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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Please send a video recording of this if possible.
  6. Just played with it and nothing is wrong. All Gausses take longer to lock on because Stock now takes longer.
  7. 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
  8. 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.
  9. 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.
  10. 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?
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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:
  17. TheCongoSpider

    «Tanks in Space» mini-game 2025

    No, they do not tell you the exact number needed, because it is variable depending on how many traps you hit and how many times you spaces you advance forward per move, but it is implied by everything else that was mentioned in the announcement. For example, you are required to move 18 spaces to reach Checkpoint 2. There are 2 nodes that have the possibility to send you back 2 spaces. It is possible for you to get a +2 on a single move. It costs 10 energy to perform a move. That means 180 energy if all your moves are +1s and you do not get sent back at all on the meteor nodes. That means 220 energy if all your moves are +1s and you get sent back on both meteor nodes. That's means a varying amount when you combine the RNG of everything stated above. You get your estimate as to how many of a type of contract you should buy. If you are unsure of how an event works or would like a second opinion before proceeding, please reach out for help here or in the official Tanki discord before you make purchases with your hard-earned rubies and crystals.
  18. How horrible! Now the Shock Therapy with a pocket Nanotech Thunder healer will only get 75 kills instead of 81. ?
  19. Now I will have nothing comfortable to use. How does the performance of mobile players look right now compared to PC? Where is this heading? PC gets a straight buff and mobile has to get nerfed to accommodate that. And then mobile gets nerfed even further. I still can't micro-adjust my aim because of this janky camera rotation and now I will have basically no auto-aim on top of that.
  20. TheCongoSpider

    Let's discuss Tesla!

    I consider my nonchalance about Shock Therapy a blessing because this is pretty stupid. It's also a practical (but also extreme) counterpoint to the "just keep your distance" argument against overpowered melee turrets/augments. A taser augment with 13m of stated range (practically 11-12m since Tesla has to hit the middle of the target's hull), causing this much negative feedback pretty much blows that out of the water.
  21. Hammer gets significant change ---> more Hammers in battle --> increased number of screen freezes and sudden sharp FPS drops. Every single time. ?
  22. Previous Phoenix with 40 pellets was already lagging my phone. I'm hoping this 60 pellet Blunderbuss' lower firing rate makes my phone not explode. Hoping that new explosion effect reduces screen freezes. It was a very short time frame before their release but I only started getting screen freezes immediately after that initial update last April.
  23. I can never catch a break these days. Something great (Gauss bugs finally being fixed after 32 months) comes alongside something bad (Thunder and Gauss auto-aim reduced further, constant unexplainable FPS drops since Friday). Soon they'll go after Smoky and Ricochet and I won't have anything comfortable to use anymore. Vulcan became interesting but the low time for overheating pushes it heavily into using Heat Immunity. I can't get proper use out of the status augments without Heat Immunity. Simply having Heat Immunity increases what I am able to output quite a lot. If this ends up making Vulcan as a whole overperforming with Heat Immunity I can somewhat see where this will be heading. Reinforced Aiming Transmission - It's good that this has a proper purpose again now that Stock's rotation speed is slow. Shooting Speed Regulator - Essentially got a direct buff compared to before. Always comfortable.anf doesn't require Heat Immunity. Incendiary Band - Still strong and useful. Cryo Band - For some reason this augment only freezes enemies to -0.5 temperature? Why isn't it -1.0? Is that a bug? Pulsar - Very low crit rate but packs a heavier punch if you get the crit while the target is stationary. Rubberised Rounds - Still not worth using in my eyes. Time to overheat and bounce projectile speed being so low discourages you from taking your time finding the right bounce angles to catch someone, you might as well play it head-on, and at that point just use Explosive Band. Explosive Band - Augment that was already forcefully good became better with Heat Immunity. Shredder - Sadly I can't use this on mobile with hover hulls. So I used that opportunity to try it with tracked hulls. Of course, I was instantly reminded of how horrible and uncontrollable the hull joystick is on HTML5 for tracked hulls. This augment will remain unplayable for me. From the changes it sounds like it would be great with Heat Immunity in the right maps. Large Calibre - Wouldn't it have made more sense to remove the inmate rotation speed penalty and give it 0.3 or 0.35 rotation while shooting instead? The current version is just unnecessary slow in general for the boost it gives. At least with the mentioned settings the player can feel more comfortable stopping firing to bring their aim on the next target before starting again. It has nice DPS but it's also the one most susceptible to wasting DPS on moving targets, especially near targets.
  24. TheCongoSpider

    Let's discuss Tesla!

    One can argue that these two things combined is proof that the taser template is working. It doesn't help that this template pushes itself towards Trickster/Crisis speed boost so the experience of Brutus + medium hull will be quite different to that of medium hull + Trickster/Crisis. How would you go about trying to bridge that gap between normal speed taser vs high-speed taser? Should the gap be bridged at all?
  25. TheCongoSpider

    Let's discuss Tesla!

    Hover hulls' maximum speeds are slower than tracked hulls. You're seeing them using it with Trickster which further enhances their speed. I see Shock Therapies with both tracked and hover hulls. A reminder that for all these years, an augment being "exotic" primarily means that it was new, not that it is overtuned.
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