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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Round Destabilization Critical Chance?

    As I explained in the PM, the Patch Notes state changes to the maximum critical chance. Other changes are undisclosed (for whatever reason). I remember there was a particular RU Patch note that had the minimum and chance step changes of Shaft when its maximum chance was increased to 20%. It went from 0, 10, 0, 10, 0, 10 to 0, 5, 10, 15, 20, -4 For 8 months after the critical hit update, the standings were that every turret's (sans Railgun and Smoky) initial critical chance was 0% and would instantly rise to whatever was their maximum critical chance on the next hit. Thunder was the first turret to break that cycle when it's splash damage was nerfed and it's critical hit rate became a fixed 15% chance per shot. Shortly after, the big update of December that decreased the effective ranges of the short and medium range turrets/firing modes also had changes to the critical hit chances for the mentioned turrets. The Patch Note stated their maximum critical chances were being increased from 10% to 12%. What they didn't disclose was that the initial chance was also increased from 0% to 12% meaning from that point on, every turret was able to deal critical damage on their first shot after spawning. They also did not disclose that the chance step was reduced to 4%. So most went from 0, 10, 0, 10, 0, 10 to 12, 0, 4, 8, 12. Twins went from 0, 25, 0, 25, 0, 25 to 25, 0, 5, 10, 15, 20, 25. Thunder went grom flat 15% to 15, 0, 5, 10, 15. The chances are different now, of course, but some turrets use the same critical hit scheme. I can post them for you if you'd like that. As for the answer to this question, that happened in this Patch specifically.
  2. TheCongoSpider

    [TPOD] related discussion

    They changed that system since 4 months ago. For a few missions, their number is still variable due to the slot they are assigned to, but the others are fixed. Them being easier to complete than before means they can pop up in any slot.
  3. TheCongoSpider

    Tanki Picture of the Day - Have any?

    8 accounts have now reached Legend.
  4. For comparison, here is ranking up to Major General on TO Mobile: Clear in the sorting of the equipment order. Melee --> Long, Light --> Heavy, Modules last, from Melee --> Long. PC seems all over the place. Here is for Captain:
  5. Great. More improvements to Thunder's container augment selection while its garage augments continue to erode. Very funny to see that Hyperspeed Shells starts powercreeping Sledgehammer Rounds if the target is further than...23 metres. Wow. That's the maximum range of a High-Pressure Pump Firebird/Freeze. You know what would also fit that better? Small Calibre Charging Machine. Y'know, that one augment whose mortal sin was dealing a decent amount of normal damage per shot for 2 weeks through no fault of its own? Are you really going to keep Thunder's garage augment variety stale? All you have to use is Adrenaline or an augment that takes away a core feature from it.
  6. TheCongoSpider

    Let's discuss Tesla!

    This potentially powercreeps Dilatory Protocol.
  7. TheCongoSpider

    Tanki Picture of the Day - Have any?

    Another Armadillo is added to the collection of Armadillos I will never be able to afford.
  8. TheCongoSpider

    Bugs and Glitches Reports

    This is a part of the update that came on Friday. Don't forget to check if there are any new Patch Notes every week.
  9. TheCongoSpider

    Bugs and Glitches Reports

    This is intended. It was part of the update that happened last night.
  10. TheCongoSpider

    Camera turn speed in mobile

    If I remember correctly, that setting was to control the speed at which your camera turned when you held the firing button. They removed that feature when they implemented auto-shoot in late 2021. This thing:
  11. Yeah so can we get some useful garage augments for Thunder? Small Calibre Charging Machine is weak and Sledgehammer Rounds is a direct downgrade.
  12. TheCongoSpider

    Camper Drone Interaction Changes

  13. TheCongoSpider

    Let's Discuss Drones!

  14. TheCongoSpider

    Let's Discuss Drones!

  15. If you have absolutely no unique augment to use for your turret and the turret does not have any worthwhile to buy, it is advised that you get the Adrenaline augment for it. No you're not necessarily at a disadvantage if you're switching back to Stock. Stock and RFM serve different purposes.
  16. TheCongoSpider

    Let's Discuss Shaft!

    The same reason Gauss, Magnum, Tesla, Striker and Hammer do not inflict AP on critical hits. Different status augments have different application methods. Some activate on every tick of damage whether or not they are critical hits (Firebird, Freeze). Some activate via secondary firing modes (Tesla, Shaft, Striker). Some activate when a certain condition is met (Target is within 5m from ground zero of the explosion, Magnum, target is hit with a pellet from the last shot of the clip, Hammer). It is up to the developers' discretion to change the way a status effect is applied to enemies. AP Shaft was initially meant to utilise Shaft's quickscoping mechanic. It wouldn't hurt to suggest it if you felt that way, correct.
  17. Real Servers. I ranked up to 2nd Lieutenant there. I ranked up to 2nd Lieutenant on another account and it was in the same order.
  18. TheCongoSpider

    Container Valuation Spreadsheet

    I have stopped tracking this, since around the end of April. According to Akame's sample, it has remained more or less the same. I'm sure my Legendary drop rate since then is still much below 1, though. I've been tracking Ultra Container drop rates instead. These drop rates are from those opened after the update that guarantees an epic drop after 15 non-epics in a row. Here is what they look like after 2,096 UCs opened: Common: 0.67% Uncommon: 67.94% Rare: 18.42% Epic: 10.83% Legendary: 1.57% Exotic: 0.57% Looking good overall. I still find it fishy the amount of Commons/Exotics I've been pulling recently. When I take into account all the UCs I've opened before these tokens of apology, it would be very low if not non-existent.
  19. TheCongoSpider

    In what order are the newly unlocked items shown when you rank up?

    Flash had a particular order to the list, and so did the previous interface before the new one. What is the new interface sorting them on?
  20. TheCongoSpider

    Tanki Picture of the Day - Have any?

    It looked like I had gotten put into a bot lobby shortly before the server restart yesterday.
  21. You get more containers now than you did 4 months ago. Few of them is all it takes to bog down a battle. Their numbers in battle increase with the presence of special missions, and people constantly asking which of those drones to upgrade when sales come.
  22. Another week with this garbage balance. Finally, every turret is playable and able to do well with, at the cost of the average TTK for normal damage being even lower and critical hits being stronger. With all this time that has passed, there are still large gaps in augment and drone effectiveness yet to be adressed and it is worsening the gameplay experience because everyone is using the same powerful thing. They have little to no reason to have variety when something is overpowered compared to the other equipment and missions frequently requiring being on the winning team. Shock Freeze - It gets rid of the critical hits which is the main reason why Freeze's range was reduced and its normal damage increased. Why then does Shock Freeze have a normal damage penalty with NO energy consumption or reload reduction? And it's not like what it gains is that much since Stock Freeze still get to utilise the status' ability to disable enemy damage enhancers. There is not enough reason to consider Shock Freeze. It has too many downsides for the upside it gives. Vaporizer - So other Twins get their normal speed and critical damage. Hell, Magnetron also has halved critical damage but it has a status that weakens everything on an enemy, Cryotron weakens an enemy's speed and damage output for free AND they get to have more range, while Vaporizer has to contend with halved proectile speed and critical damage for a status that doesn't weaken an enemy, nor justify using it over Heavy Plasmagun. What is so sinister about Incendiary augments that Vaporiser needed to be put down like this? It wasn't even powerful in the first place. Supercumulative Rounds - 50% more critical damage for a halved critical hit rate. For too long its critical chance step penalty has been too large. You're not missing out on much if you don't use it, especially when you have something good and more on top of that with other augments. Autocannon - It is coming close to a year since Autocannon was destroyed. It's served its time in timeout now and should be brought back in some way. Maybe then it would get people to stop using EMP and use something else for a change. Small Calibre Charging Machine - Was mediocre its entire life, then turned to actual garbage late last year. It finally became useful at something after Stock Thunder's very much intentional overbuff, only for it to go straight back to being relative trash 2 weeks later. While not as bad, it's certainly not... Sledgehammer Rounds - After a period of being underpowered, it went from alright, to broken because of Stock Thunder's very much intentional overbuff, for it to now be killed. Killed to the point where it is genuinely unusable. To equip it, even in a map as small as Sandbox or Sandal, is handicapping yourself. Harpoon - A poorly treated augment, honestly. Especially now with the decreased splash, critical damage radius, accuracy and reload. What more is that despite coming into the game almost 2 years ago, it STILL cannot be found in containers. Meanwhile Tesla/Scorpion augments along with Legendary augments can be found in containers. Distasteful that it has been ignored for so long. Ares - Obvious overbuff. Makes Siege even more cancerous to play in, if that were possible. Hunter - 2,000 damage is too much imo but no one seems to be complaining about it so I'll assume I'm overreacting. Booster, Defender, Trickster, Hyperion, Crisis - Feels nice knowing I will immediately not enjoy the battle if I see many of these on the enemy team. Why would you go for another drone when it is so heavily discouraged by the economy/game balance? . It's all so repetetive and nothing is changing for the better for people at the bottom.
  23. TheCongoSpider

    Discount Weekend July 15th-18th

    Cryo Thunder most likely.
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