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Everything posted by TheCongoSpider
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Recovery rate spans from 69-100 now instead of 100-100. Mk7+ is unchanged. Mk7's reload is 10.78 seconds.
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Would you mind telling use why Scout now shoots double the number of shots with Viking's Overdrive than it did before? You made a patch specifically to equalise the augments and now you trample on that shortly after.
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It increases your critical damage by 100%, for the downside of having a 1.76-second shot warm up time and -50% normal damage. It is a augment that puts you at the hands of RNG. It is not a consistent augment (never was for most of its lifetime) so you cannot be upset if you don't win at times. Whether or not there is a bug with it, I am not completely sure. The critical chance did seem lower than 30% when I used it. But maybe, again I say, I was just unlucky. Don't look at descriptions for augments. Instead, go to the dedicated Wiki page or ask around here on the forum or the Tanki discord server if you are there. Specifically the German Wiki. https://de.tankiwiki.com/Ausrüstungs-Variationen
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@LambSauce Devs give away a few UCs to everyone, and I see a flurry of images of people getting exotics and legendaries. After saving them for short-term sentimentality, I decided to open them on each account for the sales. And I got lucky. ? Beautiful isn't it?
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See that's where you have to be aware of what you want out of an augment and what the augments do. Cryo Smoky was the only status Smoky with no critical damage penalty. At endgame where your Smoky is maxed, that on its own (having 100% critical damage) is huge. With the patch last week, all of the status Smokies now have no critical damage penalties so Cryo's position over them has been lowered and more or less equalised. From your complaint, you want an augment that helps you kill an enemy faster. Smoky augments that fit this are: Adrenaline High-Precision Aiming System (against certain targets) Incendiary Rounds EMP Rounds Armour-Piercing Rounds Sorted Ammunition Cryo Rounds in particular does not make you kill an enemy faster. It makes an enemy kill you slower. An augment that would fit you would be Incendiary Rounds, one of the container augments (excluding Paralyzing Rounds) or Adrenaline. If you want to continue using Assault Rounds SMoky, you can go ahead, but remember that it removes a crucial part of the turret for killing enemies in general.
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The only thing out of place I see there besides the machine is Crusader's icicle hole glowing red instead of blue.
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@2shots2kills Sorted Ammunition, as far as I had used it before the patch earlier today, still is bugged. It does not accumulate chance on misses and its order of critical hits is not exactly as it is stated it should be after spawning, but everything else in the second paragraph still holds true. This is more of a comfort augment and not a "I equip this, I instantly win the game" augment like previous EMP Smoky, Helios, Magnetron Twins etc. Its power vs other options at endgame definitely took a hit after the status augments' critical damage penalties have been removed, but I reiterate, it is a comfort augment. Try it out and see if you like it. I am unsure if this exactly happens at endgame because the Sorted Ammuntion I have is on a 2nd Lieutenant account, but after spawning, you will either get: Normal, Crit, Normal, Normal, Normal, Crit, Normal, Normal, Normal, Crit, etc. or Crit, Crit, Normal, Normal, Normal, Crit, Normal, Normal, Normal, Crit, etc Ideally, you'd want the second occurence. @SulfuricAcid said that there was a bug with it that made it deal 1,000 flat damage for a while now but they have yet to send evidence of this.
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It is that % less than STOCK. Previous iteration was: Stock = 990 Scout = 990*.82 Current iteration is: Stock = 1250 Scout = 1250*.75
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It's always hilarious to see Youtubers playing nuanced augments and not playing it as intended. Augment says ricocheting a shot will EMP the target. Youtuber proceeds to play it like a Stock Ricochet. Another example:
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My attempt at calculating the damage per minute of Shaft's arcade shots vs Smoky
TheCongoSpider replied to qwds in Archive
https://de.tankiwiki.com/Hauptseite Look around for the stuff you'd like to see. You'll need to have your browser auto-translate it if you're not familiar with the language. It generally has more in-depth parameters rather than just giving the gist of it. It's also seemingly the only Wiki currently that shows the exact values for the max chance, min chance, initial chance and chance step for each turret. EN turret pages are outdated for that and the RU Wiki only shows the maximum chance. -
My attempt at calculating the damage per minute of Shaft's arcade shots vs Smoky
TheCongoSpider replied to qwds in Archive
If you want up-to-date critical hit parameters, go to the DE Wiki turret pages. -
My attempt at calculating the damage per minute of Shaft's arcade shots vs Smoky
TheCongoSpider replied to qwds in Archive
Just want to let you know that the EN Wiki critical hit values you see on the individual turret pages have been outdated for everything except Smoky for as long as 6 months now. -
Correct, fixed.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
What's first important is who exactly benefits from these new augments. Is it the average player going about their journey to Legend and beyond with all of the grievances placed against them every week? Or is it the players spending 20,000 Tankoins every week for Ultra Containers to get these augments, to then use with the top drones that are paywalled with excessive supply upkeep justifying their inane power over other drones? I struggle to see how adding an armour-weakening status effect that cuts the time it takes to kill an enemy by at least 50% to a turret creates a fascinating and new dynamic to the game. You have turret; and now you have turret that kills enemy twice as fast. Repeat ad nauseum. I struggle to see pushing turrets/augments to be burst damage-oriented applies a fascinating dynamic. You have turret; and now you have turret that deals damage faster. Repeat ad nauseum. Wanting to front-load your damage so much that enemies can't properly fight you back shows that you want to stomp on people, not have a balanced game. -
I didn't check anything in-battle. It would be way too much of a hassle for me. Everything there is subect to change anyway so the best course of action is to give some players an idea of the changes coming tomorrow and can get more context as to why those changes I listed were made. That Vulcan change by itself is a massive normal DPS nerf, but if it is being accompanied by a significant increase in its critical chance, then it would go from "Vulcan is nerfed into unplayability outside of Supercharge" to "Vulcan's DPS has been altered from primarily normal damage-focused to critical damage-focused." We will see what the Patch Note says tomorrow and what actually happens in-game on Friday.
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Visible parameter changes on the Test Server: Smoky: Reload changed from 1.6-1.2 to 1.81-1.15 sec Striker: Reload increased from 2.0-1.6 to 2.4-1.6 sec Vulcan: Reload increased from 0.075-0.055 to 0.090-0.090 Thunder: Normal damage increased from 355-710 to 495-990 Critical damage increased from 505-1010 to 510-1020 Reload changed from 3.2-1.9 to 3.0-2.0 Railgun: Damage increased from 495-990 to 625-1250 Time between two shots changed from 5.9-4.1 to 6.0-4.0 sec Magnum: Damage increased from 670-1340 to 745-1490 Critical damage increased from 670-1340 to 745-1490 Clean reload increased from 4-2.4 to 4.9-2.6 sec Gauss: Sniping damage increased from 800-1600 to 900-1800 Arcade reload increased from 2.0-1.5 to 2.25-1.5 sec Shaft: Arcade reload increased from 2.0-1.5 to 2.25-1.5 sec Added Legacy Skin Short-Band Emitters augment; Prince increased from 149,000 to 245,000 crystals. Dictator: Added Legacy Skin Lifeguard Drone: Cooldown decreased from 60 sec to 9 sec HP healed reduced from 1000-3000 to 500-1,000
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
That's much more bearable now but I feel your pain. This is very obvious BS as fierty put it. This does not exist. This is correct. Some players can tolerate certain equipment more than others, whether it be looking at their paramaters on paper, fighting against them in battle, or both. I personally cannot tolerate burst damage augments. Those being certain AP and EMP augments that are able to make personal use of the status with little to no downsides (AP Hammer, AP Gauss, AP Smoky, EMP Smoky, AP Ricochet, AP Twins, EMP Twins, AP Magnum) and augments that give faster damage output for a practical downside that is almost negligible (Plasma Torch, Beserk, Helios and Tesla in general). Other notable grievances being Cryotron Twins, Pulsar, Vampire Nanobots and Striker in general. How common are the truly OP turret augments? I'd ask how common are the methods able to dispose of someone quickly. The game is becoming too burst damage-focused. But it's FIIIIIINE. That's what Ricochet protection module is for, after all. Don't mind that it's sending 2,500 base damage across to you in under a second. ? -
Ok, instead of a video, can you tell me what hull you used?I'm seeing that your current GS is in the 5,000s. That's very bad.
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Can you send a video?
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Luckylook, as I and meow have said before, the video that you shared is not of Harpoon. It is of Adrenaline, an entirely different augment. What?
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Here is the most recent Harpoon video I could find. This was recorded before the patch on Friday 20th May, so it will show the version that had a 0 degree fixed angle with a faster projectile speed, faster reload and slower amplification. It is noticeably different to what it is now but you get the idea of how it will function compared to the other Magnums.
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