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Everything posted by TheCongoSpider
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Congrats man.
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Yes, your tank needs to be ignited in order for Incendiary Band to ignite enemies. If you want to use Incendiary Band, use Heat Reisistance.
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On two of my accounts, I needed 2 more daily missions to get the 100 Tankoins and Nuclear Energy. It's been almost 22 hours and the TO Mobile update isn't here, so I have missed out on that thanks to this delay.
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This right here. The rationale for the Shaft change isn't sound. Shaft's arcade and sniping shot have not had to compete for the energy ever since its buff in June 2020, evidenced by the fact that Short-Band Emitters' arcade energy consumption debuff was unnoticeable after the change. Before the nerf for a maxed Shaft, shooting the sniping shot and then shooting an arcade shot would have you be able to get back into sniping mode in pretty much the same time as if you didn't shoot the arcade shot at all, because of how fast the energy recovery became after June 2020. You can see it a lot in this video I recorded.
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I understand that. What I don't understand is why players are mentioning this above as if it's a benefit that Shaft acquired after the nerf.
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Why are players saying this as if it's some kind of benefit compared to pre-nerf Shaft?
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
UPDATED LIST With 40 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 kill 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 heavy hulls with Viking's Overdrive Ricochet: Will need 1 fewer shot to kill unprotected medium and heavy hulls. Vulcan: Vulcan at Mk7+ will return to its 2020 self with near 1,000 DPS Thunder: The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is tripled Small Calibre Charging Machine will start 2-shotting medium hulls Will start one-shotting unprotected medium hulls with Viking's Overdrive Smoky: Will start one-shotting unprotected light hulls with its critical hit Will require one fewer shot to kill all hulls that have DA Supercumulative Rounds critical hits will start one-shotting unprotected medium 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 6 metres (out of 8) Railgun: Will return to its pre-nerf self when it has Booster activated Magnum: Mortar will start one-shotting unprotected medium hulls 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 13m Shaft: Will start one-shotting heavy hulls that have DA Light Capacitors will start one-shotting medium hulls that have DA Adrenaline: Smoky will start 2-shotting unprotected medium hulls at 43% HP Thunder will start one-shotting unprotected light hulls at 79% HP Vulcan will reach exactly 1,000 DPS at 70% HP. Tesla will start one-shotting unprotected light hulls at 82% HP -
Very unfortunate that I can't do the mission comfortably because of this. Why are you putting battle point missions in TDM of all modes?
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challenge October Challenge I - new supply in prizes!
TheCongoSpider replied to Marcus in News Archive
It'll probably be Stun Tesla. -
Here. The previous base supply power was 33%. It was raised to 50% in May.
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Players have the option to hide their profiles in the ratings.
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Its 0/20 speed boost was increased from 10% to 15%. A buff for low upgrade Tricksters. Yeah I played a lot of CTF and RGB and I only saw one Miner but a ton of Saboteurs. Where are all the Miner abusers people are complaining about? I don't know. Looking at the way they placed the drones in the garage and the way they "balanced" them, I think Lifeguard's position on the ladder is pretty accurate.
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I've used it for two days and my stance hasn't changed. I feel less useful than I was previously. The biggest thing being that its double armour cooldown reduction is less potent overall because we were not aware that they were going to give an across-the-board cooldown reduction for important supplies. I still get shredded by Boosters. Shafts still take chunks out of my HP even when I have protection, and Booster/Defender users and UC augments still eat through my HP, not mentioning third party fire from the other enemies and the increased presence of fast firing rate turrets after the long range turret nerfs. Again, I'm not saying the drone is bad. Just that it's definitely not god-tier as Tidebreaker claims it is, and less useful for me in modes outside of Assault attacking team.
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When did the price of this bundle increase?
TheCongoSpider replied to TheCongoSpider in When did the price of this bundle increase? Archive
I happened to check out the shop on an alt account recently and saw that this bundle was set at a weird price, noticeably higher than it was before. Before (taken July 6th): After (taken October 7th): Currently (taken October 11th): I may have another screenshot closer than July 6th, but I can't seem to find it. Anyway, is there a confirmed Patch where the price increase for this specific bundle occured? -
I'm skeptical of Tidebreaker's opinion of it. I used it throughout the weekend and felt less useful than before. Booster users were still shredding me left and right and I was almost never able to survive longer than 10 seconds after the drone activates. Then I proceed to die 2-3 more times before it comes off cooldown. I have yet to use it in 7 minute battles so I'll update the opinion when I've done so. What I can say about my Lifeguard is that it's still more practical than my Driver, even after the buff.
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How is that? Mortar mines have a fixed lifespan of 30 seconds. Miner does not make them stay longer than 30 seconds.
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What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
The list of major interaction changes is there. I've used it with Smoky, Hammer, Isida, Striker, Twins and Railgun. In every single battle during the weekend, there was a huge abundance of Booster drones, all with every turret, so I know what it feels like to have to fight it. Especially so when I decide to use Driver, Miner or Supplier. Booster users just continue to one-shot me or kill me much quicker than I can recover. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
After having fun using Blunderbuss with Dictator, I decided to go over to Viking, hoping that I could get some juicy half/full teamwipes. But that never came. Why? Because Blunderbuss now has a damage multiplier of 0.5 when Viking's Overdrive is active. Video showcasing this: Blunderbuss' base damage with Viking's Overdrive is halved. The standard for non-melee turrets is a multiplier of 2.5. The cynical part of me thinks that this was a secret change made on Friday, as that was the day most players who grinded the previous special missions would reach Blunderbuss. Realistically, it may have been changed in this Patch. A handful of augments had their damage and reload coefficients altered in that Patch. As far as I know, only Support Nanobots, Plasma Torch, Small Calibre Charging Machine, Sledgehammer Rounds, Subcalibre Rounds, Autocannon, Reinforced Aiming Transmission and Electromagnetic Accelerator "Scout" were altered. All of them being garage augments. Who knows how many UC augments were changed there. We don't, because we're not allowed near them unless we buy large amounts of loot boxes with "increased chances". On release, Blunderbuss had the standard 2.5 damage multiplier with the Overdrive, and those early birds, cough I mean whales, were able to make great use of that with their Booster drones that definitely weren't problematic and definitely became useless after Friday. About a month or two after, its damage multiplier was reduced to 1.5 without any Patch Note stating this. And now, we're seeing that its multiplier is all the way below 1, coincidentally right as the f2ps have access to it. I cannot confirm whether or not this change occured in the Patch Note mentioned prior, because I cannot find any videos showcasing Blunderbuss with Viking's Overdrive between July 30th and October 7th. I'm sure it must be killing them inside to not be transparent with the playerbase when they make changes. Earlier this year there were unannounced changes in Patch Notes that changed the effectiveness of augments. With a lot of Patch Note statements, they're vague. They say it in words when numbers would do them just fine. -
Adding to this. It appears to happen on certain parts of maps. So far, I've had this phenomenon happen in these three locations. Here is a video of the one from Highland.
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...It has been like this for almost 5 months. How did you not notice? ?
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Incendiary Band requires you to be ignited for you to ignite enemies. If you are using it with Heat Immunity, you will not be able to ignite enemies.
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9,000 points in the mode that gives the least points per battle and no external objectives is exhausting and unengaging.
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Allied Crusader froze my screen with their Overdrive. I think this pic neatly shows the chaos happening in battles right now.
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To put it succinctly, in order to destroy the minefield of a Miner drone without using external factors such as Mammoth/Titan/Ares Overdrives, you must kill that player twice in the span of 30 seconds. Killing them the first time will activate their drone (which will save their existing mines) and put the drone on a 30-second cooldown. IF the player dies again before that 30-second cooldown is finished, their mines will be destroyed with them. If they survive the entire cooldown, well then the next time they die, their mines will be saved, and the aforementioned scenario starts again. There will be counterplay to Miner. The problem lies in the fact the Miner user can avoid this counterplay by staying in the pause screen until their drone's cooldown is finished. Here is a video visualising it using Lifeguard, which currently has a 30 second cooldown, just like what Miner will have after the update. Suppose I mined both of the side entrances to our base with 20 mines each, a very nice minefield, and I die to an enemy Magnum bombardment. To take away the risk of my minefield getting destroyed from me dying immediately after I spawn, I will sit in pause until the drone's cooldown is up. That is the problem that will occur. There is not much incentive to do this at the start of the battle, which is why interrupting Miner setups early and constantly will be ideal if you don't want this situation occuring.
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Miner's effect triggers when it's activated. Miner activates when it dies. It has a 10 second cooldown. It takes 9.5 seconds for it to start being able to take damage again. This effectively means its mines cannot disappear. There is no period of time allowing it to disappear due to enemy interaction. The new Miner will have a cooldown of 30 seconds. This means that if the Miner is killed during the cooldown, the drone cannot activate and thus cannot save the mines. There is now counterplay to Miner. The problem is that this counterplay can be withheld by the Miner users themselves. If a Miner has a large minefield and happens to die, in order to save those mines, they can stay in Pause until the drone's cooldown has finish, and then spawn. This ensures that their minefield cannot be destroyed from them being destroyed. Solution: The ideal thing to do is to target Miner users at the start of the battle. Interrupt their setup as much as you can. Whether it be by brute force with Defender/Booster/Crisis/Lifeguard or by Mammoth and Titan's Overdrives. The important thing is to nip it in the bud. Don't let it get an easy set up. This becomes problematic if there are multiple (and smart) Miners on the team. If they're able to set up a large minefield that dissuades enemies from passing there, they can keep it alive if they stay in pause after they die.
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