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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Remove rankup rewards completely

    And you'd like to see that reduced from 1 container to nothing. Why do you consider that better?
  2. TheCongoSpider

    Let's Discuss Challenges

    They used to be 30-50-70. You still get the same 150 stars per day with daily missions. What changed was weekly missions being reduced from 100-150-200 to 100-100-100 and the removal of stars from special missions during events.
  3. TheCongoSpider

    Tanki Online V-LOG: Episode 371

    How do you do this?
  4. TheCongoSpider

    Let's Discuss Drones!

  5. That "HP Bonus" parameter is for the Mechanic users themselves. YOU, the one activating the Mechanic drone, is getting more instant healing. Your allies still get the base 1,000 + 3,000 over 3 seconds. I even saw it when I played with you in this recent battle. This. Any buff to the HP Bonus of mechanic would make it more favourable to pair it with a heavy hull. As it is right now, a light hull will instantly be put to full HP and a medium hull will likely reach full or near full HP unless you're being attacked by a Vulcan or melee turret or something that interrupts it immediately. Heavy hulls will now be like what medium hulls currently are like with the drone. I'm still gonna be using it mostly on medium hulls because I like the mobility, and at least now those fringe cases where I activate at critical HP, get interrupted immediately and then die milliseconds before I could activate the next one won't happen anymore.
  6. That buff is for the solo-use part of it. Allies still get the usual 1,000 + 3,000 over 3 seconds.
  7. TheCongoSpider

    Let's Discuss Drones!

  8. Putting this here for others who may not know what this is doing. Hulls have a passive and manual charging rate. Charge gained from points for doing actions and charge gained per second over time. Those numbers are the conversion rates, 1,000 = 1%. For the manual charge, you get a certain % of charge for every battle point gained. If the conversion is 200 units which means 0.2% for every battle point you gain, you'll get 15 * 0.2 for a kill = 3%. For capturing a flag, you'll get 75 * 0.2 = 15%. For the passive charge, you get a certain % of charge for every second that passes. If the conversion is 500 units which means 0.5%, you'll get 0.5% charge every second, needing a total of 200 seconds to passively charge from 0% to 100%. For a while, every hull had the same manual charge rates but differing passive charge rates. This update will make every hull have the same charging parameters for Mk1. 200 units for passive charging means it will take 500 seconds, or 8 minutes and 20 seconds to passively charge from 100%. All will have the same manual charging rate at 100 units, so a kill will give 1.5% instead of the 4.5% it gave before the update goes though. Below is what the current charging rates are and what they will be at Mk1 and MK7+ after the update. Before the update: Passive Charging Times: Manual Charging %: Kills and capturing a control point: Assisting a kill: Capturing/assisting/returning a CTF flag or Rugby ball and neutralising a control point: Capturing/assisting an ASL flag: Killing/assisting a Juggernaut kill: After the update: Passive Charging Times: Mk1 Mk7+: Manual Charging %: Kills and capturing a control point: Assisting a kill: Capturing/assisting/returning a CTF flag or Rugby ball and neutralising a control point: Capturing/assisting an ASL flag: Killing/assisting a Juggernaut kill:
  9. TheCongoSpider

    Bugs and Glitches Reports

    Vulcan appears to randomly deal double the critical damage it is supposed to. It's harder to see this at close range where damage ticks are often conjoined, but here shows it occuring at a long distance away from the enemy.
  10. They explained the naming of the modules. Some animals were for module sets that contained protections against certain turret ranges. Eagle, Falcon etc protected against primarily long range turrets. Fox, Ocelot etc. protected against melee/short range turrets. Kodiak, Shark etc. protected against short-mid range turrets. They had little variations with different names for each. It simply branched off from that when they made each module separate, and new turrets just followed that naming pattern. Tesla - Weasel, Gauss - Owl, Scorpion - Vulture. I like the names but I can see why players would want it officially simplified to just the name of the turret it protects against.
  11. TheCongoSpider

    Bugs and Glitches Reports

    This bug is still not fixed.
  12. TheCongoSpider

    Let's Discuss Thunder!

    In short, yes. If you were playing it by constantly shooting at obstacles near an enemy, then it's a nerf. If you were a casual player and played it like you would a Stock Thunder, then it's more of a buff.
  13. TheCongoSpider

    Bug or feature?

    Perhaps it is a bug. You didn't give a lot to work with here. Hammer has a critical damage-oriented augment called Blunderbuss. Critical damage ignores the protection modules of specific turrets, and can only be reduced with the Armadillo module. There are different ways in which turret modules feel like they don't do much to help you survive. One of those sneaky ways is you being inflicted with the AP status effect just before you get hit by an enemy. You did not mention when this situation occured. In the update on Friday, the change to Hornet's Overdrive significantly reduces the likelyhood of this happening. When some players complain about dying in one shot, they often really died while injured rather than from full HP. What hull were you using and were you at full HP? Your profile is hidden so I'm going to assume your hull is maxed. The damage-boosting drones (Booster, Crisis and Camper) change interactions with certain enemies. Where you may have been able to survive against someone with Boosted Damage with Brutus, you may not survive the same person using Boosted Damage with Crisis. When Hammer's critical damage was nerfed, there was a barrier created for the Defender drone. When Hammer received the buff from 1,080 to 1,260, Defender no longer allowed it to survive an additional Hammer shot. A maxed Hammer would deal 1,007 damage to a Defender user and as such, could still kill light hulls in 2 hits, medium hulls in 3 hits and heavy hulls in 4 hits. With Hammer's critical damage being nerfed, Defender can now survive an additional shot. Blunderbuss directly doubles Hammer's critical damage so it works for Blunderbuss as well. Before the nerf, Blunderbuss would be able to one-shot a light hull with Defender. After the nerf, it cannot innately do this. It would need a damage-boosting drone, specifically Crisis or Camper. A Crisis Blunderbuss can deal 5,772 total critical damage, which when Defender drone is added, turns into 2,309 damage. This allows it to one-shot light hulls that have Defender. Camper pushes Blunderbuss' total critical damage to 6,660, which when Defender is added, turns into 2,664 damage. That one-shots a light hull with Defender, and takes off 89% of a medium hull Defender's HP. This is why I ask if you were at full HP or injured. If you were at full HP, you would have survived. If you were below 89% HP (which visually is most of the bar), you would die. There is also the possibility that you were inflicted with the Jammer status effect before being shot. Jammer removes the additional armour that Defender grants you, making you more likely to die from these damage-boosting drones with Blunderbuss in one hit.
  14. TheCongoSpider

    Let's Discuss Containers!

    Look at these screenshots. Just like before, it says the name of the hull augment. Instead of seeing a picture of the hull alongside it, you now identify the hull it is for by looking at the icon on the bottom right. The first one is for Hopper while the second one is for Dictator. I'm not going to dismiss the possibility of there being (unintentional) duplicates but as you can see, it is very easy to make this claim if you're not aware of what really changed.
  15. TheCongoSpider

    Let's Discuss Containers!

    Hull augments and status effect augments have the same general icon with the indicator of the hull or turret being in the bottom right corner of the icon. You didn't get a duplicate. While opening these, I got the luckiest x5 UC opening I've ever gotten. Starting from Epic.
  16. It makes some sense, with SSR making it very hard for someone to start overheating which keeps your temperature down.
  17. TheCongoSpider

    Let's Discuss Containers!

    Since the recent update made the green containers old, I'll just post what I had so far. All of these were opened in batches of 15. Will take some time to gather a large number for these new green containers. Total: 1,020 Common: 58.82% Uncommon: 24.31% Rare: 11.18% Epic: 4.41% Legendary: 1.27% Also with these special missions I've now opened 4,000 non-Common Ultra Containers, and the drop rate looks like this: Uncommon: 67.93% Rare: 18.38% Epic: 10.90% Legendary: 2.2% Exotic: 0.6% (Supposed) Officially stated drop rates: Very close, as you can see.
  18. TheCongoSpider

    Bugs and Glitches Reports

    Since the update yesterday, I've had problems getting into the event mode.
  19. One of the big downsides of TO mobile is not being able to see the protection modules or augments of players in the TAB. You have to have knowledge what each augment does and how it different from others on the turret, fight them, and then remember that for the rest of the battle or until they switch something, then start over. You can only see which enemies have protection against your turret when you get near them. You have to guess what else they're wearing. TO Mobile was planned to adopt the interface and stuff of PC, but now for many players, PC is where mobile is right now where information in the TAB is made obfuscated. What is even going on?
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