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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. They made an update a long time ago that emptied your friends list if you were inactive for a long time.
  2. TheCongoSpider

    Bugs and Glitches Reports

    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.
  3. 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).
  4. TheCongoSpider

    What to buy? Which is better?

    If you intend to camp primarily with Shaft, then it should be worth it for you.
  5. TheCongoSpider

    eSports Tanki Fund

    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.
  6. 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.
  7. TheCongoSpider

    eSports Tanki Fund

    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.
  8. TheCongoSpider

    Bugs and Glitches Reports

    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.
  9. TheCongoSpider

    What to buy? Which is better?

    So Shaft is in quite a spot right now. It is divided into three routes if you're looking to put in some effort. Camping, quickscoping, and arcade shots. Camping - Heavy Capacitors/Healing Emitters. Quickscoping/Offensive- Healing Emitters, Short-Band Emitters, Light Capacitors, Armour-Piercing Sight, Adrenaline, Rapid-Fire Mode. Arcades - Rapid-Fire Mode, Short-Band Emitters. If you're considering Heavy Capacitors and you're aware that it's going to take longer to reload, then it sounds like you want to go down the camping route. The current parameters of Shaft encourage utilising its energy retention mechanic. Players that want to fully charge sniping shots will have to wait longer for them to reload. Heavy Capacitors removes the ability to meaningfully use the energy retention mechanic, along with increasing the amount of time it takes to fully reload, meaning it is there for those who want to fully charge and/or hold it for the right target. If you are putting in effort and are able to put your sights on the target you want in 3 seconds, then Heavy Capacitors isn't necessary to use. If you usually take long to put your sights on the target, then it sounds like it would be a good match. Keep in mind that Heavy Capacitors runs counter to what the current settings of Shaft encourage, so don't be surprised if you feel weak at any point. You're intentionally going down a path that is being discouraged.
  10. In a case like this, I'd usually ask what drone they use with it first. It's relatively poor with the base damage boost but gets put where it should be with Booster, and gets 1,500+ normal damage with Crisis. Their profile hints that it's being used with Crisis.
  11. TheCongoSpider

    Ideas for Augments!

    I pity those who willingly choose to subject themselves to this torture.
  12. TheCongoSpider

    Hyperspace rounds ... can't buy it anymore

    Evidently, this will happen to augments across the turrets at any time. Why are they doing this? We don't know. As many as it takes.
  13. TheCongoSpider

    eSports Tanki Fund

    Sorted Ammunition as well? They mentioned only splash damage and better ricocheting ability.
  14. TheCongoSpider

    Tanki Online V-LOG: Episode 362

    They had no problem showing off Uranium Shells and Adaptive Reload but needed existing augments to simulate Jammer Smoky, Jammer Railgun, Pulsar Twins and Smoky? Weird.
  15. Yes. It'll be a bit more useful to have them flying around near Siege points now. They're as wide as a Thunder shot now. It also buffs ball lightning durations so getting face-to-face with one is going to be more dangerous against Stun and EMP.
  16. TheCongoSpider

    eSports Tanki Fund

    Many augments do not exist yet on the Wiki. As they are implemented into the game, the Wiki will be updated.
  17. TheCongoSpider

    Why are ultra containers such a scam?

    There is no such thing. Comes down to luck in the end. You're on the unlucky end of the start. So was I when I started off. Since then I've opened ~5,500 UCs and my drop rate eventually reached the numbers the Devs stated.
  18. TheCongoSpider

    The «Trick-or-Treat» mini-game

    Please provide some screenshots of this, if not a video.
  19. TheCongoSpider

    The «Trick-or-Treat» mini-game

    I wasn't able to reach the skins last time due to unforseen circumstances. I made it this time in 44 moves.
  20. TheCongoSpider

    Ideas for Game Modes!

    Do you really only have a problem with Paladins in Juggernaut mode and not, say, the many Vikings in the lobby that directly lay down devastating damage in seconds? Paladins are often hardly a concern on their own as a Juggernaut salvo, which was made easier to use at close range, is enough to take them down. Simply being unaware of the presence of a Viking for a short time can result in a swift death.
  21. TheCongoSpider

    crisis XT 100% on stats....

    Then it would look like this: Additional armor (%): 50 → 100 Additional damage (%): 25 → 50 Additional speed (%): 20 → 70 Not exactly the huge difference you had in mind. The developers offered a product. They explicitly told you what that product was and what attributes it had. They then slapped a huge price on it. In the end you knew what you were getting out of the deal so it's insensitive to ask for it to have actual power over other drones. You paid for an overpriced cosmetic, not for the privilege of having an overpowered drone.
  22. TheCongoSpider

    Let's Discuss Protection Modules

    Isida is not as directly threatening as the other turrets. 6 seconds of ammo with a long reload. The aiming system makes it easy for the player to miss damage ticks on moving targets close to them if they don't have ping lower than the floor. It's a melee turret in an environment where every turret is powerful so it doesn't have high priority to protect against compared to ranged turrets. Its critical chance is relatively, its critical damage is partially x1 and it does not have any range-ignoring porperties like the other turrets do. It's not a surprise that Isida protection isn't used much.
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