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Everything posted by TheCongoSpider
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under review Uncle UgNitz' Ideas & Suggestions, part 1
TheCongoSpider replied to UgNitz in Ideas and Suggestions
By that I meant as a coordinated group. At random, fighting against a den of Tesla is bad enough but it's even worse when those Teslas in the den know exactly what they're doing and exactly which augments to pick. Pretty much the reason Dilatory Protocol stayed the way it did since release for a long time. That problem just shifted towards the status augments over time. I'd like to see where they take it now that it's back to the slow-but-heavy-hitting version like it was on release. Problem? They're taking their sweet time to make any changes. It's been 4 months since the change and no improvement for anything not named Electroturret. There is still time for Tesla to change before Shock Therapy is released to players' garages. -
under review Uncle UgNitz' Ideas & Suggestions, part 1
TheCongoSpider replied to UgNitz in Ideas and Suggestions
It's an intentional balance mechanic that Tesla ball lightnings are neutral between teams. Seeing that it's still being rebalanced to discourage groups of players of swarming the enemy with extended chain lightnings from balls, perhaps that may or may not change. Time will tell. -
They suck on Firebird, Freeze and Tesla because they have additional debuffs attached to them that are not present on other status augments. Firebird and Freeze had them for 2 years while for Tesla it was a part of the recent rework. Outside of that, if you think status melee turrets make you rely on RNG, I'm wondering what your opinion on the base turret is. Status augments have 10% higher critical chance than Stock. I'm not sure if you were here during these periods of time but Hammer and Ricochet used to have ways of guaranteeing a status applications. And even before that was removed, many of the dual mode turrets only had one guaranteed method of application (Shaft with scope, Gauss with salvo, Tesla with ball, etc.). As time went on, more status augments and Pulsars were released and previous status augments that only had guaranteed applications on one firing mode received them on critical hits too. Battles eventually became cancerous and they blanket nerfed all status augments and put targeted nerfs to specific turrets. It is unlikely that they intentionally ramp up the applications of status effects, lest we have a repeat of what happened before.
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This is intentional. Placing an item in the exotic section of epic keys will allow it to have a higher chance to drop. When you open an epic key, you have a 0.0805% chance to get it from Legendary, and a 0.5435% chance to get it from Exotic.
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It will instantly upgrade your current Mk1 Ares to the base level of Mk3, which would be Mk3-0.
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First, I implore that you not directly purchase status augments from the garage. They are very overpriced and the majority of them are filler rather than an upgrade to your experience with the turret. Get them from containers instead. I have no clue which augments on which turrets you are using, so I will assume it's the 3 turrets you use the most, Magnum Railgun and Ricochet. Status augments largely revolve around critical damage and many turrets have gimmicks with the critical damage system. Most status augments apply their status effects on critical hits. Each turret has its own critical chance and gimmicks with those critical hits. Your Ricochet and Railgun is just RNG. Put simply, your status Ricochet's projectile has an 8.8% chance for a critical hit, roughly 1 in 11. Sometimes you may get lucky and have multiple oh them in quick succession, sometimes you may be unlucky and not get any for 30+ shots, that's just RNG. Status Railgun's critical chance is 25.3%, roughly 1 in 4. You shouldn't see much problems with these two turrets if your accuracy is high. Magnum however requires some accuracy. Status Magnums have 25.3% critical chance but these critical hits can only be activated if the enemy was hit within 9 metres of the projectile's explosion on the server. If you are repeatedly hitting enemies outside of this 9 metre radius, you will see yourself doing fewer critical hits than your Railgun, for example. As for why there is perceived unfairness with the status augments, that depends on what you are fighting against and RNG in general. You can see for yourself who you hit your critical hits on when you play your turret. You cannot predict if or when you will receive critical damage from any enemy. At any given point in time, you are at the mercy of their RNG. This can quickly lead to a feeling of hopelessness when you repeatedly get hit with critical shots from multiple enemies coincidentally while you are having bad luck with the singular turret you have in your control. Let's say you do get a critical hit on an enemy. There is no guarantee that they will be affected. The enemy can have a status immunity hull augment for that status you are applying and thus nothing will happen. The player can remove your status from them with a repair kit and even prevent it entirely for a short window of 0.8 seconds. A few turrets and status augments have ways to have a 100% chance of status application. Tesla's ball lightning, Scorpion's salvo missiles, Gauss' sniping salvo and Shaft's sniping shot have a 100% chance to apply the status on a hit. Some of the Jammer augments apply with every shot (because Jammer by itself is not a strong status so it is awarded this benefit). The Supercharge status effect you get from Hornet and Dictator's Overdrive makes any shot during the duration a critical hit. If you are able to record a video of your problem, I should be able to explain what happened in the recording and whether it is legitimate or not.
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merge Ideas for Supplies and Drones!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Yeah I do find it weird PC doesn't allow you to change the supply in queue during respawn. On mobile we can do it with the supply wheel while respawning. -
The Tsar grenade. It has a long detonation timer but it deals fatal chaos damage in a wide radius and 999 chaos damage in a very wide radius, about as wide or wider than Wasp's bomb. Also gives Jammer to enemies.
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You have the same number of kills but you have 5 fewer reputation points than the player in 1st place. In Arms Race, this can happen by the other player gaining a 4th or more kill before they self-destruct to be switched to the next turret, or you accidentally self-destructed when using a turret that can damage itself (Twins, Ricochet, Thunder, Striker, Magnum, Gauss, and Tesla), or a varying combination of the two.
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merge Ideas for Supplies and Drones!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Opex said on the RU forum that this bug will be fixed when the drone and supply update comes. -
They cost the same as Bomb grenades. 1,250 for one.
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update Patch Update #793 - Released 14th March 2025
TheCongoSpider replied to Marcus in News Archive
Did you read the rest of the patch? -
https://de.tankiwiki.com/Granaten Let your browser auto-translate it if you can't understand German.
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update Patch Update #793 - Released 14th March 2025
TheCongoSpider replied to Marcus in News Archive
I already hated becoming the Juggernaut and having to play this awful mode so often from the quick battle queue. Now I will actually be defenseless when I become the Jug. Sucks for whoever is on my team I guess since enemies will get an easy kill on me. -
update Patch Update #793 - Released 14th March 2025
TheCongoSpider replied to Marcus in News Archive
They are being changed to a lower rarity, making it faster to obtain them from containers. You'll get fewer 10,000 and 25,000 crystals rewards but you'll get turret augments much more often. -
update Patch Update #793 - Released 14th March 2025
TheCongoSpider replied to Marcus in News Archive
Out of curiosity, does each augment have a certain benchmark performance you expect them to hit in relation to each other? -
update Patch Update #793 - Released 14th March 2025
TheCongoSpider replied to Marcus in News Archive
That is hitting a grenade with your Railgun shot. Currently it deals the same damage as your grenade. Now it will deal the higher damage than that, enough to kill a light hull or heavy hull depending on how far in the blast radius they are and whether they have Railgun protection or not. Phoenix will get twice as much damage with this combo shot meaning anyone that doesn't have Lifeguard will likely die in the blast radius. -
update Patch Update #793 - Released 14th March 2025
TheCongoSpider replied to Marcus in News Archive
Huh? I tested it with Slugger 2 weeks ago and it appeared to be removed. Still sad that these changes severely limited the number of equipment I can use on mobile. It gets boring having to constantly play with only Smoky and Ricochet. -
Currently it is only possible to get them from the first tier of the Elite Pass. When you first obtain them from there you should be able to buy more.
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Is it possible for you to record a video of this happening?
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They're not jump hacking. They're imitating this:
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You're suggesting a decrease in the damage of each rocket, effectively reducing the number of Stock equivalent missiles in the salvo. This would make it no different to the Explosive Warheads augment that already exists.
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An augment like this exists already. It's called Explosive Warheads.
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Because you're using one of the status Teslas. Status Teslas had their ball-to-target range reduced to 1m months ago. Meaning you are currently unable to use ball lightnings to extend your range. If you would like to use your ball lightning to extend your range, use any of these augments if you have it: Adrenaline Acceleration Protocol Dilatory Protocol Minus-Field Electroturret Jamming Discharge
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patch notes Patch Update #790 - Released 14th February 2025
TheCongoSpider replied to Marcus in News Archive
You're going to need to take a screenshot or ideally a video and show me what's happening. A maxed Shotgun's damage starts decreasing after 24m which is much farther than just "5m".
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