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Everything posted by TheCongoSpider
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This bug is still not fixed.
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In short, yes. If you were playing it by constantly shooting at obstacles near an enemy, then it's a nerf. If you were a casual player and played it like you would a Stock Thunder, then it's more of a buff.
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It still does.
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Perhaps it is a bug. You didn't give a lot to work with here. Hammer has a critical damage-oriented augment called Blunderbuss. Critical damage ignores the protection modules of specific turrets, and can only be reduced with the Armadillo module. There are different ways in which turret modules feel like they don't do much to help you survive. One of those sneaky ways is you being inflicted with the AP status effect just before you get hit by an enemy. You did not mention when this situation occured. In the update on Friday, the change to Hornet's Overdrive significantly reduces the likelyhood of this happening. When some players complain about dying in one shot, they often really died while injured rather than from full HP. What hull were you using and were you at full HP? Your profile is hidden so I'm going to assume your hull is maxed. The damage-boosting drones (Booster, Crisis and Camper) change interactions with certain enemies. Where you may have been able to survive against someone with Boosted Damage with Brutus, you may not survive the same person using Boosted Damage with Crisis. When Hammer's critical damage was nerfed, there was a barrier created for the Defender drone. When Hammer received the buff from 1,080 to 1,260, Defender no longer allowed it to survive an additional Hammer shot. A maxed Hammer would deal 1,007 damage to a Defender user and as such, could still kill light hulls in 2 hits, medium hulls in 3 hits and heavy hulls in 4 hits. With Hammer's critical damage being nerfed, Defender can now survive an additional shot. Blunderbuss directly doubles Hammer's critical damage so it works for Blunderbuss as well. Before the nerf, Blunderbuss would be able to one-shot a light hull with Defender. After the nerf, it cannot innately do this. It would need a damage-boosting drone, specifically Crisis or Camper. A Crisis Blunderbuss can deal 5,772 total critical damage, which when Defender drone is added, turns into 2,309 damage. This allows it to one-shot light hulls that have Defender. Camper pushes Blunderbuss' total critical damage to 6,660, which when Defender is added, turns into 2,664 damage. That one-shots a light hull with Defender, and takes off 89% of a medium hull Defender's HP. This is why I ask if you were at full HP or injured. If you were at full HP, you would have survived. If you were below 89% HP (which visually is most of the bar), you would die. There is also the possibility that you were inflicted with the Jammer status effect before being shot. Jammer removes the additional armour that Defender grants you, making you more likely to die from these damage-boosting drones with Blunderbuss in one hit.
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Look at these screenshots. Just like before, it says the name of the hull augment. Instead of seeing a picture of the hull alongside it, you now identify the hull it is for by looking at the icon on the bottom right. The first one is for Hopper while the second one is for Dictator. I'm not going to dismiss the possibility of there being (unintentional) duplicates but as you can see, it is very easy to make this claim if you're not aware of what really changed.
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Hull augments and status effect augments have the same general icon with the indicator of the hull or turret being in the bottom right corner of the icon. You didn't get a duplicate. While opening these, I got the luckiest x5 UC opening I've ever gotten. Starting from Epic.
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update Patch Update #714 - Released 3rd February 2023
TheCongoSpider replied to Marcus in News Archive
It makes some sense, with SSR making it very hard for someone to start overheating which keeps your temperature down. -
Since the recent update made the green containers old, I'll just post what I had so far. All of these were opened in batches of 15. Will take some time to gather a large number for these new green containers. Total: 1,020 Common: 58.82% Uncommon: 24.31% Rare: 11.18% Epic: 4.41% Legendary: 1.27% Also with these special missions I've now opened 4,000 non-Common Ultra Containers, and the drop rate looks like this: Uncommon: 67.93% Rare: 18.38% Epic: 10.90% Legendary: 2.2% Exotic: 0.6% (Supposed) Officially stated drop rates: Very close, as you can see.
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Since the update yesterday, I've had problems getting into the event mode.
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update Patch Update #714 - Released 3rd February 2023
TheCongoSpider replied to Marcus in News Archive
One of the big downsides of TO mobile is not being able to see the protection modules or augments of players in the TAB. You have to have knowledge what each augment does and how it different from others on the turret, fight them, and then remember that for the rest of the battle or until they switch something, then start over. You can only see which enemies have protection against your turret when you get near them. You have to guess what else they're wearing. TO Mobile was planned to adopt the interface and stuff of PC, but now for many players, PC is where mobile is right now where information in the TAB is made obfuscated. What is even going on? -
update Patch Update #714 - Released 3rd February 2023
TheCongoSpider replied to Marcus in News Archive
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. -
update Patch Update #714 - Released 3rd February 2023
TheCongoSpider replied to Marcus in News Archive
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update Patch Update #714 - Released 3rd February 2023
TheCongoSpider replied to Marcus in News Archive
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. -
update Patch Update #714 - Released 3rd February 2023
TheCongoSpider replied to Marcus in News Archive
Did you forget about Berserk/Plasma Torch the whole time? -
Nuclear Energy being enabled is for the drop box on the map. Most likely for Juggernauts to survive for longer.
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update Patch Update #714 - Released 3rd February 2023
TheCongoSpider replied to Marcus in News Archive
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. -
You can embed when editing the post afterwards. That's the current workaround.
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It's probably not going to happen.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
It disappeared for some reason when I was looking for it. Maf explained and made me the topic starter to keep it around. -
A better view of the single missile bug.
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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.
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update Patch Update #713 - Released 20th January 2023
TheCongoSpider replied to Marcus in News Archive
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. -
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).
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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.
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