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Everything posted by TheCongoSpider
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patch notes Patch Update #671 - Released 3rd December 2021
TheCongoSpider replied to Marcus in News Archive
Well, you killed Supplier. Against the background of the meta drones, Supplier was finally worth the fortune you forced us to spend to have our supply power back. I waited for the sale and invested the fortune on 2 accounts and finished upgrading it on my main account. I got to use it for one week, until it gets gutted. And what did it die for? For the benefit of the two drones that were kicking it in the ribs for years. Sorry, but I can only interpret that as "The Supplier and Engineer drones were not letting Booster and Defender dominate comfortably enough". This drone is no longer worth the 1,000,000+ crystals you have us spending on it, and something needs to be done about that ASAP. -
The crystals you get for the ads depends on your rank. Every time you rank up, the lower number increases by ~15 and the higher number increases by +18. You're Legend 3, that implies you get 470 for the lower number and 564 crystals for the higher number.
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patch notes Patch Update #671 - Released 3rd December 2021
TheCongoSpider replied to Marcus in News Archive
Unannounced change: The Assault drone now has a -5 second cooldown reduction for Boosted Damage when manually activating supplies. -
patch notes Patch Update #671 - Released 3rd December 2021
TheCongoSpider replied to Marcus in News Archive
The downward auto-aim for medium range turrets is 12. The upward auto-aim, which is the one they're changing, is 9. -
The critical damage penalties for all non-Freeze Cryo augments were removed in August after the Freezing effect change because they became weaker overall. For augment paramaters, you should check the dedicated augment pages instead. That's ok. Don't say the entire augment is trash. There are better, more practical options (AP and EMP Hammer that let you choose when to directly weaken your enemy), but that doesn't mean the other augments are bad in a vacuum. They are bad compared to what is best. Do I think Wyvern's Breath is worth a f2p's hard earned 700 Tankoins? No, I do not. That does not mean the augment is awful. Being in the same category as a broken augment does not mean it has to be broken as well.
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It already has standard damage on the critical hits.
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Being bad compared to something else doesn't mean that thing itself is bad. You have better options. For someone that doesn't have better options, it is good. Dragon's Breath has halved critical damage. Wyvern's Breath does not.
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Supplier isn't getting reworked. It's only Engineer and Camper.
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You mean Engineer?
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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?
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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.
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I can say with certainty that this bug occurs when a Tesla on the map chains lightning through its balls.
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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.
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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.
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update Patch Update #669 - Released 19th November 2021
TheCongoSpider replied to Marcus in News Archive
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. -
update Patch Update #669 - Released 19th November 2021
TheCongoSpider replied to Marcus in News Archive
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. -
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.
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Hopper Hunter Hornet Dictator Titan Ares (partially) Wasp (partially)
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update Patch Update #669 - Released 19th November 2021
TheCongoSpider replied to Marcus in News Archive
Why, then, is he upset when his "meta" drone is eventually nerfed? -
update Patch Update #669 - Released 19th November 2021
TheCongoSpider replied to Marcus in News Archive
Why did you upgrade Booster and not another drone? -
update Patch Update #669 - Released 19th November 2021
TheCongoSpider replied to Marcus in News Archive
I figured I would put it here too so more people could see it. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
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 -
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.
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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.
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