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Everything posted by TheCongoSpider
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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.- 2,789 replies
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- supplies
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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?- 2,789 replies
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- supplies
- drop boxes
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Is that a problem?
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Which is the best Drones for supply activation and mines?
TheCongoSpider replied to x_H.U.L.K_x in Archive
Hyperion reduces mine cooldowns. -
I've been using nothing but Scorpion since the sales and its quite fun. I generally dual firing mode turrets and Scorpion fits right in there as my current favourite along with Shaft. Has both clear strengths and weaknesses, and its augments (somewhat) give it unique experiences. I don't necessarily think it is overpowered, rather, it's too gimmicky. Tesla's gimmick required it to be oppressive in a 1 v 1 and docile when fighting a group. It was no surprise that it would easily go on a killing spree if enemies weren't grouped together tightly, and then may be punished by the existence of Supercharge if they do. Scorpion boasts the same damage as Railgun, with a projectile speed that mimicks Railgun's hitscan characteristic. It also has Railgun's critical hit parameters. It previously had insane range on its arcade shots and above average weak damage %. Now it is lessened and made equal to the other applicable long range turrets. After playing with it and each of its augments, it's clear that it's what Railgun wishes it could be. Having no delay on its damage output. Having a faster firing rate to advance the critical hit chance quicker. A secondary firing mode that can be accessed during the cooldown of the primary firing mode. It's better than Stock Railgun, which is not a high bar to pass for ranged turrets, but it's notable due to how many parameter numbers Scorpion shares with Railgun. Stock Scorpion is incomplete and its augments allow it to fill the gaps to varying degrees. Each giving a different niche: Explosive Shells - gives your arcade shot an additional 9m of 50% splash damage but no ricochet. It feels comfy to use as it still has a fast projectile speed and long range damage dropoff parameters. Splash damage allows you to advance the critical hit chance outside of direct hits. Explosive Warheads - gives your salvo missiles an additional 8m of 50% splash damage. Great for securing kills or damage you otherwise would not have with Stock due to Stock's 2m radius. Allows for potential multikills. Wolfpack - allows you to send a fewer number of missiles to a remote target faster than Stock can with its own flight path. Compared to the other augments and especially Swarm, it seems to act as more of a detriment than a buff. Adrenaline - uses Stock's incomplete parameters but can boost the damage when injured. Main benefit of Adrenaline is letting unmaxed Scoprions deal above 3,000 critical damage with Boosted Damage supply. Booster - allows you to combo a normal and critical hit to deal 6,000+ damage. Crisis - allows you to deal 3,000+ damage with a normal shot, significantly reducing your TTK on enemies. I seem to do well with it in every battle that doesn't have half or more of the team using Scoprion protection. Maybe mobile's horizontal auto-aim has something to do with it. The auto-aim has been nerfed a lot compared to what it was months ago but still works well with hitscan turrets like Railgun and Gauss' sniping shot. Crisis might be the only thing it's truly oppressive with.
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The frequency of Megagold drops is not disclosed.
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So what exactly does Missile Launcher "Wolfpack" do and how does it work?
TheCongoSpider replied to Me0w_XP in Archive
You can say that, yes. -
valid Dust and cartridges for Legacy Skins
TheCongoSpider replied to muzamil in Ideas and Suggestions
Send a video, then. -
So what exactly does Missile Launcher "Wolfpack" do and how does it work?
TheCongoSpider replied to Me0w_XP in Archive
So like Ricochet, Scorpion has multiple parameters working together to give its missiles a minimum range on a stationary target. Initial projectile speed, maximum projectile speed, angular velocity and the missile acceleration time. Scorpion, like Terminator, has an initial speed that is higher than the maximum speed, so it will slow down over time rather than speed up like Striker. It comes out fast which launches it high into the air, then slows down and will take a while to get to the target if it is far away, or come raining down faster if the target is stationary and close enough. Wolfpack and Swarm alter them in different ways to produce different results. Swarm slows the initial speed down a lot and makes the missiles more compact, afterwards it heads towards the target and speeds up over 2 seconds to double that of Stock's maximum projectile speed. It having more angular velocity lets turn faster and hit an enemy a bit closer than you'd expect. It being slowed at launch keeps it lower to the ground when it is heading for the target. Wolfpack slows the initial speed further down to 0.6m/sec, but the maximum projectile speed is increased to 300m/sec and the missile acceleration time is increased to 8 seconds. The angular velocity is the same so it will try to turn as fast as Stock will let it. It being slowed at launch and the acceleration time being increased significantly keeps the missiles closer to the ground than Stock. They're lower to the ground and head to the target quicker. This lets its minimum hit range decrease. As it is lower to the ground, there are more obstacles that can block the path of the missiles, so be careful picking you you're sending the missiles to. There may be other invisible parameters at play affecting the physics but that's the gist of it for the visible parameters. -
Certain props in the game allow Scorpion to lock on to targets that are hiding behind them. This block: This prop in Chernobyl: This particular castle in Yorkshire:
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We've been asking that question since 2020. Maybe a certain someone might like to explain why, if he shows himself.
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This is intentional. Adrenaline's bonus is an addition of units for damage enhancement and not a flat multiplier. So think of it like this, your Shaft deals 1,000 damage per shot. Long range turrets have a maximum of 30 additional units of damage enhancement. Every 100 units adds +1 to the multiplier. You start at 100 for x1 damage. If at half HP, you will have 115 units of damage enhancement which is 1 + 0.15 = x1.15 damage, which will deal 1,150 damage. Boosted damage supply adds a certain number of units to this, ranging from +50 units for a 0/20 drone and +100 units for a maxed drone. If your drone is maxed, you will have 100 (base) + 100 (boosted damage supply) + 15 (Adrenaline boost at half HP) = 215 units of damage enhancement =x2.15 damage, NOT x2.3 damage like you would expect. You will deal 2,150 damage, not 2,300.
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Stun Striker and AP Striker sometimes does not inflict the status when directly hitting an enemy.
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Adrenaline is Stock. Stock's missiles only have 2m of splash damage (very small). You may also be firing the salvo too close to enemies. Try to keep, say, 80-100m of distance from your target and make sure they are not heading towards you. You counter a Stock salvo by keeping your distance between you and the Scorpion short. For visualisation, from the first picture to the second picture should be about 100m I was distracted while trying to properly count.
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What even is the point of Missile Launcher "Wolfpack"? It has so many handicaps for no reason. I saw this augment as the one I would most likely enjoy and was excited to use it. It's just so impractical compared to the other Scorpion augments. Why does it have 8 missiles instead of 10? Why does it take DOUBLE the time to lock on than Stock? Why does it then have the same reload as Stock? Just look at Missile Launcher "Swarm". Why the hell does that get instant target acquisition, just enough missiles to kill a medium hull on its own, the ability to use it at ANY range AND gets to have -50% reload. It's so overloaded and brings out the best side of Scorpions parameters. ML "Wolfpack" just hinders it. Fix the scaling of these augments. You changed Gauss to have near instant acquisition and you see how that turned out. Either nerf Swarm or improve the scaling of Wolfpack to make it practical.
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Hunter and Titan have to risk their life to counter the ball. Unless the Ares sent the ball from the other side of the map, you're going to take some damage trying to destroy it. The most consistent counter to Ares' ball is an enemy Ares. If you see a ball coming towards your teammates and you are up front, you can wait until the ball comes to your tank, activate your own Ares Overdrive and prematurely destroy the enemy's ball. Because your ball is still in the activation delay, it would count as the enemy ball exploding, which will (likely) kill you and allow you to retain Overdrive charge. If it counted as your ball exploding, you would have self-destructed and have your charge reduced to 0% instantly. This is VERY important in Siege if you want to maximise your chances of winning. If possible, I often try to go a little towards where the enemies are coming so I can counter their Ares balls before it's too late. Sometimes, you can't escape from the flow of the battle and the ball reaches too close to your allies on the point. At that point, the best thing to do is detonate the enemy Ares ball immediately so that there is no risk of it continuing towards your team's base and earning the enemy Ares OD charge (assuming the ball was launched a good distance away. Half or your entire team may be wiped out but they'd have gotten wiped out anyway. Might as well do it early so they can come back a few seconds earlier. They have to be facing a nearby obstacle for that to work. That does not happen often enough, especially in Siege.
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It is not Crusader causing his issue.
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