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Everything posted by TheCongoSpider
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All turrets. Four things to note: 1. Augments are unlocked for purchase and for obtaining through regular containers at Warrant Officer 1. 2. If you are above Warrant Officer 1, augments for a specific turret will not be in the container pool until you have that turret in your garage (at least Mk1). 3. Turret augments in the Exotic section of ultra containers ignore #1, but #2 still applies. You can obtain an Exotic augment from an ultra containers before WO1, but you need to have that turret at least Mk1 in the garage. 4. Turrets are not in the prize pool for ultra containers (I have no convenient way of proving this on the real server, the Test Server shows this). Correct, those three augments (Explosive Shells, Warheads and Wolfpack) along with Adrenaline will come into the container pool when you get Scorpion Mk1. You cannot purchase those if you do not have Scorpion. You cannot obtain them from containers if you do not have Scorpion.
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ONLY via containers. Swarm will be available to you when you get Scorpion. You just cannot get container augments (Explosive Warheads, Shells and Wolfpack) from containers before getting Scorpion Mk1.
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You can't get augments for a turret you do not have from containers.
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Sometimes when a battle is found, I get this immediately as it proceeds to the loading screen. I looked the maps that I got put into whenever this error occured. Serpuhov CTF - Winter theme Yorkshire CP - Winter theme Yorkshire TJR - Winter theme Forest CP - Winter theme Osa CTF - Winter theme Yorkshire TDM - Day theme Chernushka RGB - Day theme Serpuhov TJR - Winter theme Yorkshire RGB - Day theme The Winter theme on the map was the common characteristic at first but it was happening on some day maps. Yorkshire seems to be a common factor regardless of whether it is Day or Winter.
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update Patch Update #695 - Released 5th August 2022
TheCongoSpider replied to Marcus in News Archive
The initial shock of it wore off for me on Friday and I've been trying to give it a chance since then. It is too disruptive to the general gameplay. Some turrets have innate disadvantages with this, those being projectile turrets. Smoky, Thunder, Ricochet, Twins, Gauss etc. can have their projectiles blocked by the corpse. Crusader's primary bug, losing its hitbox when flying through tank corpses, occur much more frequently with them lying around in battle everywhere. The damage numbers feel like they will take a long while to get used to. This one feels like it was an unnecessary change. It would be nice if you would stop making Incendiary augments intentionally weaker than the other status effects. Why can it not have 20% heating but be able to do it on critical hits and the last shot. Is it because it is available for crystals? It feels much more comfortable to use the arcade mode, but the problem is not the arcade mode. It is the sniping mode. But who knows, may e this is the first step to an eventual intentional overbuff of the piece of equipment, just like Thunder and Ares. -
Different turrets, different mechanics, different damages and firing rates. Jammer Hammer in this case was obviously nerfed to be consistent with the other container status augments being changed and now having a common characteristic: status applied on critical hits and on the last shot of the clip. Balance changes like these are often detached from their counterparts on other turrets. This is following Hammer's particular balance and can possibly be a first step towards another change to be done in an upcoming patch. To give an example, EMP Smoky has had its critical damage penalty removed alongside all of the other status Smokies who now share a common characteristic, Stock with a status attached to the critical hits. EMP Freeze has a -50% penalty to the critical damage and freezing rate. Doesn't seem fair, does it? But they are on different turrets and EMP Smoky getting this change was following balance on Smoky, not EMP augments. Add in the fact that turrets have different mechanics and parameters being used and you will see the discrepancies. With that said, I do agree that it is weird that Jammer Hammer also followed suit with the other status augments. My guess was this trying to bring the status Hammer augments closer to Stock and the garage augments in the clip reload and repurposing its status applications. Instead of calling for other turrets to forcefully follow suit with something that may be incompatible with them, it would be better to complain about Jammer Hammer not having the status on every shot. You have a recent example of Ricochet to compare to. Both underwent similar reworks in their mechanics. Status Ricochets now use the Destabilised Plasma Template except for Jammer Ricochet, although one might make the argument that Jammer Hammer has existed for over a year while Jammer Ricochet existed for a few months.
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Because the developers decided that it would not be for sale in this event. That is all.
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update Patch Update #695 - Released 5th August 2022
TheCongoSpider replied to Marcus in News Archive
What? Nothing here improves mobile. You still the combat interface size bug that's been present for more than a year. You still have notifications for missions being missing. And now you have much less horizontal auto-aim on your turrets while contending with a bug that makes Hammer and Railgun shots flip your tank in one shot. How is any of this an improvement? -
update Patch Update #695 - Released 5th August 2022
TheCongoSpider replied to Marcus in News Archive
It used to be 70, and that was 6-7 months ago. -
update Patch Update #695 - Released 5th August 2022
TheCongoSpider replied to Marcus in News Archive
You need to have above 100 score at the end of the battle to be eligible to obtain stars as a PC player. In the picture there (and presumably the battles before that), you have below 100 score. -
update Patch Update #695 - Released 5th August 2022
TheCongoSpider replied to Marcus in News Archive
Giving rationales for the changes would go a long way. We see that you made an across the board change somewhere but we do not know why this change happened. Status Ricochets now use the Destabilised Plasma template but we do not know why Jamming Field specifically uses Stock's template instead, etc. -
update Patch Update #695 - Released 5th August 2022
TheCongoSpider replied to Marcus in News Archive
It's not a huge nerf but it's a start. Unfortunately. -
update Patch Update #695 - Released 5th August 2022
TheCongoSpider replied to Marcus in News Archive
What happen's with Hyperspeed Shells is that gives you an innate damage decrease, but allowes you to increase your damage earlier by reducing the range of maximum and minimum damage. Naturally, the maximum damage range is where you deal 100% of your damage and it goes down to your weak damage % as you go closer to your minimum damage range. That's how you get damage falloff on the turrets. Hyperspeed reverses that by making your weak damage % above 100%, which will increase your damage instead of decrease it. Normal Thunder has 900 damage with 25% weak damage = 225 if an enemy is further than the minimum damage range. Hyperspeed Thunder has 450 damage with 400% weak damage = 1,800 if an enemy is further than the minimum damage range. To facilitate this gimmick, the range of maximum and minimum damage are decreased, allowing you to faster deal your high "weak damage". The change happening to Hyperspeed is its minimum damage range is becoming longer. This means the enemy needs to be farther in order to deal the 400% damage. Previously, an enemy needed to be 60m away to receive the 400% damage, now they need to be 90m away to receive the 400% damage. -
It is a nerf, explained in the patch topic.
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Applies Jammer for 3 seconds on anyone damaged by its shots.
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update Patch Update #695 - Released 5th August 2022
TheCongoSpider replied to Marcus in News Archive
Another week goes by and Thunder's garage augments remain forgotten. It would be nice to experiment with slightly different numbers for each turret if possible. Smoky in particular definitely should have low numbers. And if you're nerfing mobile players' overall performance, can you please hurry up with the new version of it? It's coming close to a year since Railgun and Hammer shots rattle your hulls making tracked hulls unplayable and Heavyweight Construction a downgrade. -
Let's Discuss The Fohttps://en.tankiforum.com/topic/393033-lets-discuss-the-forum/rum!
TheCongoSpider replied to Incorp in Game Discussion
You know why...? -
You need to earn score and win battles. Score increases the crystals. Winning battles increases the Tankoins.
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As an extension of this, I can potentially help someone who is a few Tankoins short of buying the fund. A few meaning around 3-10 Tankoins short. If you fit these requirements, you can PM me.
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I would suggest restarting your application when the battle is in its loading phase. It should be less time-consuming that way than to go into a battle hoping you're dealing damage and then you're not.
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They haven't been in the shop for a few events now. I don't know if they will come back again.Maybe they will no longer serve a purpose with the direction the game is headed.
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Each of the accounts have something to gain from the fund. For many of them, it is the 4th module slot. Two of them for Pulsar, two of them for Vacuum Shell, one of them for Swarm, three of them for Helios, etc. Crisis I guess is a nice bonus seeing that they have not stopped with those "Activate x supplies" special missions. With many of them entering, I'm hoping at least one of them wins so I can do an updated coinbox sample.
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