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Everything posted by TheCongoSpider
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So we have a Stun with huge RNG, a less RNG but very long Stun, a guaranteed Stun with a delay, and now here we have an on-command Stun. Beautiful.
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Nothing is wrong with Vulcan. What exactly are you trying to say?
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By chance, is it possible for you to record a video of this?
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Then why increase the range at all? That would make Twins worse than it, wouldn't it?
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I don't quote understand what you're trying to say.
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This is intentional. Mammoth has both faster manual recharge rate and a passive recharge rate.
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Are you referring to this?
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This would be the best case scenario to be honest, though it would look janky a few augments. If it makes you feel any better, they recently did this with Thunder more or less. They unified the firing rates of each Thunder augment so that they will shoot the same number of shots. So basically with Viking 's Overdrive, the best to worst for damage output now is: Adrenaline Small Calibre Charging Machine Sledgehammer Rounds Subcalibre Rounds
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I'm hoping this Friday brings ACTUAL balance to Tesla, and not another petty slap on the wrist nerf like what they did in the last one. There are so many things overbearing with Tesla, and @Akame put it succinctly; Tesla has no rules at the moment. Infinite firing with a very fast firing rate, very high base damage, 20% maximum critical chance instead of 10%, the ability to attack enemies through allies, for a while it had longer base range than the other melee turrets, a wider cone angle than Isida despite not needing to focus on the target for the hit detection to work, a portable Magnum-damage projectile you can chuck at enemies. It is simply too much utility in one turret. "Just use Tesla protection". Yeah, I've been using 40% since garage release and you know what insane value it gives me in a 1 v 1 if I don't have DA active? It lets me survive a whopping 0.9 seconds longer. If I'm using a light hull, instead of instantly oneshotting me, I'll survive for exactly 0.9 seconds. Whose bright idea was it to give a hitscan melee turret 1,000 damage with that firing rate? The reach of the ball lightning is far too long. It feels inescapable most of the time when I'm running away from it. The problem becomes worse when multiple balls are flung in the air. And then there is a 20% chance to ignore the protection modules and penetration. So the Tesla module is even less valuable. As soon as a Tesla gets Supercharge, it teamwipes, owing to the smart guy giving it 1,000 base damage. I like the design of the augments. Simple changes that have big playstyle differences. But they each come with their own problems. Dilatory Protocol is another braindead camper addition, which is also being abused in Siege. Adrenaline allows you to start oneshotting light hulls the moment a single Twins projectile scratches you. It's simply stupid that the moment you start to defend yourself, you instantly die quicker. Then we move on to another problem of Tesla. It has too much burst damage potential. This is exacerbated mainly with Acceleration Protocol and Electroturret, as well as Adrenaline. With Acceleration and Electroturret, just chuck the ball at the enemy and immediately you severely weakened them, if not killed them. How dastardly it is to see a Tesla shoot a ball from halfway across the map and kill you. It's a melee range turret by the way. Get scratched by a Twins and suddenly your ball lightning starts oneshotting light and heavy hills with Adrenaline. Minus-Field would be a waste of crystals for me personally, but I've seen a few genius applications of it. So spectacular that I don't mind it that I die to them. I'm just impressed at their ingenuity. __________________ Tesla is another addition to the roster and I have to accept that and adopt countermeasures for it like all the other turrets. But much as I hate having to fight Teslas, y'know what I really hate about Tesla in its current state? The GARBAGE drone balance in this game. Teslas with Booster/Defender/Crisis. If base Tesla was tolerable, the addition of these drones to it makes them insufferable. Overbearing base stats, then adding on near unkillable armour to it. Remember that 1,000 base damage rant earlier? That allows Tesla with Booster to oneshot heavy hulls or light hulls through DA. Or just simply kill anything in front of it. Tesla itself is busted, but it's not a humongous problem when you take away those drones from it. Booster and Defender in particular are too powerful, and have been too powerful for far too long. With each subsequent balance change after the critical hit update, they've only been becoming more potent. And what do they do? They kill the Driver and Assault drones, out of the blue. Then also kill Blaster, another up and coming drone that finally saw proper use after years. Now that you HAVE to upgrade a drone to get your supplies back, you have little reason to not go to Booster or Defender. If they gut these drones to be on equal footing with the other drones, so much imbalance would go away. Grouped players abusing overpowered equipment would become much more manageable. Here's to hoping they give it proper balance before releasing Tesla's status effect augments. I just can't wait to have my protection module manually disabled by an AP Tesla.
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Well now you understand the pain of players who don't use meta drones. You can see why I'm very upset about the Driver nerf, and by extension, the Assault nerf. The fact that those two drones and Blaster were nuked while Booster and Defender remain the same speaks volumes.
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I'm pretty certain it was the implementation of EMP Gauss that did that, and not gold boxes.
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After 7 months of using Ares, I can say with some certainty that the location at which the visual ball spawns depends on what prop the ball will eventually crash into. For example, if it will crash into the ground, it will spawn in one location and move in a specific direction. If it will crash into a barricade prop, it will spawn in another location and in its own direction.
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Railgun critical damage is 1,600. Light hull HP is 2,000.
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category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
YES, you do. As I've mentioned in a post before, you have missed out on a lot of balance changes which affected Overdrives and Stock turrets, which also affect their augments. Now it is even more crucial than ever to be playing to have a proper judgement of the equipment. That's quite a number of changes you haven't experienced. I implore you to start playing again, even if infrequently. Maybe you'll see where the complaints are stemming from. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
Define balanced. -
What Is Your Opinion About the Current State of Tanki Online?
TheCongoSpider replied to Maf in Game Discussion
What do you guys think about Smoky in its current state, now that Autocannon has been nerfed and we're 5 months into the balance changes after the critical hit update? -
category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Start playing again to find out that answer yourself. ? -
I guess 8 tankoins is useless for everyone else too.
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You get 10,000 Per container. 30,000 in total. You get more crystals.
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Better to decrease the DPS as well if you're suggesting it removes negative status effects.
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Once again, I see what you mean. My vertical auto aim has returned, but my horizontal auto aim for enemies in front of me seems to have disappeared. It's almost impossible for me to hit people that are close and moving now.
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This bug still happens but I don't know what causes it. Ally is highlighted as if an enemy was using Hornet's Overdrive from their perspective.
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It was the same as Stock. The current max critical chances for Autocannon range from 10% to 25% instead of the previous 20% to 50%.
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This confuses me. How was Autocannon "OP" with Viking’s Overdrive?
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