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Everything posted by TheCongoSpider
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Now that you acknowledge that this parameter exists, can you PLEASE remove it from Wolfpack. There was and still is no reason for it to take that long aim at the target, have fewer missiles then Stock and have a flight pattern that is easy to block with obstacles, contrary to the augment's description.
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The site updates once every hour. Perhaps stars were bought for Tankitty in the last hour and the update reflected that. Wait some hours for confirmation that what is shown right now is correct or not.
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Ultra in the fact that the drop rates are shifted forward a rarity. You do not get commons. Your chances for Epic and Legendary rewards are increased, and the Exotic rarity is available. Ultra doesn't mean "You will get a Legendary or Exotic every time you open this container, buy NOW!" like people desperately want to believe.
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Two things. Firstly, 5,000 non-Common UC milestone is achieved early thanks to the free 15 UCs they gave away in the last event. Secondly, it would appear that the drop rates for normal containers may have been silently nerfed recently. After 5,000 UCs, the drop rates look like this: Uncommon: 68.24% Rare: 17.90% Epic: 11.00% Legendary: 2.26% Exotic: 0.60% I suppose I can say with some certainty that the 0.5% from Common was added to Uncommon. Now onto the normal containers. The last time I opened those 1,020 in batches of x15. This time, I've opened 763 so far, all 1 by 1. Common: 59.37% (50%) Uncommon: 23.59% (34%) Rare: 12.06% (10%) Epic: 3.80% (5%) Legendary: 1.18% (1%) Just like the previous batch, this shows similar drop rates. Commons higher by almost 10%, uncommons lower by almost 10%, rates slightly higher than 10%, Epics lower than 5%. I'm not the only person this is happening to.
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Your current GS is rather low for you having maxed equipment. I'm guessing that you either are not using a drone or the drone you're using barely had upgrades on it, which is what is contributing to you not feeling as strong as you should. The strength of the Boosted Armour and Boosted Damage supply are tied to your drone's upgrade level. Brutus is a cheap option to get it back to 100% power and does not use batteries.
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valid Self-heating/cooling with Firebird/Freeze
TheCongoSpider replied to ihatepasswordisback in Ideas and Suggestions
It is partially possible but you have no incentive to do that. You should be using that high freezing rate on enemies. -
I'm still seeing it often. Most of the time I see Vulcans shooting at me, I get heated up.
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Again, it's just a team name, just like the others. There's no ulterior motive to the names. That can happen for any team. You're randomly placed into one when you enter the event.
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...that's not how that works, Bydo. It's just a team name.
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Its average DPS was increased but it was not doubled. In 2020/21 when this was possible, many players were vehemently calling for this interaction to be removed. It's funny to see the exact opposite of that today. Of course, things have changed a lot since then. The interaction was removed, and then Incendiary Band received a change that allowed it to start doing its gimmick easier. That is if you were already ignited from another turret, you can burn them and you'd run out of heat resistance much quicker than the other Vulcans so you'd start overheating yourself to overheat others faster. Couple that with both projectile speed and DPS nerfs to it. Despite it being relatively weak, it somehow remained very common. Maybe the fun factor of the combo outweighs how effective it is in a random battle.
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UPDATED: 22/02/23 With 100 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 AP Tesla will kill a medium hull with DA with critical + normal hit Hammer: Will one-shot unprotected light hulls Will one-shot unprotected heavy hulls with the critical damage Duplet will instantly kill unprotected heavy hulls Duplet will instantly kill medium hulls with DA with normal + critical hit AP Hammer will kill a heavy hull with DA with critical + normal hit Blunderbuss will start one-shotting unprotected hevy hulls with the normal and critical damage Assault Magazine will instantly kill medium hulls with DA Ricochet: Helios' full burst will start killing heavy 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 Will now one-shot unprotected heavy hulls with Viking's Overdrive Corrosion Shells will kill a heavy hull that has DA with critical + normal hit The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 59m (from 89m) Hyperspeed Shells will one-shot unprotected medium hulls after 89m Hyperspeed Shells will one-shot unprotected heavy hulls after 119m Vacuum Shells will one-shot unprotected light hulls with a direct hit The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 3.33m (from 6.5m) Vacuum Shell will one-shot unprotected heavy hulls after 6.11m Strict Ammunition Load will 2-shot a medium hull with DA with normal + critical hit 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 damage Sorted Ammunition will start 2-shotting unprotected heavy hulls 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 kill heavy hulls that have DA with a salvo Cyclone will kill Juggernauts with a salvo Uranium will start one-shotting unprotected heavy hulls AP Striker will kill a heavy hull with DA with salvo + normal hit Will start one-shotting unprotected heavy hulls with the normal damage with Viking's Overdrive Uranium will start one-shotting medium hulls that have DA with Viking's Overdrive Railgun: Will start one-shotting unprotected heavy with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage Scout Railgun will start one-shotting unprotected medium hulls with the normal damage Scout Railgun will start one-shotting unprotected heavy hulls with the critical damage Scout Railgun will kill a heavy hull with DA with a normal + critical hit. Large Calibre Rounds will start one-shotting unprotected heavy hulls with the normal damage Large Calibre Rounds will start one-shotting medium hulls with DA with the critical damage Round Destabilisation will start one-shotting unprotected medium hulls with DA with the critical damage Hyperspeed Rounds will start one-shotting medium hulls with DA after 72m 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 one-shotting unprotected light hulls with the acrade shot Will start one-shotting unprotected medium hulls with the arcade critical hit Will start one-shotting unprotected medium hulls with the normal damage with Viking's Overdrive Will kill a medium hull with DA with arcade + salvo AP Gauss will kill a medium hull with DA with critical hit + arcade Magnum: Will start one-shotting unprotected heavy hulls The range at which the splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) Shaft: Will start one-shotting unprotected light hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Will start one-shotting unprotected medium hulls with the minimum sniping 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 arcade damage Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage Heavy Capacitors will one-shot a medium hull with DA and 50% Eagle module with a fully charged sniping shot Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot Rapid-Fire Mode will kill a medium hull with DA with its initial burst AP Shaft will kill a heavy hull that has DA with a lowly charged sniping shot + arcade shot AP Shaft will kill a medium hull that has DA with critical + normal hit Will start one-shotting unprotected medium hulls with the normal damage with Viking's Overdrive Will start one-shotting unprotected heavy hulls with the normal damage with Viking's Overdrive Short Band Emitters will start one-shotting unprotected heavy hulls with the normal damage with Viking's Overdrive Scorpion: Will start one-shotting unprotected medium hulls with the normal damage Will kill a medium hull with DA with the salvo if all missiles directly hit The range at which Explosive Warheads kills medium hulls with DA is increased to 10 metres (from 2m) Missile Launcher "Wolfpack" will kill a heavy hull with DA if all missiles directly hit Missile Launcher "Swarm" will kill a heavy hull with DA with salvo + arcade shot Missile Launcher "Spear" will kill a heavy hull with DA with salvo + arcade shot
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UPDATED: 22/02/23 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 with DA 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 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 Cyclone will kill Juggernauts if two of the missiles get a critical 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
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UPDATED: 22/02/23 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 an unprotected medium hull with critical + normal hit Large Calibre Pellets will start 3-shotting a heavy hull 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 81m (from 89m) 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 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 two-shotting unprotected medium hulls with the arcade shot at 80% HP
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What are you talking about?
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If the game was stable throughout that period, many f2ps wouldn't have had anywhere near the amount of Tankoins they do now. Of course it would be brought up multiple times in the months after the occurrence. They effectively sponsored the next few events a large part of the playerbase. Does this event seem like it's worth the effort for a random non-paying player? No, but they, like you, have a choice and then some to abstain from entering the event to instead choose something else in the future. That's a much better position than not being able to enter at all.
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It is not a glitch. https://en.tankiforum.com/topic/396737-patch-update-716-released-22nd-february-2023/
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update Patch Update #716 - Released 22nd February 2023
TheCongoSpider replied to Marcus in News Archive
5 months later, Scorpion is finally knocked down, and not once was Missile Launcher "Wolfpack" worth using over the others during this time. Sad. -
update Patch Update #716 - Released 22nd February 2023
TheCongoSpider replied to Marcus in News Archive
Instead of buffing a decent drone that has seem limelight constantly for years, maybe buff drones that are actually weak and/or have been on the weaker end during said years? Idk, just spitballing. Maybe they don't deserve to have good stats and should be left to rot.- 36 replies
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update Patch Update #716 - Released 22nd February 2023
TheCongoSpider replied to Marcus in News Archive
5 months overdue. -
The innate bonuses to Boosted Armour and Boosted Damage strength that all drones have are not affected by Jammer. The only way for you to deal more damage to someone with Booster Armour is for you to turn it off with the EMP status effect, or temporarily disable their effect with the AP status effect. Freeze deals damage every 0.25 seconds. The duration of the status applied with each tick is 1 second. Every time you consecutively hit someone, it refreshes the duration back to 1 second. When firing at someone, instead of seeing the icon static, you'll see it constantly blinking because the duration is very short. Jamming Mix is a good augment for Freeze at endgame because unlike most of the other status Freezes, it applies the status with every hit and retains full critical damage. You lose nothing other than half of your freezing speed, which doesn't matter all that much because the real potent part of the freezing status is its ability to temporarily disable damage enhancers. Applying Jammer with every hit for Freeze allows it to hard-counter the following drones if they do not use Jammer Immunity: Engineer - If the Engineer user tries to run over a supply drop box, then they will not be healed. Trooper - If the Jammer Freeze kills it while it is jammed, it will not respawn with all 3 supplies, which makes killing it again easier if you are still around. Miner - Killing a Miner will destroy all of their placed mines. Supplier - Attacking a Supplier will make it unable to activate crucial supplies for allies around them. Sprinter - Attacking a Sprinter when it is about to pick up a flag/ball or capture a control point will not allow it to activate. With the current 2.5-second Freeze, this may be good or bad for the Sprinter depending on the situation. Assault - Attacking an Assault will not allow them to reduce their supplies' current cooldowns if they kill you while you're jamming them. May not be much of a problem for long range turrets but harmful for turrets of shorter range. Lifeguard - Attacking a Lifeguard will not allow them drone to activate/save them when they receive fatal damage. Mechanic - Attacking a Mechanic will not allow them to instantly heal to full HP or give repair kits to nearby allies. Blaster - Attacking a Blaster will not allow them to explode when they die. Very handy for Freeze because Blaster negatively affects melee turrets the most. Booster - Attacking a Booster will remove their extra damage status effect. If they try to reapply it while the drone is jammed, they will not receive the extra damage status effect. Defender - Attacking a Defender will remove their extra armour status effect. If they try to reapply it while the drone is jammed, they will not receive the extra armour status effect. Trickster - Attacking a Trickster will remove their extra speed status effect. If they try to reapply it while the drone is jammed, they will not receive the extra speed status effect. Crisis - Attacking a Crisis user will temporarily remove the extra boost on the supply they currently have active. The Freezing status that is applied alongside your Jammer will not allow them to deal high damage to you if they switch to maximum damage mode. If they switch to maximum armour mode, they will have the same armour as a Brutus drone. If they switch to maximum speed mode, they will have the same speed as a Brutus drone and be susceptible to surprise attacks. A Crisis can temporarily counter you by using a repair kit and using the ~1 second time they have to deal high damage to you. ------- As you can see, it is a very handy augment for Freeze. You miss out on being able to effectively slow enemies like Stock, but you also allow yourself to stop some enemies from activating their Overdrives and countering many drones.
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It seems that with the last patch, the score for assisting a Juggernaut kill was increased from 30 to 32. I don't know if this is intentional as it was not mentioned in the patch note.
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Miner activates when you die and saves a number of your mines that are on the field. Those mines that you lay manually survive forever until the user dies, leaves the battle or the battle ends. Mines laid by Mortar have a set lifespan of 60 seconds. So all Miner would do is prevent your Mortar mine from going away when you die but the lifespan is still 60 seconds at maximum.
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That's the point.