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TheCongoSpider

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  1. TheCongoSpider's post in Critical chance calculation for augments was marked as the answer   
    Augments alter the parameters of the Stock turret. If a parameter is being increased by 10%, it is the base parameter * 1.1. 
    In regard to the critical chance. They simplified the chance on the wiki for all of the turrets, showing you the chance, at random, of a turret's shot being a critical hit. Instead of listing all 4 of the chances parameters it just shows the average chance. Twins has an average chance of 4.8%, which consists of:
    Initial: 5%
    Maximum: 5%
    Minimum: 0%
    Chance Step: 5%
    The initial, maximum and chance step are all being increased by 10% of the base amount when you equip a status Twins augment. It will turn into 5.5% whenever your chance is not 0%. 
     
    Certain augments will only change a few of these parameters. For example, the Supercumulative Rounds and Missile Launcher "Brass Knuckles" augments.
    Supercumulative Rounds decreases only the chance step of Smoky by 60%. Instead of being 11, 0, 11 like Stock, it will become 11, 0, 4.4, 8.8, 11. 
     
    Initial: 11%
    Maximum: 11%
    Minimum: 0%
    Chance Step: 11% ---> 4.4%
     
    Missile Launcher "Brass Knuckles" increases only the maximum critical chance, to a value of 100%. Instead of being 20, 0, 20 like Stock, it will become 20, 40, 60, 80, 100, 0, 20, etc.
     
    Initial: 20%
    Maximum: 20% ---> 100%
    Minimum: 0%
    Chance Step: 20%
     
     
    If an augment changes all of the relevant parameters at once (initial, maximum and chance step) then they will simplify it and just state what the increase to the average critical chance is. If an augment changes only specific parameters, those specific parameters will be mentioned. 
  2. TheCongoSpider's post in why is twins emp better than twins excelsior even though its a epic augment? was marked as the answer   
    You are placing too much importance on the augment rarity. There are many different families of augments in the game, each with their own balance history. 
     
    The standalone status augment family has almost the same template for all turrets. Currently it is the Stock turret, with -50% critical damage and +10% critical chance in exchange for afflicting status effects on the critical hits. With this same template, there will be status augments that are bad on some turrets but practical on others. 
    EMP and AP are strong statuses as they directly tamper with the time to kill enemy tanks. If there is convenient RNG, which is critical hits that are often activated at the right time to significantly reduce interaction time with the enemy tank, then an EMP/AP augment on a turret will shred them.
     
    EMP Twins is one of the practical EMP augments. There is one firing mode. It is rapid-firing. The critical chance is decent. The EMP lasts for the minimum time (1 second) but in that one second many things will happen. Your boosted armour is removed. You're now dealing double the damage that you were doing to them before the status took effect, almost triple the damage if the person you're fighting was using Defender/Crisis armour mode. Their boosted damage is removed. They now suddenly kill you slower, allowing you more time to continue peppering them with shots, possible another critical hit to seal their fate. Their speed boost is removed. They become slower for a variable amount of time depending on the drone they are using. This makes it easier for you the land your subsequent shots on them. Their repair kit, if available at the time, is disabled for at least 1 second. In combination with everything above, this can significantly reduce the time to kill. 
    A base Twins with no special properties can take upwards of 10 seconds to kill a target under certain conditions with an enemy. Meanwhile an EMP/AP Twins can sometimes take a fraction of that time depending on when the critical hit is activated and what equipment the enemy is using. Hence why EMP/AP/Pulsar Twins is the easy mode for the turret. It removes a significant weakness of the turret (relatively slow projectiles, therefore lower hit rate) by forcing the interaction with the enemy to take less time, randomly with RNG. 
     
    Excelsior augments currently are the Stock turret with 30% more normal damage and slight increase to rotation speed. You inflate your damage directly. EMP/AP augments inflate their damage indirectly by removing the damage reducing effects on the enemy tank. If a tank is armoured to the teeth, such as a Mammoth with Excelsior augment, with Defender drone, 50% projection against critical damage and your specific turret, then all augments will be taking a relatively long time to take it down. All except EMP/AP augments. An EMP augment will still take longish to kill it as it must first wait for the critical hit and then it will still be dealing lower damage due to the module, but it would speed up the process while allowing you more time to kill it as well. An AP augment will temporarily disabled all of the damage reducing mechanics on the Mammoth and significantly speed up the time to kill it.
     
    This is where variety of equipment is. Despite an augment being in a higher rarity or with stats that appear to be better on paper, they each have interactions where they are better than each other. They each have reasons to be picked over one another. Status augments previously were in the Legendary rarity of containers. Nothing changed with them directly when they were placed into the epic rarity. They simply became easier for a player to obtain them over time. Their rarity level being reduced does not suddenly mean it stopped doing what it did. 
  3. TheCongoSpider's post in Twins Plasma Turbo Accelerators Augment was marked as the answer   
    Every projectile turret in the game except Magnum as an initial speed, a final speed and acceleration time parameter. The initial speed is higher than the final speed thus they all have decelerating projectiles. Twins projectiles at base decelerate to their final speed in 1.8 seconds. Plasma Turbo Accelerators increases the initial projectile speed by 200% (triples it). Within the maximum damage range you're not going to notice any deceleration because the initial speed is so fast and it takes 1.8 seconds for it to decelerate to the final projectile speed. It is so fast that it reaches the maximum range of the projectile before 1.8 seconds even passes. 
     
    What you're probably seeing is the projectiles that you miss when firing at enemies. You're seeing them go out in the distance and it is then that you notice it slowing down before disappearing. 
  4. TheCongoSpider's post in Why do the epic containers only give me these rewards? was marked as the answer   
    The exotic section of epic containers contains the following items:
    500,000 crystals  Legendary Key Crisis  Armadillo Event Items There are iterations of epic containers for every event. What changes is the event items. For the Festive Season 2025 event, it featured every Excelsior augment for the equipment in the game as well as a few other things like Detonator and Blaster shot effects. Every event announcement tells you what is featured in the exotic section. The current Ice Age event features specific augments and skins for Railgun and Ares. The fact that you are not seeing anything there means you already have all of the items in the exotic section for this event. 
  5. TheCongoSpider's post in Are we still guaranteed an exotic item for every 300 epic containers opened? was marked as the answer   
    Yes, the pity system is still active. If you do open large amounts of epic keys it would be in your best interest to count them like scales said. 
  6. TheCongoSpider's post in Elite pass rewards was marked as the answer   
    No. It's only revealed in the announcement of the next event. 
  7. TheCongoSpider's post in Freeze Damage Bug was marked as the answer   
    Show us a video recording of this specific instance. If a player has only the Armadillo module against you, then it will show the Armadillo icon and amount next to their name. If they have both Armadillo and the module of the turret you're fighting, the turret module will be the one that's visible next to their nickname. 
    Defender enhances the effect of the Boosted Armour supply. The Boosted Armour supply reduces incoming damage by an amount. It does not directly increase the base HP of your tank like the Excelsior augment does. 
     
    Look at it in terms of damage reduction enhancement. By itself you have 100 units = 1. When you are damaged by someone, you take damage ÷ 1 so x1 damage as usual. If you add Boosted Armour supply, that gives 50% (read 50 units) so 100 + 150 = damage ÷ 1.5. A Railgun dealing 1,000 final damage will deal 1,000 to a tank without any enhancements and 666 to a tank that has Boosted Armour supply. 
    Equipping a fully upgraded drone increases that amount from 50 to 100. 100 + 100 = 200. Incoming damage is divided by 2. The Defender and Crisis drone add additional units to this. A fully upgraded Defender/Crisis will be adding an additional 90 units. 100 (base) + 100 (Boosted Armour supply) + 90 (extra armour from Defender) = 290. Incoming damage is divided by 2.9. This is approximately a 31% decrease in damage taken. 
  8. TheCongoSpider's post in Augment for Scorpion was marked as the answer   
    That would be Missile Launcher Spear. Its gimmick is that is has a lower number of missiles than Stock, however those missiles have strong homing. The flight pattern has the missiles go high into the air before the strong homing kicks in, allowing it to hit targets over walls. Every iteration of Spear has had this purpose. The most recent iteration of it took away a portion of its homing strength, but the number of missiles increased from 4 to 6 and the salvo reload is faster than before. 
    Look for this icon alongside the Scorpion icon in the battle to see who is using it. 
     
     
  9. TheCongoSpider's post in Phoenix for hulls having heat and freeze resistance? was marked as the answer   
    Short answer, yes. It's always had the heat and cold resistance. 
  10. TheCongoSpider's post in Stars for the game was marked as the answer   
    The number of stars players obtain in a battle depend on their position and the amount of time the battle lasted in total. 
     
    Your team speedran the battle. The battle was finished before 3 minutes in total had elapsed so the base distribution for everyone above the point threshold (100 reputation points) would be 0 stars. The players who received stars got them because they entered the battle via the quick battle queue while you entered by specifically choosing the Capture the Flag queue. Entering a battle via quick battle will grant +1 star to whatever you would have gotten. The ones with premium would have that single star doubled to get 2. 
  11. TheCongoSpider's post in Tanki birthday rewards was marked as the answer   
    There is, it is Master Sergeant.
      
    If your account is Master Sergeant and above and you do not see the popup as shown by Jemcool, complete a normal Matchmaking battle and check if it available to you afterward. When completing the battle, make sure you have at least 100 reputation points. 
  12. TheCongoSpider's post in My isida mk7-20 only heal 100/sec with support nanobots was marked as the answer   
    In Patch 799, Isida as a whole received a rework. Part of this rework included a nerf to Support Nanobots. It now has the same healing as Stock, with its benefit being that it can heal for twice as long as the other Isidas. You should expect to see further changes to Isida in the near future that make Isida feel better to use with its new settings. 
  13. TheCongoSpider's post in Are chest rewards still guaranteed? was marked as the answer   
    Nothing has changed with it. 
     
    Common Containers:
    1 Rare item is guaranteed if the previous 14 rewards were not from the rare (blue) category.
    1 Epic item is guaranteed if the previous 99 rewards were not from the epic (purple) category.
    1 Legendary item is guaranteed if the previous 299 rewards were not from the legendary (yellow) category. 
     
    Epic Containers:
    1 Epic item is guaranteed if the previous 14 rewards were not from the epic (purple) category.
    1 Legendary item is guaranteed if the previous 99 rewards were not from the legendary (yellow) category.
    1 Exotic item is guaranteed if the previous 299 rewards were not from the exotic (red) category.
  14. TheCongoSpider's post in Daily Ruby Pass was marked as the answer   
    If I'm remembering correctly, the Ruby Pass is for 10 days. Your pass would have run out by now. 
  15. TheCongoSpider's post in Tanki score board was marked as the answer   
    You have the same number of kills but you have 5 fewer reputation points than the player in 1st place. In Arms Race, this can happen by the other player gaining a 4th or more kill before they self-destruct to be switched to the next turret, or you accidentally self-destructed when using a turret that can damage itself (Twins, Ricochet, Thunder, Striker, Magnum, Gauss, and Tesla), or a varying combination of the two. 
  16. TheCongoSpider's post in Does Early Access include upgrades? was marked as the answer   
    It will instantly upgrade your current Mk1 Ares to the base level of Mk3, which would be Mk3-0. 
  17. TheCongoSpider's post in Why can I get two of the same augment? was marked as the answer   
    This is intentional. Placing an item in the exotic section of epic keys will allow it to have a higher chance to drop. When you open an epic key, you have a 0.0805% chance to get it from Legendary, and a 0.5435% chance to get it from Exotic. 
  18. TheCongoSpider's post in Can someone explain how Gauss Nemesis can 1-shot a heavy hull M7+ with Defender? was marked as the answer   
    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. 
  19. TheCongoSpider's post in Tankoins was marked as the answer   
    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. 
  20. TheCongoSpider's post in Does upgrading turrets also improve their crit chance? was marked as the answer   
    Critical chance is the same for every modification of a turret. What will change with modification is the frequency of the critical hits over time, as the firing rate for most turrets is increased as you upgrade it. More shots in a specific amount of time = more critical hits over time. 
     
    Firebird, Freeze, Isida and Tesla have the same energy consumption and tick rate at every modification, so an Mk1 Isida will be getting as many crits as an Mk7+ Isida if all energy is successfully spent on enemies. What is increased for them is the range at which they can apply them, and for Firebird and Freeze, their energy recovery rates (how fast the reload bar goes back to full when you stop firing). 
    Turrets have gimmicks with critical damage, whether that be baked into the turret's design or created artificially via critical damage/chance balancing. 
     
    Freeze does not have any specific gimmicks with critical damage. Its template, if you can call it that, is having a high critical damage number with a low critical chance. You will get critical hits relatively rarely, but when they do, they pack a punch. If you get lucky and have multiple of them in a short amount of time, you can rip people who do not have the Armadillo module to shreds. 
     
    You are correct in that Paralyzing Mix is a downgrade overall. Status augments are their whole own thing with their quirks and gimmicks. The ones for Firebird and Freeze particular suck because they reduced the heating/freezing rate by a large number while also reducing your critical damage. EMP and AP are serviceable because they can suddenly and severely impact the survivability of an armoured enemy with their status effects. Stun and Jammer do not have such luxuries of forcing players to die quickly so they suffer more. You can still do well with them, of course, but you will likely not have a fun time while trying to do so. 
     
    As a fun fact for you, the only turret whose critical chance numbers would directly be increased by upgrading was Smoky. Since mid-2023, Smoky's critical chance numbers had been changed to mimick the other 15 turrets. 
  21. TheCongoSpider's post in Why does the aiming time reset when I encounter other enemies blocking me when aiming at an enemy? was marked as the answer   
    Usually the players with very low ping won't have or notice the bug. There is also the bug that resets your lock-on progress randomly. From what I saw, those two bugs are intertwined when using the Hacked Aiming Processor augment. The same time that my progress would be reset to 0 is the same time the lock-on would be cancelled entirely if my aim is off of the target. As such, the Hacked Aiming Processor augment does not work for me and I assume Nemesis would also be a giant headache for me to use. 
  22. TheCongoSpider's post in How to rotate Magnum vertically? was marked as the answer   
    What augment are you using? There are vertical Magnums and horizontal Magnums. Horizontal Magnums are locked at a specific angle but can rotate horizontally. Vertical Magnums cannot rotate horizontally but can freely change the angle. 
     
    Horizontal augments:
    Adrenaline Harpoon Destroyer Vacuum Core All status effect augments  
    Vertical augments:
    Reinforced Gun Carriage Automated Gunpowder Loading Mechanism Mortar Bombard
  23. TheCongoSpider's post in Updates was marked as the answer   
    Like I said, you are using a status Tesla. Status Teslas can no longer make use of ball lightnings to extend their chain lightning range. If you would like to be able to use ball lightnings to extend your chain lightning range, use the following augments until further notice:
    Adrenaline Minus-Field  Acceleration Protocol  Dilatory Protocol  Jamming Discharge 
  24. TheCongoSpider's post in Shop was marked as the answer   
    That is strange. I've never seen the Showcase disappear. Seeing that your first screenshot was immediately after the server update from a Patch, it may have been something unintended that was hotfixed some hours later. 
  25. TheCongoSpider's post in Can someone please explain why.... was marked as the answer   
    Most turrets have vertical auto-aim.
     
    Tesla ball, Twins, Hammer, Ricochet - 11° up, 14° down
    Smoky, Thunder, Scorpion - 9° up, 12° down
    Gauss, Shaft, Railgun, Terminator - 7° up, 10° down
     
    Striker and Vulcan were the same as Smoky and Thunder until late 2021 when their upward auto-aim was increased to 45° as an anti-Hopper measure. Everyone has this. 
     
    Mobile and gamepad players have horizontal auto-aim, ranging from 3° to 5° to the left or right. Again, until we can see a video recording of your issue, we cannot help you. 
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