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TheCongoSpider last won the day on April 6
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I was to ask about this answer when the Vlog came out but was lazy admittedly since I'm not participating. But the way the question is worded and specifically the visual representation of the question where the answer is derived from is ambiguous. It asks for the difference between base Viking OD with Smoky and Viking OD with the boosted damage supply active. There is not a straightforward answer to that question. That depends on if a drone is equipped in the tank, what drone it is and how upgraded that drone is. The visual representation used did NOT have any drones visible. So if I were to participate in that, I would have put the wrong answer. The damage coefficient of base Smoky is x2.5 (or in other words base damage being increased by 150%. Adding a base boosted damage supply adds 0.5 to that damage multiplier. It can add up 1.25 depending on the upgrade level and if the drone being equipped is a Booster or Crisis. No drone was active, so the answer should be 20% as: 677.78 * (100 + 150) / 100 = 1,694 677.78 * (100 + 150 + 50) / 100 = 2,033 677.78 * (100 + 150 + 100) / 100 = 2,372 If we go solely by the visual representation, then 2,033 was the number we were supposed to see, which would be 20% higher as the answer. Instead it shows 2,372 implying there is a fully upgraded drone's boosted damage being applied, which would give 40% as the answer.
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No official reason but it's in Early Access. They'll likely bring it when it is officially released in the garage. To quell your doubt if they're doing it or not, have this screenshot from early March after one of the patch server restarts.
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It will be coming in the future.
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Augments alter the parameters of the Stock turret. If a parameter is being increased by 10%, it is the base parameter * 1.1. In regard to the critical chance. They simplified the chance on the wiki for all of the turrets, showing you the chance, at random, of a turret's shot being a critical hit. Instead of listing all 4 of the chances parameters it just shows the average chance. Twins has an average chance of 4.8%, which consists of: Initial: 5% Maximum: 5% Minimum: 0% Chance Step: 5% The initial, maximum and chance step are all being increased by 10% of the base amount when you equip a status Twins augment. It will turn into 5.5% whenever your chance is not 0%. Certain augments will only change a few of these parameters. For example, the Supercumulative Rounds and Missile Launcher "Brass Knuckles" augments. Supercumulative Rounds decreases only the chance step of Smoky by 60%. Instead of being 11, 0, 11 like Stock, it will become 11, 0, 4.4, 8.8, 11. Initial: 11% Maximum: 11% Minimum: 0% Chance Step: 11% ---> 4.4% Missile Launcher "Brass Knuckles" increases only the maximum critical chance, to a value of 100%. Instead of being 20, 0, 20 like Stock, it will become 20, 40, 60, 80, 100, 0, 20, etc. Initial: 20% Maximum: 20% ---> 100% Minimum: 0% Chance Step: 20% If an augment changes all of the relevant parameters at once (initial, maximum and chance step) then they will simplify it and just state what the increase to the average critical chance is. If an augment changes only specific parameters, those specific parameters will be mentioned.
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For me it just marks 2 years since the TO Mobile experience went to hell.
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Those seem to be the ones that came back to put their profile back to being visible.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
People using Excelsiors are just operating under completely different rules. It is exhausting. -
why is twins emp better than twins excelsior even though its a epic augment?
TheCongoSpider replied to INEVITABLE in Archive
You are placing too much importance on the augment rarity. There are many different families of augments in the game, each with their own balance history. The standalone status augment family has almost the same template for all turrets. Currently it is the Stock turret, with -50% critical damage and +10% critical chance in exchange for afflicting status effects on the critical hits. With this same template, there will be status augments that are bad on some turrets but practical on others. EMP and AP are strong statuses as they directly tamper with the time to kill enemy tanks. If there is convenient RNG, which is critical hits that are often activated at the right time to significantly reduce interaction time with the enemy tank, then an EMP/AP augment on a turret will shred them. EMP Twins is one of the practical EMP augments. There is one firing mode. It is rapid-firing. The critical chance is decent. The EMP lasts for the minimum time (1 second) but in that one second many things will happen. Your boosted armour is removed. You're now dealing double the damage that you were doing to them before the status took effect, almost triple the damage if the person you're fighting was using Defender/Crisis armour mode. Their boosted damage is removed. They now suddenly kill you slower, allowing you more time to continue peppering them with shots, possible another critical hit to seal their fate. Their speed boost is removed. They become slower for a variable amount of time depending on the drone they are using. This makes it easier for you the land your subsequent shots on them. Their repair kit, if available at the time, is disabled for at least 1 second. In combination with everything above, this can significantly reduce the time to kill. A base Twins with no special properties can take upwards of 10 seconds to kill a target under certain conditions with an enemy. Meanwhile an EMP/AP Twins can sometimes take a fraction of that time depending on when the critical hit is activated and what equipment the enemy is using. Hence why EMP/AP/Pulsar Twins is the easy mode for the turret. It removes a significant weakness of the turret (relatively slow projectiles, therefore lower hit rate) by forcing the interaction with the enemy to take less time, randomly with RNG. Excelsior augments currently are the Stock turret with 30% more normal damage and slight increase to rotation speed. You inflate your damage directly. EMP/AP augments inflate their damage indirectly by removing the damage reducing effects on the enemy tank. If a tank is armoured to the teeth, such as a Mammoth with Excelsior augment, with Defender drone, 50% projection against critical damage and your specific turret, then all augments will be taking a relatively long time to take it down. All except EMP/AP augments. An EMP augment will still take longish to kill it as it must first wait for the critical hit and then it will still be dealing lower damage due to the module, but it would speed up the process while allowing you more time to kill it as well. An AP augment will temporarily disabled all of the damage reducing mechanics on the Mammoth and significantly speed up the time to kill it. This is where variety of equipment is. Despite an augment being in a higher rarity or with stats that appear to be better on paper, they each have interactions where they are better than each other. They each have reasons to be picked over one another. Status augments previously were in the Legendary rarity of containers. Nothing changed with them directly when they were placed into the epic rarity. They simply became easier for a player to obtain them over time. Their rarity level being reduced does not suddenly mean it stopped doing what it did. -
This is still happening with Ricochet. There was an issue before Patch 826 where shooting someone while they are slightly phasing into you will not allow Ricochet to deal damage, wasting precious ammo. This issue appears to still be there. Twins doesn't seem to have this issue from what I've seen so far.
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Key takeaways: It appears to be able to advance critical chance on misses naturally, as is the pattern with every turret that has a controlled critical hit augment It can bounce at a similar angle as Smoky, with a Rubberised Rounds augment confirmed Hitting two critical hits in a row was observed but it may or may not be a bug similar to what Thunder had in 2022. Extra damage tick for hitting both of the shots in a row The base turret as it is is much simpler than I was expecting it to be. Any new turret with only one firing mode would have a hard time fitting into the cast as we already have so many turrets and augments taking up different roles and damage templates. It's being born into a...modern era of Tanki to put it nicely, where powercreep is prevalent and possibly even endorsed. So I don't expect the garage augments to be of much use in general at Legend, similar to how it is with Gauss. We haven't seen what the third garage augment icon is. That extra damage tick for hitting two shots may be what makes some augments unique. Perhaps the rapier icon augment might be high damage with that tick to reward hitting you shots, and maybe the Star augment is a critical damage based augment. Maybe the number of times it can shoot before the energy bar runs out to be refilled can be changed like Hammer's clip size can be. And if that's the case, maybe the Adaptive Reload augment can go crazy if it can burst fire multiple shots before the ammo runs out and is repeatedly replenished. Too many things unknown at the moment. I'm just glad that it appears to be useable on TO Mobile.
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If you're using postimages, copy and paste the direct link. It should be the second link option available after uploading the image.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Engaging. -
Every projectile turret in the game except Magnum as an initial speed, a final speed and acceleration time parameter. The initial speed is higher than the final speed thus they all have decelerating projectiles. Twins projectiles at base decelerate to their final speed in 1.8 seconds. Plasma Turbo Accelerators increases the initial projectile speed by 200% (triples it). Within the maximum damage range you're not going to notice any deceleration because the initial speed is so fast and it takes 1.8 seconds for it to decelerate to the final projectile speed. It is so fast that it reaches the maximum range of the projectile before 1.8 seconds even passes. What you're probably seeing is the projectiles that you miss when firing at enemies. You're seeing them go out in the distance and it is then that you notice it slowing down before disappearing.
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update Patch Update #824 - Released 13th March 2026
TheCongoSpider replied to Marcus in News Archive
It's working exactly as intended. The 30 seconds mentioned in the patch consists of 2 things: 7.5 seconds duration 22.5 seconds actual cooldown Crisis, Mechanic and Hyperion reductions go towards the actual cooldown. Mechanic reduced it 22.5 - 20. Hyperion reduced it 22.5 - 15. Crisis reduced it 22.5 - 5. The new update reduces the actual cooldown from 22.5 seconds to 7.5 seconds. 7.5 duration + 7.5 cooldown gives the 15 seconds shown in the patch. Mechanic had its numbers changed to put it back exactly where it was before (7.5 - 5 = 2.5). Hyperion had the bonus completely removed because the base version of the supply is what it used to get and that is now applied to every drone. Old: 22.5 + 7.5 Mechanic: 2.5 + 7.5 Hyperion: 7.5 + 7 5 New: 7.5 + 7.5 Mechanic: 2.5 + 7.5 Hyperion: 7.5 + 7.5 Which results in a relative nerf for Mechanic and Hyperion, with a buff to Crisis as it retains the -5 seconds reduction in cooldown and has repair kits as often as a Mechanic. What does this imply? It likely means the drone rework is coming soon and these are some preparations. -
update Patch Update #824 - Released 13th March 2026
TheCongoSpider replied to Marcus in News Archive
Everything there is working as intended.
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