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Everything posted by TheCongoSpider
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update Patch Update #712 - Released 13th January 2023
TheCongoSpider replied to Marcus in News Archive
Yes, let us ignore Vacuum Shell and Helios being overpowered and given away in a successful Tanki Fund 5 months ago. Let us also pretend that they weren't powercreeping the garage/container augments for those turrets during their entire existence. -
The salvo is intended for ranged targets. There is a minimum range you have to be if you want your missiles to hit a target. For Stock and every augment using Stock's salvo parameters, that range is ~85m (which is about the longest reach of a Slugger Hammer). That is the range where it will come down from above. Juggernaut is a good mode to practise averaging the range as many of them hide behind walls, sometimes thin walls, like in Desert. That is for your problem of them landing behind a target. That would mean you are too close to them when locking on. I'm not sure what you mean by landing in front. I'm assuming you mean the missiles are impacting the objects that the enemies are hiding behind. In that case, refer to the video above as well.
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Can you explain this a bit better? What exactly are you seeing the missiles do?
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update Patch Update #712 - Released 13th January 2023
TheCongoSpider replied to Marcus in News Archive
It's Stock Smoky/Railgun with Jammer on every shot. Smoky is 2 seconds and Railgun is 5 seconds. -
update Patch Update #712 - Released 13th January 2023
TheCongoSpider replied to Marcus in News Archive
They're flattening the splash damage across most of the radius. The Average splash damage radius is where it first drops below 100% to the stated average splash %. The minimum splash damage radius dictates how far the minimum splash % will go. So pre-change Striker has 1, 5, 8 -> 100, 90, 25. It drops linearly from 100% to 90% between 1m and 5m, then will drop linearly from 90% to 25% between 5m and 8m. Post-change Striker will have 1, 2, 8 -> 100, 50, 50. This change flattens the splash across most of the radius. The average splash damage radius here (2m) will decide when it is going to start being flat. The minimum (weak) splash damage radius here (8m) being the same % will decide how far this flattened splash damage will go. -
This sounds interesting. May I see how this works?
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update Patch Update #712 - Released 13th January 2023
TheCongoSpider replied to Marcus in News Archive
The damage of many turrets in the game decrease across certain ranges. For a maxed Thunder, Stock deals 100% of its damage within 100m, and after 150m, deals 25% of its damage. Hyperspeed Shells plays around with this mechanic by altering it to deal low damage at close range and high damage at long range. It has a direct damage penalty of -50% and its maximum damage range (the range at which it deals 100% of its damage) is halved. What then changes is its weak damage percentage. Normally, this % is lower than 100% to have the damage drop off with range, but the weak damage being above 100% means your damage will instead increase with range. This weak damage is a % of the base damage, which by default is reduced by 50% with this augment. So the weak damage being 300% for Hyperspeed Shells would be 450*3 = 1,350, whereas the weak damage being 25% for Stock Thunder would be 900*0.25= 225. The end result is Stock dealing full damage at short range and low damage at long range, and Hyperspeed Shells dealing low damage at short range and full damage at long range (this full damage is higher than Stock's damage). -
You do know that it's possible to get few commons or many commons in those openings, right? In a x15 opening you should expect at least 8 commons to drop. With which I will get 10+ commons/uncommons in a row like I often do? The channel for a common is 50% and the chance for an uncommon is 34%.
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update Patch Update #712 - Released 13th January 2023
TheCongoSpider replied to Marcus in News Archive
When charging the current Magnum, you'll see the % go up by +5 across 2 seconds. After the change, it will be going up +1 across 2.9-2.6 seconds depending on your modification. This should allow you to better release the shot near to or exactly when you want to shoot, but it also means your firing rate will be decreased a bit. -
Attempt to make MM Fun for Players having a Low Rank and/or Low GS
TheCongoSpider replied to Venerable in Archive
It's 10 score for neutralising a point and 15 for capturing it. It doesn't matter how many players are on the CP point. The score for fully neutralising/capturing a point and assisting in those actions is the same. So what someone can do is if they're neutralising a point with an ally, they can wait until it is fully neutralised then drive away to go to the next point. The player driving away will get the 15 score after it is captured even if they didn't do the action for the full 5 seconds. -
I assumed that the place in the order for forced rewards were fixed at #15. As such, I assumed that a player may have been able to delay the forced reward by opening x1 so you'd have a very marginally increased chance for exotics in UCs. That, in the end, is not the case. So if someone asks whether they should open x1, x5 or x15 on mobile to increase their chances of getting an exotic, for now you can safely tell them it does not matter. They can open it whenever they feel like it. They cannot manipulate the order of the forced rarity rewards because their order in a x5 and x15 batch is random.
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Seeing that we have a new container topic I'll post it here. I started noticing around October that the forced rare and epic rewards that containers give you almost always gave 10,000 crystals for green containers, and basically always gave 25,000 crystals for ultra containers. Ever since they removed PC players' option to open 1, 5 or 15 containers at a time, I wanted to see if there was a way to track forced rarity rewards via multi-openings (x5 and x15). I didn't bother back then because the forced rare evidently could have been anything. It would taken me many thousands of containers to make a conclusion. But after I saw there was a near sure-fire way to pinpoint forced rarity rewards, I took the chance. Using green containers obtained from missions, challenges, tokens of apology and the Tanki Fund, I first set off to see how it interacted with x5 openings. With x1 openings, you can manually count how many non-forced rarity rewards you got and know when the next will be the forced reward. For x5, not so much. It should be noted that I was operating under the assumption that a forced rarity reward would be slated last in the order of opening. So if you went through 10 non-forced rewards and then opened a x5, I assumed that if the reward was forced, then it would have been opened at #15. So to disprove that I did these steps: Step 1 - Open x5 batches until I get exactly one RARE reward in a batch. Step 2 - After this RARE, open two batches of x5 (to speed up the process). If one of those two x5 batches contain a RARE reward, go back to Step 1. If neither of the x5 batches container a RARE reward, proceed to Step 3. Step 3: Open containers 1 by 1 until 10,000 crystals drops and record what number container it was opened in. If the eventual RARE reward is anything other than 10,000 crystals, go back to Step 1. This gave me numbers ranging from 11th to 15th. The forced rarity occurs every after 14 non-rarity rewards and can count that with x1 and have a small range for x5. But what happens when you jump straight to 15 containers opened at once? The x5 openings proved that the order in that small set was random, but what about jumping headfirst into x15 where you're guaranteed to have at least one rare reward? I did these steps: Step 1 - Open containers x1 until I get a RARE reward. Step 2 - Open a batch of x15 containers. If the batch contains exactly one RARE reward, proceed to Step 3. If the batch contains more than one RARE reward, go back to Step 1. Step 3 - Open containers x1 and record what number container 10,000 crystals was opened in. If the eventual RARE is anything other than 10,000 crystals, go back to Step 2. This gave me numbers ranging from the 3rd container after the x15 opening to the 15th container after it. I now proved that the position the forced rarity is placed in in a batch opening is random for green containers. It should work the same way for ultra containers but I wanted to make sure. Using UCs obtained from the latest set of special missions and from the Tanki Fund, I did so for UCs. Replace RARE and 10,000 crystals with EPIC and 25,000 crystals. The difference this time, due to how fewer UCs I could use for this compared to green containers, was for Step 3 I lessened the restrictions and would open x1 after obtaining either one or two epics in the x15 batch. This gave me numbers ranging from the 1st UC after the batch, to the 15th after.
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Players purchasing bots from third party sources to sabotage MM making it unfair
TheCongoSpider replied to Brandorrrr in Game Discussion
They obviously didn't forget about it. If they want to make Pulsar augments for each turret they first need standalone status augments and they confirmed each turret will eventually have their set of status augments. -
Players purchasing bots from third party sources to sabotage MM making it unfair
TheCongoSpider replied to Brandorrrr in Game Discussion
Other turrets will eventually get their status augments. -
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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