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Everything posted by TheCongoSpider
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The enemy Juggernaut being destroyed is good for YOUR team, not the enemy. The goal of the mode is to destroy more enemy Juggernauts than the enemy team can do to yours. If an enemy Juggernaut dies, a point gets awarded to your team. If the Juggernaut on your team does, a point gets awarded to the enemy team. In that picture, the enemy Juggernaut died, which gives your team (blue) a point. Nothing is wrong in the image.
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Opening the shop automatically puts it on the crystals section instead of at the top.
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Is there a better chance getting exotic items from ultras if purchased from the shop?
TheCongoSpider replied to 0179432 in Archive
It does not matter whether you buy them from the shop or you obtain them elsewhere, or whether you open them on a Monday or a Saturday, or whether you open 1 at a time or 15 at a time. You have the same drop rates over time. -
Recent changes suggest that Isida's healing is intended to be its main gimmick against the other melee turrets. Firebird, Freeze and Tesla all gained better killing ability throughout the years in some way. Meanwhile Isida was basically stuck in 2021 until recently when they buffed its healing energy consumption, which made it less discouraging for more offense-minded Isidas to heal allies as they won't be tapping too much into their limited energy supply before going to attack someone. Isida isn't in an overly powerful state. It's not as friendly to play with as the others as having lower ping lowers the chances of you losing damage and precious energy against certain targets. Its DPS is lower than the others' max DPS but it can shoot on one target for longer before running out of ammo. A single module can significantly increase how long it takes to kill an armoured target if they're not using Pulsar. They've been keeping Isida's offensive power on a leash for a while now. It's the only turret that hasn't gotten any specific changes around its critical damage to enemies.
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They'd be more likely to just create a new set of augments to do that job.
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This happens if you reload the app during your battle. If you queue for Assault, enter the battle, reload the app, finish the Assault battle and click "To Battle" then it will queue you for Quick Battle instead of Assault. You avoid this either by not reloading the app at all, or if you have to reload the app, manually reque for the mode you want after the battle had ended.
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update Patch Update #739 - Released 22nd September 2023
TheCongoSpider replied to Marcus in News Archive
It has been said, many times, that every turret will have a set of status augments. -
I don't think that knowledge would matter if the majority of their recalled experiences against hovering hulls are those that play in groups with maxed and powerful equipment. The increased impact force for Smoky appeared in the same update that converted it to projectiles, January 2021. If I recall correctly, it was some worse than what it is now. The first battle I went into after the update was a Desert battle that had multiple Smokies on both teams. One of the Smokies on the enemy team was an Assault Rounds Smoky and getting hit by that basically stopped my Viking from moving completely and kept me from going forward. Then you had your allied Smokies shooting in the enemies' general direction while I was in the way, and the best visual description of my hull would be someone holding one of your shoulders and shoving you roughly forward. It was rough. The increased impact force for Hammer, Railgun and Terminator came silently during the week sometime near the end of 2021. It suddenly appeared about 6-10 hours before the server restart that day.
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It is a bug specific to the mobile version that has been here for 2 years. Mobile players receive considerably higher impact force from Smoky, and significantly higher impact force from Hammer, Railgun and Terminator. It will supposedly be fixed when the mobile version is fully converted to HTML5. In the meantime, use a hovering hull. I recommend Crusader.
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I find it weird that they say they don't want players receiving phoenix augments too quickly, while also allowing them to progress it as the Juggernaut.
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Hammer has two augments that increase the range at which the pellets can reach. They are Slugger, and Heavy Slugger. The one you are most likely referring to is Heavy Slugger, which is a recently released augment that was briefly in Ultra Containers. It is unknown when it will return again. https://en.tankiwiki.com/Augments?attempt=2
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Try reloading the page.
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I give: Green Turret You give: Green Engine https://pages.tankionline.com/build-a-tank/trade/epK8m6sGTRgBtdi87myy
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Your profile shows 6.6k GS. That's rather low for a Legend 22. It's peculiar you have a problem with the current non-Pulsar Firebird but not Freeze. Freeze doesn't only slow you down, but temporarily disables your active Boosted Damage supply, which will lower your maximum damage against them. Strange. I hate to say it but Firebird already got massively nerfed in the last months (after being made broken). Its normal DPS at max was 1,400 (1,200 currently), its critical damage was higher, its afterburn time was longer and its reload time faster. I doubt they'll nerf it again tbh. My suggestion would be to upgrade Firebird protection in the next sale if it is really giving you as much trouble as you say.
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Do you also have this problem with Freeze? In terms of raw damage output, a Freeze actually does better than Firebird in 1 v 1s in its current state. Could it be that the Firebirds you're upset with are using the Pulsar augment specifically?
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update Patch Update #738 - Released 8th September 2023
TheCongoSpider replied to Marcus in News Archive
Incendiary Magnum has stayed the same since release 6 months ago. Vacuum Thunder took 5 months to get nerfed. How long do you reckon they'll take to nerf Vacuum Magnum? I say 2-3 months. -
I give Red Engine. You give Yellow Engine. pages.tankionline.com/build-a-tank/trade/xtGhBURVDIZqiok5g3iB
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Do you think it is a weak turret or overpowered turret as of now?
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For a short time, yes, in both normal and ultra containers. From what I saw, everything in uncommon had basically the same drop rate. But this was from months ago. People seemed to be having some issue with them recently? From opening 1,980 normal containers around February, 506 being uncommons: 3k: 103 DA: 104 DD: 100 SB: 96 MN: 103 From opening 1,255 normal containers around April, 315 being uncommons: 3k: 80 BA: 60 BD: 62 SB: 62 MN: 51 From opening 600 Ultra Containers around June, 413 being uncommons: 3k - 71 BA - 92 BD - 74 SB - 94 MN - 82 Some things to note this one, Mines were leading the pack at the start but started faltering to the others later on. 3k and BD were consistently the two lowest with the 3k count picking up pace at the end. Individually, the normal containers aren't good. You'll feel better opening larger amounts at a time as they were intended (worse rewards but you get more containers than before). Due to a quirk with normal containers, your overall uncommon drop rate used to be around 34% but now it's around 25%, so I guess you should expect around 5% of your normal container rewards to be Boosted Armour specifically. The other thing is Ultra Containers. They are the ones that "replenish" your supply count the best besides weekly containers because 2/3s of the UCs you open are uncommons. Sometimes you'll get multiple of a specific supply or a steady flow of all of them, depending on how few you open. Brutus should be a net positive over time. You don't gain a massive amount of supplies in this game instantly without spending a lot on Ultra Containers. You gain them over a lengthy period of time.
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update Patch Update #738 - Released 8th September 2023
TheCongoSpider replied to Marcus in News Archive
Probably this: -
You just turned Thunder into a much better Smoky. Uranium Shells for Scorpion, which acts as Rubberised Rounds, Sorted Ammunition and Explosive Rounds all in one.
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Why aren't in-game battle Moderators doing their Job?
TheCongoSpider replied to Gameknight in Archive
Is it possible for you to record a full-length battle where this happens. The logical explanation would be Juggernauts using plenty of Nuclear Energy supplies, which they have had 2 years to amass a good number of. -
The event rules do state this.
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