Jump to content
EN
Play

Forum

TheCongoSpider

General
  • Posts

    8 110
  • Joined

  • Last visited

  • Days Won

    92

Everything posted by TheCongoSpider

  1. TheCongoSpider

    Matches last 90 Seconds

    What's going on on Tesla?
  2. TheCongoSpider

    Bug Reports ❗ NEW ❗

    Defender has been using +4 since 2 years ago. Crisis used +2 up until January 2024 when it started using only +1. There was also the fact that picking up a Boosted Armour drop box, even when you didn't need to, would still activate the drone and consume 4. At some point they removed that so drone activations via drop boxes don't consume anything. Every time you die and start using Boosted Armour, that's 5 gone. Got EMP'd and put back on Boosted Armour to survive after? 5 gone. You've admitted to excessively using the supplies. This is how it is when you play excessively with specific drones. On your profile, it does not show the exact number of supplies you consume, only how much you manually use. You are manually using 1 despite it consuming 5 in total. It will only show +1 Boosted Armour on your profile rather than +5. Crisis doesn't use a lot from an individual switch but the gameplay of Crisis will have it switching between Boosted Armour and Boosted Damage very frequently. I had that revelation the other month when I was playing a lot on this account. I use Hyperion and ever since the repair kit nerf in 2023, I use repair kits when I'm at 60-70% HP. So I'm almost always using repair kits. With excessive use of Hyperion, I'm consuming about 9-12 repair kits per minute. One day I went to the garage and saw I only had 8,000 repair kits while my other accounts would have all had above 25,000. It's because of how often I was playing and me using repair kits whenever possible. If your supply count is this low, you can look at your supply counter yourself and see just how slowly or quickly you consume supplies in a battle.
  3. If you want to get so technical, Hammer pushing someone into a wall into a defenseless position is assisting. Jammer reduces the power of certain drones making them less efficient. EMP and AP make the target easier to take down. Stun keeps them in place. If you're going down that route there's a lot of subjectivity. The easiest one, and the one that's been in place forever, is the last time you dealt damage before a target was destroyed. And there being inconsistent numbers between certain turrets tells its own story. For example, I'm not surprised that Railgun has a shorter timer than all the other long range turrets because Opex had made it clear on the RU forum he's trying to keep Railgun on a leash and foster a more skill-based playstyle. Little to no auto-aim from the start of that update, slight reload nerf when it seemed like it didn't need it, etc.
  4. Because the cold status does not damage the target. Considering Firebird with its afterburn went from 3 to 5 seconds, it's probably implying that Freeze is outperforming Firebird (to no one's surprise) and this is one way to even the playing field points-wise.
  5. Yes that's what it means.
  6. And here I thought they would have simply made it increase the minimum sniping damage by 371% so that every modification would have as much sniping damage as the specific modification. Nope, I guess making all modifications of Stellarator deal 3,300 damage was more reasonable. ?
  7. Battles filled with Hammers that have increased number of pellets with infinite ammo = unplayable due to quick onset of screen freezes. Sigh.
  8. TheCongoSpider

    Let's Discuss Matchmaking

    Again, I did not say his opinion should be discarded.
  9. TheCongoSpider

    Let's Discuss Matchmaking

    I did not say it should be discarded. I'm pointing out that a player whose sole experience throughout the game is on the turret most known and despised for lazy, across-the-map gameplay is demanding that high K/D be the defining factor in a player's earnings in battle. It's insensitive at best and selfish at worst. And responding to this will need to have multiple things cleared up first. Your account has Oracle so the earliest it was created was 2024. If so, you would have gotten 7 days of premium which would run out far faster than most if not all of the players you would be fighting against at Legend. So you feeling like you're lots of crystals behind people at the end of battles in recent times is not a p2w thing. Your account simply was not old enough to get premium for as long a duration as the other players in your lobbies. You appear to be looking at this issue from the perspective of the crystals gained and strongly factoring in premium to that. The way the fund works is every action that takes place (kill, assist, objective captured/assisted) adds an amount to the fund. The fund is then distributed to the players in the lobby in proportion to the amount of reputation points they earned in battle when it finishes. If the teams draw, it's an even split of the fund depending on the reputation points of each player. If a team is victorious, the winning team receives 25% more fund than the losing team. If someone is getting more crystals than you then it is because they had more reputation points in battle than you. A f2p player and someone who buys only epic keys every week would get the same number of crystals if they both finished on the same number of reputation points on the same team. So in actuality, what you have a problem with is the distribution of reputation points between the actions in the battle. Opex said in the past exactly what Positive mentioned. He wants as many people as possible to feel comfortable playing the game the way they want to be playing it. I.e he wants both major ends of the spectrum to have potential positive returns for the user - K/D farmers and those who focus on the battle objectives. Moreover it was stated many times that containers are meant to be the primary source of crystals to spend, not battles. Now why would someone want it to be like that specifically? You claim that you're getting lots of kills with few deaths and that those with "less deaths" are getting more crystals than you. I've already cleared up the misconceptions you had with the distribution of the fund so we will work from there. Suppose that no one in the battle has premium and everyone will be getting the base x1 crystals. Let us suppose you, Ghostlynx, get 28 kills and 6 deaths by the end of a CTF battle. You placed second with 465 reputation points. The person above you got 15 kills and 23 deaths with 510 reputation points. Why could this have happened? Because they got those kills while also capping 3 flags, directly progressing your team towards victory. They are the one that progressed your team towards getting 25% more crystals than the enemy team? Why do you think you, having the the most kills with the fewest deaths, are deserving of a higher share of the fund than someone who directly placed above you? Let's suppose your suggestion gets implemented in the form of shifted reputation points distribution for actions, for example 20 points for a kill, 5 points for an assist and 25 points for capturing a flag. Bonus points for getting 5, 10, 15, 20, 25+ killstreaks. What implications do you think this will have on player behaviour over time? Players see that they get almost nothing for playing the objective compared to just farming kills. Now add the bonus points for high killstreaks and K/Ds. Why would players go towards the objectives? Furthermore, why would players want to play melee and shorter range turrets? It's clear from the scoring system that farming kills with few deaths is the most convenient way for solo efficiency. You cannot do that easily if at all on a melee turret. When all of this has time to settle, why even play melee turrets in maps like Highways, Massacre, Lost Temple, Berlin, etc.? The objective of a battle is to win. To win, you interact with the objective. By default and by logic, playing the objective should reward a substantial amount of points. It's what you want to encourage, otherwise every game mode turns into TDM, effectively shutting out a lot the equipment in the game. Lots of equipment sacrifice damage to gain a utility. Again, ignoring that it is intentional for most of the resources to be found in containers rather than battles, properly implementing your suggestion would require an overhaul of many things, and then further controversial changes due to the changes in player behaviour thereafter. And the rationale for that overhaul is fundamentally flawed. It really doesn't. Many people who have overtuned augments and focus on kills still easily get more score than those playing to progress the actual objectives allowing their team to win. I'm certain if you were playing Tesla all this time instead of Shaft, your outlook on this would be very different.
  10. TheCongoSpider

    Let's Discuss Matchmaking

    There are multiple reasons why what you're suggesting wouldn't make sense, but the fact that it's coming from a person who seems to only use Shaft is pretty tragic.
  11. The difference is that he is not selling the "Phoenix" augment, i.e the augment that you obtain after getting 5,000,000 reputation points. For all you or I would have known, he could have changed Hammer Phoenix from 1 shot in the clip with boosted clip reload and increased pellet count/cone angle to 4 shots in the clip with 2 seconds of clip reload with higher pellet damage and lower target pellet limit a year ago. Or changed Scorpion Phoenix from what it was before to having 6 missiles in the salvo (with the damage of 12) with fast speed and high homing while giving the arcade shot more damage with slower reload instead. Or lets say Destroyer and Nemesis weren't released. The first person to get both Magnum and Gauss Phoenix would then see Destroyer and Nemesis parameters on it. You wouldn't have known that. Because they're augments that can be fiddled with. "Unique settings for the turret" can be pretty much any reasonable combination of paramater changes.
  12. TheCongoSpider

    Ideas for Mobile Version!

    Some players would say otherwise...
  13. TheCongoSpider

    Let's Discuss Augments

    Crisis is a passive drone. Its effects are built into the drone, so to speak, rather than externally activated like the others. If that explanation doesn't sate you then it's simply their game balance decision to have the drone that is limited to one supply at a time have its effects reapplied instantly and not the drones who can have all supplies active at a time.
  14. In a future patch. Rewards in a rarity are grouped and each group has a specific weight relative to one another. Whether the group contains 3 items, 20 items or 500 items, they all come together to give you the same weight. The base weight for the legendary augments in common containers is 0.3%. If there is one augment there, it will have a 0.3% chance. If there are two augments, each will have 0.15% chance. If there are 3 augments, each will have 0.1% chance......if there are 200 augments, each will have 0.0015% chance.
  15. Yes but it's negligibly higher.
  16. TheCongoSpider

    Tanki birthday rewards

    There is, it is Master Sergeant. If your account is Master Sergeant and above and you do not see the popup as shown by Jemcool, complete a normal Matchmaking battle and check if it available to you afterward. When completing the battle, make sure you have at least 100 reputation points.
  17. Crisis and Oracle are passive drones. Their extra "boosts" are built-in rather than externally activated. They will lose the boost on application but they will gain back the boost when the Jammer duration ends, whether that be naturally or forcefully with a repair kit.
  18. TheCongoSpider

    Summer eSports TankiFund 2025

    It is once per day.
  19. That's not a bug, that's how Jammer works for drones. It has two effects. The first is preventing you from activating your Overdrive while the Jammer is still active. Repair kit removes the Jammer allowing you to remove this effect. The second effect is that it forces non-passive drones on a cooldown equal to the duration of the Jammer application. If the Jammer application is 3 seconds, it forces the drone to be on cooldown for 3 seconds. If the Jammer application is long, like Wasp's Overdrive at 9 seconds, it forces the drone to be on cooldown for 9 seconds. You cannot activate a drone when it is on cooldown.
  20. He asked if anyone else has been noticing an increase in them. He is asking this after certain things have been made more prevalent to the playerbase during this year. 1. Excelsior Viking, 30% more HP on the most popular hull in the game. Lots of out-of-the-loop players have already made complaints about HP hack Vikings since that event started. 2. Lifeguard, more prevalent as players have been opening more containers since its release. Many of the sweatsquads have and still are using this augment with their other equipment. 3. Nanotech Shells had its aiming mechanism fixed this year and it is now an overtuned ranged healing option that has either been collecting dust in certain players' garages, picked up by other players who chose it in previous events last year or randomly getting it from containers. What it and Healing Emitters have in common is that they sometimes are not easy to spot in the heat of an engagement. Whenever I used Healing Emitters, I always used the Eclipse shot effect because it's less immediately noticeable that someone is being healed if the VFX for the Shaft shot isn't standing out. The VFX doesn't last long and can be hidden in certain other turrets' VFX like Gauss, Thunder, Twins, Firebird, Freeze, etc. You can even possibly mistake it as your own Shaft on your team helping you out with killing the enemy. What makes Thunder similar but different is that Thunder is a projectile turret, not hitscan. As such, there is always the possibility of the Thunder shot not impacting the enemy on your screen. So you could be fighting a medium hull, and from your perspective, this medium hull seems like it has 5,000 HP instead of 3,000. But that's only because you didn't get any visual feedback of them being healed by a faraway Thunder, because the shot missed them on your screen. 4. Engineer, one of the upsides of the transition to HTML5 on mobile is being able to see at any time what augments players are using. Something that caught me by surprise was how many players at random were using the Engineer augment. This heals you for 1,000 HP when you pick up a drop box. I've gotten into many situations both on Android and HTML5 where someone took 1-2 shots more to kill in certain engagements but it always added up to about a repair kit's worth of extra HP. After I die I realise that we were fighting near a drop box zone and that they were picking them up. They received 1,000 HP in that moment and allowed them to triumph. From the loser's perspective, they gained extra HP out of nowhere and will thus accuse them of hacking. Extreme example being this battle: 5. Defender drone, 90 more units of armour enhancement, effectively a 31% spectrum module. Combine that with their own modules and everything mentioned above and the perception of the amount of HP the player you're fighting has becomes worse. It's quite prevalent right now, which I'm not surprised. They made individual modules cost too many crystals where it's economically better to upgrade Defender drone instead. 6. Repair kits, this here was the only time I was briefly confused as to why people were taking longer to kill than visually appeared. Whenever an activated repair kit was instantly interrupted, I would be able to confirm with my eyes that that was the case. I would briefly see the repair kit status icon flash as well as clearly see the Polarization icon at the far right end. At some point they changed this and it is less clear to see when it happens. It took me having to record videos of my gameplay to catch it. And wouldn't you know it, around the time I noticed this, some players were complaining about people having more HP than usual. And if this player is using the Mechanic drone, then their HP will immediately go back to 100% when this happens. Even if you have all of this knowledge, this here is the most important part: I do not doubt that there are sophisticated hacks in the game. The nonsense that goes on in Parkour lobbies attest to that. But I'm always interested when someone claims there are subtle or blatant HP hacks in MM because it is very easy for a random player to miss the legitimate explanations for it in the heat of battle.
  21. There are different ways players can achieve the illusion of increased HP in recent times. You have the Lifeguard augment that allows a tank to survive fatal damage once per spawn. You have the Excelsior augment (currently only available for Viking) that gives 30% more HP. You also have ranged healing augments such as Healing Emitters and Nanotech Shells whose presence may not be immediately felt because Shaft's shot effect may be hidden within the general explosions and other visual effects happening around you, and Thunder for the same thing, as well as it being projectile so there is always a chance that the Thunder projectile doesn't impact the enemy on your screen. There is the Engineer augment that heals 1000 HP when the tank picks up a drop box, and this augment is quite common at random seeing as it is in the rare section of containers and in the garage. Another thing that's more recent within the past year is the visual feedback you get from a quickly interrupted repair kit is much less clear than before for some reason. I instinctively look out for such things and even I have a hard time noticing it when that happens. Every time over the years someone claims there are HP hacks in MM it was always a case of legitimate mechanics being misinterpreted as hacks, either because the player making the claim did not have the knowledge of the mechanics, or if they did have the knowledge, they didn't have the necessary visual feedback of the mechanics in motion when the suspicious interaction occured.
  22. TheCongoSpider

    Summer eSports TankiFund 2025

    It's old Phoenix but instead of having more pellets per shot and range, it has more impact force.
  23. TheCongoSpider

    Tanki Online turns 16!

    What is the name of the account that you cannot find the gifts on?
  24. In Patch 799, Isida as a whole received a rework. Part of this rework included a nerf to Support Nanobots. It now has the same healing as Stock, with its benefit being that it can heal for twice as long as the other Isidas. You should expect to see further changes to Isida in the near future that make Isida feel better to use with its new settings.
×
×
  • Create New...