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Everything posted by TheCongoSpider
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You're intentionally putting your team at a disadvantage. Ironic considering your complaints about weak teams fighting strong teams.
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Your profile is hidden. Are you certain that you are doing this mission in Matchmaking battles? It shouldn't work in PRO battles.
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I hope you know that you not using a drone is putting your teams at a disadvantage.
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Players purchasing bots from third party sources to sabotage MM making it unfair
TheCongoSpider replied to Brandorrrr in Game Discussion
No because I'm aware some players play the game casually and the progression is garbage that makes people reach endgame with undergraded equipment. Screenshot your happenings if you can't record videos. You don't make your bizarre claims about these things happening in every battle any more believable when you don't post proof. -
Players purchasing bots from third party sources to sabotage MM making it unfair
TheCongoSpider replied to Brandorrrr in Game Discussion
Any proof? -
The template of Driver and Assault went from a high boost with a moderate cooldown, to a very small boost with a short cooldown in that patch. To activate the drone you have to destroy an enemy tank. Every time you died you'd practically have the drone available to activate when you respawned. A player that got 3 kills across 3 minutes with the pre-nerf Driver would have gained 135 points' worth of Overdrive charge. With the post-nerf Driver, they would have gotten 63 points' worth of Overdrive charge. The rework was both a large effective nerf and it killed its performance for casual players of the drone. In order to even attempt to recoup what you lost overnight, you'd have to be getting a kill every 3 seconds, CONSTANTLY. To give some more perspective, the drone still costed 1,000,000 crystals to upgrade back then. You spent a million crystals for your drone to do almost nothing. You didn't have the extremely powerful ability of using Boosted Armour and Boosted Damage immediately after the other like many drones do today. You didn't have increased damage or armour to help you get those kills. You had to fight against protection modules and the many overpowered Boosted and Defender users, and anyone else who was hard to kill. The majority of fast overdrive charging back then came from gaining points in battles. You might as well have upgraded a meta drone that allowed you to do that with kills and capturing objectives easier. A comparison with a recent change would be if Tesla went from dealing 4,000 damage per tick with a 2.0 second cooldown to dealing 600 damage per tick with a 0.66 second cooldown. With the subsequent changes across the months, Driver would be even further devalued by the manual charge of hulls being significantly decreased, the passive charge being decreased, other drones getting buffed, and the continued release of Jammer augments on turrets and Jammer applications from ODs, the Nuclear Energy Supply introduction and Driver's upgrade price and unlock rank being lowered (and still overpriced) to justify this. Driver is dead and it's likely not coming back. Assault nerf reaction from Fizzika:
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Virtual points went from 30 (at max) to 6. Cooldown was reduced from 15 seconds to 3. It was a huge decrease in the overall effect. Assault had the same nerf that day with its maximum cooldown reduction and drone cooldown being reduced to 5 seconds and 3 seconds respectively. Fizzika, an adamant user of the drone at that time also expressed how terrible the new Assault was. https://ru.tankiforum.com/topic/295586/ Booster users went through a similar thing last year. Their drone was being nerfed with many turrets and augments. The BIG difference here is that Booster went from being a top-tier drone to just a good drone. Driver and Trooper went from being good drones to bad drones. Assault months later got raised back up to where it was before the nerf, adding the innate decrease to the boosted damage supply, but got an additional supply consumption because of that.
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Why aren't you using a drone?
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I love the added variety to map themes. I was tired of seeing the near constant winter theme every day. The lighting for night maps is much better on mobile than on PC.
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Can we stop pretending that Paladin makes you invincible and impossible to counter? Can we also stop pretending that using certain overpowered equipment is guaranteed to make you win battles? It used to be jovial exaggerations of thier power but now it seems to be a base expectation of their performance. There are too many factors that play into whether or not your team wins or you dominate the leaderboard in kills. Equipping Vampire Nanobots doesn't magically make you have an extraordinarily high battle K/D. Equipping Paladin doesn't magically make you win battles or dominate with impunity. Paladin is one of the ten hulls in the garage. Whether it is overpowered or underpowered, it is going to be played in battles. Was that map Cologne? That's one of the maps I consider overcrowded and IIRC it was increased from 8 v 8 to 10 v 10 in the last big MM map update they had.
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Previous challenge was 50 levels x 60 stars. This one is 60 levels x 50 stars. It's the same amount in the end.
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It's 10 seconds at least. ? My issue with Shaft is there is little incentive for any random player to not camp with it, even after the reload changes. The augments that incentivise active gameplay do not scale well and/or require a very tryhardy playstyle to justify picking it over just camping with the turret. Light Capacitors' reload time is too high for how it scales compared to the other sniping augments. AP Shaft still only has AP on the sniping shot which can miss. Quickscopes are the way to go if you want to actively justify picking it over a full-scope augment. I'm lucky to be on mobile where I have ease of movement with Crusader and aiming to best experience active gameplay, but I couldn't do anything near that when I had to go back to PC. The QOL for sniping mode isn't friendly to quickscopes there.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
This recent recording sums it up for me. A mixture of liabilities in the team and an overpowered enemy. We had two players not contributing a whole lot to winning the battles. We were on the defensive a lot and tried to make use of quick counter-attacks. After slugging it out for a long time, making sure we defend perfectly, we finally earned the flags we captured. Enemy leaves, in comes Vacuum Shell Dictator Crisis user. If I didn't have infinite Boosted Armour from my Hyperion then they'd be one-shotting my medium hull with ease. Immediately use my one switch to equip Thunder protection and other relevant modules so I won't just instantly die the moment I see them. They then switch to Helios, allowing them to one-clip my medium hull. Enemy had an HE Shaft so basically nothing we can do about it with 2 allies effectively being cannon fodder. What was a originally a hard-fought victory turned into a guaranteed defeat in minutes. What's most frustrating about this is how much they've been pushing "Win X battles" missions and how easily your progress on said missions can be stalled. How big the gaps in power of equipment are. How awful the progression is for newer players coming into endgame. People keep leaving battles at the slightest hint of losing, myself included if I want to complete these missions quickly if there's no DM mode available. This loss would have stung a lot less if those win battle missions weren't being pushed so much. It's a constant reminder of how easily certain enemies can halt your progress on the mission and how easily I've done the same against others. But I also can't imagine not pushing players to win battles wherever they can. And ANOTHER thing. REMASTER maps, specifically Forest, are uncomfortable to use Shaft in. The bushes do not disappear, they cause my FPS to drop which is much more harmful to my Shaft gameplay than to other turrets. They keep bringing it in for the events these past few months. I used to like playing in Forest with Shaft, but now I have the urge to leave every time I get put in it. -
update Patch Update #711 - Released 23rd December 2022
TheCongoSpider replied to Marcus in News Archive
If you're not using Explosive Warheads, you need to be at the perfect range for the salvo to come down vertically on the target over the wall, but not too close that it hits the ground behind them and misses. -
What ever happened to the cosmetic bundles in the shop?
TheCongoSpider replied to PirateSpider in Archive
You can see the prices here. https://en.tankiwiki.com/Showcase -
What ever happened to the cosmetic bundles in the shop?
TheCongoSpider replied to PirateSpider in Archive
There is a shop showcase overhaul that was planned for a long time. In a previous shop-related update, discounted bundles were removed a week or more beforehand. That is likely the case now, slowly transitioning to the new system. Wait until the next few updates to see what happens. -
update Patch Update #711 - Released 23rd December 2022
TheCongoSpider replied to Marcus in News Archive
The Scorpion salvo situation is funny. Using it from across the map runs the risk of it crashing into the walls enemies hide behind. Solution? Stop camping. I know it's harder for tracked hulls to pull this off safely because they can't strafe, but I've seen knowledgeable Scorpions on tracked hulls do it as well. There are players that use powerful equipment, and then there are knowledgeable players that put in effort to be efficient with said powerful equipment. -
update Patch Update #711 - Released 23rd December 2022
TheCongoSpider replied to Marcus in News Archive
What are those 2 or 3 turrets? -
update Patch Update #711 - Released 23rd December 2022
TheCongoSpider replied to Marcus in News Archive
Feels nice. High-Pressure Pump feels like it's actually doing something now compared to Adrenaline. There's still the issue of Shock Freeze needing better ammo management. This obviously benefits status augments the most, but Acceleration Protocol no longer feels like it does much with these current settings compared to the normal 5m/sec augments. Electroturret also doesn't feel as worthwhile. Still no buff for Missile Launcher Wolfpack, and we're about to get two more salvo augments that are more practical than it. Lovely. All of them except Round Stabilisation and the status augments feel nice to use now. Round Destabilisation is on the more practical side of RNG augments and might need toning down. Maybe it can go back to that 10% minimum chance then back to 70% on the next shot like it was in 2021. -
It was nerfed because the standalone status augment durations were nerfed. In the end, it's an RNG augment. Sometimes you can win your 2/4% chances and get back to abck crits quickly. Other times, you can go multiple seconds of direct hits and get no crits. I remember last year I went almost an entire battle without getting a single crit with Twins when its crit rate was higher than it is now. I've also went 15+ shots without a crit on Smoky with each of them having a 50% chance.
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Depends on the turret. Pulsars so far strictly use the Stock turret as a template. By default this means some will be more practical than others (see Pulsar Hammer vs Twins). Then there are the status durations. They are dependant on the standalone status augments of the turret. If EMP Twins is 1 second, Pulsar will be 1 second. If EMP Twins by itself increased to 2 seconds, so will Pulsar, unless they change this next year for balance purposes. To survive against Pulsar, you will need the respective protection module as well as what the most dangerous status will be from the crit. Pulsar Smoky's most dangerous status is the AP, which lasts enough for them to get an unprotected shot. The stun is 1 second so you will be vulnerable to their next shot, but Smoky protection can help take care of that. The EMP is 1 second so quick reaction times can see your supplies back on and ready to challenge the Smoky again, compared to using EMP Immunity, getting stunned and still getting hit while vulnerable because of the AP. Pulsar Tesla is deadly not only because of its new fast firing rate and good enough damage, its standalone status augment durations are on the high end. 1 second of Stun, 2 seconds of EMP, 5 seconds of AP, 3 seconds of Jammer, 4 ticks of afterburn. Equipping AP Immunity against it would help you not immediately die after a crit but you are EMP'd for the next 3-4 zaps, 2 of which are coming while you are stunned and cannot do anything, 2 ticks of afterburn going during that time for 600 extra damage on top of what you're already receiving from the zaps. End result, crit = death in most 1 v 1s. EMP Twins throughout its lifespan was overpowered because of both the status durations, the frequency of its applications, and how it was applied. It is constant DPS with one firing mode. Critical hits are convenient to come by and you can just take away armour and speed from enemies and deal very high damage to them. EMP Twins being nerfed to 1 second still has it as a very practical EMP augment because it has ease of access to the status. Pulsar Twins operates the same way except now it halts a target for a short time, gives 1.5 seconds of AP and afterburn damage ticks during their vulnerable period while continuously firing. You want AP Immunity against Pulsar Twins.
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Oh I see what you're talking about now. Yes that is another facet of paint sales. Certain paints are meant to be rare and as such do not have a discount during sales. The two off the top of my memory are Breeze (the one you showed) which was originally available for TO mobile players to obtain when playing for the first time on mobile, and the 100,000 Tankoin paint.
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Balanced compared to what exactly? Because you're getting a big increase in firing rate for just using the turret like you normally would. In a 1 v 1 it's literally Small Calibre Charging Machine with no damage penalty. Hitting multiple enemies lets you either kill them or severely injure them in a fraction of the time you would with Stock. Are you using the overpowered augments as benchmarks here?
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I'm not understanding the problem here. Only a portion of the total amount of paints in the game can be bought for crystals or Tankoins. When a sale on paints comes, only those particular paints are discounted because only they have price tags.
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