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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Smoky!

    I don't think it's worth me trying to explain further. Did you forget the criteria I used for a someone to make that judgement? I specifically stated: Lower modifications of Smoky having a low critical hit rate The critical damage and normal damage buffs and why they were significant in improving the effectiveness of Smoky at high ranks The recent firing rate buff Low rank gameplay And it's important to note under what circumstances the augments were implemented into the game. Sorted Ammunition was implemented into the game alongside the Smoky conversion from hitscan to projectiles and its changes in the critical hit accumulation. When Smoky was converted, the only critical chance paramater that was upgradable throughout modifications was the chance step. Every Smoky had the same initial, maximum and minimum chances. The difference between the modifications' critical hit rates was how quickly your Smoky would build up from the minimum chance to the maximum chance. It was there that Sorted Ammunition was used to bring order to a chaotic critical hit rate, thus allowing you to not have to worry about the unknown moment your critical hits will arrive and to remove the random chance aspect of it. We fast forward to approximately 2 months later where the critical hit update came and every turret had its own. In this update, the maximum critical chance for Smoky became an upgradable paramater alongside the chance step. This gave a significant nerf to the lower modifications of Smoky. With this nerf, Sorted Ammunition became more powerful RELATIVE to the other Smoky augments and to Stock in the low ranks. This was then amplified by the critical hit and normal damage buffs of October 2021, and the firing rate buffs of December 2021. All of this come together to make the augment very powerful and statistically the most powerful Smoky AT LOW RANKS/MODIFICATIONS. One can consider it "broken" AS A SMOKY AUGMENT.
  2. TheCongoSpider

    Let's Discuss Smoky!

    I was not. Autocannon is not good anywhere. Augments scale differently depending on what paramaters they alter and depending on how those paramaters they alter change with modifications of the Stock turret. Some augments' effectiveness increase are front-loaded. Some examples include Compact Fuel Tanks, High-Pressure Pump Freeze, Acceleration Protocol, Electroturret, Dragon's Breath, Beserk, Plasma Accelerators, Missile Launcher "Uranium", Shooting Speed Regulator, Sorted Ammunition, and most Incendiary augments. These augments are most distinct from the others or are more potent relatively the lower you go down modifications. Some augments' effectiveness increase are back-loaded. Some examples include Incendiary Mix, Toxic Mix, Blunderbuss, many of Smoky's augments, the other Vulcan augments, Hyperspace Rounds, AP Magnum. These augments are most distinct from the others or become properly potent to use its characteristics the high you go up modifications. Some augments scale horribly throughout modifications, examples being Autocannon and Rapid-Fire Mode. Again, Sorted Ammunition was made for comfort, comfort. Smoky's critical hit chances are variable. Your maximum critical chance is a coinflip. A Stock Smoky can go 8, 12, 18, 40 shots without a critical hit due to the critical hit not being guaranteed or skewed to your favour (it is not above 50%). Sorted Ammunition alters the critical hit rate to be consistent. Every 4 shots is a critical hit. Stock at Mk7+ has a 30% chance to get a critical hit on the 3rd subsequent hit after spawning or after a critical hit, and a 50% chance on hits occuring after that. Sorted Ammunition will always have a critical hit on the 4th subsequent hit. And it would appear that you're still looking at the EN Wiki. Smoky's normal damage was buffed from 535 to 580 and the critical damage was buffed from 800 to 850 since the 1st of October.
  3. TheCongoSpider

    Let's Discuss Smoky!

    Don't we all. It would appear that the Devs don't see it as urgent to correct, but instead, hand Smoky a one-size-fits-all all buff that despite still being statistically inferior to EMP, it will at least be worth using in a vacuum. Similarly for Paralyzing Rounds for Smoky. It was generally bad for a Stun/Smoky augment but the recent firing rate buff makes it actually worth using in a vacuum if you are accurate with it. It still shouldn't have such hefty penalties to the critical hit rate and damage yet here we are. They aren't exactly consistent when doing balance changes and tend to forget about some things after "balancing" them. AP Smoky was a very powerful solo augment on release and their balancing decision was to give it a bit nerf when the Smoky reqoekrncame. And since then, Smoky's augments have more or less been forgotten. So there being gaps between Smoky's augments' effectiveness isn't a suprise. Let's compare it to AP Hammer. On release, it was less of a dominant solo augment as you would only have enough AP time for one or two unprotected shots because the clip reload was 5 seconds. But then Hammer received a clip reload buff to 3 seconds but they did not reduce the AP duration, so it ends up being dominant for a long time and even up until now. What has happened? Hammer has its turn for Ultra Container status effect augments and their existence justified AP Hammer's overpowered stats. Hammer got attention in that regard, Smoky did not. It's not logical for AP duration to he longer than EMP duration yet here we are with Hammer, just because of the gaps the developers leave when balancing the equipment.
  4. TheCongoSpider

    Let's Discuss Smoky!

    Just because something does not apply a status effect doesn't mean it's weak. I laid out very specific criteria that made Sorted Ammunition "broken". Read it again to see it.
  5. Maximum damage an Adrenaline Magnum can do with Booster is 3,900. With Crisis, it is 4,350. It's best to look at it in terms of damage reduction rather and an increase in effective HP, as that often leads to unnecessary confusion when simulating the scenario. Anyway, your Titan's effective HP would be 10,000 against players you don't have protection against, and 20,000 against players you have 50% protection against. Sounds like you were inflicted with the Armour-Piercing status and were hit simultaneously by something else to weaken you which allowed the Hornet Magnum to seemingly one-shot you when that may not be the case. If you are sure you were at full HP and they one-shotted you, the Magnum Hornet was probably using Adrenaline and a Crisis while on low HP. Which gives that player Armour-Piercing to enemies in line of sight for 5 seconds and gives the user Supercharge for 7 seconds. Nothing is too unusual with this interaction. Armour-Piercing and EMP are two counters to the Defender drone.
  6. TheCongoSpider

    Mobile Hulls So Light, Why?

    It is a bug that allows Hammer, Smoky and Railgun to deal increased impact force to mobile players. The developers are aware of it and are working on fixing it in the future.
  7. Adrenaline. Incendiary Band is not good.
  8. TheCongoSpider

    Let's Discuss Smoky!

    It was and still is a comfort augment. Part of the reason I liked and still like Smoky gameplay is counting step chances and advancing my critical chance to a positive number and soon, the maximum number. It was also the reason why I found Railgun, and Round Destabilisation in particular, to be appealing to use around mid 2021. Being able to control when and to whom you deal your critical damage is nice to have. This is amplified by the critical hit rate nerf that Smoky received in March 2021 and the normal/critical damage buffs received later in the year. That buff decreased Smoky's shots-to-kill when normal shots and critical shots work in tandem, which is plus for Sorted Ammunition. Due to that nerf of critical hit rate in the low ranks, and the recent firing rate buff for Smoky coupled with the normal damage and critical damage buffs, you can consider it "broken" down there, but at endgame, where the critical hit rate is proper on its own, other options become available. Like numericable stated, EMP Rounds is still better as that augment was made for dominating (like most AP and EMP augments). Sorted Ammunition was made for comfort.
  9. 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:
  10. 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.
  11. 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
  12. A Twins would deal 208 damage to a player that has a 19/20 drone.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. TheCongoSpider

    Festive season

    It does not counter the 3,000 damage.
  18. 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.
  19. 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.
  20. 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.
  21. 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. ?
  22. 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.
  23. 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.
  24. TheCongoSpider

    Festive season

    Please buy Brutus drone and upgrade it. Please.
  25. 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.
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