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TheCongoSpider

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Everything posted by TheCongoSpider

  1. You seemed to have just gotten unlucky. I played with it earlier and it was getting crits like normal.
  2. TheCongoSpider

    Tanki Online V-LOG: Episode 388

    They did not mention a decrease in the number of normal containers you get. Only ultra containers and presumably weekly containers. Wait until it is close to being implemented so we'll have more information about it.
  3. The template was slowly being applied to every turret throughout the past months. All turrets have it now. The only one that differs is Terminator (Juggernaut turret), which is currently: Maximum: 15% Initial: 5% Minimum: 0% Step: 5%
  4. TheCongoSpider

    issue with viking on mobile

    That is an issue with mobile in particular. Mobile players receive heightened impact force from Smoky, Railgun, Hammer and Terminator. Tracked hulls would get flipped regardless of weight which is why hover hulls are mandatory for it now. Instead of being flipped on flat ground, your hover hull will instead quickly jerk to the left or right. It will supposedly be fixed when mobile is converted to HTML5.
  5. Looking at the RU Forum, it appears to be for Anvil Shells, yes.
  6. Sledgehammer still doesn't have any critical hits.
  7. Round Destabilisation has a fixed 50% crit chance. Nothing is changing with that augment.
  8. I'm explaining what's happening that may make something feel better or worse after an update. That doesn't stop said thing from being better or worse even if I don't say anything. For critical chance changes, you either wait until the (German) Wiki is updated or you play extensively with the updated turret after the update to come to a conclusion, whichever comes first. When the Thunder change came, I didn't see any noticeable difference but that was because I was unlucky. I played it some days later and I immediately felt the changes and it boosted my performance against certain enemies. You may not see them talking, but that doesn't mean they don't view the patch notes, have someone else tell them about it or have a basic understanding of how the damage output of something may be changing. The change could have come for one of their favourite turrets to use. They could just be trying out the turrets they see in the patch that have been buffed or mentioned. And they'll be powerful primarily because of their drones, which more people have proper access to now that drone upgrade prices FINALLY have been reduced. There is a stark difference between a combo using Brutus and a combo using Hyperion. There's also the fact that some of the powerful things they're using come from events and Ultra Containers. If something happens to be powerful when introduced to the game, it's usually spelt out for them visually or on paper.
  9. No, but I'd expect something like this.
  10. Ever since the critical damage update, they've had patterns for critical chance parameters of the turrets. Most of them were the same on release and would change along the way, keeping with a certain pattern. The general pattern changed in December 2021 then they tweaked the turrets from that throughout 2022. You had as many as 5 turrets (Thunder, Railgun, Magnum, Shaft, Scorpion) sharing the same critical chance paramaters. If you were not aware, they've been changing the chances to a new pattern. They started with Twins earlier this year when they nerfed the chance from 8% to 7% and was changing the other turrets with each subsequent patch. When they make chance changes in the patch notes, they only mention changes happening to the maximum critical chance. There are 3 other parameters working alongside it determining how often you may get a critical hit that they do not mention in patch notes. The new characteristic now is the chance step is the same as the maximum chance. So if you get a critical hit, your chance will drop to 0%. Afterwards, you will only need one more hit to get back to your maximum critical chance compared to before where you'd need multiple to get back to maximum. The most obvious change should have been felt with Thunder and Scorpion. Their chances before the change were: Maximum: 30% Initial: 30% Minimum: 0% Step: 5% After spawning their chance for a critical hit is 30% (Initial). If they get a critical hit, the change will drop to 0%, and would increase by 5% with each hit until it gets a critical hit again to set it back to 0, or u til it reaches the maximum, 30%. What happens is a lot of the time you'd get critical hits shortly after spawning. The subsequent critical hit may take 5+ shots to come again. If you're very lucky, you can get it to 2-3 hits later but your chance would be as low and 5% and 10% respectively. When the patch stated "Critical chance decreased from 30% to 23%", this is what it changed to: Maximum: 23% Initial: 23%% Minimum: 0% Step: 23% The end result is your first critical hit after spawning may come 1-2 shots later than usual, but subsequent critical hits come much faster on average. So while it looked like a nerf on paper, it's actually a net buff for their critical damage output. But you wouldn't know this because they don't mention changes that occur to the other 3 chance paramaters. There is another reason why this change was great for Scorpion and Thunder but I don't think I'd need to explain that. In the previous patch, Railgun and Gauss' chance step were increased to convert them to the new pattern. That was a big buff to Railgun's crit rate. For Gauss it wouldn't be noticeable because most people salvo-spam with it. The last turrets on the list to be converted was Tesla, Magnum and Shaft and we see now it's here, alongside slight chance decreases for the others. For Tesla, it would be a buff and would make certain status Teslas obnoxious to fight against if they get lucky. For Magnum, it's a buff. For Shaft, it's more like a reshuffling of the current parameters.
  11. I just know the gameplay mechanics of the game, the numbers and their interactions with other mechanics. I don't have any access to any personal information like how much money they need to make, what is working for them or what limitations they have to work with when implementing stuff in the game. I'm sure there are reasons why they do the things they do that players aren't aware of. And that's the whole problem imo. I really liked MM when it came out but that was primarily because the game had a lot more players to throw at it. Now we don't anymore. You can't please everyone with every update because something that some players like, others may loathe. But you definitely please no one if you're not communicating anything with the playerbase. It's no wonder the players are so cynical about the game these days. At this point I can only assume that extensive communication with the playerbase would harm the devs' intentions more than help them. I see no other reason for a lack of transparency.
  12. TheCongoSpider

    TankiFund: Giveaway

    Why are there complaints? If your overall chance of being picked in giveaway very slightly changes or even not at all, why are you complaining if they're actually brining money to the devs? I don't know if they made all of their accounts to collect the token of apology last year to sponsor their entry this time around, but if they made a truck load of accounts purchased 1,000 Tankoins on all of them, they're contributing so much more to the game than someone who purchased a 990 bundle alone.
  13. TheCongoSpider

    Bugs and Glitches Reports

    Oh I properly see now. I missaw what happened in the first video. This is what is happening to you. In the first video, you did not get any critical hits. What happened was the Hunter Firebird you were firing at manually activated their repair kit, which instantly removes any negative status effect they had (in this case, being the ignition from your own Firebird). Your Firebird was still attacking during this 0.8-second window, so the "Immunity" there is your ignition application being blocked by the Polarization status. In your second video, that player was using the Heat Immunity augment for Viking. Your ignition application was being blocked by the hull augment hence the "Immunity" showing up when you started attacking them after turning around. There is no bug here. Your Pulsar Firebird is working correctly.
  14. TheCongoSpider

    Bugs and Glitches Reports

    That is not a bug. Activating the Repair Kit supply gives the user 0.8 seconds of the Polarization status effect. This instantly removes negative status effects makes you immune to negative status effect applications for that brief period. When you see "Immunity" there for your Pulsar, it is because you hit them with a critical hit during that 0.8-second window, meaning they are not affected by it. It is one of the ways to counter Pulsar.
  15. It's been some years but they are in fact updating the descriptions of augments slowly. Though many of them that I expected to be fixed by now are still outdated, like Cryo and Incendiary Smoky stating it reduces critical damage when that hasn't been the case for almost a year.
  16. TheCongoSpider

    TankiFund: Giveaway

    There's not much worth buying with that other than Battle Passes and entries to future events. The bundles in the shop are geared more towards big spenders.
  17. TheCongoSpider

    Let's Discuss Containers!

    More like 95%.
  18. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 02/06/23 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 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 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: 02/06/23 With 20 units of additional damage enhancement: Tesla: Will 2-shot unprotected medium hulls with normal + critical hit Hammer: 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 Ricochet: Will need at least 1 fewer shot to kill heavy hulls on average Thunder: 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 83m (from 91m) The range at which Vacuum Shell one-shots unprotected light hulls is decreased to 1.57m (from 3.28m) The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 5.36m (from 6.5m) Smoky: Will require at least one fewer shot to kill all hulls that have DA Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Striker: Will kill a heavy hull with the salvo if one of the missiles is a critical hit Railgun: Will start one-shotting unprotected heavy hulls with the critical 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 one-shotting unprotected light hulls with the critical damage Will be able to kill heavy hills with DA with arcade + fully charged sniping shot Gauss: Will be able to kill a light hull with DA with normal + critical hit Super Solenoids will kill medium hulls with DA with arcade + salvo Adrenaline: Tesla will take at least 1 fewer shots to kill a light and heavy hull at 92% HP Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 97% HP Striker will start one-shotting unprotected light hulls with the normal damage at 90% HP Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 89% HP Thunder will start one-shotting unprotected light hulls with the normal damage at 90% HP Railgun will start one-shotting unprotected medium hulls with the normal damage at 80% HP Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 80% HP Shaft will start 2-shotting unprotected medium hulls with the arcade shot at 80% HP
  20. TheCongoSpider

    PRO battles maintenance

    Would you mind elaborating?
  21. It's not uncommon for them to have a few weeks (patches) of something OP or UP. Expect a good chunk of the Thunder augments' effectiveness to get buffed/changed in the near future. Now that they finally released the Sledgehammer upgrade, they can start looking into the garage augments to make them useable compared to Vacuum and Adaptive Reload. That's the part that confused me. In the patch note of its nerf, it was said to be reduced by 50% but in-game it was 80%, then the Wiki soon changed after to reflect that. 50% would have killed its OPness but at least it would still have some use afterwords. 80% killed it entirely and it stayed like that for a year until now when the last Thunder augment comes. Autocannon during its lengthy time-out period was weak but you could have at least still used it.
  22. TheCongoSpider

    Ideas for Game Modes!

    The entire point of the mode is to go from first come to last come, though. ?
  23. TheCongoSpider

    Let's Discuss Thunder!

    Not entirely true. The overall crit rate of Thunder increased in that change.
  24. TheCongoSpider

    Let's Discuss Containers!

    Over the past few months, there have been some reports about maxed players barely getting Epics anymore from their normal container openings. I've been saving containers for a while to open and decided I'd try to test that this time. All of these below were opened on TO Mobile, x15 at a time. It is divided into 3 groups: My three most active accounts who are all near to emptying their Epic pool Non-Legend accounts Legend accounts that still have a long way to empty their Epic pool Group 1 Account 1: Account 2: Account 3: Combined: Group 2 Group 3 The accounts that were close to emptying their Epic pools, and who also had almost double the containers to open compared to the other groups, still had less than half of the epics from the expected drop rate (~4%). With each of them opening 405 containers, they had near identical drop rates each. Group 2 with the non-Legend accounts achieved higher than 5% epics, but also seemed to had gotten lucky with commons that it resulted closer to 50% than the expected 60%. Group 3 with the Legend accounts that still have a long time until they empty the Epic section, they also received higher than 5% epics, but was a bit unlucky with Legendaries. With that, I would say there may be some truth to the statement that emptying your Epic pool results in a lower Epic drop rate. Or maybe it's just a coincidence? ?
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