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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. Ouch, I guess this might be my issue here.
  2. TheCongoSpider

    Let's Discuss Striker!

    It's only "useless" if you're somehow using an Mk1 Striker at Legend. Nothing changed for Mk7+.
  3. TheCongoSpider

    Ideas for Augments!

    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.
  4. TheCongoSpider

    Was it ever explained what causes the no-damage bug when entering battles?

    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?
  5. TheCongoSpider

    Ideas for Augments!

    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.
  6. TheCongoSpider

    Ideas for Augments!

    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?
  7. TheCongoSpider

    What to buy? Which is better?

    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.
  8. TheCongoSpider

    What to buy? Which is better?

    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.
  9. TheCongoSpider

    Let's Discuss Ricochet!

    The shot reload penalty was reduced from +20% to +15% in the augment update of April 2020, and was again reduced from +15% to +10% to help facilitate its presence among the other Ricochets who had their damage more front-loaded. I've tried to use it again afterits needed buff but I still prefer Adrenaline to it. And now funnily enough, Adrenaline now gets beaten out by Plasma Torch and Beserk because of unga burst damage. With that said, every Ricochet augment is now good in a vacuum, including Destabilised Plasma who finally got its splash damage distribution fixed after 4 years.
  10. TheCongoSpider

    Let's Discuss Drones!

    How effective your "top-tier" drone is depends on the equipment you use alongside it and the role you want to play in a battle. Some equipment combos work better with certain equipment than others. The top drones statistically in the game undoubtedly are Booster, Defender, Trickster, Crisis and Hyperion because they cover up particular weaknesses in a combination that would be apparent with Brutus. A Railgun Viking with Trickster will not see as much of an increase in utility as a Freeze Viking. A Broadband Radiators Isida will not have as much longevity as a Scout Railgun with Crisis. Booster - positively changes your major interactions against enemies = you kill them faster = less time for enemies to deal damage to you = survivability indirectly increased. Defender - positively changes your major interactions against enemies = they kill you slower = more time for you to deal damage to them = survivability directly increased. Trickster - Increases your hull's top speed and acceleration, allowing you to capture obectives faster/easier and allows turrets/augments with major range limitations to dish out their naturally high damage output more effectively. Approach enemy faster = less time for them to injure you = survivability indirectly increased in 1 v 1s. Crisis - High cost, requires a lot of effort to use effectively. A mixture of all three above in more concentrated doses prone to messing up if not careful. Hyperion - Longevity if it were a drone. Infinite Boosted armour, damage and speed uptime, 13-second cooldown on repair kits and mines. There is never a moment where your tank is weak. As its effects are entirely passive, Jammer does nothing to it. - Every drone below these 5 are either two gimmicky for their cost or statsitically/practically powercrept by the aformentioned 5. Each of them provide instant access to reduced supply cooldowns upon spawning and allows you to have infinite uptime of specific supplies along with the main effects stated above. Some of them have main counters that negatively affect them more than the rest. Booster and Trickster being Jammer and Freezing, Defender being Jammer, EMP and AP, Crisis being Jammer, Freezing and EMP, Hyperion being EMP. Those doing well with the drones are likely using something optimal with them, which usually happen to be container-exclusive augments, but can also be just generally powerful garage augments as well.
  11. TheCongoSpider

    Tanki Fund

    ?
  12. @Marcus Why did you archive the previous Patch Note topic? It was huge and contained many specific changes worth talking about that now can't be easily quoted.
  13. TheCongoSpider

    Let's Discuss Railgun!

    It was buffed for Scout in particular, yes.
  14. TheCongoSpider

    Tanki Picture of the Day - Have any?

    Me: makes a personal promise never to buy Thunder on the main account and to use Smoky instead. Tanki:
  15. TheCongoSpider

    Let's Discuss Freeze!

    Here is one that is also close to its release date. Definitely doesn't seem to have the 0.25/sec max freezing speed it was "supposed to". Here is one with an augment with an actual 0.25/sec max freezing rate, uploaded ~1 month later.
  16. I personally think the pre-patch Harpoon approach for Sledgehammer would be suitable for its currently disgusting damage output. Reduce the average/minimum splash damage % to 10% or 25%.
  17. TheCongoSpider

    Is Electromagnetic Accelerator "Scout" the new Thunder?

    Only Round Stabilisation has a flat 50% chance. The other Railguns currently have the same critical hit rate as Shaft, Thunder and Magnum.
  18. Huge Railgun changes that deeply affect it and its augments' damage output, and you know what that means. That's right, unannounced changes to the damage coefficients with Viking's Overdrive. They chose to go public with Magnum's Beserk change but not these. Strange indeed. Stock, Reinforced Aiming Transmission, "Death Herald" Compulsator: Normal damage: x2.5 -> x2.5 Critical damage: x2.5 -> x2.5 Hyperspace Rounds: Normal damage: x2.09 -> x2.5 Round Stabilisation: Normal damage: x2.09 -> x2.3 Critical damage: x3.13 -> x2.75 Round Destabilisation: Normal damage: x5 -> x3 Critical damage: x2.5 -> x1.25 Electromagnetic Accelerator "Scout": Normal damage: x3.05 -> x3.34 Critical damage: x3.8 -> x3.34 # of shots: 9 -> 22 Large Calibre Rounds: Normal damage: x2.35 -> x2.07 Critical damage: x1.92 -> x2.5 Incendiary, Cryo, AP, EMP, Stun Rounds: Normal damage: x2.5 -> x2.5 Critical damage: x3.74 -> x2.5 Obvious attempts were made to equalise the normal and critical damage of the augments to Stock. So why in GOD's NAME is Scout shooting 22 times while the others are still shooting 10?!!
  19. TheCongoSpider

    Ideas for Augments!

    That sounds like you want Freeze to be nerfed. Jamming Mix already cannot slow you down as quickly as a Stock Freeze can. It's what 2shots said. Augments can be cancerous in different directions, whether it be adding on something broken to an already strong Stock turret (Jammer Freeze for the first few months after it came out), changing the crucial turret parameters to become a net upgrade (previous EMP/AP Gauss), straight up giving it significant buffs compared to Stock (Cryotron/Magnetron Twins), attaching something broken to an augment that was already broken (previous Stun Striker, and other methods that vary. Healing Emitters' cancer was having the option to heal while having no significant drawback to damage output. An average Healing Emitters was able to have a presence on the field. A competent Healing Emitters with an appropriate drone was able to decide the outcome of the battle easily. A few examples being these: I am aware that these examples do not totally stand the test of time. There have been many major gameplay changes made in the past few months that would have the flow of those battles considerably different to what is shown. But one thing that does stand it is HE's paramaters then and now. The only difference to it now are the removal of critical damage and the scope's zooming. I knew that if they were to ever remove critical damage from HE, it wouldn't have mattered to me because just being able to freely switch between healing allies and damaging enemies with the same base damage as Stock was already a HUGE utility to my team. The potential of the augment is huge. With me not being able to use TO mobile for the forseeable future, I was most saddened that I couldn't continue using that combo. Current setup limits me to a few turrets and my most favourite to use, Shaft, is not one of them. From my experience constantly using it for 6 months and my attempt to use it in the current current day of Tanki gameplay with the unfavourable setup, I see any nerf suggestion to it reasonable.
  20. TheCongoSpider

    Ideas for Augments!

    Understandable suggestion.
  21. TheCongoSpider

    Let's Discuss Shaft!

    It's how long it takes to reach your maximum sniping damage when entering sniping mode. it will take 5 seconds to go from 335 to 1650 at Mk1, and will take 3 seconds to go from 670 to 3,300 at Mk7+.
  22. TheCongoSpider

    Let's Discuss Shaft!

    Maximum reload time after a sniping shot, approximated to the nearest tenth: Mk1 - 14.5 Mk2 - 13.1 Mk3 - 12.6 Mk4 - 12.1 Mk5 - 11.5 Mk6 - 11.1 Mk7 - 10.8 Mk7+ - 10 Time it takes to fully charge a sniping shot with Stock, approxmated to the nearest tenth: Mk1 - 5 Mk2 - 4.3 Mk3 - 4.1 Mk4 - 3.9 Mk5 - 3.6 Mk6 - 3.5 Mk7 - 3.3 Mk7+ - 3
  23. TheCongoSpider

    Let's Discuss Shaft!

    Energy turrets, those primarily being Firebird, Freeze, Isida, Ricochet and Shaft, have a maximum capacity of 1,000 energy. Each of these turrets have different rates at which this energy is spent and replenished. Taking Freeze as an example. It has an energy consumption of 125/sec when firing. It will take 8 seconds to empty the tank if fired continuously. It then has an energy recovery rate of 111/sec. It will take 9 seconds in total to fully replenish all of its energy after it has been fully depleted. Some deplete them in different ways. Shaft depletes energy when charging a sniping shot and requires 1,000 energy to enter it. Firebird, Freeze and Isida have their energy recovery paused when firing. Ricochet will always be recovering energy even while firing. The reload after a sniping shot was previously fixed at "10 seconds", meaning it has a recovery rate of 100/sec, 1000 divided by 10. The current reload ranges from 14.5 seconds to 10 seconds across the modifications. That is, MK1 will have a recovery rate of 69/sec and Mk7+ will have a recovery rate of 100/sec.
  24. TheCongoSpider

    Is Electromagnetic Accelerator "Scout" the new Thunder?

    We have the answer to this now, and that is, it is now meant to be directly compared to Thunder and Short-Band Emitters.
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