Jump to content
EN
Play

Forum

TheCongoSpider

Advanced
  • Posts

    8 060
  • Joined

  • Last visited

  • Days Won

    89

Everything posted by TheCongoSpider

  1. I do find it funny that we've come full circle with that. For most of Incendiary Mix's lifespan, it statistically powercrept Corrosive Mix. That finally changed when Firebird received the 3-second ammo, 1-second reload rework and they had their own strengths and weaknesses. Now it's back to Incendiary Mix statistically powercreeping Corrosive Mix.
  2. They're adding status augments that have been out for some time. Hyperspeed Shells, Vacuum Shell, Strict Ammunition Load and other future non-status augments should eventually be placed there. Striker is likely the next turret to have standalone status augments made for it so expect that and the rest of the Scorpion status augments to be added next.
  3. Did you forget about Berserk/Plasma Torch the whole time?
  4. TheCongoSpider

    Ultra Weekend February 3rd-6th

    Nuclear Energy being enabled is for the drop box on the map. Most likely for Juggernauts to survive for longer.
  5. Vulcan isn't getting a straight damage buff like Firebird and Freeze got last week. The reload time is being increased. It will be an overall buff (current: 233.33-733.33, after 266.66-800) but critical DPS during Supercharge is also being almost halved. It'll be strong again at higher modifications with the better hit rate from the faster projectile speed but you may be overreacting.
  6. TheCongoSpider

    Bugs and Glitches Reports

    You can embed when editing the post afterwards. That's the current workaround.
  7. It's probably not going to happen.
  8. It disappeared for some reason when I was looking for it. Maf explained and made me the topic starter to keep it around.
  9. If you want up-to-date information on equipment, it is best to use the German Wiki. https://de.tankiwiki.com/Hauptseite
  10. TheCongoSpider

    Bugs and Glitches Reports

    A better view of the single missile bug.
  11. TheCongoSpider

    Bugs and Glitches Reports

    Equipment with a lengthy critical splash damage radius deal higher self-damage on critical hits when the user is wearing the respective protection module. These include Status Thunders, Destabilised Plasma, Twins (tested) and in theory should include the last week's 6m radius Striker and the current 5m Magnum. I am uncertain if this works for Hammer. Stock Thunder with 1m critical splash radius does not trigger this, even if you are hitting the enemy at point blank. You still take self-damage from critical hits as if you had the Thunder module on.
  12. It's not helping as much as I would have expected. Just like Supercumulative Rounds before Smoky started advancing critical chance on misses, crits come at the most inopportune moments: Enemy was one shot away from being destroyed anyway Enemy reached a remaining HP where they would have activated a repair kit anyway Spawn -> quickscope -> critical hit is now redundant since it would either kill the player anyway or not influence the remaining AP timer at all Duration is on the short end so it is easy for an inflicted enemy to go unpunished Most of my AP applications still come from quickscopes that I always have a chance to miss due to unforseen circumstances (impact force, ally/enemy bumping into me). Would have been great if the arcade duration was long enough for 2 arcade shots/a quickscope and the sniping shot even longer.
  13. Round Stabilisation is working as intended. I would advise you avoid that feature of the EN Wiki that shows the augment parameters in the turret stat table.
  14. TheCongoSpider

    Bugs and Glitches Reports

    Idk what causes it but it was replicable when I did 1 v 1 testing. For a while now I was noticing Striker projectiles exploding before they reached me and dealing damage. So much so that I couldn't tell if any random enemy Striker wasn't an RRE until I saw the signs of other augments. Seems like I started noticing it in June last year. First two images show where the Striker and target are, stationary. Mine lines show where the projectile exploded from the target's perspective (PC version).
  15. TheCongoSpider

    Let´s discuss Scorpion!

    Not a lot. Knowing these things would be most useful if a casual player asks a question about something that happened in their battle. If they explain what happened clearly then you can tell them why that may have happened. A LOT of players don't read the patch notes so often ask why things feel different, better, worse, why things feel overpowered etc. Goes to show that the game has a lot of casual players and the lack of in-game explanations for many of the mechanics add more confusion. I do read the Russian forum as well and I often see outdated/inaccurate information being shared about some equipment. Most common being the critical chances of turrets. Some of them may say, "This turret has X % critical chance yet I barely get any", not knowing that the RU Wiki only shows the maximum critical chance. It does not show the other 3 critical chance paramaters working alongside that. A Railgun's initial critical chance could be 30% but if the minimum and chance step at 0% and 1% respectively, you're going to be seeing very few critical hits if you stay alive for long periods of time as opposed to dying often. Devs don't do a good job of explaining things to the players. It's becoming one of those games you have to read the Wiki of before playing. The scaling between it and Stock is alright. On mobile with Hyperion and a hover hull it's really nice if you know what you're doing, but I can't speak for PC players on this augment. While the horizontal auto-aim was nerfed quite a lot compared to what it was before, it still benefits turrets like Smoky, Railgun, Scorpion and Gauss and it gives me more freedom to use Spear to its full potential.
  16. TheCongoSpider

    Let´s discuss Scorpion!

    What I don't like is how they introduced certain Pulsar augments that makes players complain about the weak ones. Pulsar Hammer and Ricochet were sold for money and are on the lower end. Pulsar Striker currently is being sold for money and I doubt it will be as effective as people would want it. With Pulsar Twins in the game, we have reached the point where players see what a practical Pulsar looks like. Pulsar Twins should decide whether they keep the strict template mentioned earlier and nerf the Stock turret, or if they start balancing the different Pulsar augments individually.
  17. TheCongoSpider

    Let´s discuss Scorpion!

    Due to Pulsar using a strict template of Stock with status on crits, -90% crit damage and -30% maximum, initial, chance step + whatever unique duration increase characteristic a turret may have, some Pulsars will be more practical than others, whether that be in general or against the standalone status augments for the turret. You have to take into account: The gameplay of the turret Turret critical chance paramaters Turret critical damage Standalone status augment durations A Pulsar can do well in 3 of 4 categories but being bad in the remaining one could possibly bring the entire thing down. I'll give three current examples. Tesla does well in all categories. Tesla as a whole does not really change with its augments. The critical chance parameters are decent for the fast firing rate. The critical damage is not overly high so you're not missing out on a whole lot and the standalone status augment durations for critical hits are on the high end. End result being death is almost guaranteed if it gets a critical hit in a 1 v 1. Hammer does not really do well in any of the categories but the two that bring it down are the critical chance parameters and the gameplay of the turret. Hammer only has 3 shots in the clip, meaning you can only solo benefit from a Pulsar application on 2 out of 3 potential shots. Hammer's critical hit rate relative to the firing rate is on the lower end already, lowering it more with its gameplay is asking for trouble. Status Hammers have 3 separate durations due to the gameplay Duration for crits (short), duration for hitting a target with the last shot (medium), and hitting a target with the last shot that happens to be a crit (long). Since Pulsar strictly applies status on crits, it will have the short duration on the first 2 shots of the clip. If the last shot is a critical hit then the status durations will be lengthened, but you cannot make use of it unless the enemy does not have a repair kit available after 3 seconds, or if the enemy dies by the afterburn during the clip reload, you might as well have killed them with normal critical damage from another augment. End result being Pulsar Hammer is impractical. Smoky is not so straightforward. The gameplay of it pretty much influences everything else. Smoky is 1 of 3 turrets currently known to advance critical chance on misses, and has a relatively high rate of critical hits due to the fast firing rate if accuracy is good. The standalone status durations are on the low end and you lose the critical damage that helps make positive interaction changes against certain hulls. What every Smoky can do is advance their initial/minimum critical chance to a positive number before their next engagement to start with a good critical chance. Because Smoky's durations are so short, you HAVE to hit the subsequent shot after the crit for it to be worth it. Otherwise, you miss the opportunity for you to make use of the 2-second AP. You potentially miss the opportunity to make use of the 1-second EMP, which players with good enough connection and reaction times can enable Boosted Armour before the subsequent shot deals damage. You miss the opportunity to take advantage of the 1-second stun slowing them down. You potentially miss the opportunity for the afterburn to help you build your damage back up to that of a Stock Smoky. All of this and you can potentially miss your critical hit in the first place, which takes a bit longer to get than Stock. End result being you have reason to pick Pulsar over other Smokies and you have reason to pick status Smokies over Pulsar. None inherently overpower the other.
  18. It's Island 4. You weren't going to get there as a f2p anyway.
  19. TheCongoSpider

    Let's Discuss Protection Modules

    With Crusader I usually get the last 4 missiles to turn around.
  20. Refer to this. That sounds like the Missile Launcher "Swarm" augment.
  21. TheCongoSpider

    Let's Discuss Protection Modules

    And this strategy has persisted throughout the last few years even with all the sniping reload changes?
  22. TheCongoSpider

    Let's Discuss Protection Modules

    It sounds like you're overselling it so now I'm curious. You say this strat existed since 2020? Was it discovered by you in early, mid or late 2020?
  23. TheCongoSpider

    Let's Discuss Protection Modules

    Is this possible to do on mobile or only on PC?
×
×
  • Create New...