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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Tanki Online V-LOG: Episode 346

    So we're really getting those 13 augments, huh? How did a mechanically simple turret whose 2/3 existing augments did the same thing in different ways, become able to spawn 6 more unique augments? If Thunder can do this then I guess that 2-missile MLH Striker and that 3-shot Duplet Hammer is even more likely to come now.
  2. TheCongoSpider

    Challenge accepted!

    They have to not have Scorpion in their garage to be eligible to win the challenge.
  3. TheCongoSpider

    What to buy? Which is better?

    Use it again, it has been fixed (it was following Stock's critical hit rate rather than its own). It likely sucks with Brutus but if you have a drone that gives you infinite Boosted Damage uptime, you can establish a presence on the field. For sure, random players should stay away from it for the time being. Its purpose unfortunately gets powercrept when you apply Booster to Round Stabilisation. Current safe picks for Railgun augments are Scout, Death Herald and Round Stabilisation.
  4. TheCongoSpider

    Secret party is coming back!

    Did it on 21 accounts. 3 out of those 21 picked 13 UCs as the prize. Out of the 39 UCs, 32 of them were uncommons.
  5. TheCongoSpider

    UFO day

  6. TheCongoSpider

    Let's Discuss Drones!

    Spoilers are being added to the lists of outdated interaction changes. Should I spoiler the Patch Note quotes as well?
  7. TheCongoSpider

    Bugs and Glitches Reports

    Do not worry about that.
  8. TheCongoSpider

    Challenge accepted!

    Realistically barring play time, only someone with a souped-up garage will be able to do this,
  9. TheCongoSpider

    Let's Discuss Challenges

    Mk7+ Vulcan normal DPS is 733. Mk7+ PTA Twins normal DPS is ~460. The upside for Twins is a relatively higher critical hit rate, potential splash damage application and prolonged fire without statistical downside. The upside for Vulcan is higher burst damage at the start of an engagement, higher sustained damage, ability to ricochet off of some obstacles, high vertical auto-aim and prolonged fire (12 seconds should be more than enough usually). The ball is in Vulcan's court for the most part. PTA is statistically weak. If they really wanted it to be powerful on launch, the would have given it -30% normal damage per shot. If they want to be reasonable, they would put it to -50% normal damage per shot.
  10. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 01/07/22 No changes.
  11. TheCongoSpider

    Camper Drone Interaction Changes

    UPDATED: 01/07/22 No changes.
  12. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 01/07/22 No changes.
  13. TheCongoSpider

    UFO day

    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.
  14. TheCongoSpider

    Guess the new HD skin

    They said that it would be a turret first, then a hull. So the next one is likely Dictator HD.
  15. TheCongoSpider

    The New 2022 Meta

    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.
  16. 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.
  17. Do yourself (and your future teams) a favour by upgrading and equipping your Brutus drone. 6,000 GS is too low for a Generalissimo.
  18. 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.
  19. 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.
  20. TheCongoSpider

    Let's Discuss Smoky!

    @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.
  21. TheCongoSpider

    Scorpion. Early access.

    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?
  22. TheCongoSpider

    PRO battles update

    Welcome back. It was done in this Patch.
  23. TheCongoSpider

    Let's Discuss Drones!

    Good idea. I will use spoilers for all except the list that is currently active. ?
  24. TheCongoSpider

    Complaint Book

    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.
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