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Everything posted by TheCongoSpider
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Well said. My biggest issue is that most of the turrets just kill too quickly in 2022. And then you have Thunder which is stuck in 2018.
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In an update in 2021, the strength of your Boosted Armour and Boosted Damage supplies became tied to the number of upgraded you have on the drone you have equipped. If your drone is not fully upgraded, the strength of those two supplies will be weaker than they were before that update. Drones give unique advantages on the battlefield. The cost of obtaining this advantage is that the drones will consume 1 battery upon your first materialisation in a battle, and for every minute that passes thereafter. They are also quite expensive to upgraded to the max. Brutus serves the purpose of allowing you to have your full supply strength at a cheap cost, with no other advantages. Additionally, it does not consume batteries. TL;DR Brutus is a cheap way of getting your supply strength back to 100%.
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It's for the best that Shaft does not have a fast energy recovery rate. You can see so in the many complaints of players that claimed that Shaft was destroyed last year. The idea itself is complicated. You listed one hull as an example but there are ten, with differing shapes and sizes, and 14 turrets with differing shapes and sizes. I think the best course of action is to work with what the current Shaft has to offer. It very clearly separates who wanted low effort, high reward gameplay and who wanted to actually play Shaft.
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Each mode has a specific timer. You are playing in CP, so it will be 45 seconds.
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Is it better than Stock Hammer? Yes. With Stun Hammer, you get to control when you stun the enemy, and with stun, you have an automatic advantage against Vulcan, Shaft and Railgun and hover hulls. With your stun being on-command, similar to Striker, you can effectively shut down enemy Overdrives during the charge up. And 2 seconds of stun periodically pauses an enemy's damage output against you, giving you more of an upper hand in the engagement.
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My battieres have been going down much faster than they've been going up, but I still have a large reserve of them that I've built up when the game economy wasn't in the ground. Speaking of... I take all of your batteries for myself. ?
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You have two types of damage - normal damage and critical damage, denoted by the colours of the numbers that pop up when you attack an enemy or heal an ally. Normal damage is what you will be having most of the time. This damage, where applicable, can be decreased with distance (damage fall-off). Equipping the protection module of a turret will reduce the normal damage by the stated %, which depends on how upgraded the module is. With each shot or tick of damage on the enemy, you have a certain chance of that tick of damage being critical damage. This chance varies from turret to turret. When you achieve a critical hit, your normal damage is replaced by critical damage, which ignores damage fall-off where applicable, and ignores the protection module of the turret. For example, if your Isida deals 100 normal damage per tick, it will deal 50 normal damage per tick against someone with 50% protection against Isida. If your Isida gained a critical damage tick, it will ignore that protection module and deal the full 100 damage. Because normal damage and critical damage are separate from each other, they can have different values. The baseline is turrets having the same critical damage as their normal damage. Some turrets, like Freeze and Gauss for example, have increased critical damage. Isida in particula does not have an increase in critical damage compared to normal damage. When an augment "disables the critical hit", it simply means they will be unable to turn their normal damage into critical damage at any given moment. When under the influence of the Supercharge status, they will be dealing normal damage instead of critical damage, so there is nothing to worry about. ? If you would like a visual representation, here is one below. At the beginning of the video, I'm using an Isida that has critical damage. The critical damage is in yellow and deep red. The normal damage is white and orange. I then switched to Vampire Nanobots, which disables the critical hit, so I will be dealing normal damage, and not 0 like you thought it might have.
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The activation of the dome also destroys the icicle when it is in flight. This is more rare the farther away you are from the Titan but still beware, it happens. Wasp's bomb explosion does it as well and understandably, that one is much more rare.
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This will come off a bit rantish but that is justified in my opinion. For the most part, I was able to enjoy the two DM events this time around, but with all good things in this game, there comes the inevitable sludge of sewage. Each of them had their own problems, but they've clearly shown how uncomfortable the current game balance is. Bridges DM Event - Drones and Overdrives disabled In this event, everyone was on as equal footing and possible. No considerable influence from chosen hulls, and no drones to skirt around the supply cooldown timers. Damage and armour bonuses reduced by 50%. First problem with the mode arrives from protection modules being equipped. This favours maxed players with 4 slots first of all, and does not do much for the cannon fodder having to contend with significantly decreased income since the January update. Some players are much more tankier than others while maintaining high damage. Second problem, some turrets do not scale as well as others with supply strength. Turrets like Thunder, Railgun and Magnum suffer due to decreased supply strength, while turrets like Striker, Firebird, Freeze, Tesla, Shaft fare consistently well in their respective ranges. Third problem, there is only one map. This DM event would be fun for the first few times and then tedious for the rest of the time for those that do not have oppressive equipment, because there is only one map and a clearly defined expected experience. The battles lasting 15 minutes do not help. 15 minutes is too long for an experience that quickly becomes monotonous. Fourth problem, oppressive equipment, overpowered equipment, equipment that do not care about the limitations imposed on the mode. As it is a relatively small map for a one for all mode, it will most often have someone to shoot at in front of you. Naturally, melee turrets will flourish and Vampire Nanobots becomes better, but Freeze is straight up OP. Why the hell does Freeze have high normal DPS, very high critical damage, and impose status effect that slows you down and disables your ability to deal good damage against it to defend yourself?! As much as I have my gripes about Firebird's current balance, at the very least the status that it imposes does not directly hinder your ability to fight against it. You have the status augments that makes gameplay so much easier for the users, but not yoo big of a deal MAGNETRON. God damn Magnetron. What in the flying hell are you supposed to do against this augment? Stock Twins, except it gets more range and a stackable EMP that disables your best defense, your ability to deal good damage to them, and your extra speed to evade them. Try as I might, I simply cannot outperform someone with such an advantage. Deathtrack, Kolhoz, Siege DM - Modules disabled Here we are, where the initial imbalance between drones is seen. Who's taking the top spots consistently? You guessed it, Boosters, Defenders, Tricksters, Crises, Hyperions, all with their oppressive turrets and augments and/or hulls. Leaving little to no chance for others not as powerful as them. There are more maps, so you have more to look forward to and won't get bored as easily. Two of the maps are big, so melee turrets are less advantageous than in the Bridges DM event, but still, drone choice rules over all. It must be very easy to amass more than 1,000,000 crystals when your containers now give you 1,000 half the time. Drones being accessible shows the imbalance between the turrets and augments when they're maxed. Now that drones are enabled, Thunder can deal above 1,500 damage and stand a proper chance, but even that goes as far as a low tier drone let's it in a lobby filled with cancerous equipment. Get this. The same turrets doing well with drones and Overdrives are the same ones doing well when drones and Overdrives are enabled. Crazy, maybe even unfathomable, right? As crappy as the general experience was in this particular DM event, the silver lining? No protection modules. While those at the top have the firepower kill people 10x over for weeks on end, they have no protection modules, meaning they're just as killable as everyone else outside of Overdrives. With Thunder, I was able to secure kills with the bare minimum of having 1,500 damage against unprotected players and ~2 seconds of reloading, the bare minimum I repeat. If I happen to catch a tryhard off guard, I can trust that I can do hefty damage to them, just as they can obliterate me with their meta drones. Summary: Current game balance and economy is atrocious Nerf status augments Buff off-meta drones Do more DM modes like these in the future with different maps Do not force people to play ten 15-minute battles on the same map
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Autocannon is a horrible augment and I would advise you not use it. If you are referring to the Sorted Ammunition augment, then Sorted Ammunition is much better to use than Autocannon.
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Changing your equipment in the garage will remove it from your hull and keep it where it was when you last dematerialised. At least, that's what happens on mobile. Not sure if that happens on PC.
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From special missions, I've opened 171 Ultra Containers. These were the rewards this time: Outcome: Probabilities: I've obtained ANOTHER common reward. After 819 Ultra Containers, I have gotten 3 commons and 1 legendary. Do Legendaries just not exist in my Ultra Containers? What's so elusive about a 2% chance? These are the overall drop rates of the 819 UCs I've opened.
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I would like it very much if the bugs with Crusader's Overdrive were fixed and QOL changes were instated. That alone is enough to increase its potency. It's been more than a year and still Crusader's Overdrive has so many bugs that are being ignored. Icicles losing their hitbox when encountering a destroyed tank Icicles losing their hitbox and spawning in a completely different place to where you were Icicles losing their hitbox when about to hit a target Icicles losing their hitbox when desyncs happen Icicles being stopped by allies It's about time something be done about this. It's sickening how they coined this the initial prime counter to Paladin with all these issues it's facing.
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Bug with the Shock Freeze augment. This bug has been here since the changes in January. Hitting a target outside of the maximum damage range will have a reduced freezing rate, instead of being a constant -1.0 per tick. It is best seen at 2:39. This does not happen with Compact Fuel Tanks.
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This. Slugger simply got the shorter end of the stick with the rework. You have a lot less reason to use Slugger over the other Hammers now, not that there is no reason at all to use it. It does seem weird that they only gave it +25% minimum damage range instead of +50%. It's the same way for you last year where you would have had more reason to use EMP Hammer over Wyvern's Breath. That did not mean Wyvern's Breath by itself was bad.
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There is LESS of a reason now. Not that there is no point.
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Weird, I get batteries from my containers. It's not at a sustainable rate but they're there for me. Maybe I should start recording the individual rewards from my containers. I've opened 2,610 normal containers since the update as of writing this, and was only tracking the rate of Legendaries as 1% felt less than the 0.55% we had before Recently, as in the last 200 containers, my legendary drop rate has improved. I've gotten 5 Legendaries in the past 196 containers which has risen my legendary drop rate to 0.65% overall. What more is that 4 out of those 5 Legendaries were augments and thankfully not paints. Here is the flow of the Legendaries: 17 Legendaries total: Number - Reward #50 - 100k crystals #950 - Augment #1,118 - 100k crystals #1,233 - Paint #1,480 - Paint #1,545 - Paint #1,565 - Paint #1,727 - Paint #1,798 - Paint #1,964 - Paint #2,064 - 100k crystals #2,069 - Paint #2,410 - Augment #2,450 - Paint #2,462 - Augment #2,521 - Augment #2,606 - Augment The shortest gap between Legendaries is 12 containers, while the largest gap between Legendaries remains at 900 containers.
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With 30 units of additional damage enhancement:
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I figured that I would create a separate topic for this instead of updating it in the Opinion on the Current State of Tanki Online topic. You can use this topic to ponder with each other on the effectiveness of Booster whilst taking a look at how the list changes with each Patch Note. I would like it if this topic was not merged into the Let's Discuss Drones thread, as it would get much less traffic there and is discussing a very particular equipment in the game. The lists being presented are the major interaction changes that occur when a Booster drone is applied. The turrets and hulls in these interactions are assumed to be Mk7+ equipment. I will mention the umbrella interaction changes, as other interaction changes will stem from those. For example, a turret that can deal 4,000 damage in a single shot will one-shot an unprotected heavy hull and as a result of this, will one-shot light hulls that have Double Armour. The latter part is understood because of the former. DPS turrets are left out of this as with Booster, it simply boilds down to "it kills the target faster", rather than there being a distinctly noticeable change.
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The weekly mission "Complete 3 daily missions" was giving 150 stars prior to this update instead of the 100 stars it was supposed to be giving. Now it has been fixed and is giving 100 stars. Before: After:
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Hammer has 12 augments. What's wrong with having some more variety in your gameplay? And it's a good thing that EMP augments be team-oriented.
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Play some battles to find out. ?
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Those are Ultra Containers, not normal containers. Ultra Containers have a 0.5% chance of a common.
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Customers need a new toy. It's not problematic yet. ?
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Is this where all of my luck is flowing? I've opened 2,333 containers since the update and have only gotten 12 Legendaries. Only 1 was an augment, 2 were 100k crystals and the other 9 were paints. My drop rate after these 2,333 containers is 0.51 which is lower than what the previous probability was. If it were the previous containers, I would have gotten considerably more Legendaries with that amount than I am now. Something is fishy.
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