-
Posts
8 124 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
UPDATED: 01/07/22 No changes.
-
UPDATED: 01/07/22 No changes.
-
UPDATED: 01/07/22 No changes.
-
The main issue with this is that the hard set of special missions is backloaded onto the end of the event. Might be a normal weekend for some, but very strenuous for others.
-
They said that it would be a turret first, then a hull. So the next one is likely Dictator HD.
-
Due to the across-the-board damage buffs for some turrets to justify the Booster nerf, it has made some of them more powerful with Crisis since its boost did not change. The most notable major interaction change being Hammer, which went from dealing 2,808 to 3,276 damage, allowing itself to one-shot unprotected medium hulls. This allows: Blunderbuss to pass 2,000 base damage on both normal and critical damage without Booster Duplet to instantly kill medium hulls that have DA when used with Crisis Adaptive Reload to make an efficient use of its gimmick with Crisis Blunderbuss to instantly kill medium hulls that have DA when used with Camper Here are some videos showcasing what 3,000-damage barrier break looks like (take all those Scorpion videos with Crisis as examples as well, funny thing is we have next to no comparison of it without Crisis). Other notable changes with Crisis: High-Precision Aiming System one-shots unprotected light hulls with the normal damage (but who uses HPAS with Crisis anyway?) Thunder, Scout Railgun and SBE Shaft one-shot unprotected medium hulls with the critical damage (they all have relatively high critical hit rates) Magnum one-shots unprotected heavy hulls with the critical damage (same critical hit rate as the three above) The meta keeps changing with each patch note and may likely change again with the next one in a few hours. Currently, Hammer was the one that was (intentionally) created into a potential powerhouse in the past few weeks.
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Then it would be in your best interest to use your fully upgraded Brutus drone with your Mk7 Thunder so you can get as many points as possible, so you will have more crystals to spend on equipment for parkour. You will be slaughtered slower, which gives you more chances to succeed and fewer chances for enemies to breeze past you. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Do yourself (and your future teams) a favour by upgrading and equipping your Brutus drone. 6,000 GS is too low for a Generalissimo. -
patch notes Patch Update #692 - Released 24th June 2022
TheCongoSpider replied to Marcus in News Archive
More like -
You will deal less damage your maximum damage range ends at 40m. If your reload time is doubled, you will feel less inclined to use it on someone far away to deal less than 50% of your damage. Slow reload puts more emphasis on using your ammo wiesely.
-
Reducing the energy recovery rate is the obvious choice to reduce the power of a burst damage augmnt, and it fits just in line with how they like to treat powerful equipment; justifying the burst damage rather than the reload. You've seen that with Duplet, Sledgehammer Rounds, RFM, Plasma Torch and Freeze. Everything else that is strong about a piece of burst damage is amplified by its reload or how easy it is to deal. Remember Duplet in 2018? Since then, they've made sure to push Duplet away from Stock Hammer's reload every single time Hammer's clip reload was buffed. Imagine the current 30-pellet, wide spread Duplet with a 3-second reload. We saw how a fast-reload, short-medium range RFM acted in June 2020 and just a few weeks ago. We've seen how Freeze had its range, freezing rate and critical chance (further) reduced to justify its potency. We've seen how Sledgehammer had both its effective range and firing rate reduced in 2019, and had its damage range minimum damage range reduced in 2022 due to its high damage increase. There are many directions to take Helios when nerfing it. The biggest direction is a hit to its longevity. Give it a 7-8 second reload and see what happens from there. It will no longer be able to take on multiple enemies at once. If an enemy survives the initial burst, they will survive longer now that its reload has been reduced. It will be less desirable to use for long range, and gives it an actual downside for player error in accuracy. The current Helios is too olenient in that regard. Currently, there is no reason, not even a little, to use Stock/Adrenaline over Helios.
-
@2shots2kills Sorted Ammunition is now working as intended. Your initial critical chance is 100%, and you will advance your chance step on any shot. However, this means that it is possible for to miss a critical hit and start back from -200% minimum chance. It is both a blessing and a curse. If you want to use it to its full potential, you wil need to be very accurate with your critical hits. It's certainly an easy task to perform with how much Smoky's projectiles like to ignore hull hitboxes. ? From spawn, you'll want to take advantage of your critical hit. Afterwards if there are no enemies to shoot, you attempt to queue your current chance to 0% (shot #3 after a critical hit). From there, you can engage an enemy and have a critical hit on the second shot. If the first shot happens to miss, then you will be able to re-aim for the second which will be a critical. This is especially handy for current Sorted Ammunition players that use Booster. If both shots hit, you will be able to kill an unprotected medium hull with your normal and critical damage. I like the current Sorted Ammunition but it is really frustrating to use when your Smoky projectiles often decide to have the radius of a Vulcan projectile. And then you have this; whatever they have been doing to Sorted Ammunition since January, it has been affecting the other Smokies, positively. After respawning, there was a chance that your Smoky will deal critical damage on its first hit. Not only was it good for a boost in damage, status Smokies were able to weaken opponents that were near them straight out of spawn. This has been fixed, evidently, as of Friday. But with Sorted Ammunition receiving the ability to advance its chance step on every shot regardless of missing or not, it seems the other Smokies have inherited that in some way. Of course, this benefits status Smokies even more, what with them no longer having a critical damage penaltyto go along with their potent effects. EMP/AP/Cryo Smokies are more formidable now as the overall crit rate has increased. Assuming it works the same as Sorted Ammunition, you have a much more leeway for not accidentally shooting critical hits because their maximum chance is fixed at at most 50%. Sorted Ammunition got a buff and a nerf. The other Smokies, namely the status Smokies, got quite a buff. That also includes Paralyzing Rounds. It doesn't seem to have the -50% chance step penalty anymore and gets critical hits roughly the same as the other Smokies now. Unfortunately, Supercumulative Rounds is for some reason quite behind Paralyzing Rounds despite their downsides being very similar. Maybe this is a big or unintentional. All signs point to it being intentional if you ask me, but Supercumulative must be looked at. Its penalty has been too high for far too long. I would imagine that if Smoky's hitreg gets fixed, it will become a top turret (for those who can aim) with these current parameters.
-
With all these nerfs, have you thought of how it will feel to play it when Scorpion modules inevitably become more commonplace in the next few months? Maybe you were using the Explosive Shells augment?
-
Welcome back. It was done in this Patch.
-
Good idea. I will use spoilers for all except the list that is currently active. ?
-
I am not defending them; I am stating a fact. Players often pull numbers out of their rear when giving their feedback on things they can't conveniently record and quantify, myself included. On things that can be quantified, like the drop rates of each rarity of your sample of containers, it is advised you should, on the real servers, not the test servers. If you want to find credible drop rates of a sample of containers, you do not use the test servers. Despite how I may sound, there are many things I do not like about the current Tanki. The biggest one which encapsulates most of my grievances being what you've mentioned earlier, a lack of transparency with the playerbase. If the quote was referring to my explanation to max6782 about why Helios may have been buffed in the last patch, I am stating the pattern of changes they have abided by for the past year or two. Thunder and Ares being two recent examples. We will never truly know the reasons for changes (outside of additional notes at the end of certain adjustments) unless they start being transparent with their stats, i.e win rates, play rates, kill rates, etc.. The best we can do is infer to the best of our capabilities why a change was made. A conclusion for a dubious change is usually seen in the subsequent weeks after a change. A problem with that is many players' patience have surely run thin by now.
-
We do not know the exact probabilities of intra-rarity rewards.
-
Gotta keep in mind that this is specifically with Crisis. A normal Scorpion with Brutus would not be one-shotting medium hulls. They would be able to counter with DA + repair kit and live significantly longer, as well as being able to use a protection module against it. That's pretty much the issue with Booster and Crisis, Booster less so now. They take an otherwise fine turret and intentionally make its damage output "overpowered". I will reserve judgement of the turret as it is now until it becomes available for crystals. Right now we are seeing how it does against people with no protection modules, specifically with people using it with Crisis because that's who this Early Access period is for. They get a free damage barrier break with Crisis and no protection modules to stop them. They get to eat well for the new few months.
-
Correction: It is only worth it if you are willing to exercise some variety and use Adrenaline augments on your turret of choice with it from time to time. The whole reason it got nerfed was to offset other turrets getting across-the-board damage buffs and to reduce some of its effectivness with certain equipment. In the process, this created some variety where you receive what you lost easily via Adrenaline. But people don't use it with Adrenaline, or even realise Adrenaline exists when they want to use it with their status/burst damage augments only. Booster is still a top drone and does its job. What is askew now is the cost:reward ratio, which surpirse surprise, many other drones have been like that for YEARS while Booster pranced around at the top. This setback people are having with Booster is completely reworkable, but players aren't willing ton exercise variety when they have it. If you want to attack with Shaft, you wouldn't use a heavy hull. Your speed is limited and you are using a medium-long range turret on a slow hull, or Mammoth specifically. It's an odd combination to want to have for offensive purposes. What account are you using now because the account you're posting on has been at Warrant Officer 3 for a long time. If your account rank is low, do not bother with any drone besides Brutus for a long time. In any case mid-long range turrets, especially on heavy hulls, favour higher damage output, whether that be with increased damage via Camper, increased uptime on Boosted Damage supply via Assault, Blaster and Hyperion, or a combination of both with Booster.
-
The Test Server drop rates are not wholly indicative of the real server. They are able to change the drop rates on the test server to anything they want, as evidenced in the past with certain Ultra Containers givving tons of Legendaries/Exotics in certain pulls or the first opened UC giving a pre-determined reward.
-
Assuming there is no asanine analytic that shows Helios is underperforming, the best case scenario is a preparation for a nerf. They love to give strong things unnecessary buffs only to counter that buff with a nerf a week or two later. They do some changes in steps, slowly changing the way an augment or turret is played. These changes to the Ricochet augments have had Destabilised Plasma receive 1 ricochet for some reason, and allowed the status augments to replicate specifically Destabilised Plasma. Helios getting a ricochet is probably a going to be useful after whatever nerf they decide to give it. Isida had its critical hit rate significantly nerfed a few months ago for no reason. Seeing that it wasn't "overpowered" outside of Vampire Nanobots, it is safe to assume it is preperation for a future rework that will have it deal increased critical damage. Or, they will just change around the critical hit rate to suit whatever new settings they're goinna use and the non-Vampire Isidas would have suffered for months unnecessarily.
-
I've fought 2 different Scorpion users so far. The turret isn't that horrid on paper, but oh boy when you start adding extra damage enhancement on it via Crisis, y'know, the drone used by the target audience of this Early Access period. It becomes obnoxious if you do not have protection against it. When the module becomes accessible via sales, the situation should be better, but again, it's another obnoxious, sudden big-damage addition to the game. I haven't seen anyone use Missile Launcher "Wolfpack" yet.
-
patch notes Patch Update #692 - Released 24th June 2022
TheCongoSpider replied to Marcus in News Archive
Why must it be a direct springboard for the status augments? Why couldn't it have kept the +20% projectile speed to distingush it from the others given that it has nothing else? It's not bad, but I can't say I'm a fan of the current Destabilised Plasma. It should at least get its speed back. Good job. Let's see if it can be kept up in the coming months. I can confirm that it is working properly right now. And it would seem that this mechanic was also distributed to the other Smokies? It would make sense since the very first attempt at making Sorted Ammunition work this way lead to the other Smokies' critical chances behaving weirdly. Now that this is working... ...it's time to really fix Smoky. THIS is happening to Smoky. There are far too many times where I have missed shots I am supposed to be hitting, especially against Vikings, Hunters and Paladins, especially Vikings. It's needlessly frustrating to use Smoky on PC. -
patch notes Patch Update #692 - Released 24th June 2022
TheCongoSpider replied to Marcus in News Archive
It's the same reload as Gauss' salvo. -
Unfortunate common.
Jump to content




























































