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Everything posted by TheCongoSpider
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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.
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And you'd like to see that reduced from 1 container to nothing. Why do you consider that better?
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valid Health bar gradually changes from green towards red when losing health
TheCongoSpider replied to DieselPlatinum in Ideas and Suggestions
For mobile? Yes. For PC? No.- 12 replies
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- interface
- improvement
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(and 1 more)
Tagged with:
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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.
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How do you do this?
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under review Boosted damage and boosted armor be renamed to damage boost and armor boost.
TheCongoSpider replied to Crossbone in Ideas and Suggestions
Yes. Nothing changed. -
update Patch Update #715 - Released 10th February 2023
TheCongoSpider replied to Marcus in News Archive
I didn't record that one. -
update Patch Update #715 - Released 10th February 2023
TheCongoSpider replied to Marcus in News Archive
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. -
update Patch Update #715 - Released 10th February 2023
TheCongoSpider replied to Marcus in News Archive
That buff is for the solo-use part of it. Allies still get the usual 1,000 + 3,000 over 3 seconds. -
update Patch Update #715 - Released 10th February 2023
TheCongoSpider replied to Marcus in News Archive
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:- 54 replies
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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.
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Why were the turret protection modules given these names?
TheCongoSpider replied to PirateSpider in Archive
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.
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