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Everything posted by TheCongoSpider
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This. Ever since it was "nerfed" to 1.5 seconds in 2023 I always felt like it had never changed at all. Mk1-0 (and Compact Fuel Tanks augment) uses the correct number but every other upgrade level of Firebird has 1 second of reload.
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Part of the joy I got from Assemble-a-Tank was helping trade parts with others with my alt accounts. Now, the entry price is too steep. Sad, but expected with those rewards.
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Firebird has had a bug for 2 years where every upgrade level outside of Mk1-0 had 1 second of reload instead of what was intended. It was reported long ago and still not fixed. Only Compact Fuel Tanks was using the actual number, much to its chagrin. I hope this here is admission that the bug was there and purposefully not fixed for whatever reason, Especially since... ...the regular damage was supposed to be put to 400 at Mk1 a year ago and wasn't done, and that is reflected here. Just like Shaft's minimum sniping damage was supposed to changed from 670 to 710 a long time ago but wasn't done, and is reflected in this patch as well. What's up with that inconsistency?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to TheCongoSpider in Game Discussion
I play on a phone. The only reason these numbers are so low is because they extended it to PC players. PC players get a slightly QoL improvement short term while mobile players receive a huge QoL downgrade. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to TheCongoSpider in Game Discussion
It is too much. I'm busier now but I still have time to play, but the same thing that happened last year is creeping in this year. I want to play but knowing what I have to go through turns me off of playing. Every turret has very little if any horizontal auto-aim now. I cannot relax when playing, I have to tryhard constantly to make sure my shots don't narrowly miss and bring down my score. Because of that, my fingers get tired much faster than before. My ability to help my team with objectives in tough, tense situations is reduced. My Crusader OD objectively became worse and ends up not working almost half the time, again reducing my score and making me take longer to complete missions. Missions. Every positive change with them always has to be complemented with something negative. They finally removed the requirement of playing on 3 separate days to complete the first wave of weekly missions, but now that lengthy time is transferred to the crystal and reputation points missions. They removed the OD mission and reduced the number of stars to pass the first wave, but now both waves require 1,000 reputation points. The second wave having it hardly matters in the big picture but the first wave now often makes me have to do an extra battle. Battles scores across the board have been decrease. Bots having Blaster upsetting the flow of battle. The same overtuned augments and groups plaguing MM and DM modes. Supposedly the camera rotation became less jank, but all the negatives far outweigh whatever positive that brings. -
Nothing has changed with it. Common Containers: 1 Rare item is guaranteed if the previous 14 rewards were not from the rare (blue) category. 1 Epic item is guaranteed if the previous 99 rewards were not from the epic (purple) category. 1 Legendary item is guaranteed if the previous 299 rewards were not from the legendary (yellow) category. Epic Containers: 1 Epic item is guaranteed if the previous 14 rewards were not from the epic (purple) category. 1 Legendary item is guaranteed if the previous 99 rewards were not from the legendary (yellow) category. 1 Exotic item is guaranteed if the previous 299 rewards were not from the exotic (red) category.
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When I was using Destroyer to find the updated damage coefficient with Viking OD, I noticed that on most of my shots (not all), it applied the splash damage first before self-damage. No wonder it felt like I was always losing the scenario against Destroyers at melee range in normal MM. They get to have the splash applied before.
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update Patch Update #798 - Released 30th April 2025
TheCongoSpider replied to Marcus in News Archive
Epic Keys apparently have been reverted back to Patch #755 (March 7th, 2024) or around there. Meaning the supplies and crystal amounts are reduced. Chances are different. Augments aren't in the rarity they are supposed to be and the Legendary section is missing lots of augments. Do not open epic keys until this is fixed. -
update Patch Update #798 - Released 30th April 2025
TheCongoSpider replied to Marcus in News Archive
Just finished checking all the augments that had inconsistent damage coefficients and they're all now equalised, good job. Begs the question why did this need to happen at all? Other augments were changing themselves just fine when they received damage and firing rate adjustments. Why were these augments out of line and for so long? Incendiary Mix and Shock Freeze had low damage coefficients for years as far as I'm aware. Autocannon stopped having -75% normal damage a very long time ago yet the x10 damage coefficient persisted all this time. You even specifically went after Supercumulative Rounds to equalise its (already rare) critical damage to Stock last year but left Autocannon alone. Makes no sense. List of notable changes if anyone was wondering: -
No, they do not tell you the exact number needed, because it is variable depending on how many traps you hit and how many times you spaces you advance forward per move, but it is implied by everything else that was mentioned in the announcement. For example, you are required to move 18 spaces to reach Checkpoint 2. There are 2 nodes that have the possibility to send you back 2 spaces. It is possible for you to get a +2 on a single move. It costs 10 energy to perform a move. That means 180 energy if all your moves are +1s and you do not get sent back at all on the meteor nodes. That means 220 energy if all your moves are +1s and you get sent back on both meteor nodes. That's means a varying amount when you combine the RNG of everything stated above. You get your estimate as to how many of a type of contract you should buy. If you are unsure of how an event works or would like a second opinion before proceeding, please reach out for help here or in the official Tanki discord before you make purchases with your hard-earned rubies and crystals.
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update Patch Update #797 - Released 25th April 2025
TheCongoSpider replied to Marcus in News Archive
How horrible! Now the Shock Therapy with a pocket Nanotech Thunder healer will only get 75 kills instead of 81. ? -
update Patch Update #797 - Released 25th April 2025
TheCongoSpider replied to Marcus in News Archive
Now I will have nothing comfortable to use. How does the performance of mobile players look right now compared to PC? Where is this heading? PC gets a straight buff and mobile has to get nerfed to accommodate that. And then mobile gets nerfed even further. I still can't micro-adjust my aim because of this janky camera rotation and now I will have basically no auto-aim on top of that. -
I consider my nonchalance about Shock Therapy a blessing because this is pretty stupid. It's also a practical (but also extreme) counterpoint to the "just keep your distance" argument against overpowered melee turrets/augments. A taser augment with 13m of stated range (practically 11-12m since Tesla has to hit the middle of the target's hull), causing this much negative feedback pretty much blows that out of the water.
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patch notes Patch Update #796 - Released 17th April 2025
TheCongoSpider replied to Marcus in News Archive
Hammer gets significant change ---> more Hammers in battle --> increased number of screen freezes and sudden sharp FPS drops. Every single time. ? -
patch notes Patch Update #796 - Released 17th April 2025
TheCongoSpider replied to Marcus in News Archive
Previous Phoenix with 40 pellets was already lagging my phone. I'm hoping this 60 pellet Blunderbuss' lower firing rate makes my phone not explode. Hoping that new explosion effect reduces screen freezes. It was a very short time frame before their release but I only started getting screen freezes immediately after that initial update last April. -
update Patch Update #795 - Released 11th April 2025
TheCongoSpider replied to Marcus in News Archive
I can never catch a break these days. Something great (Gauss bugs finally being fixed after 32 months) comes alongside something bad (Thunder and Gauss auto-aim reduced further, constant unexplainable FPS drops since Friday). Soon they'll go after Smoky and Ricochet and I won't have anything comfortable to use anymore. Vulcan became interesting but the low time for overheating pushes it heavily into using Heat Immunity. I can't get proper use out of the status augments without Heat Immunity. Simply having Heat Immunity increases what I am able to output quite a lot. If this ends up making Vulcan as a whole overperforming with Heat Immunity I can somewhat see where this will be heading. Reinforced Aiming Transmission - It's good that this has a proper purpose again now that Stock's rotation speed is slow. Shooting Speed Regulator - Essentially got a direct buff compared to before. Always comfortable.anf doesn't require Heat Immunity. Incendiary Band - Still strong and useful. Cryo Band - For some reason this augment only freezes enemies to -0.5 temperature? Why isn't it -1.0? Is that a bug? Pulsar - Very low crit rate but packs a heavier punch if you get the crit while the target is stationary. Rubberised Rounds - Still not worth using in my eyes. Time to overheat and bounce projectile speed being so low discourages you from taking your time finding the right bounce angles to catch someone, you might as well play it head-on, and at that point just use Explosive Band. Explosive Band - Augment that was already forcefully good became better with Heat Immunity. Shredder - Sadly I can't use this on mobile with hover hulls. So I used that opportunity to try it with tracked hulls. Of course, I was instantly reminded of how horrible and uncontrollable the hull joystick is on HTML5 for tracked hulls. This augment will remain unplayable for me. From the changes it sounds like it would be great with Heat Immunity in the right maps. Large Calibre - Wouldn't it have made more sense to remove the inmate rotation speed penalty and give it 0.3 or 0.35 rotation while shooting instead? The current version is just unnecessary slow in general for the boost it gives. At least with the mentioned settings the player can feel more comfortable stopping firing to bring their aim on the next target before starting again. It has nice DPS but it's also the one most susceptible to wasting DPS on moving targets, especially near targets. -
One can argue that these two things combined is proof that the taser template is working. It doesn't help that this template pushes itself towards Trickster/Crisis speed boost so the experience of Brutus + medium hull will be quite different to that of medium hull + Trickster/Crisis. How would you go about trying to bridge that gap between normal speed taser vs high-speed taser? Should the gap be bridged at all?
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Hover hulls' maximum speeds are slower than tracked hulls. You're seeing them using it with Trickster which further enhances their speed. I see Shock Therapies with both tracked and hover hulls. A reminder that for all these years, an augment being "exotic" primarily means that it was new, not that it is overtuned.
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update Patch Update #795 - Released 11th April 2025
TheCongoSpider replied to Marcus in News Archive
Were you not aware of the Sakura Blossom event that has been going on for the past month? -
update Patch Update #795 - Released 11th April 2025
TheCongoSpider replied to Marcus in News Archive
Both teams get 20 score for a kill. Where did you get 15 for the attacking team from? -
update Patch Update #795 - Released 11th April 2025
TheCongoSpider replied to Marcus in News Archive
@Opex-Rah Seeing that the old Phoenixes will be no more, would you be a kind soul and tell us the exact parameter changes of them? ? -
Blaster's kill ordering itself before its own death was a thing since it was first a drone. The simplest explanation is that doing it like that probably was easiest/least buggy way for them to implement it. My further assumption for why it's like that is to give Blaster more opportunities to show that it is doing something and giving the player more satisfaction for intentionally picking/upgrading that drone out of almost 20 others, and that augment out of many others. My counterpoint to "fixing" this would be that MMMonster golds only happen for like 1 week over the entire year, and that Nanotech Shells in its current state is quite stupid enough on its own, it really does not need to be changed for multiple other people just to get a marginal QOL adjustment for much fewer players. Blaster ordering itself first also does 2 things: Prevents players from intentionally gaining faster Overdrive charging when dying while their Overdrive cooldown is active, in normal battles. Rewards certain players (particularly melee turrets) for damaging and dealing the killing blow to Juggernauts while in the radius of the Blaster explosion while their Overdrive cooldown was active. Both of these together sound contradictory, I agree. But one of them happens with anyone in any battle mode while the other happens in a specific game mode whose objective is centred around a specific tank. They added Blaster to Juggernaut knowing exactly how it worked. You can argue the people dealing killing blows to Juggernauts within the Blaster radius deserve something for having their momentum suddenly upended from dying to the explosion.
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Example at 0:24. What do you mean?
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Regarding this in particular. I remember about 2 years ago for projectile splash damage turrets, there was like a 50/50 chance of the splash damage being applied before the self-damage and vice versa. Whenever I, an enemy or an ally got themselves into this situation, I would look to see which person got out lucky from the interaction (this interaction decided the outcome of countless battles near the end). Me and someone else wondered if ping had anything to do with it. At some point, that was silently changed and now all projectile splash turrets apply the self-damage before the splash. Only hitscan applications like Gauss' salvo apply the splash before.
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Even ignoring my general discomfort on mobile, this has to be the worst April Fools celebrations I've experienced. And right after that, we're about to have Destroyers and Shock Therapies filling battles.