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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. TheCongoSpider

    Discount Weekend July 15th-18th

    Cryo Thunder most likely.
  9. TheCongoSpider

    Bugs and Glitches Reports

    Oh boy. You use Ricochet + Hunter most of the time, so we will look at it from there. When you zap an enemy with Mk7+ Hunter's Overdrive, the enemy is inflicted with: 2,000 true damage 4 seconds of Stun 10 seconds of EMP if the enemy does not have Stun or EMP Immunity equipped 6 seconds of EMP if the enemy has Stun Immunity equipped This type of damage ignores all damage reducers and enhancers. If you have Boosted Damage enabled and you use your Overdrive on an enemy, you will deal 2,000 damage to them. If you do not have Boosted Damage enabled, you will deal 2,000 damage to them. If the enemy has Boosted Armour and 50% Ricochet protection, you will deal 2,000 damage to them. You will deal the same damage 2,000 damage with Hunter's Overdrive no matter what. These are status effects. The Juggernaut hull by default is not immune to damage. It is immune to status effects. So if you were to use your Hunter's Overdrive on an enemy Juggernaut, the only thing that will happen is they will receive 2,000 damage. The reason you're able to kill a Juggernaut a fraction of the time is because Juggernauts have high amounts of HP. At Mk7+, a Juggernaut has a maximum health pool of 20,000 HP. If you were to use your Hunter's Overdrive on them, they would have 20,000 - 2,000 = 18,000 HP left. You can kill Juggernauts with the zap if they are near death (below at most 10% HP remaining).
  10. TheCongoSpider

    Bonuses for kill streaks

    There are too many gaps in the game balance to justify something like this. Certain things will be getting them far easier/more often than others, and only adds to their carnage. That does not necessarily have to be long range turrets only.
  11. TheCongoSpider

    Bugs and Glitches Reports

    It deals 2,000 damage if your Hunter is Mk7+. An Mk7+ Juggernaut has 20,000 total HP. In order for your Hunter's Overdrive to have killed it with its zap, the Juggernaut would have had to be near death. The Juggernaut hull became immune to status effects when Hornet underwent its rework on October 29th, 2020.
  12. TheCongoSpider

    Bugs and Glitches Reports

    It gained the ability to deal damage to enemies it zaps on April 29th, 2022. Remember to keep an eye out for Patch Notes to see what changes in the game with each update.
  13. TheCongoSpider

    Bugs and Glitches Reports

    Hunter's Overdrive deals damage.
  14. TheCongoSpider

    Tanki Picture of the Day - Have any?

    Ultra Container rarities in ascending order. Current score: Common: 13 Exotic: 10
  15. Camper does not give you the necessary +900% armour for a Crisis Scorpion to deal 388 damage. Unfortunately we're not getting enough information from this, but it does sound beyond the limits of current equipment in the game and we ask you to provide a video or clear screenshot of this happening in the future. I have not noticed anything out of the ordinary when fighting players with top equipment but I will be on the lookout.
  16. TheCongoSpider

    Scorpion. Early access.

    It is preparation for when it gets released for crystals, and also protection against the Crisis users littered throughout the day. They thrive with Crisis because no one can stop them from dealing 3,000+ damage per arcade shot, or 13,000 full damage per salvo.
  17. TheCongoSpider

    Tanki Online V-LOG: Episode 347

    More frustration than angry. It's another inconsistency being created. Variety of augments in battle is so low. It's tiring to see the same (powerful) things over and over while other stuff is being forgotten.
  18. TheCongoSpider

    Tanki Online V-LOG: Episode 347

    Anyway, Vacuum Shell and ML Swarm are raising two questions: Vacuum Shell: What will be purpose of Sledgehammer Rounds when this thing gets into the hands of potentially many? It has no projectile speed penalty so it is much less likely top miss compared to Sledgehammer. It has full 100% splash damage for 10m if it does end up missing, which is 38% higher than if Sledgehammer missed between 0m and 16m. And then it gets to do that for a significantly longer range than Sledgehammer while Sledge has to contend with dealing pea damage at the range of a Twins, Ricochet or Hammer. It still has (albeit a small) critical chance so at the very least, it still benefits from Supercharge while Sledgehammer has none. Sledgehammer is in the dump, and so is SCCM after the latest (unnecessary) nerf to it. And now we have an augment that just craps both of them out of the water? Come on! ML Swarm: So a close-range ML Wolfpack. How short is the average flight time of the missiles on a faraway target? I would like to assume that it having higher angular velocity and maximum speed would make them crash into the ground at a short range. It has 6 missiles instead of Wolfpack's 8, but there is no delay between an arcade shot and acquiring a target. You can shoot someone for 2.3 missiles' worth of damage then immediately lock onto them in 0.25 seconds to send 6 missiles to finish them off, with HALVED reload. What then is the point of Wolfpack? To be a f2p-accessible Swarm that can only be used for mid-long range Swarm? Just like RFM is a freely accessible Helios but it now has gutted range because Helios was lacking without being able to bounce? Come on!
  19. It's good to be imaginitive, but in order for your idea to come to light in the simplest way possible, it has to abide by the paramters set for Stock. Realistically, if it was coded to be automatic when you press the firing button and unable to fire again until the ammo is fully replenished, your augment suggestion would look like this in-game: Advantages: Shot reload: -80% Maximum damage range: +250% Minimum damage range: +200% Energy consumption: = 111 Recoil: -80% Projectile speed: +100% Disadvantages: Critical damage: -43% Energy recovery rate: -28% Maximum # bounces: =2 Impct force: -80% Cannot shoot after emptying the clip With that at max, you have a Ricochet that can deal 9 balls of damage within 0.8 seconds, with damage fall-off starting at 140m and ending at 150m, and cannot fire again until fully reloaded.
  20. TheCongoSpider

    Tanki Online V-LOG: Episode 347

    WIll definitely be insane with Crisis allowing it to one-shot unprotected light hulls at all splash ranges. Your best bet is to get close to it as quickly as possible for the self-damage. If they're smart, they'll use the wall to gamble on the 300% damage which may or may not impact them as well. We can now reasonably assume the other turrets with 2 firing modes may have their statuses applied on critical hits.
  21. TheCongoSpider

    eSports Tanki Fund

    That is not one micro-upgrade. That account you are on is evidently past Marshal and as such will need to purcahse Mk7 directly, which is what is costing the 850,000 crystals.
  22. TheCongoSpider

    Let's Discuss Thunder!

    EN Wiki is outdated. Use the DE Wiki. Sledgehammer's current downsides are: Maximum damage range: -80% Minimum damage range: -50% Projectile speed: -50% Critical hits removed You're dealing low damage from "50 metres away" because its furthest range of minimum damage is now 60m. The entirety of Thunder does not hinge on Sledgehammer Rounds. It is 1 of 3 unique augments available for the turret. Has Sledgehammer become a short-range piece of equipment? Yes, that was the intention behind the nerf. And yes, they did overdo the nerf. With Sledgehammer you have a few directions to push it. You can go for the binary damage approach of "equalising" the maximum and minimum damage ranges so that you will deal 100% of total damage farther out, but there is a hard line where you immediately drop to 25% of total damage. You can justify the decreased range and projectile speed by increasing the firing rate, but that leans too far into SCCM. You can lessen the severity of the minimum damage range penalty which will give it a damage buff in all ranges. You can increase the weak damage from 25% to 50% which will give it a damage buff between 16m and 60m. You can increase the normal damage boost of the augment to make it more deadly for melee-close range combat.
  23. TheCongoSpider

    The stupidest sight in tanki today

    Old Legends vs New Legends
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