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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Ideas for Augments!

    There is already an augment named Harpoon.
  2. TheCongoSpider

    Boosted damage plus Viking overdrive

    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
  3. 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.
  4. TheCongoSpider

    Tanki Online V-LOG: Episode 381

    Patches come at the start of events. Expect one next Thursday.
  5. TheCongoSpider

    Tanki Online V-LOG: Episode 381

    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.
  6. You still haven't given any proof of this, despite my asking multiple times.
  7. TheCongoSpider

    Cosmonautics Day 2023

    That's how it was last time. Drive back and forth in the same spot to go down.
  8. TheCongoSpider

    The stupidest sight in tanki today

    Just a normal day in Siege.
  9. 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.
  10. Are you certain you were seeing these "Vulcan bots" after Friday or are you still speaking in the past?
  11. TheCongoSpider

    Enemy Juggernaut Using Auto Aim or Something

    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.
  12. TheCongoSpider

    Bugs and Glitches Reports

    This is intentional.
  13. TheCongoSpider

    Cosmonautics Day 2023

    Perhaps.
  14. TheCongoSpider

    Cosmonautics Day 2023

    Sucks I didn't get it on an account that primarily uses Shaft.
  15. 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.
  16. It takes an unspecified amount of time for descriptions to be updated. They've only recently started fixing descriptions for augments.
  17. Is it that they silently brought these win X battles missions back?
  18. TheCongoSpider

    Bugs and Glitches Reports

    Mobile does not have a confirmation pop-up for micro-upgrades. Probably intentional considering the word mobile.
  19. Inaccurate. They said a player could receive up to 5 million crystals in compensation. 7 * 600,000 = 4,200,000 (Miner, Supplier, Sprinter, Lifeguard, Assault, Blaster, Camper) 3 * 300,000 = 900,000 (Engineer, Trooper, Driver) 4,200,000 + 900,000 = 5,100,000 They halved the cost of upgrading those three drones all the way back in October 2021. Naturally with this being a one-size-fits-all compensation they'd use the new cost. I'm not defending the choice, I'm simply explaining what happened.
  20. The phrase itself is not wrong. The parameters itself is "turret slowdown when firing" and what is being decreased is its values. That's usually how they phrase paramaters like these in patch notes. If you know how the paramater works then you'll almost immediately understand what is changing. You could say the same about Isida. In fact, you could say that Isida has received less love than Vulcan over the past 4 years. Both have the same amount of augments available, except Vulcan itself has received many changes over the past 4 years while Isida has not noticeably changed since January 2019. The only thing that changed with Isida was the 15% damage buff in February 2021 (no changes to its gameplay and pacing) and its critical chance nerf of early 2022.
  21. That's what the change is. That paramater slows your Vulcan's maximum rotation speed while firing down to that %. At Mk7+ it was previously 30% of 120°/sec and now it's 10% of 120°/sec.
  22. TheCongoSpider

    Bugs and Glitches Reports

    Are you playing on one account or several?
  23. I am talking about activating repair kits after they fire their clip. Their max reload will be 1.5 seconds instead of 1.25 seconds. That longer reload will allow you to gain a bit more HP out of the repair kit before they interrupt it, which if you had high % Hammer module, could allow you to survive 1-2 more clips before you go down depending on the situation. Those 1-2 clips is extra seconds of you being alive to take them down before they do or finish whatever action you were doing (capping a flag/point, running behind cover etc.). I'm comparing it to Helios and Vacuum Shell because they've taken this path with them before. Helios' maximum reload being increased from 4.3 seconds to 6 seconds did not affect the burst damage it had, but its trickle damage after it runs out of energy. Its trickle firing rate was reduced which allowed enemies more HP recovered by their repair kits which extended the engagement longer than before the nerf. That reduces the Helios' efficiency and allows players to survive longer and fight back. You may have seen players in recent months or in the near future complaining that Helios is "too weak now" and that is precisely because of its maximum reload being increased from 6 seconds to 8.7 seconds. The time between its trickle shots have been increased again, further punishing the user if they did not kill the target with the initial burst damage because repair kits last longer before the next trickle shot interrupts it. So instead of killing the target in 5 seconds with the 4.3 second reload Helios, they may now take up to 20 seconds to kill the same target with the 8.7 second reload. Vacuum Shell's reduction in efficiency is more direct as the damage you deal with the splash has been decreased over time, where now there is even a damage penalty for directly hitting a target. Yes, Vacuum Shell is still strong but not as efficient as it before the nerfs. I'm just trying to show you what effect these nerfs have had and will have. Expect Assault Magazine to slowly lose its efficiency in the coming months instead of an instant mega-nerf like you were expecting.
  24. It is not a considerable nerf, but similarly with Vacuum Shell and Helios, they are slowly whittling down its maximum efficiency. This nerf will primarily be felt if you have high % Hammer protection and you time your repair kit activations well in 1 v 1s against them.
  25. Yes. An Mk7+ Magnum currently shoots at most 8 shots with the Overdrive. After the update it will shoot around 10 or 11 at most.
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