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Everything posted by TheCongoSpider
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Yeah it was sarcastic. I didn't say anything back then but I was not looking forward to what the game would be like after the fund. Many endgame players would instantly receive an intentionally overpowered burst damage augment, an intentionally overpowered splash damage augment for a turret with crap garage augments, a useful status augment for the then buffed Hammer, an obnoxious status augment for an obnoxious turret, an intentionally powerful augment for Scorpion, Armadillo, and 30 Ultra Containers that could possibly add to that madness. Almost every Ricochet engagement I get into is scripted to either have me die instantly or have half or most of my HP taken off in a second. I hate fighting against Hammers because of the impact force bug on mobile and I'm getting rattled and my supplies disabled. Vacuum Shell from the get go was overtuned and even nerfed from 300% average splash to 250% before release, like that did much. Nothing stops it from playing it like a Stock Thunder because it has no direct damage or firing rate debuff and just makes Siege even more cancerous. Pulsar on a turret that can hit multiple enemies makes Siege even more cancerous. Scorpion gets an augment that can be used at close range and is just free damage output. Instant acquisition, just enough missiles to kill a medium hull on equal footing and has a -50% reload time for some reason. What even is the point of purchasing Missile Launcher "Wolfpack" if Swarm is right there? It's not like Swam has any actual range limitation. That "short range" is just the missiles flying lower to the ground which increases the number of obstacles you can potentially hide behind. You can still send these salvos across the map and hit someone, and you can do it often as your reload is the same as a Tesla ball lightning. The giving away of Armadillo killed my enjoyment of Sorted Ammunition for Smoky and reduced it for Round Destabilisation Railgun. Not only can I miss my critical hits entirely for reasons out of my control with Smoky, but now the benefit of combining normal and critical damage is removed because Armadillo breaks that up. Fighting against sweatsquads is even more infuriating. So yeah, this fund was very successful, but it put the game balance in a dreadful position that I'm not sure how long it will take to get out of. Helios still hasn't been nerfed. Status Hammers got buffed. Scorpion gets its distinct feature removed which makes buying Wolfpack seem even more of a waste of crystals. Pulsar Tesla got buffed. Vacuum Shell is still overpowered and Strict Ammuntion Load powercreeps the garage augments, and we still have more non-status augments for it to come, for sure intentionally powerful. -
My 9th and probably final Legend account.
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Mouse controls generally. Something that Flash had with Shaft was that you could preserve your momentum of rotation when you entered sniping mode. It was perfect for melee/close range Light Capacitors gameplay. HTML5 removed that. Your rotation would be slowed to a halt and then you'd have to repress the rotation button after entering sniping mode. That was a major downgrade from Flash and hurt keyboard Shaft a lot. Couple that with keyboard Shaft having bugged rotation speed for a long time, mouse was better.
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A month has passed and we've had special missions of varying difficulty, tokens of apology, Esports promocodes and the Tanki Fund. The current total has increased to 3,967. The new drop rate: Common: 0.55% Uncommon: 67.08% Rare: 18.85% Epic: 11.09% Legendary: 1.80% Exotic: 0.63% One mass opening had insane luck with Epics and Exotics but was cancelled out with the next mass opening. The luck was enough to keep Commons and Exotics above their stated drop rates.
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update Patch Update #697 - Released 19th August 2022
TheCongoSpider replied to Marcus in News Archive
Nothing changed. I'm still getting many resource loading errors. Sometimes they do not happen when you initially enter the battle, but when you have to close and reopen the application. The Jack-in-the-box patch also made it start having FPS drops quicker than usual. The frame freeze bug with Crusader's icicle also returned with this current patch. Now that this is an established part of their behaviour, it would be nice to fix the bug that makes them instantly lose their momentum and collision hitbox when destroyed by a critical hit. -
update Patch Update #697 - Released 19th August 2022
TheCongoSpider replied to Marcus in News Archive
Yes. -
update Patch Update #697 - Released 19th August 2022
TheCongoSpider replied to Marcus in News Archive
??? They're the same duration. And Smoky has the highest crit rate in the game. -
update Patch Update #697 - Released 19th August 2022
TheCongoSpider replied to Marcus in News Archive
This is a net improvement. You no longer need to completely rely on your ball lightning to apply status effects. Multiple of them can set up a status minefield. Incendiary - passively higher damage due to the critical hits, can potentially force repair kits early in Siege Cryo - passively decrease enemy damage and speed due to critical hits. Potentially forces a repair kit early on a target so they can fight you properly. Stun - passively pause enemy damage output and potentially interrupt the activation of an Overdrive. At melee range you can combo a critical hit with a ball lightning. Supercharge lets you stun lock players that don't have stun Immunity. EMP - people were complaining that EMP Tesla was garbage because of the Electroturret template and damage reduction on the ball lightning. Now they'll have passive EMPs on critical hits, which can hit more than one enemy, and also randomly EMP a target with floating ball lightnings. AP - passive 5-second AP on critical hits and the ball lightnings. Forces repair kits on enemies early and can help wipe out a push in Siege quickly for those who do not have AP Immunity. Jammer - Following suit with the other Jammer augments that jam with every hit. You no longer have to rely on your ball lightning to jam an enemy and can do so to multiple players. Lifeguards, Blasters and other meta drones will be easier to beat. -
update Patch Update #696 - Released 12th August 2022
TheCongoSpider replied to Marcus in News Archive
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Taking a short trip on the nostalgia train, you know who would have loved to have Vacuum Shell? Christianss, if anyone remembers him in Noise CTF battles.
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update Patch Update #696 - Released 12th August 2022
TheCongoSpider replied to Marcus in News Archive
Apparently Striker is also doing it still. -
I did. Your follow-up was this: You've had that same Railgun sentiment through all of Railgun's iterations after the critical hit update. For you to say it again now that it is actually not accurate, I had to say something, especially considering that you are not playing the game to see for yourself and are using an outdated Wiki as a reference. In some areas, it is more that some details of the full picture are omitted rather than being completely outdated. Alright. Just don't be surprised that if you do start playing again, some of the things you are told are no longer accurate due to frequent patches.
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Which is why I explained further the current state of Armadillo. You haven't played the game in a long time and continue to refuse to do so under your conditions. Your outlook on it was outdated.
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Yeah that makes sense. You were 2 upgrades above dealing 3,000+ damage per shot with Hammer. You would have seen different effectiveness there if you were at 14/20 or below. As I explained in the other reply, further enhancing a turret's damage outside of Adrenaline potentially makes it overpowered. Crisis gives you a sizeable boost with the downside that you're vulnerable to any high damage that suddenly comes your way. There will be battles where you won't be able to do a lot of pounding on the enemy team but there will be those where circumstances align and you will become unstoppable. Look no further. Have fun.
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I got Viking LC from the Tanki Fund skin container. It does look nice I guess, but I like how it looks with Sandstone better.
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Smoky has a much higher firing rate than before and has the ability to advance its critical hit chance on misses. Only Thunder can also do that.
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Yes you can. ? Turning the camera is what turns your turret.
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Yes, more accurate than the RU Wiki.
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Yes that's the current balance. You have the base damage (Brutus). You have the base damage with infinite supply uptime (Hyperion). And lastly you have the gameplay with enhanced damage output (Booster, Crisis, Camper). If it wasn't obvious, they've been meticulously balancing turret damages while taking into account Booster and Crisis' presence. Booster being the more comfortable, lower boost that can be used by anyone, and Crisis being the expensive high-risk, high-rewarding damage option. Any changes to damage numbers are done so with the expectation of their damage outout being improved when you boost their damage further than Brutus. I update topics every patch to show what notable positive interaction changes occur when you apply Booster, Crisis and Camper to a turret/augment. As you see for the list of Crisis, it is big in comparison to Booster. It's riskier (when you're not camping with it) and yields far more interaction changes. The recent global balance change for half the turrets was meant to increase/decrease their strength and decrease Booster's strength accordingly. Some turrets ended up with decreased output with Booster (Thunder, Striker, Smoky, Shaft, Gauss, Ricochet, very slightly for the melee turrets). A few ended up becoming better. Stock Hammer got its first major interaction change in that Patch. Tesla became more powerful with Booster than before (specifically back to its pre-nerf damage in 2021). The Booster nerf was big, but it puts a first step forward for potential variety of equipment. Some equipment have strong minor interactions changes. The Adrenaline augment allows you to easily turn those strong minor changes into a major one, too bad Adrenaline doesn't exist for these people. I'll give three examples of damages being intentionally balanced around giving these drones (Booster in particular) their advantage: In the height of Freeze being overpowered and Tesla being in its early access stage, long range turrets (and Thunder) had their damages reduced. The one that was most affected by this change was Stock Railgun. Its normal damage went from 900 to 700. That meant it could no longer 2-shot medium hulls or one-shot partially upgraded Mk7 light hulls. It's critical damage went from 1,600 to 1,310. It could no longer one-shot an unprotected medium hull or potentially 2-shot them if they were lucky. To compensate for this huge nerf, they eventually increased its critical hit scheme from 50, 10, 50, 10 back to 50, 50, 50, 50. You got critical hits more often, but your overal damage was decreased enough to require an extra shot or two...or three to kill a target. In comes the Booster rework which at this point was at 40 additional units. This allowed your Railgun's normal damage to go back above 1,500 per shot allowing you to better fight against medium hulls. The big change was that it's critical damage is now back above 3,000. And what happened prior to this? Its critical hit chance was increased to a fixed 50%. So instead of taking a damage cut for the increased critical hit rate, you got the critical hit rate for "free". You significantly increased your Railgun's damage output compared to that of a Brutus. Now imagine a Brutus Death Herald Compulsator that needs additional shots to kill enemies, and a Booster Death Herald Compulsator that has the major interaction change + the benefits derived from the intentional nerf to Stock's damage. The difference snowballs from there. Magnum had been in a bad spot for a long time and it was time for its improvements to come. The improvement was a reshuffling of its damage output. Your splash damage distribution, critical hit rate and firing rate were significantly improved. In exchange for those, your new projectile gravitation made it harder to hit enemies directly below you on Magnums at low angles and your direct damage was reduced below the 1,500 base damage mark. When you applied Booster, it would bring your damage back above 3,000 per direct hit. So instead of taking the damage cut for all of those benefits, you get them for "free", and thus you had a Magnum that can shoot very often, dealing high splash damage to all enemies in the radius, killing any unprotected medium hull in a 10m radius from the explosion and frequent critical hits for when the modules inevitably get equipped. This occured after Booster became 20 additional units. You had 1,300 normal damage and 1,400 critical damage. The end result was that Brutus did not come close to any particular synergy and Booster not having enough of a Booster to give an interaction change outside of the critical hits. Crisis had its usual 3,000+ damage per shot that one-shots unprotected medium hulls. So to throw a bone to Brutus and Booster players, they reshuffled the damages to 1,250 normal, 1,500 critical. Brutus can now one-shot unprotected medium hulls with the critical damage. Booster can now deal 6,000 total damage with normal + critical hit which will kill medium hulls that have DA. Crisis remains having 3,000+ damage per shot. Everyone now wins in some way here instead of only Crisis getting something useful.
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