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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Bugs and Glitches Reports

    No one knows.
  2. I'd say my TDM battles after the update showed this the most. I've seen battles where the team score is somewhat close, then one team starts and maintains spawnkilling and the battle ends something like 150-63 or something around there when it likely wouldn't have before this update with the equipment the enemy had. I saw one where it was close all the way up to around 90-85 then a switched flipped and the battle ended up being 150-106. They just couldn't keep up because unless they were using Hyperion, they could only use one supply after spawning and they get instantly melted. Gets worse when you add a dedicated ranged healer into the mix (Mechanic, HE Shaft etc.). Spawnkilling happened before but usually after the 2nd time, they pushed back the enemy. Now I'm seeing it's taking 4+ times for some enemy teams to push them back. Sad, really.
  3. Two examples. It's harder for enemies to push back the spawnkillers now.
  4. TheCongoSpider

    Bugs and Glitches Reports

    Video of the bug:
  5. I don't quite understand what you're trying to say. Is it possible for you take to screenshots of this supposed bug? Here is me using the new Defender and nothing is out of the ordinary.
  6. TheCongoSpider

    Bugs and Glitches Reports

    I got something similar on mobile yesterday.
  7. Remember to keep an eye out for patch notes as they happen often, usually at the start of events. The recent patch brought changes to supplies as a whole, which were accompanied by changes to the drones. https://en.tankiforum.com/topic/397357-patch update-733-released-28th-july-2023/ Before this patch, Trickster had 2 options. Either you started with Boosted Armour or Damage and then use Speed Boost, or you started with Speed Boost and then use Boosted Armour or Damage. After the update, you can only do the latter. That is a part of the changes in the patch note.
  8. I don't know what the intention behind these changes are. It's nice that Brutus is closer to some of the drones now but they feel awkward. Defender appears to still be ok. It's nice to start with boosted armour because you're getting a large boost in it. Booster feels uncomfortable as you have to be vulnerable with 25 units and you lost what made it different to Crisis, that is being able to have both Boosted Armour and Damage active after spawn. Trickster for some reason still has that leftover effect of not putting Boosted Armour or Damage on cooldown when activating speed boost so is still very deadly in capture modes, and of course with Paladin. Hyperion is the only thing that feels comfortable for me and makes me question whether or not I should just use this instead of Mechanic. I'm most confused about Mechanic. It doesn't feel so bad when I take into account other drones also got weaker in certain areas, but Mechanic feels limited. 9.5 seconds to use another repair kit at max. I'm hesitant to give other allies repair kits because it heals so slowly and puts both me and potentially my allies at a disadvantage for a while. I have to be really careful when doing that. All of these drones can be countered with Jammer augments except Hyperion. Spawnkilling also seemed to rise after this. I don't know what direction this is going but this repair kit is way too long. And with all these Tricksters and Crises in capture modes, it doesn't help that I'm getting a new bug that makes my shot not deal damage against a very fast tank moving towards or away from me. Doesn't matter if its a projectile like Smoky or Thunder or hitscan like Railgun, Gauss or Shaft.
  9. That was always an option ever since its rework in 2021. It seemed to be a leftover effect from before the rework. I assumed they'd fix it with this update but it appears it's not possible for them to fix it at all? ? That was something I liked looking at whenever I was fighting with or against Tricksters. To see if they started with speed boost or if they started with BA or BD.
  10. The RU patch note mentions the removal of RK cooldown decrease when using other supplies. Did the EN patch note forget this? Because if the EN note is true then Mechanic could have constant repair kit uptime after this update.
  11. There are way too many Incendiary Magnums in battles.
  12. TheCongoSpider

    Ideas for Augments!

    Is this an attempt to make a Missile Launcher "Hydra" for Scorpion? None of this makes sense unfortunately.
  13. TheCongoSpider

    Bugs and Glitches Reports

    It happens at 0:09. The accumulated progress resets and you have to take longer to lock on to someone than you should. It's been plaguing Gauss and Striker for a year now, with some people reporting it on Scorpion. I've never gotten it on Scorpion until the last patch. I had to use Tornado to complete some missions and I really felt it. I saw it happen on Terminator too and that almost made my Jug die right there. It's one of the things that really sap away my enjoyment of playing Gauss but I'm just glad I rarely have the no-damage salvo bug with it anymore. Only one thing to worry about instead of two.
  14. TheCongoSpider

    Bugs and Glitches Reports

    Before the last patch I would only get the salvo reacquisition bug with Gauss and Striker. Now after the last patch, I'm also getting it with Scorpion and Terminator.
  15. TheCongoSpider

    Bugs and Glitches Reports

    Is it possible for you to record a video of this?
  16. I can't help but feel disappointed with Large Calibre, mainly because the critical damage isn't increased to 1,200 like Short Band Emitters or the previous Electromagnetic Accelerator Scout. Not having 1,200 critical damage means you need 4 shots to kill a medium hull of equal upgrades instead of reducing it to 3 with a critical hit. You end up just taking longer to do things compared to Stock everywhere. Stock can do 670 + 670 + 1,700 faster than LC does 904 + 904 + 1,700 Stock can do 1,160 + 1,700 faster than LC does 1,160 + 1,700 Stock can do 670 + 1,700 faster than LC does 904 + 1,700 Stock can do 670 + 670 + 1,160 + 670 faster than LC does 904 + 904 + 1,160 + 904 Stock can do 670 + 670 + 670 + 670 + 1,700 in the same time that LC does 904 + 904 + 904 + 1,700 Stock has the same damage per shot but faster firing rate during Supercharge, and you're generally more punished for missing a shot than Stock. You're either taking the same time to do things as Stock or slower. The only thing it can do faster is one-shotting unprotected light hulls with normal damage with Booster/Crisis while Stock needs two. Anything other than that is slower. What is the point? Is there a reason why it doesn't have 1,200 critical damage? It feels like I paid 245k (171k) crystals to do nothing.
  17. TheCongoSpider

    Camper Drone Interaction Changes

    Drone removed.
  18. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 21/07/23 With 60 units of additional damage enhancement: Tesla: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Hammer: Will one-shot unprotected light hulls with the normal damage Will one-shot unprotected medium hulls with the critical damage Duplet will instantly kill unprotected heavy hulls AP Hammer will kill a medium hull with DA with critical + normal hit Blunderbuss will start one-shotting unprotected medium hulls with the normal damage and critical damage Large Calibre Pellets will start one-shotting unprotected medium hulls Assault Magazine will instantly kill a medium hull with DA with the normal damage if all pellets hit Ricochet: Helios' initial burst will start killing medium hulls with DA Thunder: Will start one-shotting unprotected light hulls with the normal damage Will start one-shotting unprotected medium hulls with the critical damage Small Calibre Charging Machine will now 2-shot unprotected medium hulls Corrosion Shells will kill a medium that has DA with critical + normal hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 68m (from 89m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 103m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 1.4m (from 3.28m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 4.61m (from 6.5m) Vacuum Shell will start one-shotting unprotected heavy hulls at 7.82m Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls High-Precision Aiming System will start one-shotting unprotected light hulls with the normal and critical damage Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive Striker: Will start one-shotting unprotected light hulls with the normal damage Will start one-shotting unprotected medium hulls with the critical damage Will kill heavy hulls that have DA with a salvo AP Striker will kill a heavy hull with DA with critical + normal hit Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage Railgun: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage Will 2-shot a heavy hull with DA with normal + critical damage Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage Scout will start one-shotting unprotected heavy hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage LCR will start one-shotting medium hulls with DA with the critical damage Round Destabilisation will 2-shot a medium hull with DA with normal + critical damage Gauss: Will start one-shotting unprotected heavy hulls with the salvo The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m) Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected medium hulls with the arcade critical hit Will kill a medium hull with DA with arcade + salvo Large Calibre will start one-shotting unprotected light hulls AP Gauss will be able to kill a medium hull with DA with critical + normal hit Magnum: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Will start killing unprotected heavy hulls with a normal + critical hit Will start killing heavy hulls that have DA with a fully charged sniping shot Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot AP Shaft will kill medium hulls that have DA with a lowly charged sniping shot + arcade shot Scorpion: Will start one-shotting unprotected medium hulls with the critical damage Will kill medium hulls with DA with normal + critical hit Missile Launcher Spear will kill an unprotected heavy hull with the salvo Missile Launcher Swarm will kill a medium hull with DA if all missiles hit Missile Launcher Wolfpack will kill a heavy hull with DA if all missiles hit
  19. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 21/07/23 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Will 2-shot unprotected medium hulls with normal + critical hit Electroturret will instantly kill an unprotected light hull with the ball lightning Hammer: Will one-shot unprotected medium hulls with the critical damage Will kill a medium hull with DA with normal + normal + critical hit High-Capacity Ammo Clip will kill a heavy hull with DA with the full clip AP Hammer will kill a medium hull with DA with critical + normal hit Large Calibre Pellets will start 3-shotting heavy hulls with DA Blunderbuss will start one-shotting unprotected medium hulls with the normal and critical damage Ricochet: Will need at least 1 fewer shots to kill medium hulls Thunder: Will start one-shotting unprotected light hulls Small Calibre Charging Machine will now 3 shot unprotected heavy hulls The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls at 118m away The range at which Vacuum Shell one-shots unprotected light hulls is decreased to 2.4m (from 3.33m) The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 6.1m (from 7.5m) Vacuum Shell will one-shot an unprotected heavy hull at 9.81m Smoky: Will start 3-shotting unprotected heavy hulls Supercumulative Rounds will 2-shot an unprotected heavy hull with normal + critical hit Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Striker: Will start one-shotting unprotected light hulls Will kill a heavy hull with DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem will instantly kill a light hull with DA Scorpion: Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Railgun: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage Large Calibre Rounds will start one-shotting unprotected heavy hulls woth the normal damage Round Destabilisation will kill a medium hull with DA with a normal + critical hit Scout will kill a medium hull with DA with normal + critical hit Magnum: Will start one-shotting unprotected medium hulls with the normal damage Shaft: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Short Band Emitters will start one-shotting unprotected light hulls Will be able to kill heavy hills with DA with arcade + fully charged sniping shot Gauss: Will start 2-shotting unprotected medium hulls with the normal damage Will be able to kill a light hull with DA with normal + critical hit Large Calibre will start one-shotting unprotected light hulls with the normal damage Super Solenoids will kill medium hulls with DA with arcade + salvo Adrenaline: Striker will start one-shotting unprotected medium hulls with the critical damage at 59% HP Scorpion will start one-shotting unprotected medium hulls with the critical damage at 59% HP
  20. TheCongoSpider

    Ideas for Game Modes!

    It's more of a toggleable parameter the devs can use at any time since it's an event mode rather than a normal mode. They can either go for a tanky, slow OD charging approach like the one in Team Juggernaut or they can go for one with less HP but can charge the Overdrive from battle points (kills). So far they made it have a 1.0 manual charging rate so that would be 15% per kill there and not 20%.
  21. TheCongoSpider

    Armadillo upgrade

    https://en.tankiforum.com/topic/397289-hyperion-drone/
  22. TheCongoSpider

    Armadillo upgrade

    It would be MK4 with 1/5 micro-upgrades on it.
  23. That would create nasty feedback loops for Overdrives.
  24. None of them seem worth the price tbh. Two are just accessories to Stock and the other is an alteration.
  25. TheCongoSpider

    Bugs and Glitches Reports

    Yes that is how it works. Any supply that you manually activate or pick up via drop box (except Gold Box) will decrease the cooldown of the respective supply.
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