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Everything posted by TheCongoSpider
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It's already been happening for a while via event currency purchasable with rubies/crystals in specific events.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
With that negative out of the way, on to a positive. In the past month there have been FPS improvements in battle. Before, I would hardly be able to get to 60 FPS after the 3rd minute of being in a battle. Now, it's entirely possible for me to have 60 FPS at any time within the first 11 minutes, assuming nothing major is happening on the screen at the time, usually when I'm respawning. This still doesn't stop the client freezes. Maps like Kungur, Berlin, and especially Yorkshire give client freezes often. Most recent recording of one. -
It's Team Juggernaut special mission week. Which means absolutely nothing has changed with MM. Quick battle queue is still taking me to TJR battles the majority of the time. The complaint here is not random cancer squads, but execution squads. Where a lot of players, usually with 9999 GS, would be using strong turret and hull augments with good drones and modules and, most importantly, with a competent healer. They roll in, execute the current Juggernaut and roll out. On repeat. I happened to be placed on the same team as them this time around, coincidentally as I was also using Hammer. It was quite horrific to see. At one point one of the Juggernauts spawned and was surrounded by me and the other 3 Hammers. He died 3 seconds after the spawn immunity wore off. In the worst cases, they don't even give you enough time to reach 100 score for stars. I haven't liked being in TJR for a long time but this is just one of many reasons why I hate repeatedly being put in TJR battles when in the quick battle queue. It's like people barely play any other modes. It's not uncommon for me to get 3+ TJR battles in a row.
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What number is your ping usually at?
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Do you by chance have a video recording of this?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
If there's an augment that boils my blood every time I see it, it's Round Destabilization for Railgun. This augment is the primary reason I get frustrated thinking about doing missions on my accounts that do not have Armadillo upgraded. Every time I spot the icon next to the Railgun in the TAB, I'm reminded of that awful Patch 763 I had to play through on a then newly-transitioned HTML5 mobile. It wasn't enough that they had to further increase the critical damage while keeping the chance at 50%. They also had to buff the normal damage, high enough to one-shot unprotected light hulls. The critical damage is so high that it's still higher than the buffed normal damage even when facing 50% Armadillo vs no Railgun module. At any given moment, there is a 50% chance for you light hull to instantly die. And if it doesn't, you can still be killed in 2 shots with the buffed normal damage within the wrong 120m maximum damage range. At any given moment, there is a 50% chance for 82% of your medium hull's HP to be vaporised. 92% if they're using Booster or Crisis. And again, if they get unlucky, they can still kill you in 3 normal hits from full HP. At any given moment, there is a 50% chance for your unprotected heavy hull to be one-shotted. Two shots if you have armour. It being critical hit based means you can be doing this at close range as well as across the map. That buff allowed Booster to allow it to kill medium hulls with normal + crit so if I took one normal hit at first, I now gamble on a 50% chance that I don't instantly die in the next 4 seconds. And then there's the fact that it's RNG. You know how it goes. Always feels like it works for the enemy but never for you. The 50% critical hits will apply for the user but any random person can be lucky or unlucky in which of the two they get hit with. I had a battle on a non-Armadillo account where I was fighting an RDS Railgun and an LCR Railgun. Both increase critical damage by a large amount. I had the Railgun protection equipped primarily for the LCR with its high normal damage. Well imagine my luck that while a solid 60-70% of the shots I received from the RDS Railgun were crits, almost ALL of the shots I received from the LCR were crits. 23% crit chance, hitting me almost every time. I couldn't do anything. I relied on hoping the 77% chance to receive normal damage would save me, but no. My Railgun protection pretty much did nothing in that battle, and my team lost because of that. Many times I'm trying to carry my team for a comeback but the presence of just ONE RDS Railgun, even if they don't turn their turret and/or are just using Brutus, can completely shut down my momentum at any time. All with a 50% chance. Hey, maybe it's good that there's an equalising factor for weaker players/teams. The most recent example was this. Two RDS Railguns with Hornet at the top for basically the entire battle. They had someone with Shock Freeze and Defender drone stopping anyone from getting up there. I didn't get to check my allies but this battle was close ONLY because I had Armadillo. If I didn't have Armadillo then I would just repeatedly get picked off before I could do anything and that battle's outcome would have been decided by the 2nd or 3rd minute. What makes it so frustrating is that the augment is common. There were many ways for old and newer players to get it and have it as an option in their garage. It's the most common Railgun augment I see. Railgun, ever being special in having many modules against it in any random battle, even in DM modes with small maps only, will make people want to use it more. Very sticky situation. I didn't think it needed a buff so that big buff it received was insane in my eyes. What's even more insane is that it hasn't been nerfed at all since that buff almost a year ago. Given that it's still an RNG-based augment, I wouldn't be surprised if even after that buff it's still not overperforming in the analytics. What are you guys' experience playing against this with and without Armadillo? -
Matchmaking imbalance: New Marshal thrown into chaos
TheCongoSpider replied to Mr.Blitz in Game Discussion
Before an update half a year ago, you would have been fighting those same Legends at Brigadier. Maybe even before Brigadier if you were playing near the server restart. It feels bad now with the sudden jump in difficulty from General to Marshal but before then, you'd be having that difficulty long ago. You also have 8.2k GS. That's quite good for just reaching to Marshal. The way you were worded your post made me initially think you had somewhere between 5k and 6k GS. Just because a person has a fully upgraded tank does not mean they are a buyer. You've not been at Marshal for long so your sample size of battles would be small. For all I know, you actually could have fought a group of players that do buy and use strong equipment to do well with any the expense of the enemy team, multiple times in a row. The main thing there is the difference in time periods players had been playing the game. Players who have been playing for many years and have already been acclimatised to the changes in progression would not have a huge issue with this MM. They've already climbed the ladder, so to speak. Who suffers are the players who started playing in very recent years, or those who haven't played in a very long time and are returning during these recent years. Recent years where restrictions were made on progressing accounts. New accounts after mid-2021 only have 1 module slot instead of 3 and until recently, they costed Tankoins to buy. Drones were required to be upgraded and used to have your supplies' strength back to maximum. Modules are much more expensive for the average player now and they unlock all the way at General rank. Shop overhauls had their pros and cons in different time periods. Currently there is no way to get higher upgraded equipment early for crystals like there were 3+ years ago. In my opinion, the restrictions and experience on new accounts became the worst after the huge Token of Apology given out in December 2022. I couldn't see myself intentionally creating a new account after January 2023. It is harder for me to guide newer/returning players recently because there are lots of precautions and things to explain, as well as preparing them for any announced future updates and traversing through balance changes. The progression experience of a returning player with X garage at Patch #683 can be very different to a returning players with Y garage at Patch #697, for example. -
I honestly have no clue how you can look at both Crusader and Hopper and conclude that Crusader is the light hull. Hopper literally looks like the floating tank version of a mosquito. ?
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Daily and weekly missions are no longer activated upon entering your account. It is unclear whether this is a bug or intentional.
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Is there a good reason why daily and weekly missions are no longer auto-activated upon entering an account after this Invite a Friend event appeared?
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Does upgrading turrets also improve their crit chance?
TheCongoSpider replied to Acecaddy in Archive
Critical chance is the same for every modification of a turret. What will change with modification is the frequency of the critical hits over time, as the firing rate for most turrets is increased as you upgrade it. More shots in a specific amount of time = more critical hits over time. Firebird, Freeze, Isida and Tesla have the same energy consumption and tick rate at every modification, so an Mk1 Isida will be getting as many crits as an Mk7+ Isida if all energy is successfully spent on enemies. What is increased for them is the range at which they can apply them, and for Firebird and Freeze, their energy recovery rates (how fast the reload bar goes back to full when you stop firing). Turrets have gimmicks with critical damage, whether that be baked into the turret's design or created artificially via critical damage/chance balancing. Freeze does not have any specific gimmicks with critical damage. Its template, if you can call it that, is having a high critical damage number with a low critical chance. You will get critical hits relatively rarely, but when they do, they pack a punch. If you get lucky and have multiple of them in a short amount of time, you can rip people who do not have the Armadillo module to shreds. You are correct in that Paralyzing Mix is a downgrade overall. Status augments are their whole own thing with their quirks and gimmicks. The ones for Firebird and Freeze particular suck because they reduced the heating/freezing rate by a large number while also reducing your critical damage. EMP and AP are serviceable because they can suddenly and severely impact the survivability of an armoured enemy with their status effects. Stun and Jammer do not have such luxuries of forcing players to die quickly so they suffer more. You can still do well with them, of course, but you will likely not have a fun time while trying to do so. As a fun fact for you, the only turret whose critical chance numbers would directly be increased by upgrading was Smoky. Since mid-2023, Smoky's critical chance numbers had been changed to mimick the other 15 turrets. -
I think Booster consumables should be phased out from the game/ limited to drones
TheCongoSpider replied to Acecaddy in Game Discussion
You can disable auto-supplies, you know. -
I think Booster consumables should be phased out from the game/ limited to drones
TheCongoSpider replied to Acecaddy in Game Discussion
But are they not already limited to the drones? That's where the supply boosts come from. Or are you talking about the supplies themselves? -
I was waiting until I updated the Crisis list and some of the current Booster list before I responded. I just happened to be busy at that same time and got around to doing it now. I just wanted to get out that unfinished Booster post out of the way at the start because over time this became inconvenient to do on a phone. It doesn't take long. It took quite longer back when Crisis was 60 but now that they're both 25 I can copy what I have for Booster for Crisis. Crisis may have additional stuff like RDS allowing for a surprise with an unboosted normal + boosted critical. Usually there won't be huge rebalances to multiple equipment so only few things change at a time.
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UPDATED: 24/01/25 With 25 units of additional damage enhancement: Tesla: Will start one-shotting unprotected light hulls Electroturret will kill an unprotected medium with the ball lightning Electroturret will kill an unprotected heavy hull with ball + halved chain lightning Hammer: Will start one-shotting unprotected light hulls with the normal damage Ricochet: Ricochet will take at least one fewer shot to kill medium hulls on average Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.27m (from 4.92m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage Supercumulative Rounds will start 2-shotting unprotected heavy hulls with normal + crit Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.95m (from 4.35m) Vacuum Warheads will start one-shotting unprotected medium hulls at 5.57m Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Round Destabilisation will kill a medium hull with DA with unboosted normal hit + boosted critical hit Gauss: Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls with the normal damage AP Gauss will be able to kill a light hull with DA with critical + normal hit Solenoid Cooling will start one-shotting unprotected medium hulls with the salvo Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo Super Solenoids will kill a medium hull with DA with unboosted normal + boosted salvo Hyperspeed Shells will start one-shotting unprotected light hulls at 85m Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Healing Emitters will start 3-shotting unprotected heavy hulls Healing Emitters will kill a medium hull with DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Quasar will start one-shotting unprotected medium hulls with the critical damage Scorpion: Will start one-shotting unprotected medium hulls hulls with the critical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heavy hulls with the critical damage at 82% HP
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Throughout the years I've hardly had a problem using projectile turrets against Crusaders. I have always had it against Paladins. Besides the AP on the OD at the time, part of the reason I hated fighting Paladins was because I knew that my accuracy wouldn't be high against them. My projectiles would seemingly phase through them on multiple turrets, not just Smoky. Thunder, Striker, Ricochet, Gauss, Vulcan. All of them were missing shots on Paladins that I didn't have a problem with Crusader. Crusader Icicles apparently were supposed to be a prime counter to Paladin ODs yet my Icicles phase through Paladins quite often. If it didn't phase then it most likely would still directly impact them and only do 1,000 instead of 4,000. This was made even worse if they were using Crisis or Trickster. Source? That doesn't sound or look right.
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This topic is about Plasma Resonator, not Helios.
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This is just a buffed Autocannon augment with extra unnecessary steps. This is just a buffed Adrenaline augment with extra unnecessary steps.
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For the possible prizes. This is not the first time we've had this event. If you do not have many Rubies to spare, yes it would be better to spend it on something more profitable or on something you know exactly what you're getting.
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UPDATED: 24/01/25 With 25 units of additional damage enhancement: Tesla: Will start one-shotting unprotected light hulls Electroturret will kill an unprotected medium with the ball lightning Electroturret will kill an unprotected heavy hull with ball + halved chain lightning Hammer: Will start one-shotting unprotected light hulls with the normal damage Ricochet: Ricochet will take at least one fewer shot to kill medium hulls on average Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.27m (from 4.92m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage Supercumulative Rounds will start 2-shotting unprotected heavy hulls with normal + crit Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.95m (from 4.35m) Vacuum Warheads will start one-shotting unprotected medium hulls at 5.57m Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Round Destabilisation will kill a medium hull with DA with normal + critical hit Gauss: Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls with the normal damage AP Gauss will be able to kill a light hull with DA with critical + normal hit Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m) Hyperspeed Shells will start one-shotting unprotected light hulls at 85m Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Healing Emitters will start 3-shotting unprotected heavy hulls Healing Emitters will kill a medium hull with DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Quasar will start one-shotting unprotected medium hulls with the critical damage Scorpion: Will start one-shotting unprotected medium hulls hulls with the critical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heavy hulls with the critical damage at 82%
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Playing the Objective in Game Modes is Not Worth it.
TheCongoSpider replied to ok_hand in Game Discussion
The normal bots aren't the exact same on both teams. Bots using specific turret/hull combinations in a particular map can inconvenience you more than in others. The equipment the enemies have also can synergise very well with the bots on their team and the terrain on the map and make it harder for you, a specific teammate or even your entire player team. I didn't bother to check low-mid ranks since I don't have an account or Healing Emitters down there but endgame bots deal very slightly above what the turret does with fully upgraded Boosted Damage. For example a Gauss bot deals 1,428 normal and 1,812 critical damage every 1.3 seconds. That is pretty sizeable when you don't have Gauss protection. With the sheer number of them you're bound to get hit by some of the bots. -
That is correct. If you do not complete the contract, you will not be eligible to receive points for that specific day.
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update Patch Update #788 - Released 24th January 2025
TheCongoSpider replied to Marcus in News Archive
We've come full circle again. I wonder how long it'll take for it to get nerfed this time. -
update Patch Update #788 - Released 24th January 2025
TheCongoSpider replied to Marcus in News Archive
This feels quite random. What criteria did it meet to get a straight DPS buff and not any other random augment in the game? It should have been at that reload from the very start. I guess its fate is now sealed as a Subcalibre Rounds Thunder alternative for the foreseeable future. -
update Patch Update #787 - Released 17th January 2025
TheCongoSpider replied to Marcus in News Archive
I got a client freeze a half a second after seeing a Crusader Icicle bounce upwards into the sky so I'm not sure if that's fully fixed.