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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Free-to-play. What, if any, are the options?

    I don't have any F2P videos of that, unfortunately. There is, however, a channel that gives some Mammoth gameplay with top drones and augments by tanker DaringDeer. Those top drones being Trickster and Crisis which allow you to reach high top speeds not possible with other drones. Here is one video.
  2. TheCongoSpider

    Free-to-play. What, if any, are the options?

    Mammoth has status immunity and mine damage immunity during the Overdrive. How are you being stopped by status effects and mines during that?
  3. TheCongoSpider

    Free-to-play. What, if any, are the options?

    9th July, 2021 was when they gave it 100% mine protection. Yes it is a potent minefield destroyer especially with Trickster or Crisis.
  4. TheCongoSpider

    Free-to-play. What, if any, are the options?

    Mammoth has 100% protection against mines during the Overdrive. It is a potent counter to Saboteur and Miner drone users.
  5. Also on the list of Smoky augments to be buffed is Supercumulative Rounds. A Smoky augment whose paramaters would have made sense before the Smoky conversion in January 2021. The main problem with this augment is how impractical this template is with Smoky's revised critical hit paramaters. It not only has at most a coinflip to lad a critical hit now, building very slowly to that points makes it worse overall. Being unlucky leaves you baren against protection modules and many times, your critical hit comes at a time when the enemy is already at a low enough HP that the critical hit is very overkill. My suggestion would be to decrease the critical chance step penalty from -60% to -25%. This will allow it to better mesh its critical hits and normal hits to achieve a more consistent shots-to-kill buff against medium hulls like Stock Smoky received last year for all hulls.
  6. TheCongoSpider

    Free-to-play. What, if any, are the options?

    Fastest? They're all 9m/sec.
  7. TheCongoSpider

    Let's Discuss Smoky!

    This is what I hoped it would not have come to when they gave away EMP Smoky for an affordable price for the second time. EMP Smoky has drastically risen the standards players have for the turret. They seem to forget that it stems from somewhere, and that is the basis for all of Smoky's augments. The other Smoky crystal augments are good in their own way. They eventually forget that Stock Smoky against supplies is the base gameplay. EMP tramples that by significantly decreasing how long it takes to kill people and for them to kill you back. This was then exacerbated after the reload speed and damage buffs last year. EMP Smoky is an outlier that needs to be dealt with, rather than the other Smokies being weak. You have statistically weak augments like Supercumulative Rounds, Paralyzing Rounds and Assault Rounds, sure, but they are much closer to Stock Smoky and the garage augments than it is to EMP Smoky. EMP Smoky needs to be cut down, and if I'm being honest, nerf it straight into the ground. Show people the stupidity that it was and make people actually play a Smoky that does not take away a player's supplies. If they complain and say Smoky becomes unplayable, you will see how deeply rooted those standards were. can I blame them for having these standards now? Not entirely with how many AP/EMP augments and meta drones are in play. But players need to know that EMP Smoky is not a standard; it is an outlier. AP just has a critical damage decrease. It still has Stock's critical hit rate. Stun Smoky is bad, yes, and the recent patch failed so it did not help, but instead, nerfed it. I can't attest for Rubberised Rounds users on PC but on mobile, it is godly. But then again, these players will have to have the mental fortitude to comprehend using a Smoky that doesn't take away enemy defenses regularly. ? I would like to see a fat, vast, humongous nerf to EMP while seeing a few buffs to others such as Supercumulative, Assault Rounds, Stun Smoky and tiny buffs to AP.
  8. You can't really camp with Smoky if the weak damage is 25%, and this is assuming they take the time to acknowledge Assault Rounds' existence rather than using EMP or 1 of the other 10 augments that give a critical hit that is strengthened in some way. The alternative would be to significantly increase the shot damage, like BruhBruhThingThing mentioned. I think most of the turrets and top augments in the game already deal too much damage and I try not to add too much to that. The changes I'm suggesting to augments ate not to make them meta. It is to give them individual identity rather than the one-size-fits-all approach the Devs are using which benefits some augments (many of which are already at the top) and worsens others. It's to give them a purpose. The same way now that there is a concrete purpose to using High-Precision Aiming System Smoky over Adrenaline at endgame. The same way there is now a concrete purpose to using High-Pressure Pump over the other Firebird and Freeze augments. There are some augments that you just can't help without suggestion something unorthodox, for example, Reinforced Aiming Transmission for Railgun and Sorted Ammunition. Both of them have an identity. Reinforced Aiming Transmission for faster horizontal rotation and Sorted Ammunition to give favourable order to the chaos of Smoky's RNG. Sorted Ammunition is fine but what about RAT? It is a mechanically unneeded augment because Railgun already turns fast enough and in conjunction with the hull. And then you lose some vertical auto-aim on top of that. There's nothing you can add to it to keep to its (unneeded) purpose besides removing the vertical auto-aim penalty.
  9. So presumably all of the critical hit Smokies are bugged right now. They don't do what the Patch Notes says it will and the critical hit chances appear much more variable and out of place. I decided to look into the Sorted Ammunition augment to see it was affected by the update. It's affected rather weirdly. Previously, you would always get a critical hit with 3 normal hits in between, looking like Spawn, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit........ Right now, what is happening is after you spawn, you need 4 normal hits instead of 3 before you get a critical hit. After that first critical hit, you will go back to needing 3 normal hits in between. It will look like this: Spawn, Normal, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit, Normal, Normal, Normal, Crit...... x4 x3 x3 That is a nerf there. However another thing occurs. I will take the previous line and will underline and highlight certain "Normals" in green. Spawn, Normal, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit, Normal, Normal, Normal, Crit...... If you were to die while your Sorted Ammunition Smoky is on step highlighted in green, then your first shot after spawning will be a critical hit. As this is predictable for Sorted Ammunition, someone can use this to their benefit. This also happens to the other Smokies in some way, but due to their RNG not being absolute like Sorted Ammunition, I can't pinpoint what criteria needs to be satisfied in order for them to be able to get a critical hit on the first hit. Do be wary, as that enemy EMP Smoky that just spawned near you may have a critical hit loaded and ready to weaken you immediately as they materialise. As for Sorted Ammunition's interaction with Supercharge, when the effect ends, you will be pushed back to the beginning, where you will need 4 normal hits for your next critical hit instead of 3 normal hits. @frederik123456 As far as I have gathered from using Incendiary Rounds, Cryo Rounds, Rubberised Rounds, High-Precision Aiming System and EMP Rounds, it seems like you're eligible for it to happen after you have already made a good number of shots after a critical hit. Say, dying 3-5 normal shots after your last critical hit might trigger it, I am not certain. For now overall, Sorted Ammunition and Paralyzing Rounds became worse. I have yet to try Supercumulative to see if it benefitted from this update.
  10. TheCongoSpider

    Let's Discuss Smoky!

    Likely not intended. Sorted Ammunition is also behaving weirdly, which I will report on later in the Patch Note thread.
  11. The augment is lacking in Matchmaking and the only reason I hadn't asked for a buff for it was because I had it in my mind that Round Stabilisation and Assault Rounds were designated Esports augments. Round Stabilisation's predicament is understandable given the changes that happened to Stock Railgun's normal and critical damage and the popularity of XP/BP, but not for Assault Rounds. As I saw in a thread recently, Spy mentioned that eSports was not taken into account when making balance changes. Near hitscan speed, but none of the very valuable critical hits. Increased impact force, except half or more of the shots do not deal impact force to the enemy. No critical hits have it even worse off with the recent range and weak damage nerfs. My suggestion is to increase the maximum and minimum damage range of Assault Rounds by 50%, and increasing the shot damage by 5%. Weak damage stays the same at 25%. This gives it something to compensate for the removal of the critical hits and to better make use of the fast projectile speed.
  12. TheCongoSpider

    Let's Discuss Hammer!

    The changes to Blunderbuss were increased pellet spread, altered clip reload speeds and the critical chance buff from 40% to 50%. Nothing was negatively affected with its critical hit rate so I don't see how it was getting more crits now than it did before with Viking's Overdrive.
  13. TheCongoSpider

    Let's Discuss Hammer!

    Huh? As far as I was aware, the only difference between Blunderbuss then and Blunderbuss now is before it was 40, 0, 40, 0, 40 and now it's 50, 0, 50, 0, 50. How was it having more critical hits back then?
  14. TheCongoSpider

    Let's Discuss Hammer!

    It gets the same firing rate bonus, just a low damage bonus.
  15. TheCongoSpider

    Tanki Online Turret Tier List

    Which garage augments did you consider? All of them combined? The best ones only?
  16. TheCongoSpider

    Let's Discuss Thunder!

    Thunder is nowhere near what Smoky is at endgame. Biggest thing with Thunder right now is that it has no Identity. You compare the stats to those closest to it (medium range turrets) and then branch off to what their gimmicks are. Striker, which was its closest brother stat-wise has left it in the dust. Smoky received a significant buff in the form of the normal and critical damage being increased together and the significant firing rate buff, as well as a plethora of augments to choose from. Vulcan has its good damage with DPS and can have its main weakness mitigated with a hull augment and can reliably ricochet at mid range. Whay does Thunder have currently? Nothing. It's just another run-of-the-mill 750+ damage, 2-second reload turret. The initial rework of Thunder killed the splash and raised the critical splash damage, and to compensate, raised the critical hit rate from 0, 10, 0, 10, 0, 10 to a fixed 15% chance. It was then confirmed weakest turret and what happens next? They nerf the critical hit rate less than a month later. Instead of having 15, 15, 15, 15, 15, it now has 15, 0, 5, 10, 15. So what happened to Thunder? It lost its splash, gained a slightly increased critical hit rate to compensate, and then quickly lost that increased critical hit rate. Thunder has nothing. Augments do not save it. Sledgehammer is steaming garbage and worse than an Adrenaline Gauss that only shoots arcade shots. SCCM has takes away too much damage to be worth using. Adrenaline no longer gives Thunder a tangible benefit by itself. Subcalibre is the only decent Thunder augment left and funnily enough, it removes the splash. Booster doesn't even give Thunder anything worthwhile. Striker gets to one-shot light hulls with Booster. High-Precision Aiming System for Smoky now has 750+ damage and, surprise surprise, has a 1.7 second reload. Thunder is not good and that is a fact. It is statistically underpowered.
  17. TheCongoSpider

    Let's Discuss Thunder!

    Unreleased augments have that icon (or no icon) when used by testers.
  18. Interesting changes. Compact Fuel Tanks feels more fun now, but Shock Freeze is lacklustre without critical hits and lowered energy consumption. It should have a shorter reload so that it will keep the longer TTK but fare better when it runs out of ammo.
  19. TheCongoSpider

    Let's Discuss Thunder!

    Do you know in which Vlog that was said?
  20. TheCongoSpider

    Let's Discuss Thunder!

    I played with Serene while they were using Thunder. I didn't notice anything strange but that could have been the circumstance of bring on mobile and not having many enemies around for a long time.
  21. The developers stated in a Vlog that it is intentional that a player gains most of their income and consumables from containers/missions/challenges and not directly from battles. So yes, we do have to rely on them. Most people who don't have maxed garages or combos they are interested in using but not have upgraded have to rely on them.
  22. So here's the deal. Incendiary Railgun did not always have such a high firing rate with Viking's Overdrive. That only changed in November where it became broken for no reason with Viking's Overdrive along with the other status effect Railguns. It appears in those 3 months you already got fully accustomed to that power and now that it is restored to what it should have been, you are indignant. I don't think it is wise to compare a status Railgun with Viking's Overdrive to anything else. It was made unnecessarily powerful with Viking's Overdrive for a short while and now it is back where it rightfully belongs - on par with the other Railguns. And consider that Smoky has sharp damage dropoff over range while Railgun does not have damage dropoff. Anyway, yes Smoky is very powerful right now, but I do not see the reason for both the firing rate and damage to be reduced with Viking's Overdrive. One or the other but not both. I don't see why this has to be nerfed.
  23. TheCongoSpider

    Let's Discuss Overdrives

    It appears I misread what you said earlier.
  24. TheCongoSpider

    Let's Discuss Overdrives

    Or maybe we don't have status effect augments at all?
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