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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Tanki Picture of the Day - Have any?

    After approximately 10 months of trying with Ultra Containers, I have finally obtained the Sorted Ammunition augment for Smoky onnamy of my accounts. My first attempt at it in February of 2021 ended on failure with my x10 Exotic chance going towards Hopper XT instead of a Smoky augment, which allegedly had a 5x higher chance of dropping than the other exotics. February 7th, 2021: December 30th, 2021:
  2. TheCongoSpider

    Heating points

    Your afterburn damage should more or less fall under these numbers. 300 200 150 120 103 100 75 60 Key: Boosted Armour = 0/20 drone or droneless Double Armour = 20/20 drone Against players that do not have any armour activated. Against players with Boosted Armour activated. Against players with Heat Resistance and no armour activated. Against players with Double Armour activated and no Heat Resistance Against players with a fully upgraded Defender drone and no Heat Resistance. Against players with a fully upgraded Crisis drone and no Heat Resistance Against players with Heat Resistance and Boosted Armour activated. Against players with Heat Resistance and Double Armour activated Against players with a fully upgraded Defender drone and Heat Resistance. ------------ Any number that falls between the above numbers is a result of the varying drone upgrade levels of enemies in battle, and their combinations with either having or not having Heat Resistance equipped on their hull.
  3. TheCongoSpider

    Ideas for Augments!

    So in one of the updates of late 2021, Railgun's firing rate with Viking's Overdrive was enhanced. Going into specifics, it looked like this: In a subsequent update, the augments Electromagnetic Accelerator "Scout" and Large Calibre Rounds had their base a ugment firing rates reduced, which decreased their number of shots during Viking's Overdrive from 17 to 13. What has not changed after all of this, is status augments having a considerably higher firing rate with Viking's Overdrive than the other Railguns, those that deserved it or it would be rational to have. ON TOP of this, they get higher damage amplification with Viking's Overdrive than the crystal Railgun augments. The latter having x2.5 damage while the former has x3 damage. This makes no sense both logically and within the game balance. Status Railguns should have their number of shots drop back down to 13 and have their damage coefficients reduced from x3 to x2.5 like the rest of the Railgun augments. Status Railguns include: Incendiary Rounds Super Armour-Piercing Rounds Cryo Rounds Stun Rounds EMP Rounds
  4. A Twins would deal 208 damage to a player that has a 19/20 drone.
  5. TheCongoSpider

    Let's Discuss Protection Modules

    @nikunj04 Armadillo and Spectrum modules do not appear for mobile players, which was the point of Incorp's suggestion.
  6. TheCongoSpider

    Festive season

    Finishing a battle with at least 30 score will allow you to watch an ad after that battle. It's great when battles end quickly or you end up in one that is almost finished.
  7. TheCongoSpider

    Festive season

    Huh? A large portion of the Vikings I see do not hesitate to use their OD to win 1 v 1s. They're mostly those that don't turn their turrets.
  8. TheCongoSpider

    Ideas for Augments!

    So out of all the Railguns after the return of the fixed 50% critical chance, 3 out of them naturally fell behind in their own ways. Round Stabilisation and Hyperspace Rounds fell further as their normal damage increase was not enough to offset the inability to deal critical damage, whose rate was then boosted from a 50, 10, 50 to 50, 50, 50. AP Railgun fell from its status peers after that update, which allowed them to deal their potent status effect 50% of the time and also have their critical damage penalties removed. Within all of this, AP Railgun retained its -20% critical damage penalty, retained its 0% minimum critical chance, the normal damage increase no longer being duely potent and the AP duration being decreased from 7 seconds to 5 seconds. It is easy to not get much value out of this augment without Booster, a Falcon modules are still in play quite often and as said before, the normal damage increase isn't enough to rely on it, as was the previous issue with Hyperspace Rounds. I do not believe that the 0% minimum critical chance should be removed, but instead, be worked around. My suggestions for a buff would be any of these three: Increase the normal damage enhancement from +40% to +45% Remove the critical hit damage penalty Increase the AP duration from 5 seconds to 7/8 seconds Option 1 will have its normal damage be more dependable when fighting the many Falcon modules and Boosted Armour (due to having fewer critical hits than other Railguns). Option 2 will have its less frequently occurring critical hits be stronger, while the normal damage stays under a critical breaking point. Option 3 will have it remain subpar (in comparison to the other status Railguns) for solo usage but will allow it to support its teammates better. I am most in favour of option 1.
  9. TheCongoSpider

    Festive season

    It does not counter the 3,000 damage.
  10. TheCongoSpider

    Ideas for Augments!

    That allows it to: one-shot medium hulls with Booster Need 2 shots instead of 3 to kill droneless medium hulls that have Boosted Armour Kill light hulls on equal footing with 1 snipe and 1 arcade shot Kill unprotected heavy hulls with 1 snipe and 1 arcade shot That's a strong no from me.
  11. TheCongoSpider

    Ideas for Augments!

    This augment is in a tight spot and has been ever since its introduction. Isida with the way it deals damage enemies and its narrow cone angle made it hard to effectively use this augment, or justify using it over Stock/others. WIth having less energy to attack and healing staying the same as Stock (relatively low) it is encouraged to use it primarily for offensive purposes. When I decided to use it again in some battles, I was often in situations where I had more opportunities to heal allies than to attack enemies. Using energy for the Stock healing leaves little for attacking, where every tick matters with the increased consumption and the aforementioned difficulty with dealing comfortable damage. To assist with this, I ask to decrease the neutral energy consumption for this augment from 50 eng/sec to 0 eng/sec. This allows it to expend as much energy all of its energy if it chooses to attack solely on damage output. If it is having difficulty keeping the beam attached to allies when healing allies then it will expend as much as possible healing allies as comfortably as possible to preserve as much energy as possible to use for attacking.
  12. TheCongoSpider

    Team Juggernaut.

    Juggernauts in the low ranks are weak. Their main paramaters, armour and damage, quadruple from Mk1 to Mk7+ rather than the usual double for the garage turrets and hulls. Juggernaut damage and HP are variable in the low-mid ranks because people are using all sorts of combinations that are likely undergraded for their rank. One Juggernaut can have 10,000 HP and the next one can have 6,000. That's just how it is in the low ranks. In the higher ranks, Juggernaut is able to defend itself better as its Railgun damage is enough to one-shot medium hulls and its salvo an comfortably kill heavy hulls with armour.
  13. TheCongoSpider

    Let's Discuss Vulcan!

    You're too knowledgeable. ? Stop thinking so hard about it and you might start liking the augment. Take the blue pill instead of the red pill and enjoy your subpar augments. ?
  14. TheCongoSpider

    Let's Discuss Vulcan!

    Yes, that's what I saying. "It's weak overall but that doesn't stop people from using it." I meant it in the sense that it is subpar in the big picture (like IB) but it is used very often, because it's fun. I don't like Plasma Torch and I never liked Incendiary Band's playstyle so I can't understand what players see as fun in those augments but they do. IB HI has been nerfed and they simply moved on to use IB with Heat Resistance instead of switching to something else like Adrenaline or Reinforced Aiming Transmission. It gets changed again, letting you overheat faster but less DPS and it is still used very frequently.
  15. TheCongoSpider

    Let's Discuss Vulcan!

    I still see more than half the Vulcans I encounter in battles (on both teams) using Incendiary Band. It's weak overall but that surely doesn't stop people from using it. Same for Plasma Torch Ricochet.
  16. TheCongoSpider

    Festive season

    Please buy Brutus drone and upgrade it. Please.
  17. TheCongoSpider

    Ideas for Supplies and Drones!

    If you're looking at it pedantically then Driver does gives Overdrive charge during an Overdrive's score penalty/active charge cooldown. The unfortunate problem is that both the Driver boost and the paramater it works with to give the boost is so small. And most of all, it is intentional that the drone is weak in its current state. As much as I'd like to see Driver become useful again at endgame, it likely won't happen, at least not in the foreseeable future.
  18. I'm not too aversed to this idea. Bringing back the damage penalty will surely encourage Vulcans to put in some more effort when they play. But I can't tell how feasible that would be with the current game balance.
  19. TheCongoSpider

    Let's Discuss Vulcan!

    It does not reduce afterburn damage. Only Heat Resistance or Heat Immunity hull augments mitigate afterburn damage.
  20. TheCongoSpider

    Let's Discuss Vulcan!

    Firebird protection module does nothing to stop afterburn.
  21. TheCongoSpider

    Let's Discuss Magnum!

    It would be better if you keep up with the balance changes that occur, as they occur frequently. They don't fo a good job of keeping augment descriptions updated with balance changes but that changed recently with drone descriptions and may change for other aspects of the garage soon. Just keep up with the balance changes to know what's happening in the meantime.
  22. TheCongoSpider

    Let's Discuss Magnum!

    You may be using the Mortar augment. Mortar no longer deals splash damage.
  23. TheCongoSpider

    Let's Discuss Isida!

    Devs don't do a good job of explaining mechanics, especially those coming in UCs. The descriptions in-game/wiki give you the gist but there may be underlying facts about it only noticeable through gameplay. And I'd rather it stay the way it is. Currently it is only totally broken when combined with extra armour. If it were to be increased by damage enhancers, it would also become broken with Booster and Crisis maximum damage mode.
  24. TheCongoSpider

    Let's Discuss Isida!

    These days I barely see non-Vampire Isidas healing their allies. And then a lot of them are Vampires thanks to the recent BP. So I don't think losing out on being able to heal matters to a lot of Isida players going into 2022.
  25. TheCongoSpider

    Let's Discuss Isida!

    Its important to note that the healing is fixed, and not dependant on the number of damage you do.
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