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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    eSports Tanki Fund

    Passive refers to the way the drone uses its mechanics. A non-passive drone requires an activation method to achieve its main effect. A passive drone has its effects built in to the drone. Look at Hyperion and Assault, one is a weaker version of the other: Assault has passive and non-passive properties, the passive being: Upgradeable Boosted Armour and Damage potency Cooldown reduction of Boosted Damage by 5 seconds when a supply is activated Non-passive: Upgradeable reduction of current Boosted Armour, Damage and Speed cooldowns In order to achieve the non-passive effect, which is the main effect of the drone, it requires you to destroy an enemy tank, and then it is out on a 3-second cooldown. If you destroy a tank during its cooldown, you will not activate the main effect. Hyperion's effects are all passive, those being: Upgradeable Boosted Armour and Damage potency Removal of smart cooldowns between manual supply activarions Upgradeable reduction of manually activated supplies' after-duration cooldowns Hyperion's effects are built in to the drone while Assault requires you to do an action before obtaining the effect. Crisis' effect of reducing the smart cooldowns between supplies, after durations, and locking it into one supply being used at a time is its passive effects. Brutus is the only drone that does not use batteries.
  2. TheCongoSpider

    Let's Discuss Shaft!

    You're probably watching an outdated video, then. RFM has a -50% penalty to its maximum and minimum damage range, which cuts it down to that of a short range turret.
  3. TheCongoSpider

    Let's Discuss Shaft!

    Short range turrets consist of Ricochet, Twins and Hammer. Not necessarily, but again, it is a gimmick placed on a long range turret. You have a reason to use RFM, its burst damage. You also have a reason to use Twins, Ricochet or Hammer with their respective augments.
  4. TheCongoSpider

    Let's Discuss Shaft!

    Rapid-Fire Mode is short range. Above all, RFM is a burst damage augment. Short range turrets on their own are complete with their own mechanics. RFM is a gimmick attached to a turret. It serves its purpose when put against the augments of Shaft.
  5. TheCongoSpider

    eSports Tanki Fund

    Healing rate was never changed. Booster was nerfed which reduced the extra healing bonus Booster gave you. Seeing that you primarily use Booster, I'm assuming that's where you got that conclusion from. Although it has more counters now via other hulls' Overdrives, it is still frustrating to fight against, justified by its design of having a long duration with a long score penalty. If you don't have AP Immunity or burst damage easily available and applicable in the location of the Paladin, then it is understandable that is is still being complained about. It doesn't help that that along with Ares is the hull being spammed by sweatsquads with meta drones.
  6. TheCongoSpider

    Summer Sport Games 2022

    With a combination of the Token of Apology and special missions, I've opened 664 Ultra Containers. Here's how this sample looks: Outcome: Drop rates: This has to be the luckiest I've ever gotten with these. The rarities that matter all had a higher drop rate that stated. And I think for the first time, my Legendary drop rate has finally gone above 2% in a sample.
  7. TheCongoSpider

    Let's Discuss Challenges

    I have, and explained here. If Sorted is the only thing you're interested in as a f2p for this challenge and you primarily use PC, then it may not be worth your hard-earned Tankoins. Sorted Ammunition is an augment for variety/comfort, not domination. EMP Smoky, if you have it, will still be more practical.
  8. TheCongoSpider

    Bugs and Glitches Reports

    Ever since the forum update, it does not allow you to send a post with an embedded YouTube link. It gives post_error_links.
  9. TheCongoSpider

    Summer Sport Games 2022

    https://youtu.be/aA4C6U3uD04 Out of all the DM battles I've did, the only turrets I haven't seen come first at endgame were Firebird, Vulcan, Magnum and Gauss. If I had to pull numbers out of my rear I'd say a Hammer or Tesla came first 80% of the time.
  10. Anything relatively useful paired with a meta drone and/or protection module against my turret. That includes: Vampire Isida + medium hull Tesla Paladin Helios Berserk Duplet Competent Healing Emitters Booster/Crisis Hammers Magnetron Twins EMP/Stun/AP/Cryo Smoky Hyperspeed Shells Thunder Scout Railgun AP Magnum EMP/AP Gauss Crisis Scorpion
  11. TheCongoSpider

    eSports Tanki Fund

    It will be there when you obtain Scorpion Mk1. Do not worry.
  12. TheCongoSpider

    Tanki Picture of the Day - Have any?

    Another one.
  13. TheCongoSpider

    Let's Discuss Thunder!

    You're not. The parameters for its garage augments were put in place beforehand, in the Patch of April 22nd. In that Patch, Stock Thunder's normal damage reached a new low, below 750 damage. This hurt all of its augments, but the bright side being Thunder's performance with the Booster and Crisis drones were better than those without, it gained a higher maximum and initial critical chance. Before that patch, its impact force at Mk7+ was increased to 600. That period of low damage per shot of Stock lasted an unfortunate month, then came its comeuppance. You've seen that Thunder gained buffs in areas that did not matter on their own in the big picture. The main changeable parameters that mattered were the damage and the firing rate to go alongside that damage. In comes the Patch of 27th May to start Tanki's birthday celebrations. Its firing rate was changed to something overall better than before, its normal damage per shot being increased all the way near the 1,000 damage barrier, at 990. Its critical damage being increased to 1,020 which allows it to synergise with the 990 normal damage to kill light hulls on equal footing with critical + normal hit. Thunder, overnight, became overpowered. It got buffs in areas that it did not urgently need, and then had a huge damage buff to complement the other buffed characteristics. You then had a turret that was overtuned. High normal damage edging on the most lethal damage barrier in the game, a high-critical-chance and synergistic critical damage, high impact force, mechanically easy to use. As I mentioned in the start, its augments' parameters were set in place a month before this change. SCCM with a -25% decrease on damage and reload time. Subcalibre Rounds with a doubled projectile speed instead of x1.5. Sledgehammer with a +50% increase to the normal damage and an increased distance of maximum damage. What happened in this Patch: Adrenaline - Very easily crossed 2,000 normal damage per shot at 93% HP, allowing it to one-shot light hulls with a faster firing rate than it had before (2.2 vs the current 2.0). The splash damage % being 50% also allowed you to potentially decrease the number of splash hits needed to kill targets by at least 1. Subcalibre Rounds - Just Stock with increased firing rate and effectiveness in 1 v 1s. Booster allowed you to one-shot unprotected light hulls with the normal damage. Small Calibre Charging Machine - Sat just under 750 normal damage per shot, at 742.5, with a firing rate of one shot every 1.5 seconds. An augment made for spamming shots and it was the one time this augment has ever dealt decent damage in its lifetime. Booster allowed you to cross 1,500 damage per shot, which allowed you to 2-shot unprotected medium hulls. Since it fell short of 750 base damage, Booster could not get it all the way to synergising critical and normal hits to reach 4,000 damage combined but came very close and unmaxed light/heavy hulls would feel the pain. Crisis allowed it to reach 1,930 normal damage per shot, almost one-shotting unprotected light hulls. Sledgehammer Rounds - The big buff to Stock happened primarily in the normal damage, which is what benefits Sledgehammer. Its maximum normal damage per shot was increased from 1,065 to 1,485, again, nearing a damage barrier this time being 1,500 base damage. Its maximum damage range was extended to 16m at Mk7+ which allows it to have a more generous range of 750+ damage (crucial for a turret like Thunder). I have the ranges at which it dealt certain damages in the Booster, Crisis and Camper interaction change topics. In any case, you had a fairly long range to deal destructive damage. Booster allowed you to cross 3,000 damage per shot and then some (since it was so close to the barrier) and extended the range of destructiveness. Crisis having a higher boost naturally increased this destructive range further. In the end, you had a very powerful all-round turret. Easy to use, has splash damage, high damage per shot with a fitting firing rate, and augments that all came with different playstyles and parameter changes to utilise Thunder's newfound damage in their own scenarios. Thunder was a force to be reckoned with, until... Two weeks later in the patch of 10th June, we receive a global balance update that affected half of the turrets, Thunder included, and a nerf to the Booster drone. As seen here, both Stock and individual augments are being nerfed, which will be a double whammy instead of a single toning down of Stock parameters which is what really brought the mess in the first place. This is how it affected Thunder: Stock/Adrenaline - Its high normal damage was reduced and converted to higher critical damage that can be synergistic. It is no longer near a damage barrier so cannot easily obtain 2,000 damage per shot. It now needs to be at 32% HP to get it. Booster being reduced to 20 additional units of damage enhancement coupled with the normal damage being lowered to 900 no longer allowed it to cross 2,000. It would need Adrenaline at 93% HP to do this. Subcalibre Rounds - Nothing much since this augment mostly follows whatever damage Stock does and slightly enhances it in 1 v 1s. Booster no longer pushed it above 2,000 normal damage. Small Calibre Charging Machine - After 2 weeks of being a decent option amongst its siblings, it is back to being relatively bad. For context, the point of this augment was always to alter Thunder's damage output to take longer to kill medium hulls but shorten the time to killed light and heavy hulls. They way it achieved this was having above 667 base damage. This allows you to 3-shot light hulls on equal footing, which lets you 3-shot unprotected heavy hulls with DD. The nerf to Stock's normal damage pushed it away from the 750 damage barrier down to 675 damage. However, the damage penalty of the augment itself was also increased from -25% to -30%. It was barely hanging on to its purpose, which then gets trashed by the augment nerf and pushes it to 630, below 667. It now needs 4 shots to kill a light hull on equal footing. Along with its major damage reduction, its firing rate was also reduced and it cannot synergise with the critical hits to compensate for the lower normal damage. It is now statisitcally weaker than it should be. But not as weak as... Sledgehammer Rounds - Immediate note. The Patch Note stated that its minimum damage range was reduced by 50%, but in reality, it was reduced by 80%, the same as its maximum damage range. Not only did it get a damage decrease from Stock's nerf, it also went down with the individual augment nerf and pushed its final maximum damage below 1,334, which is the double of the 667 damage barrier necessary to 3-shot unprotected heavy hulls. It now has less damage per shot, and it drops of VEEEEEERY quick. And by quick, I mean from 0-16m (melee range) you deal 100% damage, and from 16-24m, your damage drops from 100% to 25%. You heard that right. You start to deal weak damage after 24m. If a Firebird or Freeze cannot hit you, you're not going to deal good damage to whomever you're shooting at that distance.Along with that, you have no critical hits and a halved projectile speed. Sledgehammer currently is a huge statistical downgrade to your Thunder. After the dust has settled, we are left with a solid but not OP Stock turret whose augments consist of: Stock with damage increase when injured Stock without splash but higher projectile speed, impact force and slightly faster firing rate Decreased damage output Tremendously decreased damage output Don't worry though. Thunder is getting new augments in Ultra Containers. We've had two status augments, more to come, and an augment that allows you to deal 200% of Stock's damage after 60m with a higher projectile speed than Subcalibre Rounds and directly powercreeps Sledgehammer if the target is further than 23m away from it. Nothing is wrong here. ?
  14. Circumstances are different for each turret. In Thunder's case, it should be first compared to its other status augments as they share common traits compare to Stock - critical damage being reduced by 25% and critical splash radius being increased to 12m. Similar to Smoky, the status augments' currently shared trait is having a low-potency status applied to Stock's critical hits. Low-potency being used for all except freezing because freezing is the only status in the game they have not toned down on any of the existing augments (for whatever reason). You cannot directly compare the status augments of, say, Twins. Two use an unexisting template of minimum damage range +50% with one of them having halved critical damage. Two use the non-damage buff Heavy Plasmagun template with one of them having halved critical damage. One uses the Stable Plasma Template and the other uses a completely random template of +50% minimum damage range, +50% projectile speed but a +20% increase in reload time. But in the end, the result should be something at least comparable to Stock or the garage augments. Because that's what most of them ultimately are, augments of Stock. An augment should have a purpose for that turret. Salamander Shells fits the purpose of utilising Thunder's core feature to apply a debilitating status effect in the radius. At the heart, it is a status augment, completely separate to augments intended to be burst damage (examples being Helios, Hyperspeed Shells, Duplet, Berserk), or augments intended to be QOL improvements (Sorted Ammunition, Minus-Field, Round Stabilisation). If you're asking for my opinion on Incendiary augments in general, then I will say they indeed went down on them too hard when they were toning them down earlier this year. Salamander Shells was born on a turret and in an age of low-potency incendiary applications. Who's getting the augment matters I guess. Someone who has all of the options and collecting may see it as trash (relative to the million better options they have for general gameplay) but someone who does not have much if any options at all will be glad to get it. Everything is still new so it's best to wait some time until the rest of the Thunder augments come as they are subject to change before being implemented in the game.
  15. Jumper's recent video which was recorded after Patch #694 showed to be afflicted for 10 seconds. What's most likely happening is you're hitting enemies that have Cold Resistance or enemies are removing the status early with repair kits.
  16. And this is where you put it into perspective from the viewpoint of the turret itself. Tesla - Uses the Minus-Field template and adds a status to the ball detonation when the user is alive. Its application is tied to a secondary firing mode whose accuracy is not consistent, but the ability to fire balls often makes up for that. Firebird - The nerf primarily affected short-burst applications (less than 1 second of exposure) against enemies that do not have Heat Resistance. Smoky - Low potency status application along with the damage of Stock. That's its current characteristic. Ricochet - Uses the Destabilised Plasma template which makes it less effective at surviving melee range encounters, but adds splash damage to enemies when the ball explodes. Twins - Halved projectile speed, halved critical damage, no normal damage increase, reduced critical hit rate from the change to Stock in April. Railgun - No statistical disadvantage, but it is unfortunately attached to Stock. Railgun's Identity in MM had been tied to its garage augments since 2018. Stock was almost ember practical since than and needed the aid of augments to make the turret better. You start with a 30% critical chance, and as soon as you hit someone with it, you go back to zero and advance +5% every successful hit thereafter. Your critical hit rate and potency of the status was reduced to the point where the true disadvantage is being attached to an unaugmented version of the turret. In 2022, it is wiser to compare the effectiveness of status augments to that of Stock and/or the turret's garage augments, rather than augments of separate turrets using the same status. You can clearly see why here. Railgun has no statistical disadvantage, but it will always fall short of Scout, or Round Stabilisation, or Death Herald Compulsator due to what it is attached to, STOCK Railgun. Ricochet's status augments are attached to an augmented version of the Stock turret butnid also competing with burst damage options like Berserk and Plasma Torch who on their own can also outperform them in certain battles. Smoky's status augments have no statistical disadvantage and are at the top of its augment pyramid, because the status is being added to parameters that are already universally good. Thunder's status augments will be better than its current unique garage augments in normal gameplay because its garage augments are generally bad save for Subcalibre. Railgun's has no disadvantage but is attached to something bad. Smoky's has no disadvantage but is attached to something good. The circumstances for each turret are different and so are their status augments. Each can use separate templates which can have higher or lower effectiveness compared to each other.
  17. There are exotic because they are new and have not been pushed to the legendary rarity yet, not because they are powerful. Being in containers does not necessarily mean they are powerful. They are parameter changes for the turret not meant to be easily accessible to the playerbsse. Some strengthen a turret's burst damage potential. Some enhance a turret's effectiveness when put in certain scenarios. Some add a status effect occasionally to the turret's damage output. Some patch a particular weakness or disorder a turret may have. There are various types of container augments fit for different purposes. Not everything is Helios or Magnetron Twins. As for Salamander Shells, it is unfortunately born an Incendiary augment. They toned down the effectiveness of ignition applications on turrets these past few months, whether that be in their application rate (Incendiary Tesla, Hammer, Twins, Vulcan), the potency of the application (Smoky, Firebird, Ricochet), or both (Railgun). Do be aware that it is a doubled-edged sword. Being able to advance your critical hit chances on misses also allows you to completely "miss" a critical hit, as it is pre-determined before you actually shoot it. This is why this tip is good for Status Thunders because their critical hit radius is the full 12m. They cannot miss a critical hit on splash damage as it will trigger anyway. A Stock Thunder and the others have a critical hit radius of 1m which is practically direct hit. If an enemy I'd 2m away, they won't get critical damage and it will "miss". Status Thunders won't have that liability.
  18. Here's a tip for you for that augment. Thunder, along with Smoky, are the only two turrets currently that can advance their critical hit chances on complete misses. If you end up killing an enemy with a critical hit, you can shoot a few shots anywhere to get your critical hit chance back to say, 10% or 15% with Thunder. Status Thunders trade critical damage for their status and wide-range application. Them trading critical damage means they can no longer do a 3-shot combo of 900 + 900 + 1,200 to kill a medium hull on equal footing so non-EMP/AP status Thunders will be less of a complete offensive powerhouse and more towards being a group status applier for team utility. TL;DR You can manually make your critical hits happen more often with Thunder, which synergises well with the Status Thunders for being a great utility for the team. If you want solo effectiveness only, then you're better off using Adrenaline, Subcalibre Rounds, or waiting for AP/EMP Thunder as status options.
  19. Do you still believe Freeze needs a nerf in its critical hit aspects? It's clear that every turret's power has been ramped up since December and every turret is now playable and powerful to some extent. Freeze received an unannounced nerf back in April where its critical hit step chance was reduced to 1%. Instead of the previous 7, 0, 7, 0, 7 scheme, it now has 7, 0, 1, 2, 3, 4, 5, 6, 7 which effectively reduced the critical hit rate noticeably. I found that while it was still powerful if it got the critical hit off, it would finally fall off from the absolute top with other turrets getting their buffs alongside that nerf. Does it still fell overpowered to you?
  20. I'm loving the ambience of the night theme so far. Thankfully it is not too dark and is a much needed breathe of fresh air after I keep getting the bright winter theme the majority of the time. I've only been to the new Highland once or twice. Both day and evening are fine on their own.
  21. I imagine it would be much harder to implement than the current binary application. It may also be inconvenient for players to have constantly fluctuating damage numbers.
  22. TheCongoSpider

    Let's Discuss Ricochet!

    Compare the firing rate of the Ricochets in these two videos. Magnetron - https://youtu.be/uDM-p8T7hc0 Berserk - https://youtu.be/_D1mXUzRiWc
  23. TheCongoSpider

    Let's Discuss Ricochet!

    It does not change in any way, but make sure in the private battle settings to enable the Augments and Micro-upgrades settings. If you don't want to do that, just compare them in a Matchmaking battle. Or look at Youtubers' recent videos.
  24. TheCongoSpider

    Let's Discuss Ricochet!

    The time between 2 shots is reduced by 25%. There is a clear difference between Stock and Berserk's firing rate. Youbcan compare it in a private battle. A Berserk shoots 10 projectiles ~1 second faster than Stock.
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