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Everything posted by TheCongoSpider
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Are you able to record videos by chance?
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Not anymore. For the first time since release its passive charging rate is on the slower end of the spectrum. Though it's not so bleak since it's tied with a few hulls and is faster than Viking and Paladin. The gap between the OD charging times isn't as big as it was many years ago. So even if it's slightly on the slower end, it's still possible to get it in a timely manner if the Crusader user is gaining reputation points at a respectable rate in the battle. Ares has a faster passive charging rate but a Crusader would almost always charge its OD faster than an Ares because the manual charging rate from points is higher. Opinions on it were always mixed depending on your experience on it. Some thought it was the worst because they kept missing it or they got affected by the numerous bugs it had over the years. Some like me thought it was one of the best for how versatile each Icicle could be. If you didn't hit, it had 30m of splash with 1,000 chaos damage and applying full freezing and 9 seconds of AP which is quite huge. Any OD that can near instantly inflate your kills/score is nice for solo gameplay. The current one? It's definitely worse for me. Instead of decelerating, it accelerates. The starting speed is 60m/sec instead of 125m/sec like before and if it bounces, it will be set to 60m/sec for the remainder of the flight. So in most cases, my Icicles are quite slower. The icicle no longer loses its hitbox when it goes through a tank corpse and will instead explode like originally intended years ago. This is both a good and bad thing depending on the situation. Sometimes it helps you escape the self-damage while also weakening the enemies. The icicle has a 2m projectile radius so it can "snag" on the edge of a tank corpse easily and detonate where you may not have wanted it to. And fighting against it? Well it's a projectile now, so it has all the quirks of a projectile. Such as impacting you or your ally on the server but not on your screen so you or your ally die while not getting to see where the icicle hit you. Before the change I would always have some sort of visual feedback to confirm that yes, an icicle did pass here and explode resulting in my death. Now it's common that I don't have that. Oh and also sometimes it seems like the icicle despawns if someone is in front of it right before it fires? That's one of the bugs it had but it seems to be more common now. Oh and sometimes the Icicles don't deal damage when you shoot it. So yeah for me it's objectively worse and the miss rate is much higher but I prefer having a working but weaker Overdrive over an Overdrive that shoots but does nothing 70%+ of the time like this when they first made the change.
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The letters D and P are not available for his word so it cannot be Duplet.
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That's correct. You'll need to spin the wheel again with another unit of energy and hope you don't hit "skip a turn" another time.
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patch notes Patch Update #790 - Released 14th February 2025
TheCongoSpider replied to Marcus in News Archive
I haven't noticed anything different. It appears that you didn't play last week and you're still at a relatively low Legend number. I don't know how long you haven't played the game for, but this update you're referring to has been in the game since February 16th, 2024. Exactly a year ago. The number of stars you get at the end of a battle is determined by your position in the leaderboard and how much time elapsed in the battle when it was completed. Players gain an additional star if they entered a battle through the quick battle queue. If you came in 1st place and only received 2 stars, that implies one of these two scenarios: You entered the battle by choosing the specific game mode and the battle finished between 6 minutes remaining and 3 minutes remaining. You entered the battle via the Quick Battle queue and the battle finished between 10 minutes remaining and 6 minutes remaining. -
Duality. It's a map.
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You must individually uncover all of the letters of the word.
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The missions stay and stack on each other until the end of the event. You have time.
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Should TheCongoSpider become a Game Mechanics Tester for TO. (and have his feedback actually acted on regarding the game)
TheCongoSpider replied to POWER-OF-ONE in Archive
I'm flattered but in the end, my words are still from the perspective of a player interacting with the mechanics. I can never know the real reasons behind certain changes, but can make educated guesses that may or may not be correct. I have more confidence in my deductions than someone like, say, dima492832. But what can feel right for me may not be close to what's happening in reality. Only Opex and his team have the actual data and rationales. Fortunately, Opex has become rather talkative lately, both here and on the RU forum so players can get some snippets of insight into certain things. While I'm not and probably won't be an official tester myself, I'm more than happy with helping them out with bug-finding wherever I can. -
Sometimes Twins with the Blaster shot effect has invisible projectiles until it impacts a surface. Been going on for a while now.
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The point was that they're different turrets and that the changes were made in vastly different time periods so there's no direct equivalent. The Firebird and Freeze changes came 2 years ago. Since then, individual status effect augments were hardly touched and instead received across-the-board changes, such as the across-the-board reduction in critical damage and across-the-board 10% critical chance increase that will affect each one differently. Some might become noticeably more potent over time. Some won't notice a difference at all. That's the nature of sweeping changes like that. The Tesla changes were targeted and happened recently, and it's not like it came out of nowhere. Complaints about status Teslas were common especially after Tesla received the rework with the increased firing rate. And then Tesla itself got a critical hit rate increase that, or course, lended itself perfectly to the status Teslas in particular. Everyone knew Tesla's true power was in the status augments for a long time. And that Tesla spam, pre-meditated by groups or just by random happenstance, was cancerous. They were targeted and their ability to easily chain effects to targets removed. I do know your frustration and that they're taking their sweet time with bringing Tesla towards where they want it to be going forward. It's happened to many other turrets/augments in the past years. But I just want you to know that status Teslas receiving targeted nerfs wasn't unexpected. Making Tesla better would be default make the already cancerous status Teslas better. They would have to be manually brought down at some point. We'll see in the future what attributes they'll decide to give the status Teslas or Stock Tesla as a whole. I gave the general timeline of waiting for a new augment because for that new augment to actually have an impact and deducible purpose, the Stock turret generally would need to be settled somewhere. At the moment, Tesla is not settled.
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To be fair, Firebird and Freeze do have it almost removed. It's reduced by 70%. For Firebird that meant it didn't have afterburn damage until the later modifications like Mk6 and above. After the afterburn rework last year it's now possible for the lower modifications to get a tiny bit of afterburn but still it's effectively almost removed. For Freeze it still has the DD cancel (that can flicker on and off if you're hitting an enemy at the edge of the range) but cannot meaningfully slow down enemies. The difference being the Firebird and Freeze changes happened 2 years ago while the Tesla one is recent so it at least had some justification for it. Isida already isn't very threatening on its own and if it's using the healing then it means it's not using the status effect at that time, as opposed to the others that have one setting - attack. They're still in the process of bringing Tesla to where they want it to be. It's happened to various turrets before. I'd ask you to wait but you're a pretty adamant Tesla enjoyer so you'd already be impatient by now. Opex did say Tesla will be getting new augments so relevant changes may probably come before or in the same patch as a new augment.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to TheCongoSpider in Game Discussion
Correct, it hasn't been fixed yet. For about 2 ½ years now. Around December it became even worse somehow where the acquisition was being reset later than usual. That has calmed down now but it's still a problem. They managed to somewhat fix it with Striker and Scorpion. I'm not sure why it's taking so long to fix for Gauss. -
Is that really a bad thing if they're just cosmetics?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to TheCongoSpider in Game Discussion
TL;DR - I want to enjoy the game but the game won't let me, more stubbornly so after the recent patch. Android HTML5 -
Incendiary Band is an old augment that works a specific way and was kept like that. The newer status augments specifically use the Stock turret as a base and apply their effects on critical hits. Incendiary Band and Freezing Band do not work the same way. Freezing Band is just Stock Vulcan but it freezes an enemy with a critical hit.
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@Jeers4U I can confirm that the Railgun on it still has horizontal auto-aim. I'm guessing the number is somewhere around 2°, not high. However, it appears that the Striker now has horizontal auto-aim on it. The Striker one looks like it could between 3° and 4°. That's for Mk7+. If it did in fact receive changes like the other turrets, then the lower modifications of Terminator would have a higher number, which you would probably notice as you'd be around those ranks.
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Yes, the Railgun on the Terminator has had horizontal auto-aim in the past. Around late 2023, it seemed like they silently nerfed the horizontal auto-aim on the Railgun to be near non-existant. Shots that I knew I should have been hitting suddenly started missing around that time. Then it got transitioned to HTML5 which makes playing the Jug quite harder than on Android. I don't know if Terminator's auto-aim is currently disabled alongside normal Railgun, as I haven't played as the Juggernaut since the update on Friday. I'll confirm the next time I go get it. The Striker part of the Terminator never had horizontal auto-aim though, not on Android and still not on HTML5. Which made/makes it a massive pain to use against quite a lot of enemies, especially with the QoL downgrade of controlling the Jug movement on HTML5.
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https://tankionline.com/en/2025/02/paints-with-country-flags-are-removed-from-the-game/ It was supposed to be done since last year.
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patch notes Patch Update #790 - Released 14th February 2025
TheCongoSpider replied to Marcus in News Archive
Here I would complain that the garage augments for Thunder are, once again, being negatively distanced away from the power of the Legendary augments but that seems to be the entire point of this patch's rebalancing. I have no words. -
Can you explain in detail what exactly is happening to your tank?
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Is it possible for you to record a video of this happening?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to TheCongoSpider in Game Discussion
I saw reports/complaints on the EN and RU forums about people having HP hacks or tanking more shots than expected. Me being me, knowing the damages and values of different iterations of equipment over the years and playing on Android which gives you less information to work with on mobile, was hyperaware of the damage being dealt to me to deduce what an enemy was using ot how upgraded they are. Whenever I died to something on Android, I would immediately check whether that thing that killed me was legitimate. Something may look off, for example, a Thunder shot that killed me from half HP when my medium hull had armour on and no AP active in the battle. But upping quick inspection, it was me getting hit by a Scorpion whose projectile missed my tank on my screen, and the Thunder at the same time. So the a casual or normal player, this raised a red flag and would have them think this Thunder was hacking. There are many players in battles. There are many ranged turrets. There are many projectile turrets whose shots miss you on your screen but hit on the server. This happens very often to everyone. It also often happens that these shots can mix and throw you off if you're not attentive, or if the camera angle or killfeed prevent you from verifying it. I did the same on HTML5, but now, I have access to a proper TAB to immediately see what augments and GS people have. After seeing some of those reports in recent months, I tried putting more focus into what was killing me at any time. The first thing I noticed was that at random, there are quite a number of Engineer augment users. At times some lobbies have around half the players using it. Engineer tripped me up on Android a few times because it was new back then. I would see that this player took 1-2 additional shots to take down for some reason, but then I remember after that they touched a drop box during the fight. That's one potential cause of people thinking others have HP hacks. But then there's the other one. I, myself, have been getting tripped up by this in recent months. Especially against Mechanic drone users. Unlike Defender, Booster, Trickster, Crisis and Saboteur drones, Mechanic does not have any immediate visual indicator that it is working. If I almost kill someone, they use a repair kit and I immediately interrupt it but they took long to kill again, I can deduce that they were using a Mechanic drone and I didn't notice. I would check them again after respawning to confirm that they were a mechanic user and they were. It just doesn't help everything else on it is Brutus-like and the drone itself is small when floating above a tank. No, it took me a while to notice it. I had to record a video just to make sure. What seemed to have changed is that the flashing icon for the repair kit and Polarisation from the repair kit is much more faint and disappears quicker than before. It's those that I use to confirm that an enemy used a repair kit and expect them to have +1,000 or +1,100 more HP to push through before killing them. But when the repair kits are interrupted early, I don't even see the repair kit status icon and I could barely see the Polarisation icon before it disappears now. And as soon as I noticed that, I see that that is likely what is causing people to think enemies have HP hacks. The visual feedback you get from interrupted repair kits is suddenly much worse than before. In the end, as it was for years, no hacks are in play. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to TheCongoSpider in Game Discussion
At the end of the day, Opex is the one with the stats and rationales for balance changes. Something that I think is fine could be seen as devastating to someone else and vice versa. The best we can do is make educated guesses based on what balance changes are made. The fact that it hasn't been nerfed yet likely means it's contributing at least something positive to the game balance situation. -
To me this sounds like you've just started fighting against players with upgraded Shaft modules, Defender drones, or both at the same time. I personally don't have a problem with the damage Stock Shaft deals, but that bias aside, this feels way overblown. A lot of the stuff you say here applies to most if not every turret, not just Shaft. You're hitting 2,000 damage on your boosted sniping shot? Guess how much a Twins or Ricochet is dealing in that same situation, 133 and 233 respectively. 33 and 58 if they're hitting the target with their weak damage. Defender + 50% module is cancer to everything that doesn't have innate AP or EMP. 50% modules also feel bad on any turret, especially if there are multiple of them. Shaft isn't special in this regard. In fact, one might consider it a blessing to be able to deal that much damage to a very armoured target at once. Higher likelihood to steal a kill on someone that's already injured. No clue what this is supposed to do. What you see in the garage is what you get. It's as simple as that. This changes when you add armour and modules, a staple part of the game that adds depth to fights. What makes your arbitrary number better than the "arbitrary" number shown in the garage? Every enemy has different equipment. It is best that you not take those augment descriptions to heart. You must look at the actual parameter changes being done. You're here writing long topics on the forum. You're more than capable of asking around before making purchases, particularly in the official Tanki Online Discord server. You will get faster and clearer answers to your burning questions there.