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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. The Booster interaction change topic has been updated, here is the new list and what you can look forward to after the update later. As you can see, the list is now shorter has the Booster nerf coupled with the new turret damage spushes it to the edge but not quite enough. Many more major interaction changes will now be seen when using a maxed turret with Booster and Adrenaline.
  2. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 09/06/22
  3. Crisis and Trickster gave an additional 30% boost to acceleration when activated. This boost was reduced to +10% in December and now the boost is being removed. All it means is you will take a bit longer to reach your fast maximum speed than you do now.
  4. Now is a very good time to suitably address the drone situation in the game. The drone and supply update made some drones more worth using in a vacuum, but the problem persisted and forcefully stayed when containers were nerfed shortly after. The problem was that every drone has the same upgrade price. What is the point of spending at least 1 million crystals on Assault if Hyperion does everything it does better, and MORE? What is the purpose of spending at least 1 million crystals on Sprinter if Trickster does the job of capturing objectives better and MORE? These drones are at the top of this drunken ladder due to them being more costly to maintain. It's costing the same arm and leg to upgrade as a weak drone and its power gets justified behind further costs to maintain it over a long period of time. Now that Defender has gotten nerfed, Trickster not having as much burst of speed as before and the turret rebalancing shifting less in favour of Booster's influence, it's time to do something about this abhorrent drone system. Sprinter - 1 speed boost consumed per activation. Remove that. Lifeguard - 2 repair kits consumed per activation, which happens significantly more frequently now with the recent change to it. Reduce or remove that. Blaster - 3 mines consumed per activation. Remove that Saboteur - 7 mines consumed per activation. Reduce that. Assault - 1 boosted damage consumed per activation. Remove that. Defender - 2 boosted armours consumed per activation. Reduce that Booster - 2 boosted damages consumed per activation. Reduce that Trickster - 2 speed boosts consumed per activation. Reduce that. After reducing these, either buff the lower-tier drones so they are actually worth upgrading, or take the safer route for game balance: significantly reduce the price to upgrade every drone besides the top 5 in the their respective rung of the ladder. 500,000 crystals for Driver, Engineer and Trooper is egregious. 1,000,000 crystals for Sprinter is nonsense. It's about time some variety be had for drones in the game. You're not going to get variety if you keep these exorbitant prices for little payoff.
  5. Supposedly, mobile has an additional upward/downward auto-aim angle of +1 degrees on the turret, and +5 for horzontal. Seeing that it does not go into detail about the change, it may be that it is getting changed to 1 degree upward and 3 degrees horizontal. This was taken ~1 year ago as the maximum horizontal auto-aim mobile could achieve. Seeing that the Patch Note stated 6 degrees, it likely means it has not changed since then. It may get its comeuppance when Assault Rounds and High-Precision Aiming System inevitably get changed into 245k augments. Just have to be patient until that Patch Note comes, I guess.
  6. Devs 2 weeks ago: Devs now: Where is Short-Band Emitters' complementary nerf to its arcade damage?
  7. TheCongoSpider

    Let's Discuss Striker!

    Hard luck. There are many other outdated augment descriptions in the game.
  8. TheCongoSpider

    Let's Discuss Challenges

    Helios was just released 2 months ago and intentionally unbalanced to boot. Highly unlikely they put in the challenge. If it's Ricochet, then Sizzling Field or Cryo Field sound like they may come. If it's Twins, then Vaporiser, Tectonic Plasma or Plasma Turbo Accelerators may realistically come. If they are generous, they'd put Magnetron, Cryotron or Plasma Disruptor.
  9. TheCongoSpider

    Let's Discuss Thunder!

    It's...reasonable, when you compare it to what Sledgehammer, SCCM and Adrenaline can do on their own. You get to weaken an enemy with a critical hit then follow up with a normal shot. It's reasonable because this critical damage is very weak and comes ~2x less often than it does for the other Thunders since all of relevant your critical chance paramaters are halved: Max chance: 30 -> 15 Initial chance: 30 -> 15 Chance step: 5 -> 2.5 So, with Thunder currently, you have some variety as it stands. Slightly faster reload with fast projectile speed and higher impact force with no splash with Subcalibre, spammable, lower damage shots with retained high critical damage with SCCM, being able to have 1,000 base normal damage when not at full HP with Adrenaline, short range high burst with Sledgehammer, and intermittent weakening of an enemy with Pulsar. Is it worth buying? If you're looking to dominate, no it is not buying.
  10. TheCongoSpider

    Let's Discuss Thunder!

    Both work great because Thunder's damage is very close to a barrier, though it being close to a barrier is what makes it dominate with Booster. Try out Adrenaline with your Defender. You'll be able to start one-shotting light hulls at 96% HP and live longer as a bonus.
  11. TheCongoSpider

    Let's Discuss Ares!

    Unfortunate reality is the otber OD are now forceful counters to it. They'd rather make intermittent hard counters than actually toning it down apparently.
  12. TheCongoSpider

    Let's Discuss Thunder!

    That was recorded before the second 50% discount weekend. The first weekend had troubles for players entering the game so that might explain it. For sure Shaft and Thunder protection usage went up after the sales.
  13. TheCongoSpider

    Let's Discuss Thunder!

    No. Turrets with damage falloff have maximum and minimum damage ranges. Within between point blank and the stated maximum damage range, you will be dealing 100% of your damage. After you pass the maximum damage range, your damage starts falling off linearly until you reach the minimum dmaage range and its stated weak damage %. For mid range turrets, that is 80m of maximum damage range and 120m of minimum damage range at max with a weak damage % of 25%. That means between 80m and 120m, your damage will drop linearly towards 25% at 120m. Sledgehammer only decreases the MAXIMUM damage range by 80%. So yes, you are correct that 0-16m is where you will be dealing 100% of your damage, but, because the maximum damage range has been shifted so far upward, your damage fall-off will begin earlier, but will be slower. Your damage will be falling off from 100% to 25% across 104m. This is esentially what the previous Sledgehammer was doing. SCCM directly reduced your damage per shot by reducing your base damage. Sledgehammer indiretly reduced your damage per shot by making your shot's damage fall-off range happen earlier. You'd be dealing Stock Thunder damage at melee range but less than 100% after that. The current Sledgehammer still does this, but with the benefit that it significantly increases the normal damage in exchange for critical hits and reload buff being removed. That high damage is falling off slowly, so you still have a sizeable range to deal relatively high damage. At max, a Sledgehammer will be dealing 750 damage (the main damage barrier of Thunder) at 84m, That's slightly more than the range at which Stock Thunder will be dealing 100% of its damage (990). Booster and Crisis help to increase that range. Booster increasing that specific range from 84m to 93m and Crisis increasing it from 84m to 101m. Here is a video showcasing its potential with the Booster drone.
  14. TheCongoSpider

    Ideas for Augments!

    Current Dilatory Protocol parameters have existed for ~9 months. I didn't deny that the augment was a defensive augment. The ball speed being slow already implied that its forte was holding onto a specific part of a map better than the other Teslas. One of the things I don't like about the current game balance is that certain augments do not possess anything unique to have them stand out against the other augments of that specific turret. Some examples would be Shock Freeze vs Adrenaline Freeze Reinforced Gun Carriage vs Automated Gunpowerder Loading Mechanism Vampire Nanobots vs Nanomass Reactor Short-Band Emitters/Rapid-Fire Mode vs Light Capacitors Autocannon vs other Smokies Dilatory Protocol also falls under that as its use was very limited outside of using it as a defense augment in one position all game. My goal was to give it something unique while adhering to its gimmick of controlling an area. The only way to go about this without touching ball lightning reload (again, was problematic with a fast reload), was giving it slightly more range than other Teslas, so that it can connect faster to other tanks and other Tesla balls. So I wanted an opinion on this, whether Dilatory should be changed to this or should be changed at all. Your responses appear to be in support of leaving Dilatory Protocol as a primarily defensive augment In any case, Tesla will have a point where its Minus-Field augment will be increased from 149k crystals to 245k crystals so you have that Patch to look forward to in hope that they do buff Dilatory Protocol to be more suited to your taste.
  15. Do you consider Railgun overpowered or do you consider Scout overpowered?
  16. TheCongoSpider

    Ideas for Augments!

    That's an overly cynical way to interpret why an augment is put into the free tier of a challenge. ? Tesla has been available for purchase for 10 months. You can't use that (awfully convenient) excuse. Got it. So in our opinion, Dilatory Protocol should remain a primarily defensive augment?
  17. Sandbox Remaster is back in MM. I was attempting to take a screenshot then I got this error.
  18. TheCongoSpider

    Let's Discuss Overdrives

    Yes. It gives a 90% damage reduction to incoming enhanceable damage. True damage, which is neither affected by damage reducers nor enhancements (supplies, Adrenaline) will ignore it, as the dome is a damage reducer. True damage sources are Wasp, Hopper, Crusader, Hunter, Ares and Mammoth. However, turrets with high critical damage during Supercharge, like Freeze and Vulcan, can potentially be able to take you out if you don't kill them in time, especially if you popped the dome at a low HP.
  19. TheCongoSpider

    Tanki Online turns 13!

    I didn't. I just opened them like I normally do. For what it's worth, all 3 of the exotics came from the token of apology UCs. That Crusader XT was the only one to come from somewhere else (special missions).
  20. TheCongoSpider

    Bugs and Glitches Reports

    It's a known bug, yes. If you would like to have the visual icicle removed, go to your garage and come back out, i.e "change" your equipment. It goes away on mobile but I'm not sure if that works on PC. Try it anyway.
  21. TheCongoSpider

    Tanki Online turns 13!

    Viking Ultra - 2nd Lieutenant account Armadillo - Legend 1 account that only use one turret and barely has Mk7 modules as it is. Thunder Ultra - On this account which I swore not to upgrade Thunder so Tanki decided to give me 3/4 skins for it. After completing the special missions on another account I got this. This account uses Crusader so I would say this was the only exotic that was worth the pull.
  22. TheCongoSpider

    Tanki Online turns 13!

    I still have UCs yet to open over the coming weekend but I thought I'd share my drop rates from UCs so far. This sample encompasses UCs obtained from the Ultra Weekend before the birthday celebrations, the UCs from the Players vs Developers livestream, TO birthday special missions and the two tokens of apology. Total opened: 769 Drop rates: I think this is the closest I've gotten to the stated probabilities in all rarities. The best part is that I'm once again getting Legendaries and Exotics. The last time I got an Exotic must have been sometime mid-2021.
  23. Awwww ? Well thanks for the information. You can close the topic now.
  24. Are you certain this is up-to-date? For comparison, I do have 4 GB of RAM but my processor is Intel® Pentium® Processor B970, 2.3 GHz.
  25. Do you know what the 2022 minimum requirements are for Tanki?
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