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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. 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.
  2. TheCongoSpider

    Let's Discuss Containers!

    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.
  3. TheCongoSpider

    Let's Discuss Containers!

    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.
  4. 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.
  5. Other turrets will eventually get their status augments.
  6. You're intentionally putting your team at a disadvantage. Ironic considering your complaints about weak teams fighting strong teams.
  7. TheCongoSpider

    Critical Damage

    Your profile is hidden. Are you certain that you are doing this mission in Matchmaking battles? It shouldn't work in PRO battles.
  8. I hope you know that you not using a drone is putting your teams at a disadvantage.
  9. 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.
  10. TheCongoSpider

    Let's Discuss Drones!

    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:
  11. TheCongoSpider

    Let's Discuss Drones!

    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.
  12. Why aren't you using a drone?
  13. TheCongoSpider

    Night maps

    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.
  14. 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.
  15. TheCongoSpider

    Challenge accepted January I 2023

    Previous challenge was 50 levels x 60 stars. This one is 60 levels x 50 stars. It's the same amount in the end.
  16. TheCongoSpider

    Micro-upgrade

    This will happen.
  17. 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.
  18. 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.
  19. 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.
  20. TheCongoSpider

    What ever happened to the cosmetic bundles in the shop?

    You can see the prices here. https://en.tankiwiki.com/Showcase
  21. TheCongoSpider

    What ever happened to the cosmetic bundles in the shop?

    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.
  22. 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.
  23. What are those 2 or 3 turrets?
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