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Everything posted by TheCongoSpider
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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.
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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.
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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.
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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.
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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.
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Do you consider Railgun overpowered or do you consider Scout overpowered?
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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?
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Sandbox Remaster is back in MM. I was attempting to take a screenshot then I got this error.
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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.
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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).
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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.
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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.
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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.
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Was it ever explained what causes the no-damage bug when entering battles?
TheCongoSpider replied to TheCongoSpider in Archive
Awwww ? Well thanks for the information. You can close the topic now. -
Was it ever explained what causes the no-damage bug when entering battles?
TheCongoSpider replied to TheCongoSpider in Archive
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. -
Was it ever explained what causes the no-damage bug when entering battles?
TheCongoSpider replied to TheCongoSpider in Archive
Do you know what the 2022 minimum requirements are for Tanki? -
Was it ever explained what causes the no-damage bug when entering battles?
TheCongoSpider replied to TheCongoSpider in Archive
Presumably low-end laptop. -
Was it ever explained what causes the no-damage bug when entering battles?
TheCongoSpider replied to TheCongoSpider in Archive
Ouch, I guess this might be my issue here. -
It's only "useless" if you're somehow using an Mk1 Striker at Legend. Nothing changed for Mk7+.
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Reverting all of the changes made to it is not an option, unless you want them to go back to flooding battles and making bases unleavable? Dilatory with fast ball recharge was instantly problematic. I'm not quite sure I'm understanding this part. Are you saying that Dilatory getting these changes will make it unplayable? Or are you saying YOU won't be using it? You can't make a quick buck off of it if it's for crystals and was in a challenge in the free tier less than a month ago.
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Was it ever explained what causes the no-damage bug when entering battles?
TheCongoSpider replied to TheCongoSpider in Was it ever explained what causes the no-damage bug when entering battles? Archive
It's really frustrating having an FPS-laggy experience, joining a battle after almost two minutes, only to not be able to deal damage and have to take 2-3 minutes to get back into the battle. Was it explained what causes it and what remedy is has besides clearing cache? -
There's not much you can do about the camping bit. It is baked into the augment's parameters for it be good at holding a specific point. At best you can tweak the augment parameters so that it becomes comfortable to use for offensive purposes and less comfortable to use for defensive purposes.
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We're all familiar with those Teslas that stay in particular parts of the base, endlessly holding down their firing button. That's what Dilatory Protocol was reduced to after its nerfs last year. It has little practical usage over the other augments that have the same availability as it. I'd like to suggest these changes to it so that it can now be used as a viable offensive option while decreasing its camping comfort a bit. Current: New: Dilatory Protocol's distinction against Minus-Field, Acceleration Protocol and Adrenaline will be that it has slightly more reach than the others outside of a ball and with a ball due to the increased unavailability of its own ball. Where other Teslas can easily deploy a ball when an engagement begins, a Dilatory will not always have this luxury. This will have it more dependant on ally/enemy balls. Those that use it for camping will notice some discomfort when attempting to deploy a 2nd ball in cramped spaces (middle castle of Cologne, castle walls in Yorkshire, etc.) but it is made up partly by the slightly increased range. These new settings will make it uncomfortable for camping use with the Mk1, Mk2 and Mk3 modifications but that should not be a problem in the big picture because you unlock augments by the time you should be at Mk3 and new players using it won't immediately go to camp with it. What do you guys think? Would it be too powerful? Would it invigorate you to try it out for more variety of offensive Tesla gameplay?
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I don't hav- well, I did obtain it on one of my alts from the token of apology UCs, but that has 40,000 crystals to its name. Armadillo is not something that is on my plane of existence so I do as if it doesn't exist. If I did have it and the crystals to upgrade it, I would put it at medium-high priority if I had the 4th slot and meta combos to go with it, seeing that many of the turrets in the game have more than a x1 critical damage multiplier and some of those that don't have high initial and maximum critical hit chances.
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It could be it having high critical damage makes its impact more noticeable. Nothing has changed with Striker's critical hit rate since December last year. Hard to say because everything is burst damage nowadays. I have all modules on a few accounts and I switch to certain ones only under certain conditions. Low priority means I'll only switch to that if the enemy team has multiple of them. Firebird - Low priority. Has major range limitation and part of its damage output can be mitigated with Heat Augments. Freeze - Low priority. Has major range limitation. The high critical damage leaves you at the mercy of chance for if your module does its job well and it also reduces your damage output regardless of how frozen you are. Might as well try to get the good damage during the polarization from your repair kit.. Isida - Low priority. Has major range limitation and limited longevity when attacking without Vampire Nanobots. Isida protection has always been on the low end of use because there's nothing huge to protect yourself against. Tesla - Medium priority. Melee with infinite ammo, the ability to intentonally and unintentionally extend its range and has higher burst damage than the other melee turrets. Weird thing about this lately is that some maps are devoid of Teslas while others are filled with them and you can't access a certain part of the map without protection if they congregate there. Hammer - Low priority. Its recent rework reduced its effectiveness in heated 1 v 1 engagements. It's not as scary as other things unless it has a relevant augment equipped. Ricochet - High priority. Recent rework to it and its augments make its damage output even more front-loaded and accurate, with Plasma Torch and Beserk turning into burst damage options with practically infinite ammo, and Helios' ungodly existence which has been increased with the recent token of apology UCs. Twins - Low priority. The first line of defense against a Twins is movement. Unless you're using a heavy hull or are trapped in a secluded part of the map, you can dodge some of its DPS. Mainly becomes a problem if there are multiple of them or if there is a Magnetron/Cryotron on the enemy team. Smoky - Medium priority. Smoky's augments has been receiving buffs and most of them are very potent when they mix their critical hits with the normal hits. Smoky is due for its own rework in the near future so I'd be careful. Striker - High priority. Still OP as it was last year, except MLH has now been properly toned down. You are still at the mercy of chance however due to its high critical damage. Thunder - High priority. Putting it frankly, Thunder has gotten steroids. High normal damage bordering on the 1,000 barrier, High maximum and initial critical chance. Critical damage that synergises with the normal damage against light hulls. Sledgehammer Rounds current effectiveness. Higher impact force than Assault Rounds Smoky. It would be wise to get this since Thunder is a staple turret in the game and now it is strong for 2021/22 standards. Vulcan - Medium priority. Similar to Twins, the first line of defense against a Vulcan is movement. Its critical chance has been reduced to 2% and needs ~0.6 seconds worth of projectiles to bring its critical chance back up to 2%. As such, it is now more normal damage-oriented and fares worse against protection modules. It being a fast firing turret will have your repair kits being interrupted quickly so modules also help against that. Shaft - High priority. Short-Band Emitters' new damage output and RFM being a f2p Helios clone makes this module currently a must-have if you want to survive them. You are up to chance as Shaft's maximum and initial critical chance is 30% with ith having increased critical damage. Gauss - Low-medium priority. Gauss has dropped down from its former self now that its AP and EMP augments have been tamed and its sniping paramaters being harder to pull off. Its sniping damage output however has been increased with Booster breaking both the 4,000 damage barrier with the salvo and the 1,500 barrier with the arcade. It's upto you if you deem the turret dangerous enough to invest in this module. Magnum - Medium-high priority. Its maximum splash damage radius has been decreased and its firing rate slightly reduced, but it still packs a punch and shoots considerably faster than its previous state. Sometimes there are many Magnums on the enemy team while other times there are not many. Its splash damage 20m being 50% is not something to scoff at in many maps/game modes. Railgun - Medium-high priority. Its recent changes has seen its potential critical hit rate per lifespan be significantly reduced with the compensation being higher normal damage, Round Stabilisation's buff and the 3rd coming of Electromagnetic Accelerator "Scout". The main reaons for using this module is Scout and Hyperspace Rounds. Spider - I don't use this.
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