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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Big Maps

    It seems recently, large maps have been reserved for placing large groups against groups only. That may explain why there have been so many small and medium maps.
  2. TheCongoSpider

    Let's Discuss Challenges

    Before the server restart, someone already had Hunter LGC. Except this person was using a low-upgrade Brutus. Did they spend all of their Tankoins on stars for this? ?
  3. TheCongoSpider

    Tanki and The Dark Matter: The story

    That's 3,333 kills per day. The only people able to get that are those that have meta drones, or primarily Booster and Crisis that increase damage. The people who don't have those drones or powerful equipment have to fight against the people tryharding to complete that mission, you know that right?
  4. TheCongoSpider

    What is the chance of a critical hit?

    You have 4 paramaters: Maximum critical chance, minimum critical chance, initial critical chance and chance step. Maximum critical chance - the highest possible % chance of obtaining a critical hit on a shot. Minimum critical chance - the % chance that your turret drops to immediately after obtaining a critical hit. Initial critical chance - the % chance of obtaining a critical hit on the first shot after respawning. Chance step - the % in which your critical chance increments towards the maximum critical chance with each successful hit. Generally, the maximum and initial critical chances are the same. If you want the current up-to-date chances, go to this page. The majority of turrets share the same numbers. Let's take Ricochet as an example. Its paramaters are as follows: Maximum: 12% Initial: 12% Chance step: 4% Minimum: 0% When spawning, its critical chance will be set to 12% until it gets a critical hit. When it gets a critical hit, it will go down to 0%. A successful hit on an enemy will increment your current critical chance 4%. Your critical hit scheme will look like: Spawn, 12, 12, 12, 0 (critical hit achieved), 4, 8, 12, 12, 12 etc. As seen above, a critical hit occured on the 4th shot, meaning the chance of a critical hit on the 5th will be 0%. There is no critical hit so it increments up to 12% once again until another critical hit is achieved. ----- Now let's take some wilder numbers. These were Firebird's critical chances before January 2022: Maximum: 20% Initial: 10% Chance step: 1% Minimum: -4% In this case, its maximum and initial critical chances are different. After spawning, it will begin at 10%, and will increment by 1% for each successful hit of damage, so: Spawn, 10, 11, 12, 13, 14, 15, 16, -4, -3, -2, -1, 0, 1, 2, 3, 4, etc. As seen above, a critical hit occured on the 8th tick of damage after spawning. It's chance drops to the minimum which is -4%, and increments by 1% for each successful tick thereafter. As the critical chance became negative instead of 0 like before, it must first go through the negative integers and pass 0 for you to be able to obtain a critical hit again. If you don't feel like looking at the page, here are the current paramaters for the turrets: Firebird Freeze Isida: Tesla Hammer Twins Ricochet: Striker Smoky Vulcan Thunder Gauss: Shaft: Railgun Magnum Terminator B0-NK - Sledgehammer Mine
  5. The situation isn't as black and white as it seems to be said in this thread. There are a huge number of factors to whether or not your team wins or loses if healers are present and this is very frustrating when I'm trying to keep Juggernauts alive. In a near balanced battle, I would be able to do it as my team would be strong enough to defend themselves or the base from attackers and the enemy can do the same until one side slips up. Instead, I have the scenario where I look around, see half or more of my team with no drones and undergraded equipment, not turning their turrets while the enemy team seems stacked with players that are competent. It happens both ways but usually it happens against me. Many of these factors are uncontrollable or unconterable. Railguns, Hammers and Smokies altogether are quite common in Juggernaut. If you're not aware, mobile players take considerably increased impact force from Smokies and significantly increased impact force from Hammer and Railgun. A single Hammer shot is enough to flip me if I am a Juggernaut, and if I am the only Ayer competent enough to win the game for my team, then I am at a massive disadvantage because surprise surprise, Terminator is a Railgun as well. Here are 7 videos I recorded in a playlist. 3 of them are with Support Nanobots using the Miner and Booster drones. The other 4 are with Healing Emitters using the Assault and Mechanic drones. I would like you to note the equipment of the players in the battle and the GS at the end. Look at how many of them are droneless or unmaxed. All of these and many other factors decide the end result of the battle. The Juggernaut can survive during the healing if they have protection against the turret. How easy it is for a Juggernaut to survive against a Viking OD depends on the turret and the augment equipped. There is a huge difference between Electromagnetic Accelerator Scout and the other Railgun augments with the Overdrive, as well as a huge difference between Blunderbuss and the other Hammer augments. How well they survive also depends on how aware they are of their surroundings. Many of them could have survived the onslaught if they saw the Viking coming beforehand. Dealing with oblivious Juggernauts is the most frustrating.
  6. TheCongoSpider

    How is this possible!?

    It is thanks to the M -> Mk conversion of early 2020. Product kits in the shop costed real money before Tankoins and would be unlocked in the shop at the same rank as in the garage. Somewhere around late 2018, the Devs reduced the ranks at which you unlock product kits in the shop for real money by ~2 ranks. As an example, the Siberian kit, M2 Freeze + M1 Hunter + Tundra paint unlocked at Sergeant-Major with this change. A player could then fully upgrade the Freeze to that of its M3 stats. Due to the conversion treating fully upgraded turrets as the higher modification, it would be converted to an Mk7 Freeze rather than an Mk6-10 Freeze. That is one of the ways accounts have high modifications of equipment at relatively low ranks. The other way would be to have been playing the game years prior, buying a product kit in the garage, upgrading it and not playing the game for a while until returning to see your equipment favourably upgraded compared to your peers around your rank. Have you heard of the joke, "Endgame starts at Lieutenant Colonel" or "Mk7 unlocks at Lieutenant Colonel and not Marshal"? This comes from the fact that after the modification conversion, the kits in the shop had an even lower unlock rank for Mk7 (read M3) equipment, and that rank Brigadier, reduced to Lieutenant Colonel. So in a battle, you would have Lieutenant Colonels, and you would have "Lieutenant Colonels". The latter being those that purchased and upgraded Mk7 kits at Lieutenant Colonel and thus had a high GS (often in the 8000s and 9000s). The funniest disparity was that at Lieutenant Colonel, there were a few Mk5 crystal kiys available alongside the Mk7 Tankoin kits. Here is a nice example: Some players like min-maxing in that regard and you will see a few of them with 9999 GS in the low or mid ranks. A good number of them hunt golds during events. If you see one of those accounts in Parkour or during events with increased gold drop rates, refer to this as your explanation.
  7. While I'm not in total agreement of the direction this augment was pushed in, I do commend you for your attempt at giving each crystal Ricochet augment a distinct and viable gameplay experience rather than having overlapping paramaters. Good examples of that are Freeze, Firebird, Tesla and Striker. Bad examples are Thunder and Shaft. I don't want to be too quick to jump to the conclusion of nerfing it as like Plasma Torch, it is fatal without Ricochet protection but it falls off when there are multiple. So once again, Ricochet protection on one person is helping the remainder of the team...but less so now that it only takes around 4 seconds to recharge the energy. There is a problem however with Beserk and Viking's Overdrive. You should reduce the reload coefficient of Beserk from the current 0.27 to 0.4 so that it will shoot the same number of shots during the Overdrive as Stock. Come on now, have you not learned from the Railgun Viking debacle last year? Very nice of you to omit that the "finish x battles" daily mission requirements have been increased from 1, 3 to 2, 3, 4.
  8. This issue in this topic nothing to do with groups vs non-groups and as such, is not a problem with "mismatchmaker". This happens everywhere, with non-groups/randoms.
  9. TheCongoSpider

    Ideas for Augments!

    So Shaft had received its rework in late 2021 that discourages camping. Judging by the fact that the large majority of Shafts I encounter still do camp, I would say it did a pretty good job so far. ? As you may know, Shaft now has paramaters that allow it to retain energy after a partially-charged sniping shot like many years ago. A big part of this suggestion comes from the changes made to Shaft in mid-2021, where the energy consumption rates in sniping mode were buffed and then nerfed for non-Mk7+ modifications, as well as the readjusting of the paramaters for Heavy Capacitors and Light Capacitors to suit these changes. Heavy Capacitors and Stock Shaft at higher modifications consumed energy faster, despite having much potent damage than Light Capacitors. The Shaft rework allowed these damage paramaters to scale better with partially charged shots than Light Capacitors, which was its purpose. Currently, Light Capacitors has no purpose in the higher modifications. The difference between an efficient Light Capacitors and an efficient Stock Shaft is too small, both statistically and practically. It has poor damage output compared to the other viable sniping Shafts, and poor reload attached to it. There are two ways you can tackle this: Additional energy consumption after a sniping shot: 100 -> 0 Energy recovery rate: +20% -> +50% Energy consumption in sniping mode: +50% -> +80% What will this do? This will solidify its purpose for being the quickscope-oriented Shaft, like it had always been. Your shot is charged faster and your reload is not artificially increased, moreover, it will reload faster than it currently does, as it should have been. As your shot is charged faster, you will be rewarded for actually quickscoping, and continuing to do so while complimenting them with your arcade shots. You do not deal enough damage to one-shot a medium hull or light hull with Defender. This allows them to react with their supplies, unlike with Stock Shaft which would kill them on the spot and leave them no time to attack you. Because not being able to one-shot a player anymore can significantly increase the time it takes to kill them. This reduced damage is justified alongside the other viable Shafts that use Stock's paramaters. Sniping damage penalty: -25% -> -15%. With having to contend with a disproportionately long reload for its sniping shot paramaters, the damage will be now be worth it. It is not enough to one-shot a medium hull, but will come close and pushes it further away from Stock Shaft. I am more in favour of justifying the poor damage, but justifying the poor reload would be simpler for the developers to work with.
  10. Nothing in this thread hinted that there was a issue with groups vs non-groups, sweats vs casuals, etc. Many players are casual in this game. Throughout all ranks, I see many Isidas healing Juggernauts. The number is far higher than what it was before mid-2021. Oftentimes, these Isidas are using Stock or another augment that is not Support Nanobots. Oftentimes, these Isidas are droneless or have a barely upgraded drone that they themselves don't seem to be aware of what it does. Oftentimes they do not turn their turret. You may have seen these things if you were still playing. What is my opinion on the situation? I think the current situation is the most ideal. The goal of Juggernaut is to have more points than the enemy team before the battle ends. In order to gain points to win, you have to kill enemy Juggernauts. It is an inherently offensive game mode. The natural flow is having Juggernauts die and other players on the team becoming them. Healing disrupts this. Juggernauts are suddenly not as killable as before, or downright unkillable depending on the map and team compositions. The developers did the right thing to keep healing the Juggernaut unprofitable, and thus discouraged. The option is there, but the average payout for your effort is paltry. . What I would like is for the developers to address this situation themselves via a message to the playerbase by V-log or relevant Patch Note. We don't have the analytics to show whether this situation is out of hand or overblown. We can only go off of what they have told us recently. What they have told us was that they were experimenting with Terminator's firing modes and that at the moment, there is no need to directly buff the Juggernaut. The latter would obviously have Isidas healing them in mind if they would want to make a bold statement like that.
  11. Would you care to explain how you came to that conclusion?
  12. TheCongoSpider

    Tanki Picture of the Day - Have any?

    After 9 years, my first account ever created in Tanki has reached Legend.
  13. TheCongoSpider

    Fool Days in Tanki Online

    These are accumulated from accounts of varying ranks. From as low as Warrant Officer 4 earlier in the year to Legend.
  14. TheCongoSpider

    Fool Days in Tanki Online

    With special missions, I was able to open 258 Ultea Containers. Here are the results this time: Outcome: Drop Rates: Uncommons were eating up the drop rate this time around. No Commons, thankfully, but also no Legendaries or Exotics. Here is the overall drop rate for the 1,364 UCs I opened since the update. @LambSauce please give me your luck.
  15. TheCongoSpider

    Fool Days in Tanki Online

    I almost got two earlier today. The closest was this: It was dropping there so I had to get on the ledge. The problem was that Dictator Striker there pushed me right as I went up the ramp which made me lose time to get into position. I jump down but it was narrowly too late. As soon, as I'm about to touch it, the Paladin that was sitting on the drop marker got it.
  16. TheCongoSpider

    Let's Discuss Smoky!

    This question genuinely saddens me. It is a comfort augment which scales more favourably against the other augments the lower your modification of Smoky is. If your Smoky is maxed then it loses out on a lot of its advantage over the others. As with every Smoky augment that is not AP and EMP, you have to be aware that they're actually balanced and not blatantly overtuned because it has a status that cuts the time to kill an enemy in half or more. Currently, there is a bug with Sorted Ammunition where it gets a critical hit after 5 shots when spawning instead of the 4 you're supposed to do. However, if you die when your critical chance is at 100%, you can transfer it to your next spawn. So do with that what you can.
  17. Its defining gimmick is that it can heal allies. If you want to heal, you have Support Nanobots which halves its DPS.
  18. They announce events the day before.
  19. That nerf is hardly going to affect you.
  20. TheCongoSpider

    Let's Discuss Challenges

    We said that for what has been happening since late 2021. SO FAR, it has been going in the order of turret ranges. No one said they will be continuing to follow that specific order after the 15rh turret was reached. We will see what happens from here.
  21. TheCongoSpider

    Let's Discuss Challenges

    It's been going in the order of turrets. Shaft AP was expected.
  22. TheCongoSpider

    Let's Discuss Drones!

  23. FINALLY. After almost 4 years of constant complaints, you finally revert that non-sensical nerf to it. You didn't give numbers so here's to hoping it's an actual buff and not some tiny buff that makes it almost the same as it is now. ?
  24. TheCongoSpider

    Wow, the Gauss augments are really embarrassingly weak.

    You're right. They ARE embarrassingly weak, and have been ever since they nerfed the range of status application and nerfed Gauss' sniping and arcade damage. I suggest we remove the sniping damage penalty entirely. That should bring it up to standard with the god tier augment that is called Adrenaline Gauss.
  25. TheCongoSpider

    What to buy? Which is better?

    Figured you might bring hat up when I noticed the typo. If you look at it for consistency, I used the correct conjugation for Electroturret, which is a blanket term for 5 of Tesla's augments. Minus-Field is a blanket term for 3 of Tesla's augments and I used the -s there, so ultimately it should be seen that I am following in the steps of the first example. Minus-Field's ball speed is the same as Stock, relatively slow. You have to be at melee range for it to be applied consistently on the target, in which case, Acceleration Protocol exists for its pseudo-Electurret properties. I also did mention that it is used for defense in quite a lot of maps.
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