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Everything posted by TheCongoSpider
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update Patch Update #699 - Released 2nd September 2022
TheCongoSpider replied to Marcus in News Archive
Ricochet has 3 parameters giving it its total shots per clip. All of them work together. That -15% change is to allow it to stay at giving 6-7 shots (depending on the modification) due to the energy recovery rate being reduced. What it will be like pinpoint exactly, we can only see after the patch goes live but... What gives Helios that 8th trickle shot at Mk7+ now has to do with the fast energy recovery rate. If the recovery rate was 0 eng/sec, it would have only shot 6 times. If the recovery rate was 1,000,000 eng/sec, it would shoot infinitely. If the energy consumption per shot on the current Mk7+ Helios was reduced by 30%, it would shoot ~10 times. If the energy consumption per shot was the same as Stock, then it would shoot 6 times. The firing rate is fixed for both so the energy recovery rate plays a big part in the total shots per clip. Basically it evens out to shooting roughly the same number of shots in a burst but it takes longer to fully reload the energy (which also negatively affects how well it can deal trickle damage after). -
update Patch Update #699 - Released 2nd September 2022
TheCongoSpider replied to Marcus in News Archive
It's a flat nerf for Helios. It will take 6 seconds to fully reload its energy instead of the current 4.34 seconds. -
You REALLY don't want people opening UCs before the sales finish, huh? Not everyone has access to these. Come on.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
I just mainly want to know why changes are happening and the context behind them. I can only deduce stuff based on patterns in previous patches mixed with my general feel of handling the equipment. Watching this past Brawl Talk, it felt so refreshing to see Supercell acknowledging their mistakes and attempted to be more close/transparent with their playerbase. Something Alternativa has been lacking for years. 4:42 -
Correct. There appear to be plans to add Legacy skins for other turrets.
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They've given away Frost a while ago. I guess the new thing will be multiple Legendary augments.
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Balance changes to a turret affect all modifications unless stated otherwise. The number on the left of the dash is Mk1 and the number on the right of the dash is Mk7+. Mk1 Scorpion previously had a maximum damage range of 120m, which would continually increase up to 150m as you get to Mk7+. Those numbers there were being changed to 80m at Mk1 which would continually increase up to 100m as you get up to Mk7+. The game doesn't only feature endgame content. There is progression and the turrets/hulls have to scale accordingly throughout. Some scale relatively evenly, like Isida and Freeze. Other turrets have more parameters being influenced by modification levels, example being Firebird, who has to work around a fixed damage parameter that is deadly at low ranks but just a nuisance at endgame. Hence instead of having a flat x2 damage increases like Freeze and Isida, its direct damage starts lower and gradually goes up to par with Freeze and Isida at endgame. Patch notes indicate the changes happening to both Mk1 and Mk7+. You can check previous patch notes to see this.
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Vulcan still only has Rubberised Rounds so I would like to believe the next challenge will be this augment for Thunder, which I presume to be an Autocannon-esque augment, accompanied by a patch the next day with Smoky undergoing its parameter changes to facilitate Assault Rounds and High-Precision Aiming System becoming 245k augments. Going with the theme of the challenge, I would like to believe Smoky's Autocannon will receive a buff to work similarly to the Thunder augment. Or we can get bamboozled by the Cryo Vulcan augment they teased in the V-Log. It is the beginning of a new month and the Challenge and next major event start dates collide. There is potential for something shocking.
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patch notes Patch Update #698 - Released 26th August 2022
TheCongoSpider replied to Marcus in News Archive
Yup, this was a calm battle and balanced battle. Half of the enemy team definitely wasn't frustrated at me popping out behind a corner and instantly one-shotting them with Gauss. My entire team definitely wasn't frustrated at having a Thunder one-shot them across the map with no reduction in firing rate. My entire team definitely weren't frustrated by two Gausses popping out and one-shotting them. -
Yeah and how does Lost Temple also get a pass? That map is horrible to be in except CP.
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patch notes Patch Update #698 - Released 26th August 2022
TheCongoSpider replied to Marcus in News Archive
Great, more front-loaded damage output. ? -
Has anyone else's regular containers disappeared on UT weekend?
TheCongoSpider replied to KokoNut in Archive
They should have been changed to "Old Container". Look around the container section to see if you see them. -
patch notes Patch Update #698 - Released 26th August 2022
TheCongoSpider replied to Marcus in News Archive
You can apply that to Gauss, Striker, any turret. It's following a global change, alongside Gauss. Current long range characteristic is now 100m max damage, 150m min damage, 50% weak damage. Wait until further patches to see where this will go. Which is how it was for a long time. Its sniping reload was significantly increased in June 2020 and its maximum damage range for arcade shots were reduced to 30m. During that period, it was overpowered because the sniping mode was able to be entered too often, the very thing you complained about 8 months after. You had almost no penalty to missing a shot. You missed, and then could go back into sniping mode 3 seconds later. Of course, this made it a prime camping tool, which is how the majority of its players used it. The changes made last year were to push it from being sniper-intensive to mixing its arcade and sniping shots. An energy retention mechanic returned for quickscopes and its arcade shot range increased to the then medium range. You now had a huge penalty for missing a shot and were encouraged to use the arcade mode more. Players who only planned to turn their brain off and camp with it have a firing rate debuff. -
For the top 3 in the winning team mission, you still have to be in the top 3 at the end of the battle. DM helps primarily with the mission that only requires you to be in the winning team.
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patch notes Patch Update #698 - Released 26th August 2022
TheCongoSpider replied to Marcus in News Archive
Why do you say so? -
When you see happenings like these, please try to take a screenshot or a video of the situation.
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Holy hell that looks nice.
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patch notes Patch Update #698 - Released 26th August 2022
TheCongoSpider replied to Marcus in News Archive
With Shaft getting an increase in arcade range, this probably means Light Capacitors won't get the faster reload it needs to distinguish it from other Shafts. ? -
In any case, you will see how it looks soon. It builds hype this way.
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Someone had sent this photo months ago. Maybe it will look like this.
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I've been meaning to do this for a while but only recently have I been using Iteration 5 Round Destabilisation often. Similar to my Ultra Container sample following the stated drop rates, I wanted to see if RDS would also follow a 30% critical chance. Played a bunch of battles with it and recorded 601 total hits. Of those 601 hits, 192 of them were critical hits which comes towards ~32% of shots being critical hits. So it checks out.
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