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TheCongoSpider

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  1. TheCongoSpider's post in How is/was the Pulsar augment for thunder obtained was marked as the answer   
    Pulsars since their release have been relatively uncommon to obtain and their obtention dates scattered across 2022 to now. To my knowledge Pulsar Thunder was available twice. Once during its release in 2022 either in a paid bundle or some event where you had to spend money to get it anyway. The other time was in an ultra container iteration that contained specific Pulsars in early 2023. I would guess that you obtained it from an ultra container during that time. 
  2. TheCongoSpider's post in Daily tankoins pass was marked as the answer   
    The test server requires you to register a new account. New accounts in Tanki have access to a Daily Tankoins Pass with a large discount. 
     
    Most changes appear in the test server before release. Whether that be the day before they are announced or weeks before. 
  3. TheCongoSpider's post in Smoky high-precision aiming system stats was marked as the answer   
    High-Precision Aiming System's purpose has changed in the patch that came 12 hours ago.  Previously it had great damage potential on its own. Now it mimicks the damage and reload parameters of the Thunder turret. (900 normal damage, 1,136 critical damage, 2 seconds reload). 
  4. TheCongoSpider's post in Blaster Drone was marked as the answer   
    There is no Blaster drone anymore. There is the Blaster hull augment that mimicks what the drone did, but for a specific hull. The current iteration of epic containers (formerly called Ultra Containers) has Blaster for Paladin in the Exotic (red) rarity, and Blaster for a few hulls in the Legendary (yellow) rarity. 
     
    Check the augments of each of your hulls to see which one you obtained the Blaster augment on. 
  5. TheCongoSpider's post in Two questions was marked as the answer   
    You are making a bold claim that you insist is an ongoing issue. This is the second time in months that you bring it up. If you can't take a video, take a screenshot at least. As I had said in the previous thread about this, words can only take us so far with this. Give us something visual to work with. 
     
    The current Sabotuer at max places 5 mines around your manually placed mine. Resulting in 1 + 5. The highest Sabotuer has ever been was 1 + 8. 
  6. TheCongoSpider's post in How are we supposed to know what a radius of 20 meters is? was marked as the answer   
    There's a desync between the ball you see and where it actually is. And that desync gets bigger the longer the ball has been active. 
    Your best bet for destroying an Ares ball with your Titan dome is to do it when you are close to the Ares that is shooting it. Though that is risky as you'll need to take some damage from it before it is destroyed. 
  7. TheCongoSpider's post in Increased Boosted damage consumption was marked as the answer   
    You are using the Booster drone. When this drone is activated, it consumed 4 Boosted Damage supplies. Manually activating the drone will consume 1 + 4 Boosted Damages. Picking up a drop box will consume 4. 
     
    Booster has been consuming additional Boosted Damage supplies since 2019. 
     
    If it is becoming a problem to replenish your supplies, consider using your 20/20 Brutus drone. 
  8. TheCongoSpider's post in Sometimes when I click on a players name in the scoreboard to see their profile, it says that their profile can't be found was marked as the answer   
    Players have the option of hiding their profile from the ratings. 
  9. TheCongoSpider's post in Team Contracts was marked as the answer   
    You cannot. You have already exhausted all ways to obtain points (through the special missions and the 3 one-time purchasable bundles which each combine to give 1,000 points). 
     
    The shop is still open for players who have points to purchase prizes. 
  10. TheCongoSpider's post in Nerf was marked as the answer   
    Because of the aforementioned nerf to the final angular velocity of Stock Scorpion's missiles. 
    Many months before that, Scorpion's missiles damage was nerfed from 250-500 to 200-400. 
  11. TheCongoSpider's post in Do Railgun and Striker protection modules protect again the Juggernaut? was marked as the answer   
    No. Terminator is its own damage. If you want to decrease the amount of damage Terminator does to you, use the Defender drone which increases your Boosted Armour supply's potency. 
  12. TheCongoSpider's post in Next month Trophies Missions was marked as the answer   
    This is the only way to know.
  13. TheCongoSpider's post in What happened to one of the Hammers augments? was marked as the answer   
    Are you playing on a low rank account? I heard from others that the Duplet augment for some reason isn't available in the garage or containers until Warrant Officer 1. Might be a bug the same way Magneto Shells for Thunder was available before Master Sergeant in containers. 
  14. TheCongoSpider's post in lost drone was marked as the answer   
    10 of the 18 drones in the game were removed many months ago and 60% of your crystals spent on upgrading them were recompensed. 
     
    There are currently 8 drones remaining. 
    Mechanic Defender Booster Trickster Saboteur Crisis Hyperion
  15. TheCongoSpider's post in Turret ? was marked as the answer   
    That is Hammer. They are using the Hammer Demonic Skin. 
     

  16. TheCongoSpider's post in Lillipops from lollipop boxes was marked as the answer   
    You get exactly 1 lollipop from the box. You would need to catch 9 other lollipop boxes to get the 10 require to make a move in the game.
  17. TheCongoSpider's post in On the Tanki wiki it says that Defender increases boosted armor from 30-90% and Brutus from 50-100%, I'm confused was marked as the answer   
    All drones innately increase the potency of Boosted Armour and Boosted Damage supplies from 50% to 100% according to how many micro-upgrades it has. Defender, Booster, Trickster and Crisis drones give extra strength to a particular supply shown as a separate parameter. 
     
    That 30-90% you see there is for the extra armour being added on top of the innate armour. 30% being 0/20 upgrades, and 90% being 20/20 upgrades. You add this number to the innate Boosted Armour bonus of the drone. So across the upgrades, your armour will look like this:
     
    0 - 80% (50+30)
    1 - 85.5% (52.5+33)
    2 - 91%
    3 - 96.5%
    4 - 102%
    5 - 107.5%
    6 - 113%
    7 - 118.5%
    8 - 124%
    9 - 129.5%
    10 - 135%
    11 - 140.5%
    12 - 146%
    13 - 151.5%
    14 - 157%
    15 - 162.5%
    16 - 168%
    17- 173.5%
    18 - 179%
    19 - 184.5%
    20- 190%
  18. TheCongoSpider's post in Weekly missions was marked as the answer   
    It sounds like you've completed the initial set of weekly missions and the encore weekly missions. There is a 3rd set that is only available to complete by players that have premium account. 
  19. TheCongoSpider's post in Critical Damage was marked as the answer   
    You are getting 50% more critical damage on the critical hit compared to Stock, do not worry. 
    There is a module called Armadillo, which protects against critical damage. If you hit someone using a decently upgrade Armadillo module, you will see that you are dealing "low" critical damage. 
     
    Every turret has four critical chance paramaters dictating how often they will be dealing critical damage. The developers earlier this year have simplified it to be that your critical chance is either a certain number, or it is 0%. The critical chance parameters are:
     
    Maximum critical chance - The highest % your critical chance can go to. It cannot go higher than this.
    Initial critical chance - The % chance of a critical hit you start with when you respawn.
    Minimum critical chance - The % your critical chance drops to immediately when you deal a critical hit. 
    Critical chance step - How quickly your critical chance will advance towards the maximum with each hit.
     
    Let us take an example with the Hammer turret. Its critical chance parameters are:
    Maximum: 13%
    Initial: 13%
    Minimum: 0%
    Step: 13%
     
    This means that when you spawn, your chance for a critical hit is at 13%. When you deal critical damage, your next shot will have a 0% critical chance. You will need to hit an enemy again to advance it by +13% (chance step), where you will once again have a 13% chance. To visualise a turret's critical chance parameters, you can use a critical chance scheme. Where it is shown as:
    Initial, chance step if applicable, maximum, minimum, chance step if applicable, maximum
     
    Because they simplified the chances earlier this year, most of the schemes will have 3 numbers. For Hammer, it will look like 13, 0, 13. 
     
    Augments change paramaters of the Stock turret. Every turret will be using Stock's critic chance paramaters unless stated otherwise. For example, Hammer has two augments that change its critical chance parameters. Those are Blunderbuss and Assault Magazine. 
    Blunderbuss changes the paramaters to:
    Maximum: 50%
    Initial: 50%
    Minimum: 50%
    Step: 50%
    This effectively shows that it has a fixed 50% critical chance. This is because the minimum chance is increased to 50%. It means that instead of dropping to 0% after critical damage, it remains at 50%. 
    Assault Magazine changes the paramaters to:
    Maximum: 6.5%
    Initial: 6.5%
    Minimum: 0%
    Step: 6.5%
    This shows that your critical chance per shot is half that of Stock. 
     
    Smoky's critical chances are:
    Maximum: 14%
    Initial: 14%
    Minimum: 0%
    Step: 14%
     
    Rubberised Rounds does not change critical chance. It will use Stock's chances above. Supercumulative reduces the chance step paramater by 60%. So it will be:
    Maximum: 14%
    Initial: 14%
    Minimum: 0%
    Step: 5.6%
    Stock's critical chance scheme is 14, 0, 14. Supercumulative Rounds' critical chance scheme is 14, 0, 5.6, 11.2, 14. Ot means after you deal critical damage, it will take longer for you to reach back to your maximum critical chance. Which means your critical hit rate is reduced. 
     
     
    Now we will go a little deeper into this for Sorted Ammunition. Under normal circumstances, a turret needs to hit an enemy (damage number appears) for you to advance your critical chance. There are 3 turrets that are the except to this rule. Those three turrets are Smoky, Thunder and Scorpion. 
    Smoky can advance its critical chance on misses. This means that you are not required to hit an enemy with a damage number to put your critical chance back to maximum. However this is a double edged sword. Because you can advance it on misses, it means that you can also "miss" your critical hit. It can happen to all Smokies, at any time, and you wouldn't be able to know.
    Sorted Ammunition changes the critical chance paramaters for you to be able to know when the next critical hit will come. It changes it to:
    Maximum: 100%
    Initial: 100%
    Minimum: -200%
    Step: 100%
    The critical chance scheme looks like 100, -200, -100, 0, 100. This means that your first shot after spawning will always be a critical hit (100% chance). When you shoot the critical shot, regardless of if you hit an enemy or not, it will continue to advance. So your shots will look like Critical, Normal, Normal, Normal, Critical, a critical every 4 shots. 
    If you are unsure of what your current critical chance is, you can shoot enemies until you get a critical hit again, then you will be back on track to know when the next critical hit will be. 
  20. TheCongoSpider's post in Double supply was marked as the answer   
    Those are the status effect indicators for extra strength of a certain supply. Every drone innately increases the strength of Boosted Armour and Booster Damage. A drone can further enhance that strength by a separate amount. 
     
    An extra brown icon means extra armour. 
    An extra red icon means extra damage. 
    An extra yellow icon means extra speed.
     
    They each have their own counters in the form of status effects. Extra armour can be temporarily nullified by the Armour-Piercing status. Extra Damage can be temporarily nullified by the Freezing status. Extra speed can be temporarily reduced by being fully frozen by the Freezing status effect. 
    There are also the universal counters to each of them, the Jammer status which removes the extra supply until it is reactivated by the victim, and the EMP status, which removes all of their active supplies and puts it on a cooldown. 
     
    Defender and Crisis can give extra armour.
    Booster and Crisis can give extra damage.
    Trickster and Crisis can give extra speed. 
     
  21. TheCongoSpider's post in Missions unavailable was marked as the answer   
    I'm not any more knowledgeable on this topic than anyone else here. Only the devs know what is coming and when it will be coming. Look out for the announcements in the future for them.
  22. TheCongoSpider's post in augment not working was marked as the answer   
    You now need to be affected by the burn status yourself if you want to ignite other players with your Vulcan. Heat Immunity won't let you do this because it won't let you burn at all. 
     
    If you want to continue using Incendiary Band, use it with the Heat Resistance augment if you have it.
  23. TheCongoSpider's post in Is there a better chance getting exotic items from ultras if purchased from the shop? was marked as the answer   
    It does not matter whether you buy them from the shop or you obtain them elsewhere, or whether you open them on a Monday or a Saturday, or whether you open 1 at a time or 15 at a time. You have the same drop rates over time. 
  24. TheCongoSpider's post in Did they secretly nerf containers? was marked as the answer   
    For a short time, yes, in both normal and ultra containers. From what I saw, everything in uncommon had basically the same drop rate. But this was from months ago. People seemed to be having some issue with them recently?
     
    From opening 1,980 normal containers around February, 506 being uncommons:
     
    3k: 103
    DA: 104
    DD: 100
    SB: 96
    MN: 103 
     
    From opening 1,255 normal containers around April, 315 being uncommons: 
     
    3k: 80
    BA: 60
    BD: 62
    SB: 62
    MN: 51
     
    From opening 600 Ultra Containers around June, 413 being uncommons:
     
    3k - 71
    BA - 92
    BD - 74
    SB - 94
    MN - 82
    Some things to note this one, Mines were leading the pack at the start but started faltering to the others later on. 3k and BD were consistently the two lowest with the 3k count picking up pace at the end. 
     
    Individually, the normal containers aren't good. You'll feel better opening larger amounts at a time as they were intended (worse rewards but you get more containers than before). Due to a quirk with normal containers, your overall uncommon drop rate used to be around 34% but now it's around 25%, so I guess you should expect around 5% of your normal container rewards to be Boosted Armour specifically. 
     
    The other thing is Ultra Containers. They are the ones that "replenish" your supply count the best besides weekly containers because 2/3s of the UCs you open are uncommons. Sometimes you'll get multiple of a specific supply or a steady flow of all of them, depending on how few you open. 
     
    Brutus should be a net positive over time. You don't gain a massive amount of supplies in this game instantly without spending a lot on Ultra Containers. You gain them over a lengthy period of time. 
  25. TheCongoSpider's post in Hammmer Augment was marked as the answer   
    Hammer has two augments that increase the range at which the pellets can reach. They are Slugger, and Heavy Slugger. The one you are most likely referring to is Heavy Slugger, which is a recently released augment that was briefly in Ultra Containers. It is unknown when it will return again. 
     
    https://en.tankiwiki.com/Augments?attempt=2
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