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Everything posted by TheCongoSpider
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Basically this, kinda like what the devs use when they're showcasing some stuff on the Test Server, but it's in the chat log rather than popping up on your screen. Let's wait until the patch note in about half an hour. All of this could be saved for a future update and could change. I forgot to mention a few things. Gauss' salvo and Shaft's sniping shot no longer advanced their critical chance step. Only arcade shots did. And it seems they had a new mechanism for shutting off critical hits for augments after the critical damage update in 2021. Uranium, Shock Freeze and Sledgehammer Rounds showed this OFF with each roll. The original no-critical hit augments, Assault Rounds and Hyperspace did not.
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Visible changes in the Test Server: Current critical chance is now shown; it is now possible to see if the next shot will be a critical hit Tesla, Hammer, Ricochet, Twins, Thunder, Vulcan, Smoky, Striker, Magnum, Shaft, Gauss and Railgun now advance the critical chance step when firing the turret instead of only when an enemy is hit It is now possible for the above turrets to lose a critical hit with a miss Firebird: Firing at allies now advances the critical chance step It is now possible to miss a critical hit when firing at an ally's hull Freeze: Firing at allies now advances the critical chance step It is now possible to miss a critical hit when attacking an ally's hull Isida: Healing an ally now advances the damaging critical chance by +2% It is now possible to miss an attacking critical hit when firing at an ally's hull Railgun: Round Destabilisation: Minimum critical chance increased from 0% to 30%
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Those are your critical chances while you are hitting a target. The IN.PREP is stating your starting criticla chance after you spawn there is 30% for Thunder and 1% for Terminator. The ROLL is when you shoot and it shows you whether it crits (T) or not (F).
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Tesla was in UCs for about 2 months.
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category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Zapping allies with Tesla allows you to extend your range past melee. That is already enough of an advantage. Hunter is already plenty powerful and has the fastest Overdrive charging rate in the game. If it's to get anything positive after this, its charging rate would need to be reduced. -
Monochrome might be the only paint I'm willing to spend 700 Tankoins on a BP for if it has no other rewards I want.
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Make Legendary alterations purchasable for crystals?
TheCongoSpider replied to King.David in Archive
That's reassuring to hear. ? -
Make Legendary alterations purchasable for crystals?
TheCongoSpider replied to King.David in Archive
Surely the price for each augment won't be fixed, right? Some legendary augments already powercreep each other, or in some cases, make the turret worse than if you were using Stock. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Premium increases the limit by x5. The base limit varies by 600 crystals between each rank and starts at Sergeant. -
I know exactly why you're upset about the Booster change. I offered a temporary solution for you to reobtain what you've lost. It is up to you if you want to make use of that solution.
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Well rather than coding an exception for a specific turret, I would imagine buffing an already established parameter would be infinitely easier. Gauss did used to have a 2-second aiming recovery time and that was one of the reasons why it was easy to use and casually powerful back in 2019/20.
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Looking at it from two weeks ago to right now: Thunder became strong Vulcan's normal DPS now ranges from 293 - 733 instead of 293 - 800 Striker has received a nerf to its firing rate and acquisition time in the lower modifications Railgun has had its normal damage improved quite a bit with a reshuffling of its augment parameters to suit. Its average critical chance per lifespan has been lowered. Gauss received a slight damage boost in the salvo damage, but its acquisition time, arcade reload as well as its splash damage distribution and salvo recoil have been made worse. Magnum's splash damage distribution has been made worse and its firing rate slightly lowered. Its criticaldamage is now higher than its normal damage. Shaft became worse at lower modifications with a buff to Short-Band Emitters and Rapid-Fire Mode, which the latter got nerfed on Friday. Lifeguard now activates more often but heals for much fewer HP Everything else is the other turrets getting damage buffs/nerfs to facilitate the change for Booster becoming 20 units of damage enhancement instead of 30. Frederik posted the link for the Patch Notes. It would be best to read them yourself, or get an idea of what might have happened while you start playing again.
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Which update are you referring to specifically? Lifeguard was changed 2 weeks ago and there have been 2 Patches since then.
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This is the final tally. 940 Ultra Containers opened over the past 21 days. Total opened: 940 Drop rates: This is the most successful and true to the stated drop rates I've ever gotten. It's a shame that 3/4 Exotics came from the tokens of apology UCs rather than naturally from missions but I'm glad that they actually exist. The Commons outnumber the Exotics as per usual.
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I was wondering what that was! That has caused me to miss many shots as well.
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You could have also purchased it as well just like every other crystal augment if you use a handful of turrets. They've been in the rare section of containers for half a year. If you're an old active player surely you'd have that in your garage for the turret you use most by now.
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Are you not using Adrenaline or something?
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So it sounds like you want the aiming recovery time to be increased, Considering that Gauss' forte of having generous splash damage distribution has been removed and its reload and acquisition time being increased, I think this suggestion is understandable.
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Can you use scope mode with the Rapid Fire augment for Shaft?
TheCongoSpider replied to qwds in Archive
What is the username of this account? Frankly, no, not with the current settings of Shaft. And if this is a new account, you need not focus on augments for a while. Continue upgrading your Brutus and combo of choice. Augments come later, and by then, balance changes may occur to them to make them either stronger or weaker overall. Shaft doesn't scale as well as it used to throughout the modifications so having it as far as you can early helps. That is Short-Band Emitters' forte now, sadly. -
Just yesterday we had a turret damage rebalance. I wonder if Scorpion's parameters changed alongside everyone else's too. I'd like to see what the parameters before today were.
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Can you use scope mode with the Rapid Fire augment for Shaft?
TheCongoSpider replied to qwds in Archive
Short-Band Emitters or AP Shaft if you have it. AP Shaft requires you to use the sniping shot on the target beforehand, though. I need to ask, is the acount you're using the one that you are posting on? Or do you have an account with a higher rank? -
Can you use scope mode with the Rapid Fire augment for Shaft?
TheCongoSpider replied to qwds in Archive
It has a -66% minimum and maximum sniping damage and each sniping shot consumes 1,000 energy instead of "charging energy + 200" like the other Shafts. Coupled with the fast energy recovery, this discourages you from using the sniping mode and instead only use arcade shots. Even before this change, you would not really see people using the sniping mode with it in gameplay videos because it is specifically tailored for use with arcade shots. If you wanted to snipe, you would have gotten more efficiency with the other augments. -
Well the point was that you get a tank-weakening status effect on crits without having to actually bounce it. You don't have any downside that encourages/forces you to bounce the shot in order to justify using the augment compared to before the rework where you only got AP on the bounce. It's much harder for me to use Stock Twins than to use Ricochet, and also much harder for me to dodge Ricochets than Twins. Most of Twins' augments all come with downsides to its DPS. Most of Ricochet's augments just add to that already good DPS. Biggest difference being Helios vs Plasma Turbo Accelerators, Beserk vs Heavy Plasmagun. In the latter example, a Heavy Plasmagun will win if the enemy is stationary but as soon as they start moving, the Beserk has a huge advantage. That changes with each balance change and different combos function better at different ranks because they scale differently through modifications. Add augments and drones to the mix and it becomes even muddier.
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I don't really use DPS (even though it can be a convenient indicator) with turrets like Thunder. Rather I look at their damage per shot. SCCM received a big nerf on Friday that once again, pushed its maximum base damage below 667, meaning it once again needs 4 shots to kill a light hull on equal footing. That's a significant nerf and it's no longer enjoyable for me.
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Ricochet is overpowered currently, yes, but it's unfortunately being justified with other turrets having their power increased as well. What's overpowered with Ricochet is specifically its augments and the way the devs decided to balance its status effect ones. The main culprits are the burst damage ones: Plasma Torch, Beserk, Helios. Ricochet's energy parameters were reworked to deal with multiple fire fights during a lifespane. You get fewer shots than before with a full clip, but your critical damage is increased to partially offset a few of the missing shots, and your projectile speed has been noticeably increased to make sure you're accurate. WHen you're done, you only need to wait 4.3 seconds to be able to shoot another 15 in total. Plasma Torch went from annoying but balanced because it had no longevity, to overpowered because you get a 4.3-second reload on your burst damage. Beserk's gimmick died when they gave Ricochet a fast energy regeneration, so they allowed it to have a purpose in another direction by increasing the firing rate to match the previous penalty. The thing is, increasing the firing rate and not decreasing the damage gives it a net damage boost. There is less of a downside to this than people might think. You have fewer shots, yes, but you expend them faster and catch people off guard. They have less time to react. Helios is what you get when someone decides p2w players should have their own tier of Plasma Torch. You end up with a Ricochet that has a very fast proectile speed, long range, no direct damage penalty, and shoots 7 times in under a second. Two of them are somewhat manageable. The other is not. Ricochet's status effect augments are fortunate in that they have no relevant statistical downside. It's simply Stock Ricochet (which is already potent) + status. Sizzling Field gives your enemy afterburn damage to worry about which makes them use a repair kit earlier. You can still burn them after that. Cryo Field reduces enemy movement for you to hit them better and reduces their damage output against you. They tried to balance it by taking away all of its Ricochets which was fine. It had risk, but now it does not as they gave it one ricochet (that's all it needs with such a short range. AP Ricochet alongside getting AP on bounced shots will also get AP on critical hits. So now there is no wrong way to use the augment. EMP Ricochet is Stock Ricochet but if you so choos,e you canbounce a shot and your enemies' supplies are turned off. Stun Ricochet is a statistically better version of Destabilised Plasma. Pulsar gives you all of that on a critical hit which allows you to follow it up with normal damage on the unprotected enemy. Ricochet is in a very good spot right now compared to Twins and Hammer. You are describing Helios in both of these examples.
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