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Everything posted by TheCongoSpider
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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 EN turret pages are outdated for that and the RU Wiki only shows the maximum chance.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Just want to let you know that the EN Wiki critical hit values you see on the individual turret pages have been outdated for everything except Smoky for as long as 6 months now.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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That is not Harpoon. It clearly states it is Adrenaline here. If you are referring to one of the comments made on the video, he gave you the gist of what happened. "Magnum Updated" Meaning it was the update that reworked Magnum. Stock, Adrenaline and Armour-Piercing Core have a fixed 8 degree angle. Harpoon has a fixed 1 degree angle currently. You probably won't find videos of the new Harpoon for some time.
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I like this. A clear trade-off for a critical damage-augment. One gives you much less control over your potent critical damage (Stock), one gives you more control over your critical damage with a decrease in normal damage, and one gives much more control over your critical damage for a price of creating 2 potent barriers against yourself and a slightly decreased firing rate. This would only be useful for those who have Booster. Players with Adrenaline can get the bare minimum of what this augment has at only 96% HP while retaining critical hits.
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Who will get the 400,000th post?
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They all have the same splash damage distribution.
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None of Magnum's augments increase its direct damage. Like meow said, the best augments for Magnum currently are Adrenaline and AP for horizontal and Automated Gunpowder Loading Mechanism for vertical.
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This is quite unfortunate with Viking's Overdrive, and does confirm that Stock Magnum's reload coefficient was nerfed. Due to this, Harpoon only shoots 6 shots during the Overdrive total. If you're going to increase the reload time of an augment that does not massively change the way its shots function compared to Stock, equalise its reload with Viking's Overdrive with that of Stock. And stick with that thought each time you change it. You have Sledgehammer unnecessarily shooting fewer shots than Stock yet Short-Band Emitters, Stock Shaft and Rapid-Fire Mode shoot the same number of shots. There are too many inconsistencies with this. Another reminder that Sorted Ammunition still is not working as intended. It is not advancing the critical chance on misses, and it will either give a critical hit on the 2nd shot after respawning or give two critical hits in a row when you first join the battle, or after respawning.
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Essentially, AGLM is a statistically better version of Magnum than RGC with the current Stock parameters of Magnum. Magnum has a "dirty" reload and a "clean" reload. The clean reload is the one shown in the garage. That is the reload your Magnum will have if you shot at 100% power. Your dirty reload varies depending on how much your unmaxed charged shot is, the dirtiest being a 0% power shot. Your dirty reload will be clean reload + unused amplification. Stock Magnum has a clean reload of 2.4 seconds and an amplification time of 2 seconds. At 100% power, the reload will be 2.4 seconds. At 50% power, the reload will be 2.4 + (50%*2) = 3.4 seconds. At 0% power, the reload will be 2.4 + (100%*2) = 4.4 seconds. AGLM reduces your amplification time by 25%, down to 1.5 seconds. The wording of the EN Wiki is confusing and may not be accurate or easy to deal with. Because your amplification time is reduced, and dirty reload = clear reload + unused amplification, your dirtiest reload will now be faster than Stock/RGC. RGC will have a maximum dirty reload of 4.4 seconds, and AGLM will have a maximum dirty reload of 3.9 seconds. This current Magnum has a low projectile gravitation that encourages low-power shots for maximum accuracy at close range or at mid-range to bomb ares of the map. Soessentially, AGLM increases your firing rate a bit. As for your other question, that remains a mystery. I've already put feedback asking them to give something unique to RGC. It is up to them to act on it and show they care for the balancing of augments against each other.
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You gain 10 score per kill. If you self-destruct, 10 score is deducted. Evidently, you self-destructed once during the battle while the guy above you did not. Like with normal MM, DM ranks you by score above all else.
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Certain modules can be stopped at certain numbers so you can use crystals elsewhere instead of committing to the exorbitant cost to 50% any module. Due to Firebird, Freeze, Isida, Vulcan, Ricochet and Twins being DPS turrets, there isn't really a set number to stop at because it ultimately boils down to "they'll kill you slower". There is no stark difference that can be made compared to the other turrets, where a difference of 1% could mean you survive something or don't. That said, 40% is an economical number to stop at for those modules until you may need to focus on one of them. The number that you can stop at for these modules can change depending on what happens to them in balance changes. Some of them are high and some of them are low and within easy grasp. Everything below assumes that the turret that you are fighting is Mk7+ with Double Damage (Boosted Damage with a 20/20 drone) and that your hull is Mk7+. The current numbers as of 21/05/22 are: 39% This pushes the final damage below 1,334, which will allow your light hull with DA to survive the 3-shot onslaught and use a repair kit. 39% This pushes the final damage per zap below 1,000 - the most important barrier at endgame. 47% This pushes the final damage per zap below 1,000 against Teslas that are using Booster. 43% This pushes the final normal damage per shot below 667, allowing you to survive more shots overall, that number depending on the category of hull you use. 48% This pushes the final normal damage per shot below 750, allowing your medium hull to survive at least one more shot. 45% This pushes the final normal damage per shot below 1,000, allwing your hull to survive more shots overall, that number depending on the categroy of hull you use. 50% protection, however, will not help you against Strikers with Booster, because they innately break the 1,000 damage barrier. 50% This pushes Stock's final normal damage per shot below 1,000, allowing you to survive more shots overall, that number depending on the category of hull you use and how lucky that Railgun is with its critical hits. 39% This pushes Electromagnetic Accelerator "Scout's" final normal damage below 1,000, allowing you to survive more shots overall, that number depending on the category of hull you use and how lucky that Scout is with its critical hits. 44% This pushes Round Stabilisation's final normal damage below 1,334, allowing you to survive more shots overall, that number depending on the category of hull you use and how lucky that RS is with its critical hits. 45% This pushes the final arcade normal damage below 750, allowing your medium hull to survive at least one more shot. 40% This pushes the final sniping damage of Light Capacitors below 3,000, allowing your medium hull without DA to survive from full HP. 45% This pushes the final arcade normal damage below 750, allowing your medium hull to survive at least one more shot. 38% This pushes the final sniping damage within the first 11m from impact below 2,000, allowing your light hull without DA to survive to use a repair kit. 46% This pushes the final sniping damage within the first 11m from impact below 2,000 against Gausses with Boooster, allowing your light hull without DA to survive to use a repair kit. 45% This pushes the final splash damage within the first 11m from impact below 1,500 and the splash damage between 11-20m from impact below 750, allowing your medium hull to survive more shots overall, that number depending on how lucky that Magnum gets its critical hits in the 10m-from-impact radius.
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