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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    UFO day

    Oh boy, another one.
  2. TheCongoSpider

    Upgradable Overdrive

    Means the same thing. Mk1 Overdrive is weaker in some aspect than the Mk7+.
  3. TheCongoSpider

    Upgradable Overdrive

    Crusader and Ares' Overdrive were upgradable since their introduction. What was upgradeable on Ares was the explosion damage which you wouldn't notice because most of its damage is being dealt by the ball damaging enemies during flight and not on an explosion. Hopper and Hunter's instant true damage output depends on modification.
  4. TheCongoSpider

    eSports Tanki Fund

    You'd save yourself the disappointment by not doing that. Your chance for an Exotic is already low (same as the chance for Common), and then you don't know the intra-rarity chances in Exotic. You can very likely get an Exotic and not be Crisis. That should be enough discouragement. Blunderbuss does not gain anything notable when paired with the current Booster. Before the Stock Hammer damage buff from 1,080 to 1,260, you needed Booster for your Blunderbuss to reach above 4,000 damage. After that buff, you no longer need Booster to achieve 4,000 damage, and Booster would be redundant outside of having infinite DD uptime. Stock Hammers are the ones that currently gain something notable with the new Booster. To see what this list looks like, there is this topic that is updated with every Patch Note: https://en.tankiforum.com/topic/394787-booster-drone-interaction-changes/ There is a topic for Crisis and Camper as well.
  5. TheCongoSpider

    eSports Tanki Fund

    I see it as a relief. Imagine if Helios and Stock Ricochet didn't get nerfed for 2 years. If you were around this time, imagine if 2018 Duplet hadn't been nerfed for 3 years. The critical hit rate is not a flat 50% chance btw, if you thought it was. It's 50, 0, 50, 0 etc. Understandable, since that's when my interest in Blunderbuss started waning, when they increased the max and initial critical hit chance from 40% to 50% but decreased the clip reload from 2.7 seconds to 3.3 seconds. The reduced firing rate negatively affected the reason why I liked using the augment. It being 4.4 seconds at max now seals that deal, BUT, I am not too bothered by it because what matters most to me is that the augment itself has a purpose. It has a niche that it can achieve that the other augments naturally cannot. This is what they try to achieve with Railgun augments and I like that. For example: LCR's niche is both its normal and critical damage is able to one-shot an unprotected medium hull RDS' niche is slowed firing rate and halved normal damage for being able to one-shot medium hulls on equal footing 30% of the time RS' niche is going down a major damage barrier on your normally unblockable critical hits, but going up a barrier on normal hits and having a flat 50% chance Scout's niche is to turn Railgun's mechanics into a Thunder clone RAT's niche is to have higher rotation speed and auto-aim angles Hyperspace's niche is to significantly enhance the unique aspect of Railgun Death Herald's niche is a reshuffling of the shot delay and shot reload to facilitate its gimmick of an increased firing rate after killing an enemy How well each of those Railgn augments go about performing their niches varies from great to horrible, but it is there. If you're using Blunderbuss, you're using it to gamble on critical hits and/or to have higher one-time damage per shot. If you do not wish to have that purpose, there are other augments available that give their own purposes relative to the Stock turret. It's good to admit it. When you don't have the powerful container-exclusive equipment, you appreciate and make due with what you have readily available to you more, those being the crystal augments. I use multiple accounts so one may have a potent AP/EMP augment for a turret while another has to contend with that turret's crystal augments. My biggest example being my main account having pre-nerf 3-second EMP Smoky with Booster while one of my alts had to use Cryo Smoky with Assault. I did not let it bother my on the Cryo Smoky account because I knew the capabilities of each augment in comparison to Stock; I knew what I was in for with each augment. One made it significantly easier to kill enemies compared to if I were using Stock, while the other made it significantly harder for enemies to kill me compared to if I were using Stock. The former naturally will have me get higher scores and kills with fewer deaths, but the latter is still good. EMP and AP as status effects become more toxic every time the average TTK drops across the board. Never forget where exactly they are getting their power from - Stock. Otherwise, you'd often see judgements like "Helios exists so this new augment they're adding to the game is objectively garbage."
  6. TheCongoSpider

    eSports Tanki Fund

    All of these were augments that barely gave enemies a chance to survive whether through their own fire or fire from allies. You really think it's healthy for the game balance to have these augments always be on top with impunity? You really think it's healthy for someone to be able to cut the time it takes to kill an enemy by 75% all of the time? Nerfs to EMP and AP augments were long overdue. The only augment I sympathise with there is AP Hammer due to it folllowing Stock's increase in clip reload to facilitate its increase in pellet count, which should have 7 seconds of AP to 1. making it dangerous to not remove it and 2. allow lower modifications of Hammer to get an unprotected shot. Blunderbuss due to Stock Hammer's recent buff allows it to reach above 2,000 base damage, which means it will be one-shotting light hulls with DA. I think you've grown too accustomed to killing things quickly with all that usage of AP and EMP augments.
  7. TheCongoSpider

    Let's Discuss Railgun!

    It was a typo in the EN Patch Notes. If a line in the EN Patch Note doesn't make sense, refer to the auto-translations of the RU and DE Patch Notes. If it still dosn't make sense, just wait until the update comes less than 13 hours after the note arrives.
  8. TheCongoSpider

    Round Destabilization Critical Chance?

    Trust the DE Wiki. Railgun has gone through a few iterations since the critical damage update, summarised here: Iteration 1 (Started March 26th, 2021) Initial Chance: 50% Maximum Chance: 50% Minimum Chance: 50% Chance step: +50% Iteration 2 (Started April 1st, 2021) Initial Chance: 50% Maximum Chance: 50% Minimum Chance: 10% Chance step: +40% (effectively) Iteration 3 (Started 15th October, 2021) Initial Chance: 50% Maximum Chance: 50% Minimum Chance: 50% Chance step: +50% Iteration 4 (Started 8th April, 2022) Initial Chance: 30% Maximum Chance: 30% Minimum Chance: 30% Chance step: +30% Iteration 5 (Started 27th May, 2022) Initial Chance: 30% Maximum Chance: 30% Minimum Chance: 0% Chance step: +5% What you're referring to there was its parameters during Iteration 4. Rather than augments, Railgun mostly has alterations for crystals. Round Destabilisation's place among the crystal augments was allowing you to deal the 1,510 critical damage 50% of the time rather than 30% of the time, in exchange for halving your normal damage. When Railgun was changed to Iteration 5, its new place among the crystal augments was halving your normal damage and slightly longer shot delay, but allowing you to deal devastating damage with a flat 30% chance, but... ...During its first week, it was following Stock's critical hit scheme of 30, 0, 5, 10, 15, 20, 25, 30 etc. instead of the intended 30, 30, 30, 30, 30, 30 etc.. I believe it was on either the 5th or 6th of June when it was fixed, and now follows the intended flat 30% chance per shot. This is what allows it to achieve a flat 30% chance. The minimum chance is what your current critical hit chance drops to after you achieve a critical hit. Without this paramater on Round Destabilisation active, it would have went down to 0% and have to build up by +5% with every successful hit, which of course means -50% normal damage on all of those shots and results in a drastically reduced critical hit rate. I don't recall saying this about Round Destabilisation, unless that post was made during Iteration 4,
  9. TheCongoSpider

    eSports Tanki Fund

    One has one firing mode. The other has two firing modes with the status being attached to one of those two.
  10. TheCongoSpider

    Are some Ricochet augments OP?

    If you want to front-load your damage so hard that people can't fight you back, you deserve to not have it as often. You don't see the other burst damage augments in the game having as much longevity and effectiveness as Helios. I'm really and truly sorry that I don't let them kill me in less than a second every time I encounter them unlike the other Ricochets that take upwards of 6 seconds to kill. God knows how torturous it would be for them to wait longer than 4 seconds to reload.
  11. TheCongoSpider

    Secret party is coming back!

    It did not.
  12. TheCongoSpider

    Secret party is coming back!

    It scrolls too quickly. Thanks.
  13. TheCongoSpider

    Secret party is coming back!

    Do you have a list of all the participants?
  14. TheCongoSpider

    eSports Tanki Fund

    There is no estalished pattern yet. Pulsar has been added to two turrets, both of which only have one firing mode, so naturally it will be on critical hits. What will really decide the pattern is Pulsar on a turret with more than one firing mode. Tesla is the one to decide the pattern. There is no example of this present.
  15. TheCongoSpider

    eSports Tanki Fund

    It is 1 of 13 new augments planned to come. It is unsure when we will have information about it.
  16. TheCongoSpider

    UFO day

    First wave of special missions is now complete. Since the 2nd of June, I have opened 793 more UCs. Previously, I got very close to the stated drop rates in all rarities. Here is how it looks now 793 UCs later. Total opened: 1,733 Drop rates: Commons and Exotics were neck and neck with each other throughout the month, but Commons have once again come out on top by +2. In any case, it is still holding firm onto the stated drop rates. That's an achievement. Whether intentional from the tokens of apology UCs or completely by chance, my luck has finally returned. It should be noted that the forced Epic after 15 non-epics barely come into play in these samples, as these UCs are being opened on differenct accounts in different quantities, most of them being below 15 per UC iteration.
  17. TheCongoSpider

    UFO day

    My Thunder-only account got a Common. How fitting. Score for Common vs Exotic after ~1,700 UCs is now: Common: 11 Exotic: 9
  18. TheCongoSpider

    Scorpion. Early access.

    What modification and upgrade level is your Scorpion?
  19. TheCongoSpider

    Scorpion. Early access.

    What exactly are the differences in damage you are seeing?
  20. TheCongoSpider

    Scorpion. Early access.

    Can you send some pics?
  21. TheCongoSpider

    Let´s discuss Scorpion!

    For those looking to upgrade their Scorpion module with sales but not immediately maxed, the most economical stopping point is 43% if your primary hull category usage is medium hulls. Assuming your medium hull maxed, it pushes the final damage with BD below 1,500, which makes it need 3 shots to kill you instead of 2. This trickles down when you add Boosted Armour. Comes especially in handy due to Scoprion's low firing rate allowing safe repair kit activations in 1 v 1s. The final threshold unfortunately is 49%, specifically for light and medium hulls. It will need an additional shot to kill unprotected heavy hulls or light hulls with Boosted Armour. Scorpion has quite a long effective range so at any moment, it will likely deal 100% damage to you. Beware though, as Scorpion boasts the highest consistent critical hit rate for Stock turrets, alongside Thunder, Magnum, Railgun and Shaft, only diminished by its lower firing rate. Any given Scorpion shot that will hit you in the future is likely to be a critical hit.
  22. TheCongoSpider

    Let's Discuss Shaft!

    It turns your Shaft's arcade damage output into a splashless Thunder. Same normal damage, same critical damage, same critical hit rate (pedantically, its potential crit rate is lower than Thunder due to Thunder having splash damage). This means an increase in normal and critical damage, and a complementary increase in minimum sniping damage to facilitate quickscoping. All of this comes with its arcade firing rate being reduced, so it isn't a direct upgrade. A direct upgrade is AP Shaft.
  23. TheCongoSpider

    Let's discuss Wasp!

    Its damage distribution is pseudo-fixed (net nerf) now. From 0-13m, it will deal 9999 damage, which kills anything, Between 13-14m, it drops from 9999 to 1,000, and then slowly to 500 at 20m. Anything that moves 14m away fro ground zero will likely survive. To compensate for that, its heating and EMP radius was increased. Every Overdrive has simply become much more powerful in comparison. I'd say Wasp and Mammoth are the potential worst out of the bunch, Mammoth there because of how insanely common burst damage is now. Titan is a close third to last due to how many direct counters it has to either the players in the dome or the dome itself.
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