200% then you can potentially one-shot an unprotected heavy hull with M4 Thunder. Not to mention you could potentially one-shot an M4 light hull assuming you and the light hull don't have any supplies active. This would ruin balance totally. Hammer Alteration: I don't see how this one can be physically possible. It would also look weird to whoever is receiving it on the farthest end of the line of tankers. The pro of this outweighs the con of this since it is not often that you aren't in someone's face with Hammer and not behind a prop wall. It should have more negative aspects to it. This could still be one worth considering though. Railgun Alteration: When I first saw the icon for Electromagnetic Accelerator "Scout", I thought it was this very alteration minus the 50% piercing ability being lost. I don't see how this would really work out to be honest because it would happen so fast. Maybe...just maybe, they would decrease the speed of the shot to 125 m/s (same as the max. projectile speed of Striker's Uranium alteration's missiles) It would travel through the air at a noticeable speed and maybe the damage would be increased. The impact force would be decreased since the beam is slower. I'm not sure if they could even do that for Railgun. They did it for Hammer but then again, I'm not their programmers. Shaft alteration: Nah, this should be a piercing ability instead of splash damage. If anything, Heavy capacitors should get splash damage if anything, since it is using "heavy" shots to deal the damage. I have a suggestion somewhere here about an alteration for Shaft to get back its piercing ability. I'll put it in a spoiler here so you won't have to look for it. I hope my feedback was what you wanted. :)
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Well...I wasn't giving an explanation of which is the best or most useful alteration. I was giving explanations as to why the effects being given to the turret do not make sense or do not make complete sense according to logic. Although it wasn't the reply I was expecting, it is good that your honest thoughts on the 3 alterations. Merry Christmas to you too.
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Lingering Flames: I love the creativity of this one but against a group of tankers, this alteration would basically be an upgrade to the current Firebird. When people are being hit by a Firebird, they'll run away. Firebird has afterburn damage; the worried tanker being hit by the firebird would run away in hopes of the afterburn not killing him/her. They end up close their ally or another tanker (DM) and die which would spread flames to them. They may be on low health and they drive to their other ally who has their overdrive. That ally may be on low health as well whilst dealing with a tanker on the Firebird's team. The guy dies close to the guy with the Overdrive and the flame spreads to him. 5 glorious tick damage later...he dies. So after shooting one person, you indirectly killed two others without even touching them. I'm not gonna lie, this is a great idea. It just wouldn't fit well seeing that the Firebird still has 5 seconds of full direct tick-damage to deliver. All in all, the price and the rank unlock for it makes sense. I would consider bringing this into the game if I were them only after tweaking it a little but keeping the overall mechanic the same. Also, you put a + on the red writing. The damage being reduced would be -, not +. Freon Band: Hmmm, this one is an interesting one. Off the bat, this alteration is contradictory. It can't "heat" the enemy while "freezing" them. A way this can work is making it kind of like a "frostburn" reaction. You freeze the tank and it becomes so cold that it starts doing "burn" damage. The fact that it freezes the tank means that it should receive a bigger damage reduction than 15% saayyyyy...30%. This could be a battle decider. The price can be increased from 120k to 140k just so it wouldn't be the same price as its current 120k alteration. You know, the useless one. Maybe let it be unlocked by Brigadier or Major-general. It's a nice one but I don't think I would put it on the first batch of new alterations. Taking away 25% of the maximum temperature would be a - and not a + by the way. Electromagnetic Pulsation: I'm not a fan of Thunder getting more alterations to be honest. Just like Isida, it is great with its stock features. This, however, would piss so many people off. Let's say we have an M4 Thunder. M4 Thunder reloads in 2.3 seconds. You shoot someone, they get stunned. The confused tanker would wonder what happened to his tank. After maybe 0.8 seconds, he lets go of his drive button. He would resume again and while accelerating, he gets hit again. Basically, Thunder could become like a freeze with this feature. It can also be used as a way to troll a player as well. Keep in mind that it still does splash damage, it just does it with 20% less damage. I don't think Tanki would create an alteration with a stun mechanic. I wouldn't put this in my game either. Thunder already got even more powerful with Sledgehammer rounds, we don't need this. Supersonic Loader: Immediately, I liked this. In MM battles, I would use Slugger and I would get a good concentrated punch at the enemy tanker but it wouldn't really increase the impact force. It would just focus the pellets in one place. I wanted them to make it so that Slugger would receive a mentioned boost in impact force but it doesn't seem like they'll do that. I don't see why the range would be reduced. I'm imagining it as the Hammer "pulling back on a slingshot" farther than normal which would make the pellets go farther because they have more speed. The range should be increased by 20% and not reduced by it. The shots not being able to bounce makes sense. The recoil increase also makes sense. Another mechanic that would make sense is if there would be a slight increase in the shot reload. Saayyyy.,..15%. Not too much but also not too little. This would make the "pulling back on the slingshot farther than regular Hammer" make sense as it is kind of like "charging up the shot". I would decrease the price to 140k and make it unlockable by Brigadier. I would definitely like this to be put into the game. If there are any questions you want to ask me, you are free to ask. :)
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I bought Striker as well...and I'm having the same issue. When the gold drops, for some reason, it looks like everyone just temporarily turned on a speed hack and rushed for it. I've never seen Vikings move so fast before. Looks like my excitement building up to this day resulted in futility.
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I have so many things to discuss and get off my chest about alterations that shouldn't be in the same post. I'll be patient and tackle them one at a time after I receive feedback from each. First thing is...the logic of alterations. Some alterations make sense. Alterations such as Compact Tanks <_<, Corrosive Mix and Support Nanobots make sense because their mechanics of which has to be done in order to achieve their effects are logical. Compact Tanks because you're burning the fuel faster which would lead to a more intense flame. Corrosive Mix because you're removing the agent that produces the freezing effect in favour of an acid mixture to do more damage. Support Nanobots because you're taking the nanobots that damage enemies and configuring them to heal allies which would lead to a damage decrease and a healing increase. Some alterations, however, do not make sense or do not make complete sense. Let's discuss those. Feel free to disagree with me and give feedback on my points. Incendiary Mix: Yes, the damage increase makes sense but the thing is, if a fire is more intense to the point where the damage is increased, wouldn't it burn even more? The closest thing example I can use to disagree with what I stated is being burned by a clothes iron. It is hot off the bat but when it touches you and your skin sustains damage, it wouldn't feel as if it were still "on fire" unlike somewhere on your body being inflamed. Incendiary Band: For the (partially unnoticeable) sake of balance., the damage is increased by 10%. That's alright. However, the fact that that this has to be an alteration itself doesn't make sense. About a month after Vulcan was released, I found myself wondering: "Wait, Vulcan overheats right? If a machine gun overheats, wouldn't the bullets overheat too? And if the bullets are heated, wouldn't it do damage like a Firebird? Eh, whatever." I forgot about that up until they brought out the Incendiary Band alteration. When the Vulcan overheats, so does the tank. When the tank overheats, the bullets do as well. When a Firebird is shooting at a Vulcan, both the tank and the Vulcan are heated yet the bullets aren't heated at all. It is rather inconsistent with the mechanics of other turrets heating the Vulcan. The description states that it happens when firing continuously. Does this mean that the heat generating from the turret itself is different from the heat generated from Firebird or Smoky's alteration? I would disagree because of the "Firemarked" (Came up with that myself) mechanic. Let's say a Smoky with the Incendiary Rounds alteration or a Hammer with the Dragon's Breath alteration hit a target and ignite them. The target is firemarked by them. Let's say a Firebird comes in now and starts shooting the target and increases the temperature of the target even more. The tick damage would belong to the Smoky or the Hammer. Whoever first ignites the target would be the one do tick damage if any other ignition-based turrets come into play and shoot the target. Why is that important? The reason why is because when overheating, you firemark yourself. You are the one doing the tick damage to yourself. Picture this: You're overheating. A Firebird comes up to you and shoots you for 3 seconds. You kill the Firebird. Your life is running low and soon after, you die from the heat. What happens? It counts as a self destruct because you are the one doing the tick damage to yourself and not the Firebird. This is a (I doubt at this point) hidden advantage of having Incendiary Band, Dragon's Breath and Incendiary Rounds. This would prove that the heat that is produced by the Vulcan itself is the same as the heat produced by Firebird, SMoky and Hammer. This means that that too is inconsistent about the alteration. I would have done Subcalibre Rounds for Thunder but I won't for I lack the knowledge of military equipment. I'm too confused about it to talk about Sledgehammer Rounds for Thunder. Electromagnetic Accelerator "Scout": My only problem with this is that it does not give a decrease in impact force. If you're able to load the shells faster then that may mean it's lighter. If it's lighter, then it means that the damage would be lower. If it is lighter and the damage is lowered, then wouldn't the impact force not be as much as a regular heavier shot? Large Calibre Rounds: The same thing goes for this one. Longer reload, heavier/larger bullet and a longer charge up time should increase impact force instead of leaving it the same as Stock Railgun. Hyperspace Rounds: Oh boy. This was the one that made me start looking at the other alterations for logic errors. Just by looking at the new alterations for rail, you could see that almost all of them are "Improvements" and not "Alterations". This one is a good example of devs trying to please the distraught high-rank Railgun users. Let's get into this one. The alteration decreases the MAXIMUM damage by 10%. Not even the minimum damage too, just the maximum. With that, you wouldn't really notice a difference since your shots almost always deal different damages within the range. The considerable difference is the impact force but the alteration's feature doesn't highlight that debuff. The pro is that the penetration damage doubles for each tank it goes through. That right there...made no sense to me. Let's assume that speed = damage. You are moving at 100 Km/h. You hit and penetrate right through an obstacle. Immediately after doing so, your speed is decreased to 90 Km/h. Hitting the next obstacle would decrease it to 80 Km/h which would decrease your damage again. The speed is decreased which means that the damage would also be decreased. Hyperspace Rounds, however, isn't like that. Hyperspace rounds is like: You are moving at 100 Km/h. You hit and penetrate right through an obstacle. Immediately after doing so, your speed increases to 200 Km/h. After hitting the second tank, your speed increases to 400 Km/h and after hitting the third tank, it increases to 800 Km/h. It just doesn't make sense. It's supposed to either slow you down or keep you at the same speed. Now let's look at it from the description's perspective. Each tank is "an additional chance to accelerate". I wanna imagine that there is a dash panel (Mario Kart's dash panel if you're confused) hidden in every tank just to only be used by the shot from this alteration. "Damage from such rounds increases each time they break through a target"- The only way I can see this working is if the, assuming that the shell maintains maximum speed after penetrating the hull, shell's tip rips off part of the metal plating from the hull after penetrating it and keeps it there on top of it then hits another tank for more damage but that damage could never be two times higher than the last one if that's the case. These are my thoughts about them. If you have anything you disagree on, let me know why you disagree. Let me remind you that this is taken from what I'm assuming to be the average player's mind so no extensive research was done for this. The only bit of research I did was to try to explain why Subcalibre Rounds made no sense but it's just after midnight here and my eyes are hurting me.
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The common Compact Tanks Firebird.
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When you're feeling generous after YOLOing your way out of the enemy base with their flag so you plan to give the enemy flag to the ally closest to your team's flag but then you realise it's a Compact tanks user. *Caps flag for yourself*
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Is this what Tanki has come to now? Just makes it easier for him to destroy everyone.