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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Ideas for Supplies and Drones!

    Yeah I do find it weird PC doesn't allow you to change the supply in queue during respawn. On mobile we can do it with the supply wheel while respawning.
  2. TheCongoSpider

    Tanki Online and Sakura Blossom 2025

    The Tsar grenade. It has a long detonation timer but it deals fatal chaos damage in a wide radius and 999 chaos damage in a very wide radius, about as wide or wider than Wasp's bomb. Also gives Jammer to enemies.
  3. TheCongoSpider

    Tanki score board

    You have the same number of kills but you have 5 fewer reputation points than the player in 1st place. In Arms Race, this can happen by the other player gaining a 4th or more kill before they self-destruct to be switched to the next turret, or you accidentally self-destructed when using a turret that can damage itself (Twins, Ricochet, Thunder, Striker, Magnum, Gauss, and Tesla), or a varying combination of the two.
  4. TheCongoSpider

    Ideas for Supplies and Drones!

    Opex said on the RU forum that this bug will be fixed when the drone and supply update comes.
  5. TheCongoSpider

    Tanki Online V-LOG: Episode 524

    They cost the same as Bomb grenades. 1,250 for one.
  6. Did you read the rest of the patch?
  7. TheCongoSpider

    Tanki Online V-LOG: Episode 524

    https://de.tankiwiki.com/Granaten Let your browser auto-translate it if you can't understand German.
  8. I already hated becoming the Juggernaut and having to play this awful mode so often from the quick battle queue. Now I will actually be defenseless when I become the Jug. Sucks for whoever is on my team I guess since enemies will get an easy kill on me.
  9. They are being changed to a lower rarity, making it faster to obtain them from containers. You'll get fewer 10,000 and 25,000 crystals rewards but you'll get turret augments much more often.
  10. Out of curiosity, does each augment have a certain benchmark performance you expect them to hit in relation to each other?
  11. That is hitting a grenade with your Railgun shot. Currently it deals the same damage as your grenade. Now it will deal the higher damage than that, enough to kill a light hull or heavy hull depending on how far in the blast radius they are and whether they have Railgun protection or not. Phoenix will get twice as much damage with this combo shot meaning anyone that doesn't have Lifeguard will likely die in the blast radius.
  12. Huh? I tested it with Slugger 2 weeks ago and it appeared to be removed. Still sad that these changes severely limited the number of equipment I can use on mobile. It gets boring having to constantly play with only Smoky and Ricochet.
  13. TheCongoSpider

    Tanki Online V-LOG: Episode 524

    Currently it is only possible to get them from the first tier of the Elite Pass. When you first obtain them from there you should be able to buy more.
  14. TheCongoSpider

    Let's Discuss Gauss!

    Is it possible for you to record a video of this happening?
  15. TheCongoSpider

    The stupidest sight in tanki today

    They're not jump hacking. They're imitating this:
  16. TheCongoSpider

    Ideas for Augments!

    You're suggesting a decrease in the damage of each rocket, effectively reducing the number of Stock equivalent missiles in the salvo. This would make it no different to the Explosive Warheads augment that already exists.
  17. TheCongoSpider

    Ideas for Augments!

    An augment like this exists already. It's called Explosive Warheads.
  18. TheCongoSpider

    Let's discuss Tesla!

    Because you're using one of the status Teslas. Status Teslas had their ball-to-target range reduced to 1m months ago. Meaning you are currently unable to use ball lightnings to extend your range. If you would like to use your ball lightning to extend your range, use any of these augments if you have it: Adrenaline Acceleration Protocol Dilatory Protocol Minus-Field Electroturret Jamming Discharge
  19. You're going to need to take a screenshot or ideally a video and show me what's happening. A maxed Shotgun's damage starts decreasing after 24m which is much farther than just "5m".
  20. The nerfs to horizontal auto-aim are once again exposing how much of a downgrade the in-battle experience HTML5 is from Android for me. I now barely have equipment to comfortably play the game, far less grind contracts for events. When will the janky camera rotation be fixed? When will the slider for visible effects be implemented? It wasn't critical priority 10 months ago but what about now? The only thing I can feel comfortable using these days is Smoky and Ricochet. And playing Ricochet so often recently keeps reinforcing my confusion for why it received a straight nerf to the projectile speed instead of a buff and a nerf like the other turrets.
  21. 3,500 is you dealing critical damage. With the design of Shotgun and Hyperspeed Railgun, critical hits are a random factor that can help or hurt you depending on the distance the enemy is and whether or not they're armoured with supplies, Railgun module, Armadillo or a combination of them.
  22. TheCongoSpider

    Tanki Alphabet

    It could be Friend.
  23. TheCongoSpider

    Tanki Alphabet

    Most likely Harpoon, a Magnum augment.
  24. Nemesis deals just enough damage to kill a heavy hull on equal footing. 1,700*2.4 = 4,080 base damage, 8,160 with fully upgraded Boosted Damage supply. If you're using Defender, their final damage to you would be 2,814. If they were using Booster/Crisis, it would be 3,165. That is 70% and 79% of your maximum HP gone in one shot. When people ask these questions and mention 'one-shot', most times they are not at full HP, rather they are injured and assume that lost HP should not matter, but in many interactions in the game it does, especially how it is perceived to the indignant player suddenly dying to burst damage. Any of these scenarios can happen here: You were injured beforehand and the Nemesis Gauss happened to finish you off at what appeared to be a high % of HP remaining. You were at full HP but you received a hit from something else at the same time as the Nemesis shot and wrongfully assumed you were one-shotted. You were inflicted with the Jammer status before you received the Nemesis shot. This could have been done silently from an enemy Hornet/Paladin Overdrive or from a stray shot of a Jammer Tesla, Smoky, Hammer, Ricochet, Thunder. There are other turrets that have guaranteed Jammer applications on every hit but the ones listed can sometimes not give you quick visual feedback. You were inflicted with the AP status immediately before being hit directly or by the splash. The ideal scenario would be you recording a video of your 'suspicious' interactions with Nemesis and I can tell you if what happened was legitimate or not. You specifically asked for heavy hulls. While this is here I will immediately say that if they're using Booster/Crisis, a medium hull with Defender will still be one-shotted from full HP. And without Booster, you would survive on 187 HP. With it being so close to 3,000, it means that any random enemy shot that touches will most likely put you within killing threshold of the Nemesis salvo there. This here is great example of what I previously mentioned about players wrongfully thinking the minimal loss of HP won't matter. Here, it would matter quite a bit and is one of the reasons Round Destabilisation before its recent nerf was overbearing to medium hulls without Armadillo.
  25. TheCongoSpider

    Tankoins

    Yes that is correct. You will get double the amount of Tankoins for purchasing a specific offer for the first time. If after the first time you try to purchase 3,000 again, you will only get 3,000. It's to make it more convincing for new potential spenders to start buying.
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