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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Ideas for the Interface

    For yourself on your own screen? Maybe they may do it. There's no inherent benefit for them to do that when they've explicitly said that grenades are the future. For everyone in the battle, same answer as they had for drones. They're there to show the players in the battle what abilities your tanks consist of.
  2. TheCongoSpider

    Bug Reports ❗ NEW ❗

    Did you make sure that you had at least 100 reputation points when the battle finished?
  3. TheCongoSpider

    Bug Reports ❗ NEW ❗

    The minimum rank to be eligible to receive the rewards is Master Sergeant. If your account is above Master Sergeant and you still do not see the news icon to claim your gifts, finish 1 Matchmaking battle on that account and check if you can claim them afterwards.
  4. Only the people who haven't been reading the patch notes nor watching the Vlogs.
  5. I've noticed on two separate occasions an improvement in that. Have you tried it yourself recently?
  6. An update regarding the bug - upgrading Firebird to Mk1-1 puts the reload from 3 seconds to 2 seconds. It stays at 2 seconds until Mk5-9 where it goes from 2 seconds to 1 second. Stock's reload goes below 2.00 at that upgrade level which is exactly where the original 1-second reload bug was happening. Quite strange.
  7. TheCongoSpider

    Let's Discuss Isida!

    It's the most raw rework I've ever seen. It doesn't look like they even tried to make it make sense on the first attempt. Support Nanobots' healing output being nuked could mean they want healing as a whole to be less easily accessible and therefore have less sway over the outcome of battles at random. Score for healing was reduced which nerfs Isida as well as Healing Emitters and Nanotech Shells. The premise is somewhat ok but the way it interacts with the augments on the first attempt is horrid. Attacking consumes 0 energy but it still pauses the refilling of energy for the healing. Imagine if firing arcades with Shaft or Scorpion paused the reloading of the sniping shot/salvo for 2-3 seconds every time. The cone angle is bigger but Isida attacks different to Firebird and Freeze. It can latch on to enemies/allies on your end but not actually be doing anything on the server. That's wasted energy there, made even more wasteful thanks to how high the healing energy consumption is now. And when you run out, it takes a whopping 14 seconds to come back to full. And if you're firing but the beam isn't attached to anyone, it's still has neutral energy consumption for some reason. Support Nanobots - This was the opportunity for it to have its damage penalty reduced by a lot but it wasn't done. Shock Nanobot Injection - Still impractical and not worth picking. If you want to play it for its gimmick, it requires you to have your beam attached to someone even if they're at full HP. Can't do that safely anymore because the energy consumption is much higher, and even if the ally is injured, the healing is still halved. Sustainable Nanobots - Healing being halved makes sense but why the heck is it still using energy for attacking, far less the standard 6 seconds on top of needing that energy for healing and the reload being 14 seconds now. They could have let it keep infinite attacking but with a small damage penalty like -10% or -15% because of the extra range. Vampire Nanobots - So firstly, the damage was nerfed because Stock now has infinite ammo. So that's less healing Vampire gets. Then it takes 14 seconds to fully recharge instead of 10, hurting Vampire's efficiency even more. The healing is still disabled but on top of that, it's STILL using the 200 eng/sec for healing? How does that make any sense? If it's still using the 200/sec for healing why didn't they let it do Stock's healing since Stock's healing is so small anyway. And if they didn't want to do that, why didn't they make healing consume 0 eng/sec if every bit of energy is even more precious for attacking? Nanomass Reactor - This and Vampire confirmed just how half-baked the rework was. So Stock has infinite energy to attack. This resulted in a decrease in DPS as well as the niche of Nanomass being temporarily destroyed. So WHY in god's name is this thing still using energy to attack? What thought process went into that? They could have just left it to consume no energy on attack so that its niche on the first attempt would be it's the only augment that can replenish energy for healing when using it for offense. But no, both firing modes are starving for the limited energy. It's likely going to take some time for supplementary changes since it wasn't an Isida-oriented patch. It was a very long patch with a mini-rebalance so they'll have to get her new data. Just from looking at what they attempted to do on the first try, the obvious supplementary change would be to have every Isida act like Nanomass Reactor and replenish an amount of energy for healing when they get a kill. This will encourage them to go out and attack if they want more access to healing during each lifespan. Maybe they'll keep the DPS the same as it is now but give it relatively high critical damage like Freeze as the TTK decreaser to further encourage offense. Support Nanobots can have its damage penalty reduced to an acceptable amount so that it doesn't feel fruitless to go attack with it. Shock Nanobot Injection can have Stock or near Stock healing so that it's not useless/a downgrade for the average player. Maybe they can do like Explosive Band and give it a random DPS increase to set it apart from the others. With Nanomass Reactor, they can give it infinite attacking energy with a slight DPS increase and be the only augment to replenish 100% energy on a kill. But seeing that it has the unfortunate circumstance of being an epic augment, they probably won't even give it a DPS increase, or something paltry like 5%. And if they figure out a way to allow energy to be replenished while attacking them that opens up different avenues for the augment balance. That's what I assume is going to happen next.
  8. Interesting to play with now. Though kinda sucks that it's now a lot more dependant on teammates. If your team isn't actively moving around the map you have less options now. And the ball connection radius hardly feels like 15m feels a lot more like 7-8m. I was using Acceleration Protocol and it felt as if I was using a status Tesla most of the time. I cannot understand how Revolver hasn't gotten any sort of targeted nerf since release, not even a small one. Every time Hammer got changed since its release, it either stayed the same power or got slightly better relative to the rest of the Stock range Hammers, especially Large Calibre Pellets. On top of escaping any sort of impact force nerf, it now gets to reach 3,000 damage with 2 normals and a critical hit making it even more efficient. Since release it's been doing Large Calibre Pellets' job better than it. Missing any shot with Large Calibre instantly removes 1/3 of your total damage output for the next 6 seconds. It's not worth shooting Large Calibre at people within the minimum damage range because the firing rate and clip reload is so nerfed compared to every other Hammer. Meanwhile Revolver gets to fire away at will with its 2 guaranteed critical hits while also having faster clip reload? Large Calibre Pellets having the same impact force as Stock while Revolver has the same and firing 6 shots in a clip in rapid succession? How does that make any sense?
  9. TheCongoSpider

    Ideas for Augments!

    If you asked me, I don't think Thunder has enough augments that increase the firing rate with no damage penalty. So I'm suggesting two more. 1) Advantages: Reload: -30% Critical damage: +10% Weak damage: =50% Disadvantages: Maximum damage range: -50% Impact force: -25% 2) Advantages: Reload: -10% Initial projectile speed: +60% Maximum damage range: +30% Disadvantages: Final projectile speed: -67% Acceleration time: =0.3 seconds
  10. Not every augment, only select augments if applicable. I was expecting Plasma Torch to be one of those but I didn't expect it to be directly nerfed in 4 different areas. The problem is all of those nerfs compounded. They could have left out the one or two of them so it would have actual reason to use the very slow projectile speed. They could have left the impact force high so if you did end up hitting people (on their screen, not yours), they would take impact force that they wouldn't get from other Ricochet augments, giving it a niche. They could have allowed it to have Stock's projectile speed after bouncing so that people who want to utilise Ricochet's entire purpose to its full potential and bounce certain shots to hit people with it faster. That would especially make sense because it still has only 1 bounce available. Allow them to at least use that one bounce to do something interesting. But they nerfed everything.
  11. Nothing is wrong with it. Again, if this here is not what is happening for you, send a video recording so it can be put forward as a bug report.
  12. I don't understand why they received these nerfs. The speed is already deathly slow. They get both minimum damage range and maximum range reductions. Plasma Torch on top of all of that gets halved impact force and not even being able to use the one bounce it has to counteract that slow speed in a way that is true to the turret's entire gimmick. Another substantial projectile speed nerf and STILL Explosive Shells has that unnecessary 50% projectile speed reduction. Took almost 4 seconds to hit someone from one end of Berlin to the other. Standard shot was made better? It feels the same if not slightly worse due to missing more often with the slower projectile speed. Salvo feels worse for everything. Just great. Finally got to have fun with Gauss again with Super Solenoids and now it along with every other normal Gauss is too uncomfortable to use because of the extended lock-on time. My options to use on mobile keep dwindling and dwindling.
  13. I already told you that I played with it and I am seeing nothing wrong with its parameters. You are seeing something different. The onus is on you to show proof of what it is that you are seeing differently.
  14. Please send a video recording of this if possible.
  15. Just played with it and nothing is wrong. All Gausses take longer to lock on because Stock now takes longer.
  16. Here, In the Bugs and Glitches topic, August 17th 2024. If you're asking this then I'm assuming it wasn't sent in the report for that week/time period. https://en.tankiforum.com/topic/398970-bug-reports--new-/?do=findComment&comment=7014450
  17. This. Ever since it was "nerfed" to 1.5 seconds in 2023 I always felt like it had never changed at all. Mk1-0 (and Compact Fuel Tanks augment) uses the correct number but every other upgrade level of Firebird has 1 second of reload.
  18. TheCongoSpider

    Tankopoly

    Part of the joy I got from Assemble-a-Tank was helping trade parts with others with my alt accounts. Now, the entry price is too steep. Sad, but expected with those rewards.
  19. Firebird has had a bug for 2 years where every upgrade level outside of Mk1-0 had 1 second of reload instead of what was intended. It was reported long ago and still not fixed. Only Compact Fuel Tanks was using the actual number, much to its chagrin. I hope this here is admission that the bug was there and purposefully not fixed for whatever reason, Especially since... ...the regular damage was supposed to be put to 400 at Mk1 a year ago and wasn't done, and that is reflected here. Just like Shaft's minimum sniping damage was supposed to changed from 670 to 710 a long time ago but wasn't done, and is reflected in this patch as well. What's up with that inconsistency?
  20. I play on a phone. The only reason these numbers are so low is because they extended it to PC players. PC players get a slightly QoL improvement short term while mobile players receive a huge QoL downgrade.
  21. It is too much. I'm busier now but I still have time to play, but the same thing that happened last year is creeping in this year. I want to play but knowing what I have to go through turns me off of playing. Every turret has very little if any horizontal auto-aim now. I cannot relax when playing, I have to tryhard constantly to make sure my shots don't narrowly miss and bring down my score. Because of that, my fingers get tired much faster than before. My ability to help my team with objectives in tough, tense situations is reduced. My Crusader OD objectively became worse and ends up not working almost half the time, again reducing my score and making me take longer to complete missions. Missions. Every positive change with them always has to be complemented with something negative. They finally removed the requirement of playing on 3 separate days to complete the first wave of weekly missions, but now that lengthy time is transferred to the crystal and reputation points missions. They removed the OD mission and reduced the number of stars to pass the first wave, but now both waves require 1,000 reputation points. The second wave having it hardly matters in the big picture but the first wave now often makes me have to do an extra battle. Battles scores across the board have been decrease. Bots having Blaster upsetting the flow of battle. The same overtuned augments and groups plaguing MM and DM modes. Supposedly the camera rotation became less jank, but all the negatives far outweigh whatever positive that brings.
  22. TheCongoSpider

    Are chest rewards still guaranteed?

    Nothing has changed with it. Common Containers: 1 Rare item is guaranteed if the previous 14 rewards were not from the rare (blue) category. 1 Epic item is guaranteed if the previous 99 rewards were not from the epic (purple) category. 1 Legendary item is guaranteed if the previous 299 rewards were not from the legendary (yellow) category. Epic Containers: 1 Epic item is guaranteed if the previous 14 rewards were not from the epic (purple) category. 1 Legendary item is guaranteed if the previous 99 rewards were not from the legendary (yellow) category. 1 Exotic item is guaranteed if the previous 299 rewards were not from the exotic (red) category.
  23. When I was using Destroyer to find the updated damage coefficient with Viking OD, I noticed that on most of my shots (not all), it applied the splash damage first before self-damage. No wonder it felt like I was always losing the scenario against Destroyers at melee range in normal MM. They get to have the splash applied before.
  24. Epic Keys apparently have been reverted back to Patch #755 (March 7th, 2024) or around there. Meaning the supplies and crystal amounts are reduced. Chances are different. Augments aren't in the rarity they are supposed to be and the Legendary section is missing lots of augments. Do not open epic keys until this is fixed.
  25. Just finished checking all the augments that had inconsistent damage coefficients and they're all now equalised, good job. Begs the question why did this need to happen at all? Other augments were changing themselves just fine when they received damage and firing rate adjustments. Why were these augments out of line and for so long? Incendiary Mix and Shock Freeze had low damage coefficients for years as far as I'm aware. Autocannon stopped having -75% normal damage a very long time ago yet the x10 damage coefficient persisted all this time. You even specifically went after Supercumulative Rounds to equalise its (already rare) critical damage to Stock last year but left Autocannon alone. Makes no sense. List of notable changes if anyone was wondering:
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