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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Your "Tanki Online" Bucket List!

    You mean Engineer?
  2. TheCongoSpider

    Tackling Hopper in CTF.

    Or maybe the Dilatory Protocol augment was being exploited in certain game modes when in groups? Every time you mention this, you always omitt that part for some reason. Were you even aware that it was being used like this?
  3. TheCongoSpider

    Bugs and Glitches Reports

    Tesla indeed is the cause of the lag, but not for the reason I stated above. It happens when 2 or more Tesla balls are travelling very close to one another. The lag stops either when the balls become a certain distance apart, or one of the balls is destroyed exploding on an enemy or reaching its lifespan and disappearing. This bug also leads players to self-destructing if the lag persists through their spawning animation. The first time I tried it with the Adrenaline augment, I was able to move and not be self-destructed because the balls moved far enough apart before that happened, but that was not the case when done with the Dilatory Protocol augment. It would be ideal if this bug becomes a high priority to fix because it can be done intentionally and maliciously to detriment of mobile players.
  4. TheCongoSpider

    Bugs and Glitches Reports

    I can say with certainty that this bug occurs when a Tesla on the map chains lightning through its balls.
  5. TheCongoSpider

    Ideas for Augments!

    If you're making big changes to Stock turrets, you'll also have to make relevant adjustments to their augments, as they stem from the Stock turrets. In this case for Isida, equalising the damage and the healing is not the way to go unfortunately. Damage can be reduced in some way (Boosted Armour, protection modules, Titan's dome), healing cannot. Equalising the healing and the damage like in your suggestion would make it less profitable to use the turret offensively, and would also have many players being unkillable because almost every Isida would be able to heal their allies quickly.
  6. TheCongoSpider

    Ideas for Augments!

    There would be little use for Support Nanobots compared to the new Stock Isida in your suggestion, because your Stock Isida would also be healing quickly which tramples on Support Nanobots' niche. The only place Support Nanobots would be useful in compared to this new Isida is healing Juggernauts due to their high health pool coupled with their frequency of being severely injured. Nanomass Reactor would deviate from its intended purpose and become worse in it. Players without good ping would not be able to deal good damage to their enemies when using Broadband Radiators and would have their damage shackled by their increased healing which, again, is supposed to be Support Nanobots' job. With the way the game is set up, I don't think this suggestion can work out well.
  7. Not only that, but Status Railguns have a higher damage coefficient with Viking's Overdrive than the other Railguns. Status Railguns get x3 damage with Viking's Overdrive activated. The other Railguns get x2.5. Odd changes to the reload coefficients indeed.
  8. Going into the specifics of this, the number of shots each augment got with Viking's Overdrive with that change was: Stock Railgun: 12 -> 13 Death Herald: 11 -> 13 Incendiary Railgun: 11 -> 17 Cryo Railgun: 11 -> 17 Stun Railgun: 11 -> 17 AP Railgun: 12 -> 17 Scout: 13 -> 17 LCR: 11 -> 17 With the patch that occured on Friday, these changes applied: Scout: 17 -> 13 LCR: 17 -> 13 For Scout and LCR, that buff with Viking's Overdrive was pretty much reverted.
  9. TheCongoSpider

    The «Trick-or-Treat» mini-game

    I was able to make it to the first island on all the accounts I partipated with. Three of them took 27 turns. The other took 34 and I made it to the checkpoint on the last move possible.
  10. TheCongoSpider

    Paladin in the Garage

    Hopper Hunter Hornet Dictator Titan Ares (partially) Wasp (partially)
  11. Why, then, is he upset when his "meta" drone is eventually nerfed?
  12. Why did you upgrade Booster and not another drone?
  13. I figured I would put it here too so more people could see it.
  14. UPDATED LIST (19/11/21) With 30 units of additional damage: Tesla: Will start one-shotting unprotected medium hulls with Viking's Overdrive Hammer: Blunderbuss will start one-shotting heavy hulls AP Hammer will require only one shot to finish medium hulls after it APs them It will require less pellets to one-shot a light hull and two-shot heavy hulls Will start one-shotting unprotected heavy hulls with Viking's Overdrive Ricochet: Will need 1 fewer shot to kill unprotected medium hulls. Thunder: The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is slightly more than doubled Will start one-shotting unprotected medium hulls with Viking's Overdrive Smoky: Will require at least one fewer shot to kill all hulls that have DA Supercumulative Rounds critical hits will start one-shotting unprotected light hulls High-Precision Aiming System critical hits will start one-shotting unprotected light hulls Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive Striker: Will start one-shotting unprotected light hulls Will kill heavy hulls with a salvo Uranium will start one-shotting medium hulls The range at which RRE will give 1,500 splash damage is increased to ~5.5 metres (out of 8) Railgun: Will start one-shotting unprotected medium hulls with the critical hit Will start 2-shotting unprotected medium hulls with the normal damage Round Stabilisation, Hyperspace Rounds and AP Railgun will start one-shotting unprotected light hulls Round Destabilisation will start one-shotting heavy hulls with the normal damage AP Railgun will require one fewer shot to kill all hulls on average Status Railguns will start one-shotting unprotected medium hulls with Viking's Overdrive Gauss: Will start 2-shotting unprotected medium hulls with the acrade shot Will start one-shotting unprotected medium hulls with the arcade critical hit Range of fatal splash damage for unprotected medium hulls increased from 2m to 12m Shaft: Will require at least one fewer arcade shot to kill all hulls that have DA Short-Band Emitters will start 2-shotting medium hulls Adrenaline: Thunder will start one-shotting unprotected light hulls at 49% HP Vulcan will reach 1,000 DPS at 40% HP Tesla will start one-shotting unprotected light hulls at 56% HP
  15. TheCongoSpider

    Let's discuss Tesla!

    Huh, my other post got deleted or vanished. It never had a 0.5 shot delay. It was 0.85 at first and was increased to 0.9 during its early access phase.
  16. TheCongoSpider

    Is the game balanced?

    Correct. It is a weaker but easier-to-access defense option, which can be obtained from the rare section of containers, for 245k crystals if you so choose, or upcoming challenges.
  17. TheCongoSpider

    Let's discuss Tesla!

    It was reduced to 810/1620 damage.
  18. TheCongoSpider

    November Challenge II

    The healing from Vampire Isida is fixed at a rate of 50% of your base damage. Take Mk7+ Isida as an example. The base DPS is 1,150, with 287.5 damage per tick. Vampire Isida will heal you for 575 HP, or 143.75 per tick. Damage enhancers and reducers play no part in the final result. Hence why it was always problematic with the Defender drone; hence why it is able to heal itself when attacking enemies that have spawn protection. The Devs don't mention a lot of things.
  19. TheCongoSpider

    Let's Discuss Thunder!

    What do you mean by biased legend player? Players claim Thunder is too weak with the current paramaters of the game balance at a specific range of gameplay. Another player says Thunder is fine where it is. Said player refuses to use Thunder in that range of gameplay. Your opinion isn't holding any ground here.
  20. TheCongoSpider

    November Challenge II

    Vampire Nanobots heals a fixed 50% of your base damage, regardless of how much damage you deal to the enemy. This makes it inherently synergise with Defender more than Booster. Your suggestion of putting it as 50% of the damage you deal to your opponent would make it broken with Booster as well because they will be healing more HP per tick because they are dealing more damage. And it should stay that way. The current version is the healthiest you can have it. Perhaps they should make it so that attacking someone during their spawn protection wouldn't heal you for anything, but other than that, you're inviting trouble with the Booster drone and/or Crisis.
  21. TheCongoSpider

    Let's Discuss Thunder!

    Why do you claim Thunder itself is fine if you're not playing battles with it at endgame, the source of our complaints? ^^^^^^^^^^^^^^^^ You are using a fully upgraded turret and hull with augments, a fully upgraded drone for double supply power, and Mk7 modules against players with the same thing. You are similar. You are fighting them on equal footing going by modifications of your equipment.
  22. TheCongoSpider

    Let's Discuss Thunder!

    Why do you claim that Thunder is fine if you refuse to use it in the part of the game that actually matters? The fact that you feel the need to leave the majority of your battles when using Thunder hints that something is wrong with it. You have a fully upgraded turret and hull with augments, a fully upgraded drone, and appropriately leveled protection modules ripe for combat at endgame. That is what I meant by you having similar equipment.
  23. TheCongoSpider

    November Challenge II

    If you make the healing directly dependant on the damage you deal to an enemy, it will become broken with not just Defender, but Booster.
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