Jump to content
EN
Play

Forum

TheCongoSpider

Advanced
  • Posts

    8 059
  • Joined

  • Last visited

  • Days Won

    89

Everything posted by TheCongoSpider

  1. He asked if anyone else has been noticing an increase in them. He is asking this after certain things have been made more prevalent to the playerbase during this year. 1. Excelsior Viking, 30% more HP on the most popular hull in the game. Lots of out-of-the-loop players have already made complaints about HP hack Vikings since that event started. 2. Lifeguard, more prevalent as players have been opening more containers since its release. Many of the sweatsquads have and still are using this augment with their other equipment. 3. Nanotech Shells had its aiming mechanism fixed this year and it is now an overtuned ranged healing option that has either been collecting dust in certain players' garages, picked up by other players who chose it in previous events last year or randomly getting it from containers. What it and Healing Emitters have in common is that they sometimes are not easy to spot in the heat of an engagement. Whenever I used Healing Emitters, I always used the Eclipse shot effect because it's less immediately noticeable that someone is being healed if the VFX for the Shaft shot isn't standing out. The VFX doesn't last long and can be hidden in certain other turrets' VFX like Gauss, Thunder, Twins, Firebird, Freeze, etc. You can even possibly mistake it as your own Shaft on your team helping you out with killing the enemy. What makes Thunder similar but different is that Thunder is a projectile turret, not hitscan. As such, there is always the possibility of the Thunder shot not impacting the enemy on your screen. So you could be fighting a medium hull, and from your perspective, this medium hull seems like it has 5,000 HP instead of 3,000. But that's only because you didn't get any visual feedback of them being healed by a faraway Thunder, because the shot missed them on your screen. 4. Engineer, one of the upsides of the transition to HTML5 on mobile is being able to see at any time what augments players are using. Something that caught me by surprise was how many players at random were using the Engineer augment. This heals you for 1,000 HP when you pick up a drop box. I've gotten into many situations both on Android and HTML5 where someone took 1-2 shots more to kill in certain engagements but it always added up to about a repair kit's worth of extra HP. After I die I realise that we were fighting near a drop box zone and that they were picking them up. They received 1,000 HP in that moment and allowed them to triumph. From the loser's perspective, they gained extra HP out of nowhere and will thus accuse them of hacking. Extreme example being this battle: 5. Defender drone, 90 more units of armour enhancement, effectively a 31% spectrum module. Combine that with their own modules and everything mentioned above and the perception of the amount of HP the player you're fighting has becomes worse. It's quite prevalent right now, which I'm not surprised. They made individual modules cost too many crystals where it's economically better to upgrade Defender drone instead. 6. Repair kits, this here was the only time I was briefly confused as to why people were taking longer to kill than visually appeared. Whenever an activated repair kit was instantly interrupted, I would be able to confirm with my eyes that that was the case. I would briefly see the repair kit status icon flash as well as clearly see the Polarization icon at the far right end. At some point they changed this and it is less clear to see when it happens. It took me having to record videos of my gameplay to catch it. And wouldn't you know it, around the time I noticed this, some players were complaining about people having more HP than usual. And if this player is using the Mechanic drone, then their HP will immediately go back to 100% when this happens. Even if you have all of this knowledge, this here is the most important part: I do not doubt that there are sophisticated hacks in the game. The nonsense that goes on in Parkour lobbies attest to that. But I'm always interested when someone claims there are subtle or blatant HP hacks in MM because it is very easy for a random player to miss the legitimate explanations for it in the heat of battle.
  2. There are different ways players can achieve the illusion of increased HP in recent times. You have the Lifeguard augment that allows a tank to survive fatal damage once per spawn. You have the Excelsior augment (currently only available for Viking) that gives 30% more HP. You also have ranged healing augments such as Healing Emitters and Nanotech Shells whose presence may not be immediately felt because Shaft's shot effect may be hidden within the general explosions and other visual effects happening around you, and Thunder for the same thing, as well as it being projectile so there is always a chance that the Thunder projectile doesn't impact the enemy on your screen. There is the Engineer augment that heals 1000 HP when the tank picks up a drop box, and this augment is quite common at random seeing as it is in the rare section of containers and in the garage. Another thing that's more recent within the past year is the visual feedback you get from a quickly interrupted repair kit is much less clear than before for some reason. I instinctively look out for such things and even I have a hard time noticing it when that happens. Every time over the years someone claims there are HP hacks in MM it was always a case of legitimate mechanics being misinterpreted as hacks, either because the player making the claim did not have the knowledge of the mechanics, or if they did have the knowledge, they didn't have the necessary visual feedback of the mechanics in motion when the suspicious interaction occured.
  3. TheCongoSpider

    Summer eSports TankiFund 2025

    It's old Phoenix but instead of having more pellets per shot and range, it has more impact force.
  4. TheCongoSpider

    Tanki Online turns 16!

    What is the name of the account that you cannot find the gifts on?
  5. In Patch 799, Isida as a whole received a rework. Part of this rework included a nerf to Support Nanobots. It now has the same healing as Stock, with its benefit being that it can heal for twice as long as the other Isidas. You should expect to see further changes to Isida in the near future that make Isida feel better to use with its new settings.
  6. TheCongoSpider

    Tanki Gift not accessible

    You need to complete a battle on them now.
  7. TheCongoSpider

    Tanki Gift not accessible

    It appears that you haven't completed any Matchmaking battles on these 3 accounts after the gifts arrived. Perhaps the number of years spent away may correlate to how many battles you need to finish to be able to claim them. Try to complete 1-2 Matchmaking battles with these 3 accounts and see if they appear for you. Remember to have at least 100 reputation points (score gained in battle for killing, capturing objectives etc.) when the battle ends.
  8. TheCongoSpider

    Tankopoly

  9. TheCongoSpider

    Ideas for the Interface

    For yourself on your own screen? Maybe they may do it. There's no inherent benefit for them to do that when they've explicitly said that grenades are the future. For everyone in the battle, same answer as they had for drones. They're there to show the players in the battle what abilities your tanks consist of.
  10. TheCongoSpider

    Bug Reports ❗ NEW ❗

    Did you make sure that you had at least 100 reputation points when the battle finished?
  11. TheCongoSpider

    Bug Reports ❗ NEW ❗

    The minimum rank to be eligible to receive the rewards is Master Sergeant. If your account is above Master Sergeant and you still do not see the news icon to claim your gifts, finish 1 Matchmaking battle on that account and check if you can claim them afterwards.
  12. Only the people who haven't been reading the patch notes nor watching the Vlogs.
  13. I've noticed on two separate occasions an improvement in that. Have you tried it yourself recently?
  14. An update regarding the bug - upgrading Firebird to Mk1-1 puts the reload from 3 seconds to 2 seconds. It stays at 2 seconds until Mk5-9 where it goes from 2 seconds to 1 second. Stock's reload goes below 2.00 at that upgrade level which is exactly where the original 1-second reload bug was happening. Quite strange.
  15. TheCongoSpider

    Let's Discuss Isida!

    It's the most raw rework I've ever seen. It doesn't look like they even tried to make it make sense on the first attempt. Support Nanobots' healing output being nuked could mean they want healing as a whole to be less easily accessible and therefore have less sway over the outcome of battles at random. Score for healing was reduced which nerfs Isida as well as Healing Emitters and Nanotech Shells. The premise is somewhat ok but the way it interacts with the augments on the first attempt is horrid. Attacking consumes 0 energy but it still pauses the refilling of energy for the healing. Imagine if firing arcades with Shaft or Scorpion paused the reloading of the sniping shot/salvo for 2-3 seconds every time. The cone angle is bigger but Isida attacks different to Firebird and Freeze. It can latch on to enemies/allies on your end but not actually be doing anything on the server. That's wasted energy there, made even more wasteful thanks to how high the healing energy consumption is now. And when you run out, it takes a whopping 14 seconds to come back to full. And if you're firing but the beam isn't attached to anyone, it's still has neutral energy consumption for some reason. Support Nanobots - This was the opportunity for it to have its damage penalty reduced by a lot but it wasn't done. Shock Nanobot Injection - Still impractical and not worth picking. If you want to play it for its gimmick, it requires you to have your beam attached to someone even if they're at full HP. Can't do that safely anymore because the energy consumption is much higher, and even if the ally is injured, the healing is still halved. Sustainable Nanobots - Healing being halved makes sense but why the heck is it still using energy for attacking, far less the standard 6 seconds on top of needing that energy for healing and the reload being 14 seconds now. They could have let it keep infinite attacking but with a small damage penalty like -10% or -15% because of the extra range. Vampire Nanobots - So firstly, the damage was nerfed because Stock now has infinite ammo. So that's less healing Vampire gets. Then it takes 14 seconds to fully recharge instead of 10, hurting Vampire's efficiency even more. The healing is still disabled but on top of that, it's STILL using the 200 eng/sec for healing? How does that make any sense? If it's still using the 200/sec for healing why didn't they let it do Stock's healing since Stock's healing is so small anyway. And if they didn't want to do that, why didn't they make healing consume 0 eng/sec if every bit of energy is even more precious for attacking? Nanomass Reactor - This and Vampire confirmed just how half-baked the rework was. So Stock has infinite energy to attack. This resulted in a decrease in DPS as well as the niche of Nanomass being temporarily destroyed. So WHY in god's name is this thing still using energy to attack? What thought process went into that? They could have just left it to consume no energy on attack so that its niche on the first attempt would be it's the only augment that can replenish energy for healing when using it for offense. But no, both firing modes are starving for the limited energy. It's likely going to take some time for supplementary changes since it wasn't an Isida-oriented patch. It was a very long patch with a mini-rebalance so they'll have to get her new data. Just from looking at what they attempted to do on the first try, the obvious supplementary change would be to have every Isida act like Nanomass Reactor and replenish an amount of energy for healing when they get a kill. This will encourage them to go out and attack if they want more access to healing during each lifespan. Maybe they'll keep the DPS the same as it is now but give it relatively high critical damage like Freeze as the TTK decreaser to further encourage offense. Support Nanobots can have its damage penalty reduced to an acceptable amount so that it doesn't feel fruitless to go attack with it. Shock Nanobot Injection can have Stock or near Stock healing so that it's not useless/a downgrade for the average player. Maybe they can do like Explosive Band and give it a random DPS increase to set it apart from the others. With Nanomass Reactor, they can give it infinite attacking energy with a slight DPS increase and be the only augment to replenish 100% energy on a kill. But seeing that it has the unfortunate circumstance of being an epic augment, they probably won't even give it a DPS increase, or something paltry like 5%. And if they figure out a way to allow energy to be replenished while attacking them that opens up different avenues for the augment balance. That's what I assume is going to happen next.
  16. Interesting to play with now. Though kinda sucks that it's now a lot more dependant on teammates. If your team isn't actively moving around the map you have less options now. And the ball connection radius hardly feels like 15m feels a lot more like 7-8m. I was using Acceleration Protocol and it felt as if I was using a status Tesla most of the time. I cannot understand how Revolver hasn't gotten any sort of targeted nerf since release, not even a small one. Every time Hammer got changed since its release, it either stayed the same power or got slightly better relative to the rest of the Stock range Hammers, especially Large Calibre Pellets. On top of escaping any sort of impact force nerf, it now gets to reach 3,000 damage with 2 normals and a critical hit making it even more efficient. Since release it's been doing Large Calibre Pellets' job better than it. Missing any shot with Large Calibre instantly removes 1/3 of your total damage output for the next 6 seconds. It's not worth shooting Large Calibre at people within the minimum damage range because the firing rate and clip reload is so nerfed compared to every other Hammer. Meanwhile Revolver gets to fire away at will with its 2 guaranteed critical hits while also having faster clip reload? Large Calibre Pellets having the same impact force as Stock while Revolver has the same and firing 6 shots in a clip in rapid succession? How does that make any sense?
  17. TheCongoSpider

    Ideas for Augments!

    If you asked me, I don't think Thunder has enough augments that increase the firing rate with no damage penalty. So I'm suggesting two more. 1) Advantages: Reload: -30% Critical damage: +10% Weak damage: =50% Disadvantages: Maximum damage range: -50% Impact force: -25% 2) Advantages: Reload: -10% Initial projectile speed: +60% Maximum damage range: +30% Disadvantages: Final projectile speed: -67% Acceleration time: =0.3 seconds
  18. Not every augment, only select augments if applicable. I was expecting Plasma Torch to be one of those but I didn't expect it to be directly nerfed in 4 different areas. The problem is all of those nerfs compounded. They could have left out the one or two of them so it would have actual reason to use the very slow projectile speed. They could have left the impact force high so if you did end up hitting people (on their screen, not yours), they would take impact force that they wouldn't get from other Ricochet augments, giving it a niche. They could have allowed it to have Stock's projectile speed after bouncing so that people who want to utilise Ricochet's entire purpose to its full potential and bounce certain shots to hit people with it faster. That would especially make sense because it still has only 1 bounce available. Allow them to at least use that one bounce to do something interesting. But they nerfed everything.
  19. Nothing is wrong with it. Again, if this here is not what is happening for you, send a video recording so it can be put forward as a bug report.
  20. I don't understand why they received these nerfs. The speed is already deathly slow. They get both minimum damage range and maximum range reductions. Plasma Torch on top of all of that gets halved impact force and not even being able to use the one bounce it has to counteract that slow speed in a way that is true to the turret's entire gimmick. Another substantial projectile speed nerf and STILL Explosive Shells has that unnecessary 50% projectile speed reduction. Took almost 4 seconds to hit someone from one end of Berlin to the other. Standard shot was made better? It feels the same if not slightly worse due to missing more often with the slower projectile speed. Salvo feels worse for everything. Just great. Finally got to have fun with Gauss again with Super Solenoids and now it along with every other normal Gauss is too uncomfortable to use because of the extended lock-on time. My options to use on mobile keep dwindling and dwindling.
  21. I already told you that I played with it and I am seeing nothing wrong with its parameters. You are seeing something different. The onus is on you to show proof of what it is that you are seeing differently.
  22. Please send a video recording of this if possible.
  23. Just played with it and nothing is wrong. All Gausses take longer to lock on because Stock now takes longer.
  24. Here, In the Bugs and Glitches topic, August 17th 2024. If you're asking this then I'm assuming it wasn't sent in the report for that week/time period. https://en.tankiforum.com/topic/398970-bug-reports--new-/?do=findComment&comment=7014450
×
×
  • Create New...