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Everything posted by TheCongoSpider
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Reducing the stun duration by 1% won't change anything. In any case, it's intentionally designed this way to give Overdrives, which happen less often than years prior, more power in their respective areas. Hunter's area being boasting the longest EMP and Stun durations in the game. This is unlikely to change.
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Maybe take off auto-shoot. Auto-shoot is a detriment in many cases, you know.
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You could have also just played the Hopper Railgun mode.
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It does, and also destroys Wasp bombs.
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There are none this week.
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category Ideas for Supplies and Drones!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
That is a Saboteur and Miner problem. You haven't given any suggestions on how you plan to change those drones to be viable which is the issue you're having. This will make the game much harder for melee turrets than it already is as they have to get close to and chase enemies to deal damage and kill.- 2,786 replies
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Why Does Brutus Drone Have The Same Gear Score As Other Drones
TheCongoSpider replied to StopChasingMe in Archive
There is an even bigger difference if the Brutus player has it at 20/20 while the Defender user has it at 1/20. First thing first, drones increase the potency of Boosted Armour and Damage supplies. A maxed drone indicates that that player's supplies are at full strength instead of half strength that they would have without a drone equipped. -
After Patch #701, there is a bug on mobile that makes it not show the after-duration cooldowns of Boosted Armour, Damage and Speed. Repair kit cooldown times are shown 3 seconds shorter than they are supposed to be. While it is like this, it is not possible to put one of the supplies on "Auto". It is VERY uncomfortable to play like this and I hope it does take months or years to fix like some other issues on mobile have been.
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Why would that be necessary? Are you going to be buying stuff mid-battle often?
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update Patch Update #701 - Released 23rd September 2022
TheCongoSpider replied to Marcus in News Archive
It's a buff for RFM. You can deal high damage to your enemies at a farther range. -
Weird. Under normal circumstances a Hyperspeed Thunder with Brutus-level DD should take off 90% of your HP if you were outside of maximum armour mode on Crisis if you don't have protection against Thunder. If possible can you record the next time you encounter one of them? Doing it by words can bring confusions since I can't see what exactly was happening.
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Are you two sure that you're not getting AP'd prior to them hitting you? With Hornet's AP being practically global now, it's easy for a one-shot to appear illegitimate. And some people view one-shots as being dead from near full HP rather than at full HP. If you were already injured then that makes it easier for something with high damage to finish you off.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
The drop rates were already disclosed. My near 5,000 UC sample confirms this. -
See here. Railgun's identity is in its garage augments. Stock needs to set base parameters for the garage augments to each achieve a particular niche that the other cannot trample on easily. The current iteration has Railgun with a comparatively lower critical hit rate and reduced firing rate but more power in the normal damage. Put simply, Stock Railgun is bad and you want a garage augment for it. Round Stabilisation - Equalises your normal and critical damage, forces your penetration to be 100% regardless of modification and gives you a flat 50% critical hit rate. Your normal damage goes up the 1,334 damage barrier and your critical damage goes below the 1,500 damage barrier. This augment is more useful than the others when fighting hoards of Railgun protection and/or light and heavy hulls. Round Destabilisation - Halves your normal damage, slightly decreases your firing rate, but 30% of the time you will deal enough damage to one-shot a medium hull of the same upgrade level on equal footing. This relies heavily on RNG for you to do well. Scout - Turns your Railgun into a sidegrade of Thunder. 900 damage, ~1,200 critical damage. Has Thunder's firing rate. Advances your critical hit chance much faster than the others. Impact force is reduced. Large Calibre Rounds - Equalises your normal and critical damage. Both your normal and critical damage will be able to one-shot an unprotected medium hull of the same upgrade level. Firing rate is considerably reduced which also reduces the rate at which you get critical hits. "Death Herald" Compulsator - Reshuffles your shot delay and shot reload to be similar to that of Iteration 4 Railgun. Shot delay is lower but the shot reload is a bit longer. Killing an enemy reloads the turret. The potential faster firing rate allows you to advance your critical hit chance faster relative to the others. Hyperspace Rounds - Removes critical damage, impact force and reduces firing rate, but gives you a high multiplier on your penetration parameter. Status Railguns - Stock with a (weak-potency) status added to critical hits. Scout is statistically the most practical out of them all. The status augments ahve no statistical downside, but their practical downside is that they're attached to Stock, which is bad. Compare that to other turrets like Hammer and Smoky where their status augments are Stock with a status added and are great. With Railgun, you primarily use the garage augments to fit the niche you want.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Didn't read the rest (why would I?) but this is just incorrect and/or petty. -
The Juggernaut's supply icons are purely visual. Its boosted armour does not reduce damage. Its boosted damage does not increase its damage. Its speed boost does not increase its speed. Juggernaut just has base stats that it uses at all times and depends on the modification level of your turret and hull. If you're not aware of the mechanics of the game, there are status effects. Corrosion Shells is Thunder's AP status augment. The AP status temporarily disables the direct damage reducers in the game, those include: Boosted Armour Extra Armour Protection module Titan's dome You apply 5 seconds of the status to enemies within a 12m radius of the centre of the explosion 9nna critical hit. As stated previously, it is a status effect. Juggernaut is immune to negative status effects. Do NOT take augment descriptions so seriously. The parameters of them change often and many descriptions either do not reflect what they do in the current version of the game, or have exaggerated writing. If any other augments are confusing you, you are free to ask here again.
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Maf briefly explained this a while back for PC but on mobile it's easier to make happen. After it starts loading into a battle, if you go back to the home screen or go to another app, it'll play in the background but whenever you get back, it will show the time that you would have loaded the map despite minutes of gameplay already happening. You'd see that the battle ends with almost 2 minutes on the clock remaining. It can happen for a few seconds or 2 minutes.
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Post your best tricks and tips for any sort of equipment in the game!
TheCongoSpider replied to qwds in Archive
These tips are less for casual gameplay and more for if you intend to use the equipment to its maximum ability. Tesla - To maximise your damage potential at melee range, start firing as soon as you know your chain lightning can hit. During the 0.9 second cooldown, fire a ball lightning and continue shooting. This cuts down the time needed to kill an enemy significantly, allowing you to avoid more damage or even death during the engagement. Many players hold the firing button, miss their first strike and allow the enemy an extra 0.7+ seconds to do damage to you. Tesla's strength compared to the other melees is that it deals its entire damage immediately as an engagement starts. Use it to your advantage. Hammer - Don't forget that it has a ricocheting feature. It allows you to avoid some damage by not having to be firing at a target head-on. Blunderbuss - Its critical hit scheme is 50, 0, 50, 0 etc. After a critical hit, your next shot will have a 0% critical chance. Many players often become more aggressive during this time for some reason, especially when they're fighting against Hammer modules, and get killed because they had no chance to deal high damage. Helios - Remember that the burst damage is what is lethal about it. Sudden high burst damage on an injured target will not allow them to react with a repair it in time. Helios by default will burst down a light hull of a similar upgrade level in its 6-7 shots within the maximum damage range. Medium hulls will survive from full HP and you'll have to depend on your trickle shots to finish them off, which allows them to react with a repair kit and extend the engagement. To avoid having to sustain unnecessary damage against them, you pretend to be using Minus-Field Stabilisation (this simulates a Helios that is out of ammo). When they are sufficiently injured, your dump your clip on them and they will likely not be able to retaliate with a repair kit in time. This works for medium hulls within the maximum damage range and other enemies that are outside of your maximum damage range. This was an option back when the maximum reload was 4.34 seconds but is now recommended with the current 6 seconds. Smoky/Thunder - Know your critical hit scheme and keep track of it as best as you can. Smoky and Thunder are the only (currently known) turrets that can advance their critical hit chance on misses. Other turrets need to damage an enemy in order to advance it. Thunder has a 30% critical chance when it spawns. If you end up killing an enemy with a Thunder critical hit, you can fire 2-3 times anywhere to bring your critical chance up to 10-15% for your next engagement. Smoky has a -50% critical chance after spawning and after dealing critical damage. Depending on your modification level, you should shoot 2-3 times during this period to bring it up to a satisfactory chance. This is especially handy for the status augments as they are tied to critical hits. Do know that it is a doubled edged sword. Being able to advance your critical chance on misses also makes it possible to "miss" your critical hit, potentially lowering the number of critical hits you do. This is more lenient 2ith Smoky since it advances to a high number quickly. For Thunder, whose critical chance numbers and firing rate are lower, should not overdo it and keep it at 2-3 shots as previously stated. Sorted Ammunition/Strict Ammunition Load - To avoid the possibility of missing your critical hit, especially in Smoky's case due to the aiming bug on PC, it would be advised to advance your critical chance with misses until it is 2 shots away from being critical. Sorted Anmunition's critical hit scheme is 100, -200, -100, 0, 100. Strict Ammunition Load 's critical hit scheme is 100, -100, 0, 100. Ares - The easiest and most potent way to stop an enemy Ares ball from floating into your base and gaining more kills is by using your own Ares ball. When it starts flying through you, activate your own Overdrive. It will instantly detonate the enemy Ares ball. Because their ball detonates, it counts as them killing you which will allow you to retain a large % of your Overdrive charge depending on how early or late you did it. Example of Helios and Ares tip (Pre-nerf Helios): -
@numericable About two weeks ago you posted a video claiming that Compact Fuel Tanks was the best augment for Firebird. Watching the video, not once did you actually get value from the place where CFT is better than the others or Stock/Adrenaline. CFT's strength over the other Firebirds is that it heats a target to maximum temperature immediately with one tick of damage. With Firebird's balance, that makes it oppressive at low ranks and not that effective comparatively at high ranks. You were also using Hyperion which means you have infinite Boosted Damage uptime. Boosted Damage increases Firebird's heating rate by 50%. An Mk7+ Firebird would have a heating rate of 0.6/sec. Firebird had to be changed to burst damage because relying on afterburn when everything around you starts killing things quicker makes you weak. CFT relies heavily on the afterburn aspect of it as your energy is depleted faster and your reload is longer. All those moments where you ran out of energy and had to reload a bit and fire again, you wouldn't have had as much of a problem with Stock giving you 3 seconds of ammo and faster regeneration for more longevity. Having a 1.0 per tick ignition rate doesn't matter if it can be cleansed immediately by a repair kit. Your damage is going to be compiled up to 9 seconds after you stopped firing at them. Ample time for many things in the game to kill a hull. Then you take into account Heat augments for hulls and you're even worse off. TL;dr by using CFT like Stock, you're handicapping yourself. Adrenaline is the most practical garage augment.
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category Ideas for Supplies and Drones!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Crisis XT increases the consumption of supplies and batteries used to operate the drone in exchange for +1 GS and it being golden. A paid subscription takes away from the purpose of Crisis XT.- 2,786 replies
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category Ideas for Supplies and Drones!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Did you not listen to the V-Log announcement?- 2,786 replies
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