Jump to content
EN
Play

Forum

TheCongoSpider

Tanker
  • Posts

    8 124
  • Joined

  • Last visited

  • Days Won

    95

Everything posted by TheCongoSpider

  1. 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.
  2. 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.
  3. It's Island 4. You weren't going to get there as a f2p anyway.
  4. TheCongoSpider

    Let's Discuss Protection Modules

    With Crusader I usually get the last 4 missiles to turn around.
  5. TheCongoSpider

    Let's Discuss Protection Modules

    And this strategy has persisted throughout the last few years even with all the sniping reload changes?
  6. 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?
  7. TheCongoSpider

    Let's Discuss Protection Modules

    Is this possible to do on mobile or only on PC?
  8. TheCongoSpider

    Let's Discuss Protection Modules

    May I ask what augment you use to achieve this?
  9. TheCongoSpider

    Let's Discuss Drones!

  10. TheCongoSpider

    Let's Discuss Drones!

  11. TheCongoSpider

    Let's Discuss Containers!

    When was this? If possible can you please provide screenshots of your future x15 openings on PC? ... I'm not too sure what you're trying to say here.
  12. TheCongoSpider

    Let's Discuss Containers!

    You have a 5% chance for an epic there. 1 in 20. You're not guaranteed to get an epic, you know.
  13. Something is wrong here, but I just can't see what. ?
  14. DM mode went straight back to July 2018. Near half of many lobbies are using Freeze, most 1st places are Freeze (with a meta drone, of course). At least Firebird is up there now as well.
  15. There are also casual players. Some players missed the fund with Helios and Vacuum Shell. Some players missed the last fund despite what happened. Mid ranks/endgame aren't the only aspects of the game. These rewards are for all ranks. There were even people saying that they should have ended the last fund much earlier than scheduled just because it filled so quickly. If they did then many, many accounts would not have gotten prizes or their extra module slots in this case.
  16. It means stepping on a trap has a chance to either not do anything to you (which will allow you to continue moving forward on the next move) or it can send you back 5 steps.
  17. TheCongoSpider

    Let's Discuss Containers!

    Yes, I do. Instead of defaulting to calling it rigged, I record the drop rates of the containers I opened to see if they line up with what the Devs state it is, out in the open in a patch note and multiple V-logs. The only containers I would confidently call rigged are Coinboxes. Those are obviously set up to make you a loss with how valuable Tankoins are (and were).
  18. TheCongoSpider

    Let's Discuss Containers!

    Don't use the Test Server for these things. Only use the real servers if you want to make sure of it. It was more that like green containers having a 50% chance to be a common, UCs have a 67% chance to be an uncommon. Even higher than the 50%, yet it still goes close to 67% in the end after thousands of UCs opened. Yes, even in individual iterations where you could argue that they change the rates every time, opening a few hundred still has it close to 67% in each.
  19. There are players that do not have all the module slots. As you just recently came back, you may not be aware that new accounts after April 2021 only have 1 module slot available.
  20. TheCongoSpider

    Let's Discuss Protection Modules

    You're not always going to get an answer immediately. How much a protection module helps you against certain equipment depends on what equipment you use alongside it. Light hulls by default have the least protection due to their low HP and how high the base damage is for many turrets. As such there are far more fatal interactions for a light hull without Boosted Armour activated than with the other weight classes. Having a meta drone that gives you infinite Boosted Armour supply uptime helps in this regard. You will almost never be in a vulnerable position where an enemy with Boosted Damage can overpower you on their own. You will always be able to withstand some burst damage. There is also critical damage. Scorpion in the recent Tanki Fund received an augment that gives it a higher critical hit rate. Immediately after spawning, their first shot is guaranteed to be a critical hit, and then every 3 shots after will be a critical hit. Other Scorpions have a 30% chance immediately after spawning. With Crisis that pushes it to 3,900 damage that you can not reduce unless you have Armadillo. Having DA on a light hull will allow you to survive that shot from full HP and react with a repair kit. Now if your drone is unmaxed or your light hull HP is below 1,900, you'll die there. Then you take into account that this is a team game. Scorpion isn't the only thing you'll have firing at you. Let's say for instance, we have a Hornet trying to enter an enemy base to steal the flag. There are two defenders there, both using Gauss with infinite Boosted Damage supply uptime. One is at the entrance, the other is sitting on the flag. A Hornet can die to a combination of arcade + salvo from a Gauss. When entering the base, the Hornet is shot with an arcade by the Gauss at the entrance. When the Hornet reaches the flag, on what they consider a comfortable HP, they then immediately die to the flag Gauss' salvo hit. Repeat this process until the light hull realises that to get further and potentially steal the flag, they need to use a repair kit after being hit by the first arcade. They do this, reach the flag, survive the salvo with 15% of their HP remaining, and take it. They then die to any random turret that happens to shoot their way because they are on low HP, in a team game, meaning multiple enemies. That is one of the ways modules feel like they don't do anything or much at all. When your module cannot save you from certain high damage applications from the turret you're protecting yourself against, because a turret that you're not protecting yourself against is added in the mix. Your profile is hidden so I have no further information to make guesses to help you in answering this question. Yes, everything I said above is made worse if a Crisis user in maximum damage mode is thrown into the mix.
  21. It could possibly be this.
  22. TheCongoSpider

    Let's Discuss Containers!

    I don't have anything yet for green containers since I stopped recording that ages ago, but I can confirm you're wrong or at least a little paranoid with UCs. I've opened thousands over the past year, some sets either all x1, all x5 or all x15. All of them in the end gave drop rates close to what the Devs stated. Especially Uncommon with the stated 67%. Sometimes it felt like I was getting much more uncommons than I was expecting, but in the end, the drop rate still came up very close to 67%.
  23. TheCongoSpider

    Let's Discuss Containers!

    Normal (green) containers have forced RAREs which has a 10% chance of dropping there. Ultra containers have forced EPICs which has a 10% chance of occuring there.
  24. TheCongoSpider

    Let's Discuss Containers!

    While I'm not going to fully dismiss what happened to you, the number of containers you opened was small and was spread across a long time. That could easily be coincidence.
×
×
  • Create New...