-
Posts
8 124 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
patch notes Patch Update #790 - Released 14th February 2025
TheCongoSpider replied to Marcus in News Archive
You're going to need to take a screenshot or ideally a video and show me what's happening. A maxed Shotgun's damage starts decreasing after 24m which is much farther than just "5m". -
patch notes Patch Update #790 - Released 14th February 2025
TheCongoSpider replied to Marcus in News Archive
The nerfs to horizontal auto-aim are once again exposing how much of a downgrade the in-battle experience HTML5 is from Android for me. I now barely have equipment to comfortably play the game, far less grind contracts for events. When will the janky camera rotation be fixed? When will the slider for visible effects be implemented? It wasn't critical priority 10 months ago but what about now? The only thing I can feel comfortable using these days is Smoky and Ricochet. And playing Ricochet so often recently keeps reinforcing my confusion for why it received a straight nerf to the projectile speed instead of a buff and a nerf like the other turrets. -
patch notes Patch Update #790 - Released 14th February 2025
TheCongoSpider replied to Marcus in News Archive
3,500 is you dealing critical damage. With the design of Shotgun and Hyperspeed Railgun, critical hits are a random factor that can help or hurt you depending on the distance the enemy is and whether or not they're armoured with supplies, Railgun module, Armadillo or a combination of them. -
It could be Friend.
-
Most likely Harpoon, a Magnum augment.
-
Can someone explain how Gauss Nemesis can 1-shot a heavy hull M7+ with Defender?
TheCongoSpider replied to ok_hand in Archive
Nemesis deals just enough damage to kill a heavy hull on equal footing. 1,700*2.4 = 4,080 base damage, 8,160 with fully upgraded Boosted Damage supply. If you're using Defender, their final damage to you would be 2,814. If they were using Booster/Crisis, it would be 3,165. That is 70% and 79% of your maximum HP gone in one shot. When people ask these questions and mention 'one-shot', most times they are not at full HP, rather they are injured and assume that lost HP should not matter, but in many interactions in the game it does, especially how it is perceived to the indignant player suddenly dying to burst damage. Any of these scenarios can happen here: You were injured beforehand and the Nemesis Gauss happened to finish you off at what appeared to be a high % of HP remaining. You were at full HP but you received a hit from something else at the same time as the Nemesis shot and wrongfully assumed you were one-shotted. You were inflicted with the Jammer status before you received the Nemesis shot. This could have been done silently from an enemy Hornet/Paladin Overdrive or from a stray shot of a Jammer Tesla, Smoky, Hammer, Ricochet, Thunder. There are other turrets that have guaranteed Jammer applications on every hit but the ones listed can sometimes not give you quick visual feedback. You were inflicted with the AP status immediately before being hit directly or by the splash. The ideal scenario would be you recording a video of your 'suspicious' interactions with Nemesis and I can tell you if what happened was legitimate or not. You specifically asked for heavy hulls. While this is here I will immediately say that if they're using Booster/Crisis, a medium hull with Defender will still be one-shotted from full HP. And without Booster, you would survive on 187 HP. With it being so close to 3,000, it means that any random enemy shot that touches will most likely put you within killing threshold of the Nemesis salvo there. This here is great example of what I previously mentioned about players wrongfully thinking the minimal loss of HP won't matter. Here, it would matter quite a bit and is one of the reasons Round Destabilisation before its recent nerf was overbearing to medium hulls without Armadillo. -
Yes that is correct. You will get double the amount of Tankoins for purchasing a specific offer for the first time. If after the first time you try to purchase 3,000 again, you will only get 3,000. It's to make it more convincing for new potential spenders to start buying.
-
Are you able to record videos by chance?
-
Not anymore. For the first time since release its passive charging rate is on the slower end of the spectrum. Though it's not so bleak since it's tied with a few hulls and is faster than Viking and Paladin. The gap between the OD charging times isn't as big as it was many years ago. So even if it's slightly on the slower end, it's still possible to get it in a timely manner if the Crusader user is gaining reputation points at a respectable rate in the battle. Ares has a faster passive charging rate but a Crusader would almost always charge its OD faster than an Ares because the manual charging rate from points is higher. Opinions on it were always mixed depending on your experience on it. Some thought it was the worst because they kept missing it or they got affected by the numerous bugs it had over the years. Some like me thought it was one of the best for how versatile each Icicle could be. If you didn't hit, it had 30m of splash with 1,000 chaos damage and applying full freezing and 9 seconds of AP which is quite huge. Any OD that can near instantly inflate your kills/score is nice for solo gameplay. The current one? It's definitely worse for me. Instead of decelerating, it accelerates. The starting speed is 60m/sec instead of 125m/sec like before and if it bounces, it will be set to 60m/sec for the remainder of the flight. So in most cases, my Icicles are quite slower. The icicle no longer loses its hitbox when it goes through a tank corpse and will instead explode like originally intended years ago. This is both a good and bad thing depending on the situation. Sometimes it helps you escape the self-damage while also weakening the enemies. The icicle has a 2m projectile radius so it can "snag" on the edge of a tank corpse easily and detonate where you may not have wanted it to. And fighting against it? Well it's a projectile now, so it has all the quirks of a projectile. Such as impacting you or your ally on the server but not on your screen so you or your ally die while not getting to see where the icicle hit you. Before the change I would always have some sort of visual feedback to confirm that yes, an icicle did pass here and explode resulting in my death. Now it's common that I don't have that. Oh and also sometimes it seems like the icicle despawns if someone is in front of it right before it fires? That's one of the bugs it had but it seems to be more common now. Oh and sometimes the Icicles don't deal damage when you shoot it. So yeah for me it's objectively worse and the miss rate is much higher but I prefer having a working but weaker Overdrive over an Overdrive that shoots but does nothing 70%+ of the time like this when they first made the change.
-
The letters D and P are not available for his word so it cannot be Duplet.
-
That's correct. You'll need to spin the wheel again with another unit of energy and hope you don't hit "skip a turn" another time.
-
patch notes Patch Update #790 - Released 14th February 2025
TheCongoSpider replied to Marcus in News Archive
I haven't noticed anything different. It appears that you didn't play last week and you're still at a relatively low Legend number. I don't know how long you haven't played the game for, but this update you're referring to has been in the game since February 16th, 2024. Exactly a year ago. The number of stars you get at the end of a battle is determined by your position in the leaderboard and how much time elapsed in the battle when it was completed. Players gain an additional star if they entered a battle through the quick battle queue. If you came in 1st place and only received 2 stars, that implies one of these two scenarios: You entered the battle by choosing the specific game mode and the battle finished between 6 minutes remaining and 3 minutes remaining. You entered the battle via the Quick Battle queue and the battle finished between 10 minutes remaining and 6 minutes remaining. -
Duality. It's a map.
-
You must individually uncover all of the letters of the word.
-
The missions stay and stack on each other until the end of the event. You have time.
-
Should TheCongoSpider become a Game Mechanics Tester for TO. (and have his feedback actually acted on regarding the game)
TheCongoSpider replied to POWER-OF-ONE in Archive
I'm flattered but in the end, my words are still from the perspective of a player interacting with the mechanics. I can never know the real reasons behind certain changes, but can make educated guesses that may or may not be correct. I have more confidence in my deductions than someone like, say, dima492832. But what can feel right for me may not be close to what's happening in reality. Only Opex and his team have the actual data and rationales. Fortunately, Opex has become rather talkative lately, both here and on the RU forum so players can get some snippets of insight into certain things. While I'm not and probably won't be an official tester myself, I'm more than happy with helping them out with bug-finding wherever I can. -
Sometimes Twins with the Blaster shot effect has invisible projectiles until it impacts a surface. Been going on for a while now.
-
The point was that they're different turrets and that the changes were made in vastly different time periods so there's no direct equivalent. The Firebird and Freeze changes came 2 years ago. Since then, individual status effect augments were hardly touched and instead received across-the-board changes, such as the across-the-board reduction in critical damage and across-the-board 10% critical chance increase that will affect each one differently. Some might become noticeably more potent over time. Some won't notice a difference at all. That's the nature of sweeping changes like that. The Tesla changes were targeted and happened recently, and it's not like it came out of nowhere. Complaints about status Teslas were common especially after Tesla received the rework with the increased firing rate. And then Tesla itself got a critical hit rate increase that, or course, lended itself perfectly to the status Teslas in particular. Everyone knew Tesla's true power was in the status augments for a long time. And that Tesla spam, pre-meditated by groups or just by random happenstance, was cancerous. They were targeted and their ability to easily chain effects to targets removed. I do know your frustration and that they're taking their sweet time with bringing Tesla towards where they want it to be going forward. It's happened to many other turrets/augments in the past years. But I just want you to know that status Teslas receiving targeted nerfs wasn't unexpected. Making Tesla better would be default make the already cancerous status Teslas better. They would have to be manually brought down at some point. We'll see in the future what attributes they'll decide to give the status Teslas or Stock Tesla as a whole. I gave the general timeline of waiting for a new augment because for that new augment to actually have an impact and deducible purpose, the Stock turret generally would need to be settled somewhere. At the moment, Tesla is not settled.
-
To be fair, Firebird and Freeze do have it almost removed. It's reduced by 70%. For Firebird that meant it didn't have afterburn damage until the later modifications like Mk6 and above. After the afterburn rework last year it's now possible for the lower modifications to get a tiny bit of afterburn but still it's effectively almost removed. For Freeze it still has the DD cancel (that can flicker on and off if you're hitting an enemy at the edge of the range) but cannot meaningfully slow down enemies. The difference being the Firebird and Freeze changes happened 2 years ago while the Tesla one is recent so it at least had some justification for it. Isida already isn't very threatening on its own and if it's using the healing then it means it's not using the status effect at that time, as opposed to the others that have one setting - attack. They're still in the process of bringing Tesla to where they want it to be. It's happened to various turrets before. I'd ask you to wait but you're a pretty adamant Tesla enjoyer so you'd already be impatient by now. Opex did say Tesla will be getting new augments so relevant changes may probably come before or in the same patch as a new augment.
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Correct, it hasn't been fixed yet. For about 2 ½ years now. Around December it became even worse somehow where the acquisition was being reset later than usual. That has calmed down now but it's still a problem. They managed to somewhat fix it with Striker and Scorpion. I'm not sure why it's taking so long to fix for Gauss. -
Is that really a bad thing if they're just cosmetics?
-
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
TL;DR - I want to enjoy the game but the game won't let me, more stubbornly so after the recent patch. Android HTML5 -
Incendiary Band is an old augment that works a specific way and was kept like that. The newer status augments specifically use the Stock turret as a base and apply their effects on critical hits. Incendiary Band and Freezing Band do not work the same way. Freezing Band is just Stock Vulcan but it freezes an enemy with a critical hit.
-
@Jeers4U I can confirm that the Railgun on it still has horizontal auto-aim. I'm guessing the number is somewhere around 2°, not high. However, it appears that the Striker now has horizontal auto-aim on it. The Striker one looks like it could between 3° and 4°. That's for Mk7+. If it did in fact receive changes like the other turrets, then the lower modifications of Terminator would have a higher number, which you would probably notice as you'd be around those ranks.
-
Yes, the Railgun on the Terminator has had horizontal auto-aim in the past. Around late 2023, it seemed like they silently nerfed the horizontal auto-aim on the Railgun to be near non-existant. Shots that I knew I should have been hitting suddenly started missing around that time. Then it got transitioned to HTML5 which makes playing the Jug quite harder than on Android. I don't know if Terminator's auto-aim is currently disabled alongside normal Railgun, as I haven't played as the Juggernaut since the update on Friday. I'll confirm the next time I go get it. The Striker part of the Terminator never had horizontal auto-aim though, not on Android and still not on HTML5. Which made/makes it a massive pain to use against quite a lot of enemies, especially with the QoL downgrade of controlling the Jug movement on HTML5.
Jump to content




























































