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Everything posted by TheCongoSpider
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You appear to be looking at the English Wiki for the game. Some pages there have outdated parameter numbers. If you want up-to-date numbers, use the German Wiki. If you cannot read German, allow your browser to auto-translate the pages. https://de.tankiwiki.com/Hauptseite
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update Patch Update #709 - Released 9th December 2022
TheCongoSpider replied to Marcus in News Archive
What made them comparable was how closely their total damage output was against an enemy. The TTK was basically the same if you hit all of your shots. It was a matter of preference which one you wanted, if not favouring Adrenaline a bit with changes that were made to Booster, Stock Smoky etc. The new HPAS is going to have even higher normal damage with a faster firing rate. The scales are now tipped towards HPAS' favour. Critical hits aren't much of a comparison between them since Smoky can advance critical chance on misses. Both can end up with more crits or less crits than each other. In the end, the majority of their shots will be normal damage. Now that the firing rate of HPAS is being increased, it's even less of a factor. HPAS' reload will be 1.38 seconds after this update. This video shows what a Smoky with a 1.40 second reload shoots like. -
update Patch Update #709 - Released 9th December 2022
TheCongoSpider replied to Marcus in News Archive
With these changes, HPAS should be statistically better now. -
You'd rather have no Ultra Containers than 4 free ones?
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update Patch Update #709 - Released 9th December 2022
TheCongoSpider replied to Marcus in News Archive
Made us think you were forgetting to do this all these months. Makes sense that Cryo Rounds goes to Legendary. It had pretty nice value for Smoky crystal augment. Expected. Hoping that Shaft is next in the order seeing that it has two firing modes. -
We've never had special missions during Black Friday's event. It's a day for spending.
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How did everyone do in the event now that it has ended? Getting the checkpoints on different accounts: Island 2: Earliest - 22 moves Latest - 34 moves Average - 25.5 moves Island 3: Earliest - 43 moves Latest - 58 moves Average - 47.2 moves Island 4: Earliest - 72 moves Latest - 75 moves Average - 73.6 moves
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This sounds disingenuous. I can't imagine what metric you're using to gauge augment effectiveness against each other. Where do you want this to eventually end? A few augments alongside a gimmicky drone are statistically more powerful than the rest so you want to buff the damage of everything across the board? Those augments you hate so much will also be getting more powerful with your suggestion. You'll buff the damage of that Scorpion Ares Crisis to the point where it deals 4,000 total damage per shot so now you with your light hull and melee turret can't even approach them without Scorpion protection because it now one-shots you. Damage inflation without an increase in hull survivability helps ranged turrets and hurts melee turrets.
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Mortar is a vertical Magnum augment, just like your Automated Gunpowder Loading Mechanism augment.
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It's potent as a support in the team. Slowing down targets considerable for about the first 5 seconds of the status of left alone, and their damage output is reduced for up to 10 seconds. No critical damage and lower normal DPS makes it bad for gaining kills. It's annoying to fight as it draws out some repair kits early and/or makes capturing flags/balls harder against coordinated teams. Don't expect to do well score-wise in any random battle. In a period earlier this year when I temporarily had to go back to PC, my go-to fun combo was Shock Freeze + Hunter and Mechanic with carefully picked protection modules depending on the battle. The goal was to make myself as much of a nuisance as possible by diverting enemy attention towards me and keeping myself alive as long as possible, while also giving any allies around me a bit/lot more survivability. I may not have scored well in some battles but it was genuinely fun. Going back to mobile, I couldn't play that anymore because it required multiple inputs at a time to consistently pull off. It wasn't perfect, as Jammer augments hard-countered the entire thing so I'd usually leave a battle if there was a Jammer Hammer on the enemy team. With Freeze's change all the way in January, it's unfair that it doesn't have a faster reload or slower energy consumption. You're downgrading your damage potential so much for not much gained. The least they could do is let it excel in the support role by giving it more readily available ammo to freeze people with.
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v-log Tanki Online: Message from developers (26.11)
TheCongoSpider replied to Marcus in News Archive
It was an unprecedented occurrence, which is what you seemed to not understand. -
v-log Tanki Online: Message from developers (26.11)
TheCongoSpider replied to Marcus in News Archive
I'm sure they deliberately sabotaged their server on the 2nd day just to mess with you specifically. -
What are some differences in tactics and playstyle when using Thunder and Gauss?
TheCongoSpider replied to Generalissimo in Archive
It would have been easier to answer if status Thunders did not have the -25% critical damage penalty. I don't have EMP Thunder but I've fought a few of them (two F2Ps, one person a part of a sweatsquad) and I can see that it would be similar to AP Thunder, which I have. Status Thunders push Thunder down a damage barrier and have them require an extra shot against someone on equal footing. The upside for this is you're no longer punished for hitting enemies with the 50% splash. The other garage Thunders have a potential consequence for missing hits. The best I can sum it up is that the current Gauss has an edge over normal Thunder. You have near instant acquisition that can be used to one-shot players a second before they could activate DA, something you couldn't do before. Someone going around a corner? Quickly hit them with high damage and you're reloading out of combat. Salvo spamming currently isn't discouraged. The time it takes to salvo spam is similar to before the rework so there isn't really anything lost and you shoot it faster at the beginning. Status Gausses have guaranteed status applications in a wide area that's great for helping the team as well. If you're not salvo spamming, then you're probably running around the map and mixing arcade and salvo hits. Gauss differs from Thunder here in that Thunder is a constant flow of shots whereas Gauss can weaken a target and then release a big damage shot quickly that can finish off the target. If they don't, then it is left defenseless for 5+ seconds. Thunder right now is being carried by its premium augments when you look at its power level among other stronger turrets. Its unique garage augments are in a dire state with one being decent, another being weaker than it should be and the last one being unplayable. Vacuum blows everything out of the water with its damage potential that is easy to achieve. Strict Ammunition Load with more critical hits and a faster firing rate which plays into my first sentence in the reply. Adaptive Reload with no damage penalty and a faster firing rate. Hyperspeed dealing dangerous damage across large maps. Thunder has the trait of advancing it's critical chance on misses which you'd see me trying to utilise in the video, handy for status Thunders as they can activate a critical hit everywhere in the splash radius. Status Thunders aren't perfect augments unfortunately. It would be very good if they did not have the damage penalty but having it means you do risk losing some kills while gaining others. Here are two videos of me using AP Thunder and AP Gauss that ended early. They react differently to the situations they get themselves in. It's not ideal that they were played in vastly different game modes and map but it was just to show how the gameplay differed between them as that's what you asked. -
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
They made an update a long time ago that emptied your friends list if you were inactive for a long time. -
Tesla's ball lightning cooldown persists through the spawns unlike other stuff (Shaft/Scorpion reload). It was previously a problem only for mobile while PC Dilatory users would be able to send a ball straight after spawn. They changed something in a patch and then PC players started being affected the same way mobile players do. And for mobile, instead of the accurate reload being displayed after spawning, it now shows that it is ready despite it not being ready yet so it is now possible for them to waste it like you did in the video.
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Is there some sort of trick to completing the kills with critical damage missions?
TheCongoSpider replied to Generalissimo in Archive
Striker's salvo shoots 4 normal missiles and each of them are eligible to be a critical hit. Shaft has relatively high critical chance parameters. It's that its critical damage isn't that high. With your current equipment options, your best bet is to use your Striker with your Hornet/Dictator's Overdrive. Hornet AP's the enemies so any medium hull and below will be one-shotted in that shot time period. Dictator gives you supplies and Supercharge for 10 seconds to pair with Striker's high critical damage. Under regular circumstances, you would just play normally and it will eventually finish itself but you're a special case as you use Gauss (current gameplay does not favour arcade shot spam) and Striker (critical chance on the lower end for ranged turrets). -
If you intend to camp primarily with Shaft, then it should be worth it for you.
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Yeah that's what I used to get the approximate date. Around that time Shaft and Gauss on the real servers were still advancing it. Gauss I suppose with its current fast snipe, long reload gameplay doesn't need it but I hope it comes back for Shaft. The only other turret I suspect may be like Smoky, Thunder and Scorpion now is Freeze. When I was using it last week, there were two instances where I killed someone with a critical hit and then the first damaging tick on the next enemy was a critical hit. The minimum chance for Freeze (and other turrets) hasn't changed from 0% so maybe firing into the air or at an ally advances it. I didn't really get to passively test as much as the others since Freeze's ammo is more precious especially when you have to fight someone immediately after. Maybe it was a bug.
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update Patch Update #707 - Released 11th November 2022
TheCongoSpider replied to Marcus in News Archive
Still waiting on Shaft to get some QOL improvements for quickscoping, but more importantly, for AP Shaft to have AP on critical hits. It's becoming strenuous to consistently do well with it against the upgraded status augments due to how AP Shaft functions. -
I hadn't seen that when I checked the Wiki a few hours before Voltage's post. With the existence of Uranium Shells, I went into the game the other day to confirm if base Scorpion advances critical chance on misses and it does. It was tiring to do since Scorpion has a slow firing rate and I have to do the process multiple times to make sure. This had to have been a recent silent change because ever since they made Smoky and Thunder advance on misses, I've been passively checking for this on other turrets. Scorpion and Shaft were the turrets I was playing with most often during that time and did not notice it on Scorpion until after Friday's update. Another change they seemed to have made was Gauss and Shaft no longer advancing critical chance with their sniping shots. I don't have a approximate period of when they could have made this change but it had to have been somewhere around June 24th.
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There is a bug here that affects both mobile and PC but visually only on PC. After Viking's Overdrive ends with certain turrets, if the turret is not centred, it will instantly be recentred and then start rotating back to where the actual position is. On PC, you visually see this. If you are firing the turret during the rotation, any projectiles fired there will hit targets on its way to its destination. I cannot record a video on the PC so here is the perspective from mobile. Twins: Ricochet: I was not able to recreate it with any other fast-firing turrets but there have been many cases where I've visually seen turrets teleport recentred and start rotating again after the Overdrive is finished, and have also been subject to random instances of impact force after some enemy Viking ODs end when nothing damaged me.
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