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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Challenges

    Jammer Hammer didn't change in that regard. It still jams on every shot.
  2. TheCongoSpider

    Let's Discuss Challenges

    Plasma Disruptor is not an offensive augments. It leans more on support. It's most potent against meta drones as constant Jammer application makes it unlikely for them to utilise their effects. You can prevent Overdrive activations from afar for some time but again, it is not offensive. You need allies to help you take down enemies as you weaken the enemies' capabilities. Repair kits give 0.8 seconds of Polarisation which allows someone to activate their Overdrive in that time period before they get jammed again. If you're an offensive player, then you wouldn't want Plasma Disruptor, you'd want Magnetron or Cryotron. Next time, you should ask here first to see if an augment you're interested in suits your preference in gameplay. You'll have an idea of what you're getting yourself into beforehand.
  3. It's been over a year since the last drone and supply update and yet nothing was done to make the drone system more accessible and cost-effective to players who did not already have drones that were breaking the game balance at the time. I suppose there is no hope left of the drone system ever being improved.
  4. Did you compare it to the other augments you can put on Scorpion as well? Is it bad because it doesn't deal triple damage while it's freezing someone?
  5. Dude, it's not like you have to do anything in the mode besides moving every 2 minutes to not get kicked by the timer. There is a clear solution for little effort but you're intentionally ignoring it and only further degrading your experience.
  6. If you're having problems completing that mission, utilise the event modes that are DM. It doesn't matter if you come last or not. It will advance the mission.
  7. We'll see how it goes. It takes quite a hit to it's firing rate with this. The first shot will take longer to fire. There won't be any more last second hits when an enemy is retreating behind an obstacle. Longer shot delay gives enemies more time to knock off the aim. For sure Scout was the strongest (intentionally so, after all) but it being nerfed doesn't bode well for the other augments in the near future. Scout was carrying Railgun because many of the others aren't worth the stress of trying to make them work. Perhaps Iteration 6 Railgun is upon us and this is a preparatory change made to Scout beforehand.
  8. TheCongoSpider

    Let's Discuss Drones!

  9. TheCongoSpider

    Let's Discuss Drones!

  10. And here I was, expecting Wolfpack to become more practical to use, but nothing changes. Thunder's garage augments remain bad for yet another week. Funny you say that and immediately make a typo.
  11. TheCongoSpider

    Hacker Invasion

    You still can't record videos or take screenshots?
  12. It's uncanny to watch it move around, especially on mobile where they usually don't show visual animations on hulls and turrets like Freeze's fan vent and Tesla's enclosed claws while firing. It does look unique and I hope unique things like that continue where they don't directly affect the game balance.
  13. Something I forgot to mention is maybe you can give something like this to Vulcan. Vulcan had its normal DPS reduced, its projectile speed almost halved making it much harder to keep your bullets trained on an enemy's hitbox and a heavily luck-reliant critical hit system. It is not a weak turret like Thunder or Magnum earlier this year but it takes a lot of concentration and effort to make good use of it without Heat Immunity. Maybe giving Vulcan's projectiles a 0.5m radius like Hammer's pellets may help while keeping it focused enough on directly hitting a target.
  14. If you don't care too much about how you perform in the DM mode, then this Ultra Weekend is a good example of how it should be. A festive mode that allows you to complete the special missions inside of it. Missions that are not too time-consuming for an account and ones that give a relatively sizeable number of Ultra Containers for the effort. It's already hard enough for new players to progress in this game smoothly.
  15. I don't notice a difference. Ever since the Jack in the box update, it is common for my FPS to drop by the ending of the first game after launching the app instead of on the second or third. This update doesn't change that even when there are multiple Scorpions in a battle. This is all on the lowest graphics settings. So far it has been an improvement when fighting enemies. I have still had one or two shots that would phase through a Paladin's hitbox near the turret but the hit rate against them has improved. Shooting at enemies that are near tank corpses has now become a pain. The other con is for mobile players. After the projectile conversion in 2021, mobile players started receiving higher impact force from enemy and ally Smoky projectiles. With this 2m radius update, that has noticeably worsened. Assault Rounds - better hit rate, but is still lacking as an augment. No critical damage, same range as Stock, inability for me to even use the impact force because the impact force never works when I hit enemies. High-Precision Aiming System - better hit rate but the slower projectile speed unnecessarily brings it down. The 2m radius unfortunately cannot save it in that regard. Supercumulative Rounds - better hit rate, but the aforementioned tank corpse issue affects this one a lot due to the ability to miss a critical hit with it and having to build up a critical hit for a longer period. Status Smokies - better hit rate, still strong and reliable. Autocannon - better hit rate. It has become much more comfortable to use this augment in its effective range, however there is still the issue of its damage output and projectile speed being intentionally low. It's time for it to be useful again. Sorted Ammunition - better hit rate, but this one suffers similarly to Supercumulative Rounds. Not only is it easier to unintentionally miss critical hits (you know when they happen and sometimes plan around that), it has to deal with the ever growing number of Armadillo modules. Even a low upgrade can have negative interaction changes with this augment. If any augment somehow became less comfortable to use with this buff, it's this one.
  16. Awful DM mode experience for anyone that doesn't have overpowered equipment. No modules is good but keeping augments and drones on ruined it. More than half of each lobby is Helios, Hammers, Scorpions, Teslas, Vacuum Shell, often enough paired with Crisis killing people in one hit or near instantly, truly showing how unbalanced turret and drone equipment have become amongst one another.
  17. Since the December 10th, 2021. I don't understand the reference, but while playing in DM, I already had a few BS shots where they missed the target on my screen but I still dealt damage. That happened previously with the 1m radius but it was much more rare than the times I had it in those few battles with 2m.
  18. Basically means it will be a bit easier for your shot to hit an enemy on your screen and on the server. The potential downside of this is this also works on allies so you may end up hitting allies at times when you want to hit enemies. Let's see how it performs after the patch goes live.
  19. TheCongoSpider

    Tanki Picture of the Day - Have any?

    We can safely say that Recruit - Legend is the largest rank bracket found after the initial launch in 2018.
  20. Great, more stalling of the completion of Thunder's new augments, meaning Thunder's garage augments sans Subcalibre Rounds will remain garbage for even more weeks.
  21. Supercharge does not affect mines.
  22. Because the AP is what allows it to snowball. Instead of a Freeze Paladin Trickster having to spend 6-8 seconds of ammo on a protected enemy, they can only spend 2 to kill them and quickly move onto the next one. You have Paladins that use it offensively for kills/points, ones that use it to capture flags which often requires killing, which is easier to do due to the AP, the use of holding a point in Siege, which AP makes significantly easier. The AP is the biggest reason for its domination because it stops people from having time to counter it where the Paladin can easily be hit. Remove the AP and it will take much longer to trudge through enemies. Much more time to counter, no more instant death to third party damage when you're near it which allows you to stall it. The things do counter it efficiently won't be at risk anymore when getting close to it. If you're removing the AP, you're removing a big reason why it takes 6 minutes to passively charge along with a score penalty during the duration. Buffing the passive charge rate would be a due compensation.
  23. TheCongoSpider

    Bugs and Glitches Reports

    What maps and which parts of the maps did you shoot with Shaft that made you self-destruct?
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