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Everything posted by TheCongoSpider
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
In specific or minute instances like those, it would reduce the shots-to-kill for that player allowing you to move on to someone else before the Overdrive ends. Moatly applicable when the target is very protected. I make sure to specify under which conditions the actions are performed. For instance, those that are under the "against unprotected X hulls" category trickle down onto the interactions with damage reducers. Taking Blunderbuss as an example, it gets to one-shot unprotected heavy hulls, which when trickled down with a common damage reducer Booster Armour supply, allows it to one-shot light hulls that have it activated. It is implied. Not sure if you misunderstood what that line meant. What I meant by that is a maxed Smoky's critical hit damage will be above 3,000 when Viking's Overdrive's damage boost and Booster are applied to it. Going into specific numbers, it would deal 3,230 damage. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
The paramaters of the turrets, augments and Booster. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
UPDATED LIST (28/01/20022) With 30 units of additional damage enhancement: Tesla: AP Tesla will be able to kill a light hull that has DA with ball + chain lightning strike. Hammer: Blunderbuss will start one-shotting heavy hulls AP Hammer will require only one shot to finish medium hulls after it APs them It will require fewer pellets to one-shot a light hull and two-shot heavy hulls Will start one-shotting unprotected heavy hulls with Viking's Overdrive Ricochet: Will need 1 fewer shot to kill unprotected medium hulls. Thunder: The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is doubled. Will start one-shotting unprotected medium hulls with Viking's Overdrive Smoky: Will require at least one fewer shot to kill all hulls that have DA Supercumulative Rounds critical hits will start one-shotting unprotected light hulls High-Precision Aiming System critical hits will start one-shotting unprotected light hulls Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive Striker: Will start one-shotting unprotected light hulls Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting medium hulls The range at which RRE will give 1,500 splash damage is increased to ~5.5 metres (out of 8) Railgun: Will start one-shotting unprotected medium hulls with the critical hit Will start 2-shotting unprotected medium hulls with the normal damage Round Stabilisation and AP Railgun will start one-shotting unprotected light hulls AP Railgun will require one fewer shot to kill all hulls on average Gauss: Will start 2-shotting unprotected medium hulls with the acrade shot Will start one-shotting unprotected medium hulls with the arcade critical hit Range of fatal splash damage for unprotected medium hulls increased from 2m to 12m AP and EMP Gauss will start 2-shotting unprotected heavy hulls with salvo + arcade shot Shaft: Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected medium hulls with the minimum sniping damage Will be able to kill heavy hills with DA with arcade + fully charged sniping shot Adrenaline: Thunder will start one-shotting unprotected light hulls at 49% HP Vulcan will reach 2,000 DPS at 40% HP Tesla will start one-shotting unprotected light hulls at 56% HP Shaft will start one-shotting heavy hulls with DA with a fully charged sniping shot at 58% HP Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 85% HP Smoky will start one-shotting unprotected light hulls with the critical hit at 83% HP -
Yes, the current container rewards are paltry, especially that the Devs still have yet to shower us with containers like they promised when they changed them. But I do have to question how you have so little batteries though. I figured the break you took from the game last year would have made some impact on your supply income but not to the level that you only have 500 now. All of my high rank accounts have 6,000+ batteries and the most active ones that always used non-Brutus drones have close to 10,000. How have you run so low and so quickly? ?
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update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
The Freezing status disables all external damage enhancers except Viking's Overdrive. This includes: Boosted Damage supply Adrenaline damage bonus Extra damage bonus from Booster, Crisis and Camper -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
Correct. Adrenaline isn't in a very good spot right now. -
The order of the critical hit chances will depend on what % you were on at the time of the salvo. But to answer your question, yes, because you have more missiles in your salvo, there is a higher chance that one of them will be a critical hit compared to if you were using a 4-salvo Striker.
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Why then do the prices of others not change but mine do?
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update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
On flat terrain, yes, but not when jumping off of high cliffs without Trickster. -
The EN Wiki for critical damage is outdated. Just for more accuracy, Striker's critical hit paramaters are: Initial chance: 12% Chance step: 4% Maximum chance: 12% Consecutive chance: 0%.
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Before the drone and supply cooldown rebalance.
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update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
Yes I've tried Heavyweight on the hover hulls, and yes, it is Trickster that it keeping you stable. Hover hulls with Trickster stay up in the air longer than without. -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
Both of those maps are short cliffs. Having Heavyweight Construction or not mostly doesn't matter there if you're going off of it at full speed. Try it on maps with higher cliffs. -
Why are my prices fluctuating?
TheCongoSpider replied to TheCongoSpider in Why are my prices fluctuating? Archive
I've been meaning to ask this since September of last year but I hadn't gotten around to it. I noticed that the prices of Tankoins, Premium and the Tankoin Pass fluctuate up and down between shop refreshes, mostly when the shop automatically refreshed. Once again with this Tankoin Pass, it is happening which prompted me to ask now. For the first part of the event, my price for the Pass was $20.05 and was decreased to $20.02 on January 29th. With the automatic shop refresh after the server update on February 2th, the price was increased to $20.27. On February 3rd, it was increased to $20.34. And now today on February 4th, the price increased to $20.46. This sort of thing has been happening since September and most noticeable when the Tankoin pass was available. Along with the price of the Tankoin pass, the prices of Premium and Tankoins also fluctuate up and down. I could also give screenshots of the Premium and Tankoin prices fluctuating but that would be tedious to perform on a phone. Why is this happening? -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Miner drone allows the cooldown of mines to be reduced when manually activating supplies or picking up drop boxes. A Miner that manually activates their supplies in optimum order can place around 10 mines per minute. This is assuming it is not Interrupted by enemies during the creation of the minefield. If there is a player on your team using Supplier drone, they can assist the Miner user in decreasing their cooldown on mines. Sabotuer can place a ring of mines every 35 seconds approximately. When you join a battle you can place your first ring immediately and the next one 35 seconds later. If you leave a Saboteur player alone they can make around 5 rings in just over 2 minutes. If you see some mines are still staying after the death of these players then there could be multiple of them on a team. Look at the pattern of the mines that are laid. If they are in wide rings like these, they are from a Saboteur drone. These are from a Miner drone. As you can see, they are littered disorderly around the base. -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
What maps were you playing on? -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
How so? -
Can you tell us what augments you have for each equipment listed? As for primary modules, Smoky, Vulcan and Gauss should be good. Swap one of them out for Freeze if they are annoying you and there aren't any of the other three turrets in the battle.
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@deadmetal254 Giving an example of a recent top meta combination will be the combination of Tesla and Paladin with a meta drone. The main part of this is Tesla being overpowered at the time of its arrival and the combination itself had access to most of its characteristics while Tesla was in its Early Access stage. Going off of the initial paramaters, Tesla had all of these small things coming together to make a super turret: Longer base range than the other melee turrets The ability to further increase said range significantly by itself or with the help of allied/enemy Teslas as well as the unmaterialised tanks on both teams High damage per tick coupled with a fast firing rate Infinite ammo with the main damage dealing mode of the turret Higher maximum critical hit chance than most turrets The ability to leave mobile mines floating around in the battle that deal high damage The ability to deal the entirety of its DPS immediately as an engagement begins Access to the EMP and AP status effect through Ultra Containers What was the problem with Tesla? It had too high burst damage, and too high sustainable DPS. On release, its base damage when at maximum upgrades was 980, so very close to the delicate and uber important 1,000 damage barrier. The biggest changer of its initial interactions came from the Adrenaline augment, an augment which increases your damage up to a limit, in proportion to your remaining HP. All it took for Tesla was for it to lose 10% of its HP and this is where the big trouble began. Instead of needing 2 hits to kill an unprotected light hull, you could now one-shot it. Instead of taking 1.8 seconds to kill an unprotected heavy hull, you killed them in 0.9 seconds. Barely any time to react. It had crossed the most potent damage barrier. Many players felt like their Tesla protection modules were not doing anything, and by all means, they were not wrong. This is what happens when you cross the 1,000 damage barrier with a fast firing rate. Addition of Meta Drone: What's worse than an overpowered turret playing according to the rules of the game? An overpowered turret ignoring those rules. The top drones for offensive purposes at the time were none other than Booster, Defender, Trickster, Hyperion and Crisis. A part of the base gameplay in Tanki is your supplies having downtime when their durations end. These drones do not have that problem, and three of them give heightened supply potency. This means you are harder to kill overall. Infinite Boosted Damage uptime means enemies will ALWAYS have less time to damage you before they die during an engagement. Infinite Boosted Armour uptime means you are never vulnerable to high damage or surprise attacks and will last longer, especially when your turret has high sustained DPS. Booster gave x4 damage for 3 seconds. This let Tesla's high burst damage shine as it had enough to one-shot light hulls with protection modules or boosted armour, or simply to kill them much more quickly and strengthen your longetivity. Defender gave a bit boost to effective HP and let the a portion of the burst damage and mainly the sustained DPS shine. Crisis allowed you to break the 1,000 damage barrier without the need of Adrenaline and also get to enemies faster/use heightened armour when fighting high damage, low firing rate turrets. Trickster allowed you to close the gap between targets quickly and give chase easier when running away. Hyperion gave infinite uptime to Boosted Armour, Damage and Speed Boost, ensuring you were not without firepower at any given moment. Addition of Paladin: Looking at it from the perspective of someone using it for solo-play, Paladin's Overdrive gave the user immunity to status effects, passive healing over time, 90% Armadillo, and applied the Jammer and Armour-Piercing status effects to enemies within a radius around it. It is self-sustaining and it weakens enemies near it. The armour piercing status effect disables the effect of any damage reduce that is on the target, meaning they will take full damage from the enemy when inflicted by it. You remembered what we mentioned earlier about Tesla's damage, right? Adding AP means they will have to take the brunt of that. As both Tesla and the Overdrive is melee, it will be helping the Tesla whenever it can get its hands on someone. If the enemy haf AP Immunity, they were not able to use their own Overdrive to counter you. The hull itself was quite stable and had the ability to avoid projectiles by strafing. The Overdrive, for a while, charged very quickly, one of the fastest to charge on average, with the longest retention period. Couple it with the Trickster drone and you had very fast high-damage machine coming towards your face with little you can do to stop it, both outside and inside of the Overdrive. Couple it with Booster and you let enemies taste your full damage during the Overdrive and even more, both outside and inside of the Overdrive. Couple it with Defender and you became extra tanky in conjunction with the passive healing and 90% Armadillo.and more, both outside and inside of the Overdrive. Couple it with Crisis and Hyperion and you had a combination of the three above when it suited you, both outside and inside of the Overdrive. Addition of Ultra Container Augments: It was around here when fhe first few big nerfs for Tesla came. Most notable being the death of Dilatory Protocol, the halving of the maximum critical hit chance, and the decrease in the base damage from 980 to 810, and the ball lightning from 1,960 to 1,620. This allowed the TTK to drop a bit and allowed players to have some more time to fight back against the Teslas. With these nerfs came the gradual introduction of the Electroturret augments. Augments that turned your ball lightning into a fast projectile and allowed it to apply one of the many status effects in the game. Of the 4 Status Electroturrets, the most potent were AP and EMP Electroturret. Both being able to apply tank-weakening status effects at will to their target, allowing for a swift kill. Killing was the fastest way to gain Overdrive charge, and what better way to secure a kill than to take away enemy defenses by force? Blow way your targets with ease with the Booster and Crisis drones as they allowed you to once again break the important 1,000 damage barrier and gain high Overdrive charge % for your next rampage. When EMP Tesla was released, the Overdrive charge times were significantly nerfed. This did not stop Tesla Paladins as, again, they had the power to kill enemies swiftly and efficiently. EMP Tesla disabled your supplies for 7 seconds, allowing the Tesla free reign to kill you, and even to take its time doing so! Because that 7 second EMP was able to he chained if by some miracle you made it out alive at the end of the duration. Addition of Proper Nerfs: We are in 2022 now and to end an unnecessarily long saga, potent nerfs were handed out. Tesla has its firing rate slightly reduced, its ball lightning damage halved, and its ball lightning damage penalty on Status Electroturrets further increased. Paladin no longer decreases critical damage so two more hulls were added to the list of potential counters. Paladin's retention period has been halved and can now easily flip when driving off of cliffs if not careful. This is not the end of the combo itself, as it is still strong, but it is no longer the cancerous powerhouse that it used to be and was described above. TL;DR Here are some videos at different intervals of the Epic of Tesla. 1. The days of Dilatory Protocol's domination. 2. Adrenaline Tesla showing its strength with 980 base damage. 3. Self-made video giving examples of the potential burst damage Tesla had with Electroturret by using Acceleration Protocol for increased ball speed. (4:45 and after for clear examples) 4. Tesla Paladin (Electroturrets)
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This could be that your Defender and Booster are not fully upgraded, which results in your Boosted Armour and Damage (Double At out and Double Damage) are not as strong as when you left. Consider upgrading Brutus in the meantime while also trying to upgrade one of either Booster or Defender, not both. Use Reinforced Aiming Transmission or Adrenaline if you have them, not Incendiary Band. As for the meta, you have those combinations at the top and you have combinations that are simply powerful relative to the rest of equipment. On top, as others have mentioned, is Paladin with its Overdrive and synergy with whatever turret and augment is powerful at the time. The drone you use with your equipment will have your effectiveness in battle differ. An EMP Tesla Paladin using Trickster is miles more powerful and dangerous on the battlefield than an EMP Tesla Paladin using Brutus. A stock turret might seem weak but can become very potent when equipped with certain augments. All in all it depends on what you have available to use. Some augments synergise better with some drones and/or hulls than others. Notable strong/potent turrets: Freeze Tesla Hammer Striker Smoky Vulcan If you consider each turret's best augments, that list expands to the entire roster...except Thunder and Magnum. The most potent augments being augments that apply the EMP or Armour-Piercing status effects to enemies easily. Notable strong/potent and consistent drones for their purpose: Booster Defender Trickster Crisis Hyperion Assault Supplier Mechanic A lot of drones are outclassed in general effectiveness against these listed drones. One drone may be more potent on a particular turret or augment than another, but these are the best and most consistent for their purpose currently.
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update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
Firebird, Freeze, Tesla, Isida, Vulcan - x5 damage, x6 with DD Everything else - x2.5 damage, x3.5 with DD Bonus damage output from Adrenaline is added to the multipler. If you are at half HP with Adrenaline Railgun, you will have +15%. Adding that to Viking's Overdrive's multiplier would give you x2.65 damage and x3.65 with DD. Works the same with Booster, Camper and Crisis, where with Booster you add 0.3 and Crisis/Camper you add 0.6 (assuming they're maxed of course). Some augments have their own damage coefficients that are different to the Stock turrets, known ones being: Support Nanobots - x6 instead of x5 Plasma Torch - x3.3 instead of x2.5 Blunderbuss - x0.5 instead of x2.5 Autocannon - x5.5 instead of x2.5 Small Calibre Charging Machine - x3.125 instead of x2.5 AP Railgun - x2.2 instead of x2.5 Large Calibre Rounds - x1.92 instead of x2.5 EA"Scout" Railgun - x4.2 instead of x2.5 Round Destabilisation - x5 normal damage, x1.98 critical damage instead of x2.5 for both -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
...because I go out into battle and use them. The Devs don't like to give numbers and for some reason also like to omit changes that influence performance in a battle. The damage and reload coefficients for Viking's Overdrive were mostly the same for everything in their respective category. Because it was the same, some augments would benefit more from the Overdrive than others. Some augments that were underperforming with the Overdrive were buffed last year in their own ways. For example, Autocannon's damage coefficient went from the usual x2.5 to x5.5. The shots with normal damage still mostly tickled enemies, but the critical hits slammed you like a truck. Blunderbuss, which previously had the usual x2.5 damage was reduced to x0.5 before it came to the Battle Pass. Meaning if you activate the Overdrive without Boosted Damage, your damsge per shot during the Overdrive would be halved instead of increased. As for Round Destabilisation, it was going through its balance changes last year because Stock Railgun was changing in big ways damage-wise. After the last change RDS received, its damage coefficient dropped from x2.5 to x1 (accurate numbers are in the post you quoted) and status Railguns had their reload coefficients buffed for them to shoot more shots which was illogical. Since then I've been using Viking's Overdrive with each Railgun augment to see if there are any unannouced changes (because we know how much the Devs love those) with each update, or at least whenever I notice something different. It's tedious however, because I have to do this with every Railgun augment with the Overdrive that charges the slowest in the game which was slowed down even further, with an equipment-change cooldown of 8 minutes. And the one drone that's supposed to help me charge my Overdrive quickly was nerfed into the ground. -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
Another change was AP Railgun going back to 17 shots instead of the usual 13. -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
@DestrotankAI9 Another patch, another silent change to the damage coefficients of Railguns with Viking's Overdrive. What do we have this week? Scout: x2.5 ----> x4.2 Round Destabilisation: x0.88 normal damage, x1 critical damage ----> x5 normal damage, x1.98 critical damage Haven't noticed any changes for the others so far. -
While doing the special missions, I had passed 1,000 containers opened and am current on 1,164 and have gotten 3 Legendaries so far. Legendaries dropped at container #~50, #950 and #1,118.
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