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Everything posted by TheCongoSpider
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It received another nerf in this patch where the status augments received longer durations.
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You should have said Челлендж instead. You're just going to have to wait until the last 1-2 days like everyone else.
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To make sure you understand where I'm coming from, my definition of a turret rework is a reshuffling of its paramater numbers to give it a noticeably different feel in battle. This can be both big amor small number of changes and it can be a net nerf or a net buff. It depends on how it is changing because there are many augments in the game. The change has to keep all of them in mind. What I was getting at was being part of the game, even many, many years ago, you know equipment undergo balance changes, especially turrets. The number of balance changes became frequent since 2018. You can't expect a turret to stay exactly the same way for a decade while everything else ranging from equipment to maps change. Those balance changes can often be something players don't expect. They could be trying out a new vision for the turret's gameplay to gather data on. What I'm saying is at this point, it shouldn't be a surprise if a turret receives a major change. The balance is always changing and no turret is immune. At the end of the day I just wanted to give you some context to the change as a response to your feedback often saying Vulcan users are being persecuted. There is no doubt your tunnel vision on Vulcan has a part to play in that. What is happening with Vulcan right now is nothing out of the ordinary. Express your dissatisfaction with the change, leave out the parts about being persecuted. It's simply not true.
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You often made comparisons to other much more popular games. Perhaps that one shouldn't have been listed so we can ignore that one, but the other two are more relevant. This was me saying you aren't used to what is normal here. If you are a player that reads patch notes when they come, you'd notice that they make many changes in steps or as preparation for future equipment implementations. Meaning you can't look at any random patch note with a big change to turret balance and think that's how it's going to be for the next year. There is often context to a patch. That is either found in subsequent patches or in patterns found in previous patches/news announcements. You refusing to use anything else gives you tunnel vision on Vulcan. Using other turrets broadens the scope in which turret balance changes affect you, and it would make you notice what I said above faster. As for the Driver thing, it was completely new to the playerbase. As I'm a F2P, I wouldn't have had access to it until the last day of the event, assuming I was lucky enough to reach there. The Wiki had the parameters but I wanted to see with my own eyes if those parameters are what they are in-game, to see if there were anything unusual about it, and to track its early-stage effects so I would know if anything silently changed with it. There are sometimes changes that are made unannounced in patch notes,
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There may or may not be a hidden paramater doing this or it may all just be reliant on Ping in the end. Everyone has this and can exploit its potential. Useful against Defenders, Hyperions and Crisis to deal damage to them in the very brief period they don't have protection. Some great Crisis users switch relatively slowly between Boosted Armour and Damage. Some others switch very fast where it's near impossible to exploit the period of vulnerability. Likely down to ping.
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It was a 70% reduction before. It's hard to speak with you about this because: You play many AAA games You haven't played Tanki 100% consistently throughout the past few years You vehemently use only one turret, knowing that they do balance changes for equipment You do give constructive feedback, now that Vulcan has had a rework you personally dislike, you're out through the ropes that many other players have had over the years if you were consistently here to notice it. Expect Vulcan to be like this for some time. Changes like these could be preparation for another change or for any new non-status augment considering Vulcan's predicament. For someone like you, the only thing that'll properly speak to you is analytics released by the devs, which they don't really disclose. The only information we know about Vulcan is that it was one of the best scoring turrets alongside Freeze earlier this year. Don't see it as a personal attack on you. It only seems so because you refuse to use anything else. 12 other turrets have gone through at least one major rework in the past 3 years. The only turret that has remained relatively unchanged for years was Isida. Expect it to get a rework in the near future as well.
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update Patch Update #722 - Released 28th April 2023
TheCongoSpider replied to Marcus in News Archive
That sounds even more confusing. What was said in the patch note is how you would accurately phrase that change. A less confusing one would be "The regular damage is now reduced by -50% instead of -75%."- 29 replies
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The patch note is already on the RU forum. No changes to any Vulcan besides a rework to Shooting Speed Regulator.
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There is already an augment named Harpoon.
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Damage enhancers in the game stack additively. Visualise it with a damage multiplier. By default, you have 100% which translates to a x1 damage multiplier. Viking's Overdrive has a damage multiplier that can differ depending on your turret or augment. Let's say you're using Stock Thunder. Viking will add 150%, so: 100 + 150 = 250 = x2.5 damage. Your maxed Thunder will be dealing 900*2.5 damage. Boosted Damage ranges from +50 to +100 depending on your drone's upgrade level. If it is at 0/20, it will be 100 + 150 + 50 = 300 = x3 damage. If maxed, it will be 100 + 150 + 100 = 350 = x3.5 damage. Drones like Booster and Crisis give extra damage enhancement, Booster giving +20 and max and Crisis with +60. It will be: 100 + 150 + 100 + 20 = 370 = x3.7 damage with Booster 100 + 150 + 100 + 60 = 410 = x4.1 damage with Crisis
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event The «Tanki and The Dark Matter» mini-game 2023
TheCongoSpider replied to Marcus in News Archive
Luckiest account managed to reach Checkpoint 4 today in 41 moves. For comparison, another took 43 moves to get to Checkpoint 3. It took me an average of ~18 moves to reach Checkpoint 2 and ~38 moves to reach Checkpoint 3. Fastest to reach Checkpoint 2 was 12 moves, slowest was 24 moves. Fastest to reach Checkpoint 3 was 30 moves, slowest was 43 moves. -
Patches come at the start of events. Expect one next Thursday.
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The player asked why they added the premium button instead of the daily missions progress being shown. The developers answered that it is not one or the other. They both will be there, but the missions progress one will take some time to implement. You could say there was a small misinterpretation of the question but the answer is there. It is planned to come in the future.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
You still haven't given any proof of this, despite my asking multiple times. -
That's how it was last time. Drive back and forth in the same spot to go down.
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Just a normal day in Siege.
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update Patch Update #721 - Released 14th April 2023
TheCongoSpider replied to Marcus in News Archive
That is why. The change does not do a whole lot if many of the enemies are standing in one general position, along with their ODs (Ares) inflating their score. Play it or go in other game modes where movement across the map is encouraged (i.e not Siege or Assault). The change is felt there. -
update Patch Update #721 - Released 14th April 2023
TheCongoSpider replied to Marcus in News Archive
Are you certain you were seeing these "Vulcan bots" after Friday or are you still speaking in the past? -
Since 2020, the experience gained from battle actions were increased x4. On weekends, that is double. With premium, that is further increased x1.5. His stats are not out of the ordinary. TO mobile has some horizontal auto-aim for Terminator's railgun. As for him one-shotting you, your current GS is 7,678. That is subpar against an upgraded Juggernaut. If you were using your light hull, they could one-shot you every time. If you were using your medium hull, then the Terminator's critical hits could one-shot you. I doubt they're hacking but if I happen to see him in a battle, I will check it out.
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This is intentional.
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Sucks I didn't get it on an account that primarily uses Shaft.
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update Patch Update #721 - Released 14th April 2023
TheCongoSpider replied to Marcus in News Archive
The very first thing I said was that it was not a considerable nerf. I then said who this nerf will primarily be benefitting, which are those who have high % Hammer modules and time their repair kits well against them in a 1 v 1. AM having 10 pellets per shot is an indirect damage nerf on each shot. Critical damage would allow one of your shots to disregard that and deal similar damage in critical damage which bypassed Hammer's module. Reducing the critical chance will allow Hammer modules to soak up more damage before a critical hit comes, which again, can add a few seconds onto your lifespan against it. If you do not have Hammer protection, then not much is changed. You'll still be dying uncomfortably faster than a Stock Hammer. No, it gives that increase to whatever base damage Vacuum has. It used to have the same normal damage as Stock, but now it has a -20% normal damage penalty. That is what the current 250% is going off of, and that is a part of its recent nerf. What I'm trying to say is its power has been slowly reduced over time. The initial version of Vacuum Shell was Stock Thunder with high splash damage and a 1% critical chance. The next version had the average splash damage reduced from 250% to 220% and the penalty to critical chance was removed. That change was both a nerf and a buff depending on how you used it. If you always used it like a Stock Thunder, it was a buff. If you had always used it the way you did by intentionally firing near obstacles to deal splash damage, then it was a nerf. The next version had Vacuum receive a -20% normal damage penalty and the average splash damage % increased from 220% to 250%. This was a nerf. The end result is you now cannot be as efficient as you were with the initial version of Vacuum Shell. The highest splash damage you could do was decreased and would allow many players to survive one more shot against you, which is the difference between having a chance against Vacuum and none at all. The augment is still strong, but it is not as efficient as it was on launch. Scorpion went through the same thing. Despite the cries of everyone saying it was overpowered, they took their merry time to nerf its efficiency. Firstly its firing rate was reduced on both modes but the high damage they dealt was still there. The OP ML Swarm was nerfed and put in line with the others. The reload is nerfed further and the arcade damage is lowered once. Then a mega nerf hit that reduced both its normal, critical and salvo damage by a lot and now you have some players calling it weak. As you can see, it took a long time for Scorpion to get there. It appears that Assault Magazine is going through this same process of slowly eroding it's maximum efficiency, just as Helios, Scorpion and Vacuum Shell were put through. -
update Patch Update #721 - Released 14th April 2023
TheCongoSpider replied to Marcus in News Archive
It takes an unspecified amount of time for descriptions to be updated. They've only recently started fixing descriptions for augments. -
update Patch Update #721 - Released 14th April 2023
TheCongoSpider replied to Marcus in News Archive
Is it that they silently brought these win X battles missions back?