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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Augments

    Hull-specific Overdrives? No. Current Overdrive? Yes, it was very much needed.
  2. TheCongoSpider

    Episode 195 of the V-LOG is live!

    Aww what? No Caribbean countries? Darn.
  3. Ah, thank you. I understand why he said that now.
  4. TheCongoSpider

    Let's Discuss Augments

    I don't like to attack anyway. Viking is not for me; I like being able to keep a steady beam on my target. I also like defending and supporting the defenders and midfielders. In terms of which Hull I should use for the Overdrives, I'm still leaning heavily towards Titan. I'm already seeing that after the overdrive update, Vikings will be considered as the primary priority for being destroyed. I'll stick with Titan to hopefully nullify the effects of Vikings OD.
  5. Every DM battle at really high ranks has at least 4 hammers. They are either Duplet Hammer or Stock Hammer. 90% of the Hammers I've dealt with there have the Duplet alteration.
  6. TheCongoSpider

    Challenges are here!

    You automatically get it when it is done. Check your garage and you will see that your container is there.
  7. TheCongoSpider

    Let's Discuss Smoky!

    I've healed some Mammoth M4s with 40+% Fire protection and they still suffer when overheating without double armour.
  8. TheCongoSpider

    Let's Discuss Titan!

    If it DOES last all match, then they should make it where Titan's Overdrive cannot begin charging until the generator is destroyed by a Hunter's Overdrive or a player. Oh, that reminds me, the shield generator should be able to be destroyed by the enemies' shots. (Just for balance)
  9. I think it's time for me to say this. They need to remove the feature of Shaft where a scoped shot of any power would fully deplete the ammo bar. Some turrets, like Twins, Thunder and Firebird, are balanced because there a many protections against it. Some turrets, like Striker and Shaft, are balanced because there aren't many protections against it (because it is much rarer to see than the other turrets. I used to be a Shaft main in my early days of Tanki. I found that a "scoped-sniper" turret was an interesting thing to play with. Back then, I realised right away that it wasn't as powerful as I thought it would be. To my 11-year-old mind, a sniper turret like shaft (after watching the scoped damage stat in-game) in theory should be able to one-shot all light and medium hulls at all modifications. The only hulls I was able to one-shot (at the stock M0 modification) were Wasps, Hornets and Hunters. (I had to upgrade the damage once to be able to 1 shot the stock M0 Hunters) I didn't take that as a deterrent for playing Shaft and I kept going. It feels really rewarding to kill the guy chasing your ally who has the enemy flag. That was my self-given role in those battles, a support sniper. My priority was to help the attackers go in unscathed and escape with minimal damage suffered. Fast foward a little bit, they buffed the scope damage for shaft a bit. Since I only had the M0 modification with only 2 upgrades (1 for scoped damage and 1 for arcade damage) I only looked at the stats for M0 Shaft. The scoped-shot damage for stock M0 Shaft increased from 110.2 to 121.1. With that, I was finally able to one shot M0 Hunters without having a worry that I wouldn't have one-shotted them. I was also able to finally one-shot stock M1 Hornet which I vividly remember having 118.1 HP. After the damage number introduced into the game and the turrets' new damages were multiplied by 10, Shaft still saw underpowered damage. At this time, I was using another account but I was also a Shaft main there. Just by looking at the stats, the scoped damage was still not good enough to compete with similarly levelled medium hulls. Here now, is around where they made it so that MUs would have 50 steps from M1-M2, M2-M3 and M3-M4. I had to upgrade it so many times just to be able to one-shot the average M1 Viking and Dictator. It certainly would have been more efficient to use another turret at that time but I put so many upgrades into Shaft that I didn't want to abandon it. I guess I fell into the Sunken Costs Fallacy. Fast foward to before the recent balance changes, we have a Shaft that has a seemingly good scoped-damage. One thing was off though. I remember in a balance change for Shaft a little bit back, they said how they changed the scoped-damage so that it would be able to one-shot all medium hulls at the same modification and upgrades as the Shaft. This however, is not the case. Stock M0 Shaft: Can kill all stock M0 medium hulls. Stock M1 Shaft: Cannot kill any stock M1 medium hulls. Stock M2 Shaft: Can kill stock M2 Dictator and Hunter. Cannot kill stock M2 Viking. Stock M3 Shaft Can kill all stock M3 medium hulls. M4 Shaft: Can kill all M4 medium hulls, Shaft, according to them, should be able to one-shot all medium hulls of the same modification and upgrade level of the Shaft shooting them. If it's an M1 5/10 upgraded Shaft, then it should be able to, AT MOST, one-shot any medium hull at M! 5/10. This is where the problem of changing it completely to that comes in. It makes sense that it can one-shot all medium hulls at M0 and M3 + M4. M1 and M2 modifications matter the most in Tanki. Having all the medium hulls' modifications have the same HP as the damage shaft can do would make the price of each not be partially dependent on the HP. If any of you haven't noticed, The price of each M2 modification of a turret or hull is dependent on the statistics of the M1 modification. For twins, I'm guessing it's expensive just because it's OP. M1 Smoky is cheap which means it is not a big increase in stats from M0. M2 smoky, however, is expensive and has a big increase in stats from M1. The same thing for Hulls. M1 hornet has a moderate increase in stats from M0 and is a little expensive. M2 Hornet has a small increase in stats from M1 and with the small increase in stats comes the cheapest priced M2 Hull in the game. M1 Wasp has a slightly moderate increase in stats from M0. M2 Wasp has a big increase in stats from M1 which leads to its high price, the highest of all M2 Hulls actually. If we are to make Shaft's damage = HP of all medium hulls, then the price of each of them would not make complete sense and it may ruin game balance for other hulls and turrets. They said one thing, but what it actually is is not what they said it was. I'm glad they didn't make the balance change like that but they could have at least not said that and made my thoughts haunted by it. Solution? Either remove the "instantly drain the ammo bar" mechanic, decrease the minimum and maximum damage from an arcade shot and make it so that it does the arcade damage range from any range on the map like the old Shaft OR Increase the damage of a scoped shot for only the modifications of M1 and M2. I would heavily prefer the former because this is what a lot of Shaft players want. Even though I don't play Shaft on the real servers anymore, I was really upset when they changed it so that the damage has falloff after a short range. Even if that was intended for balance, that range is FAR TOO SMALL for damage falloff. To compensate for this, they increased the minimum damage for the scoped shot by 6-7% and decreased the reload time on all modifications by 0.5 seconds. This reduction in reload time turns it into a good turret for assault raids and "covering fire" as it is on par with Smoky's reload time. With the last change they made to it, it seems like they changed the purpose of the two modes. In the early days of Shaft, it felt like if it was a person with a sniper rifle and a pistol for finishing enemies who were previously shot with a fully charged scoped shot or for emergency close range combat. This isn't how it looks now. Old Shaft: Primary weapon: Scoped Shot Secondary weapon: Arcade Shot. New Shaft: Primary weapon: Arcade Shot Secondary weapon: Scoped Shot I like the idea of the scoped shot being the secondary weapon. You bombard them from close to mid-range with arcade shots and if the range is too far to deal good damage with the arcade shots, switch to the scoped shot. However, that's not how it was in the old days. They have been changing the in-game descriptions of hulls and turrets over time. The latest one (which I'm pretty sure has no correlation with what I was saying before) states that the scoped-shot is the secondary fire for it, the primary being the arcade shot. So maybe it's supposed to feel like that, who knows? But as you saw when you first made the change, there were many negative negative comments just because of how it sounds on paper. You wouldn't see many Shafts in MM or Pro battles as opposed to other turrets. Why make it so that it would make sense to use another turret than Shaft. Shaft players were expecting a buff and we got a perceived-from-the-start nerf. Hopefully they will buff it in the next balance change and hopefully, that next balance change will be soon. If it receives another nerf, I don't know what the community would do.
  10. TheCongoSpider

    Let's Discuss Smoky!

    He said the guy was using the Autocannon alteration so by the time his Vulcan started shooting, the Smoky would have shot him about 5-6 times which, for M3 Smoky, is enough times to get a critical once. Assuming that he was far away from the Smoky and that he didn't have double armour activated, he suffered about 1030 damage by the time his Vulcan started shooting.
  11. Can you tell me what this means?
  12. TheCongoSpider

    Let's Discuss Augments

    I mentioned that in my post if you didn't notice.
  13. This: I've never seen it so...so...concentrated before. They are evolving.
  14. TheCongoSpider

    Let's Discuss Augments

    Hmm, I guess I'm a constantly lucky Isida then. Usually, I'm one of the MVPs in the team even with my heavy hull (not bragging). I know who to target, when to target them, how to approach them, when I should back off, when I know I'm screwed etc. I understand what you mean by Dictator + Isida not helping the team out much (I lightly cringe every time I see one, it's just so...unnatural) but Titan and sometimes Mammoth can really come in handy. When you say that they don't help the team very much, are you talking about in all game modes? I'm pretty sure I am very much needed on the Blue team of Assault battles. Would you want a Wasp + Isida healing you while under constant Magnum, Thunder, Rail and Twins shots? No, you wouldn't. You would want a durable Hull that can withstand a lot of punches while dishing out healing touches of angels. I'm not touching Viking unless it is to unleash a much-needed Overdrive at a critical point in a battle. (In the future of course) Hornet dies too quickly. Another problem that people who scream "Nerf Isida!!" don't acknowledge is that Isida's can waste a lot of their ammo trying to kill or even damage an enemy. You could have your beam locked on to them but you're not doing damage because on your "victim's" screen, your beam hasn't attached to them or it did but not enough to initiate a tick of damage. Many times I have wasted >2 out of 5 seconds trying to get one tick of damage on a moving enemy. Don't even get me started on them jamming up to the side of the Isida's hull whilst driving foward or backwards. The people who complain about Isida's damage are the ones who get killed by an Isida head on. That is all the experience they know and they often don't have a good modification of the turret to even try it or see the disadvantages that come with it. Above is partially the reason why I don't use Isida with Hornet. My aim gets knocked off too easily and I waste too much ammo trying to successfully lock-on to an enemy or deliver healing to an important teammate at a critical moment. Titan does not make me feel that; I can keep a steady beam on my enemies and my allies. I bought the Broadband Emitters alteration (by accident sadly) but I realised that it's worth it. The people who jam up to the side of my hull die now instead of me wasting ammo. Of course, it would be easier to use it on a Hornet because of the range reduction but I don't mind it as other Isidas do. Also, I think there are 3 types of Isidas. You seemed to have put the trait of the two common combinations with Isida. My 3 are: 1. The Isida who runs past a teammate in need of healing to attack enemies. (I despise these) 2. The passive Isida who prioritizes healing over damaging enemies but ultimately does both. 3. The Isida who would follow their allies but they have the mentality of "Kill this guy first, then heal my ally closeby"
  15. TheCongoSpider

    Rant: Tanki Needs to Re-evaluate Balancing

    Yes, I did count shot delay. In case you misread what I said, lemme make it easier to understand. M4 Railgun: Wiki says: Realod Time: 3.2 seconds Charge Up Time: 0.5 seconds = 1 shot every 3.7 seconds. In-Game says: Reload Time: 2 seconds Charge Up Time: 0.8 seconds = 1 shot every 2.8 seconds. So like I said, the Wiki makes it look less powerful than what it actually is.
  16. TheCongoSpider

    Rant: Tanki Needs to Re-evaluate Balancing

    What the wiki is claiming is less powerful than what it actually is. For M4 Railgun, if it was exactly how the Wiki stated, it would shoot a shot every 3.7 seconds but with what it actually is, M4 Railgun shoots a shot every 2.8 seconds.
  17. TheCongoSpider

    Tanki Picture of the Day - Have any?

    What? Supplies and Upgrades were disabled in that battle.
  18. TheCongoSpider

    Let's Discuss Augments

    I am usually that Isida in battles. I prioritize healing a Vulcan + preferably a heavy hull who has the Incendiary Band alteration over the rest of my allies. It all depends on the map. If it's a big map where the Vulcan can't hit many enemies then I would help the midfielders. If it's a small map like Sandal or Sandbox then I would stick to the Vulcan and any allies around him/her. I'm a selfless Isida. I had a K/D of more than 4 back when I used to main Smoky but ever since I bought Isida M2, My K/D has been declining mainly because I sacrifice myself for the safety of my allies. (Mainly when I'm helping the flag carrier leave the enemy base or when the person I'm healing fails to protect me.) Many Vulcans thank me and protect me from intruders when I continue to heal them. Others would literally ignore that I and themself are being sprayed by a firebird and they would leave me to die and sooner themselves as well. There was this one time one of them cursed me for dying and not healing them. You have to have a good bit of patience and understanding to be able to wave that off. I'd love to meet you in a battle and help you decimate the enemy team.
  19. TheCongoSpider

    Let's Discuss Striker!

    People don't use a turret because they think it's underpowered and it's harder to use than others so they don't put in the effort to try. Then when they experience one on the enemy team and they are doing good with it, they shout that it's OP. I just don't understand people. I didn't like using Striker before not because it was hard to use, but because I preferred being an Isida or a Freeze (close range support). I decided to try it out on my lower account when I got a personal discount on its M1 modification a while back. I purchased it and use it. My Firebird is M1 9/10 (NOT because I jumped on the bandwagon like many current firebird players but because a long while back, the MU update came where they converted the parameters to suit the highest upgrade you had so after the update, it was at 5/10 so I kept upgrading that because it was my strongest turret.) yet now I prefer to use Striker when I have a nice OP firebird sitting right there. I do REALLY good with it and quite frankly, it is more rewarding to use than Firebird. When I'm using Firebird, it feels like I'm cheesing my way to victory but when I use Striker, I feel like the 1% of players who use what others don't and are good with it. I don't 1 shot Hornets and I don't 2 shot Titans/Mammoths; that, in my opinion, coupled with the fact that it's relatively harder to aim, (major deterrent) means it's balanced. Any chance I get, I use Striker instead of Firebird. I hope people don't keep shouting that it's OP. It's really not. People are just salty that they get killed by a turret they don't want to put in the effort to learn how to use.
  20. TheCongoSpider

    Unbelievable Sights In The Low Ranks

    This topic is made to showcase sights you wouldn't really expect to see within the low ranks of Tanki Online. It can either be in the form of a picture or a description of an experience. Let's start with mine:
  21. TheCongoSpider

    Let's Discuss Striker!

    I was looking at the Wiki's information for Striker and I just found out that the time it takes to fully lock-on to an enemy decreases as you upgrade your Striker. I always thought it was the same time throughout. (Approximately 3.5 seconds which is the time it takes at M0) Personally, I don't think this is how it should work. My opinion can change though. My logical reason for it to stay like this: Hulls, as you upgrade them, get faster and more acceleration. Decreasing the time it takes to lock-on through the upgrades would make sense because Hulls of higher modifications would be able to get out of Striker's line-of-sight faster and more often than downgraded Hulls. My reason for why it shouldn't stay like that: Basically this one only applies to Striker vs Striker and possibly Striker vs groups of tanks. Having it decreased means there would be a better chance for the M3 modifications in the mid ranks to shoot their rockets faster against say M1 modifications' rockets and they would have time to minimize the amount of damage they take by hiding behind a wall or driving down an incline. The M1 would take a lot more damage because his lock on time is longer and he'd have to wait for his lock on to finish and by the time he shoots, the M3 modification's missiles would already be heading his way. For the group of tanks scenario, this one would generally occur less often than the first reason. You lock on to a tank, that tank sees itself being locked onto by a Striker's laser. Noticing that he/she is extremely close to a group of tanks, he/she would try to get away from the group to maximise his groups chance at survival for as long as possible. M0 Striker vs an M0 group: The guy could get away pretty fast before the salvo hits him. It's not so much the same for the M4 modification though as M4 hulls may not be able to minimise the amount of damage their group gets as efficiently as the M0. Basically, it's just for consistency throughout all of the modifications. What do you guys think? Should it be an upgradable parameter or should it be a balanced non-upgradable parameter?
  22. TheCongoSpider

    [CR] Caribbean players

    Would have thought that there would be more Caribbean players on the forum to be honest. I'm glad I found this though.
  23. TheCongoSpider

    Rant: Tanki Needs to Re-evaluate Balancing

    It DOES NOT decrease the charge up time by 50%, it decreases the RELOAD TIME by 50%. The charge up time decreases by 20%. The Wiki has the wrong information.
  24. TheCongoSpider

    Want to get more players? like in 2014?

    300k accounts, not players. Some players have multiple accounts.
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