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TheCongoSpider's post in Hyperion Drone was marked as the answer
It consumes 2 additional supplies when manually activated. So you will use 1 + 2. Picking up a supply from a drop box does not consume anything.
The drone itself is immune to Jammer, not your hull. Think of it like Hyperion's effects are baked into the drone by default so there is nothing for Jammer to do against it, same for Brutus.
Booster, Defender, Trickster, Mechanic and Saboteur require a condition to be met to activate the drone to receive the effects and is then put on a cooldown. Jammer basically forces the drone to be on a cooldown equal to the Jammer duration.
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TheCongoSpider's post in issue with viking on mobile was marked as the answer
That is an issue with mobile in particular.
Mobile players receive heightened impact force from Smoky, Railgun, Hammer and Terminator. Tracked hulls would get flipped regardless of weight which is why hover hulls are mandatory for it now. Instead of being flipped on flat ground, your hover hull will instead quickly jerk to the left or right.
It will supposedly be fixed when mobile is converted to HTML5.
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TheCongoSpider's post in Boosted damage plus Viking overdrive was marked as the answer
Damage enhancers in the game stack additively. Visualise it with a damage multiplier. By default, you have 100% which translates to a x1 damage multiplier.
Viking's Overdrive has a damage multiplier that can differ depending on your turret or augment. Let's say you're using Stock Thunder. Viking will add 150%, so:
100 + 150 = 250 = x2.5 damage. Your maxed Thunder will be dealing 900*2.5 damage.
Boosted Damage ranges from +50 to +100 depending on your drone's upgrade level. If it is at 0/20, it will be 100 + 150 + 50 = 300 = x3 damage.
If maxed, it will be 100 + 150 + 100 = 350 = x3.5 damage.
Drones like Booster and Crisis give extra damage enhancement, Booster giving +20 and max and Crisis with +60. It will be:
100 + 150 + 100 + 20 = 370 = x3.7 damage with Booster
100 + 150 + 100 + 60 = 410 = x4.1 damage with Crisis
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TheCongoSpider's post in Juggernaut Mode was marked as the answer
Juggernaut and Terminator upgrade levels depends on the modification and upgrade level of the turret and hull you're using.
No because the game mode exists for most ranks. As you go up in modification, your equipment becomes more efficient. Having the same stats for everyone would mean Juggernauts would not be approachable at a certain range of ranks while for the other range, they would be too easily taken out.
If you want to try out new equipment before purchasing them, either make an alternative account or DO NOT use them in Juggernaut.
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TheCongoSpider's post in Dome of Titan Got nerfed? was marked as the answer
Titan's Overdrive has many counters in the game. If it is a turret that is killing you inside the dome, then you are being countered by the Armour-Piercing status effect. When inflicted, it temporarily disables all damage reducers, which includes Titan's Overdrive.
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TheCongoSpider's post in Striker Fires Wrong Amo was marked as the answer
It is not a glitch.
https://en.tankiforum.com/topic/396737-patch-update-716-released-22nd-february-2023/
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TheCongoSpider's post in Bug or feature? was marked as the answer
Perhaps it is a bug.
You didn't give a lot to work with here. Hammer has a critical damage-oriented augment called Blunderbuss. Critical damage ignores the protection modules of specific turrets, and can only be reduced with the Armadillo module.
There are different ways in which turret modules feel like they don't do much to help you survive. One of those sneaky ways is you being inflicted with the AP status effect just before you get hit by an enemy. You did not mention when this situation occured. In the update on Friday, the change to Hornet's Overdrive significantly reduces the likelyhood of this happening.
When some players complain about dying in one shot, they often really died while injured rather than from full HP. What hull were you using and were you at full HP? Your profile is hidden so I'm going to assume your hull is maxed. The damage-boosting drones (Booster, Crisis and Camper) change interactions with certain enemies. Where you may have been able to survive against someone with Boosted Damage with Brutus, you may not survive the same person using Boosted Damage with Crisis.
When Hammer's critical damage was nerfed, there was a barrier created for the Defender drone. When Hammer received the buff from 1,080 to 1,260, Defender no longer allowed it to survive an additional Hammer shot. A maxed Hammer would deal 1,007 damage to a Defender user and as such, could still kill light hulls in 2 hits, medium hulls in 3 hits and heavy hulls in 4 hits. With Hammer's critical damage being nerfed, Defender can now survive an additional shot. Blunderbuss directly doubles Hammer's critical damage so it works for Blunderbuss as well. Before the nerf, Blunderbuss would be able to one-shot a light hull with Defender. After the nerf, it cannot innately do this. It would need a damage-boosting drone, specifically Crisis or Camper.
A Crisis Blunderbuss can deal 5,772 total critical damage, which when Defender drone is added, turns into 2,309 damage. This allows it to one-shot light hulls that have Defender. Camper pushes Blunderbuss' total critical damage to 6,660, which when Defender is added, turns into 2,664 damage. That one-shots a light hull with Defender, and takes off 89% of a medium hull Defender's HP. This is why I ask if you were at full HP or injured. If you were at full HP, you would have survived. If you were below 89% HP (which visually is most of the bar), you would die.
There is also the possibility that you were inflicted with the Jammer status effect before being shot. Jammer removes the additional armour that Defender grants you, making you more likely to die from these damage-boosting drones with Blunderbuss in one hit.
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TheCongoSpider's post in What ever happened to the cosmetic bundles in the shop? was marked as the answer
You can see the prices here.
https://en.tankiwiki.com/Showcase
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TheCongoSpider's post in Magnum augment harpoon was marked as the answer
No, Harpoon was never available in containers. You either had to purchase it, or you got it for free during one of the Challenges in mid-2021.
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TheCongoSpider's post in Jammer was marked as the answer
Long story short, Jammer augments would pretty much act like AP/EMP augments if your expectation of it were reality. We already have enough ways to die quickly in the game. We do not need more.
Intricacies of Jammer against drone:
Jammer's effect on a drone is putting it on a forced cooldown equal to the duration of the application. E.g Jammer Hammer puts drones on a 3-second cooldown, Jammer Twins puts drones on a 1-second cooldown etc. "Disabling a drone" is the general statement used.
There are Passive drones (Brutus, Hyperion, Crisis) and Non-passive drones (everything else). Non-passive drones get put on the forced cooldown. Passive drones are not affected by Jammer in this way.
Booster, Defender, Trickster - When Jammer is applied, their extra ((supply)) is removed and the drone is put on a cooldown. If in this cooldown period they happen to reactivate their respective supply, it will not gain the extra boost.
Camper - When Jammer is applied and the Camper is still at full HP, it removes the extra damage and armour and puts the drone on a cooldown. Your extra armour/damage cannot be reobtained until the cooldown is completed.
Crisis - Is a passive drone and cannot be put on an innate cooldown. Jammer applications temporarily block the extra ((supply)) until it is removed via a repair kit or the Jammer duration running out.
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TheCongoSpider's post in Ultra containers was marked as the answer
You are unlucky. This is the risk you take when you buy Ultra Containers for a specific exotic prize. You may get an exotic but it may not be a prize you want or see yourself using for a while. You may not even get an exotic at all. You fell into the latter category.
Think back on this experience the next time you consider spending money on Ultra Containers. I'm not trying to dissuade you from buying them. I'm just letting you know what you're potentially in for. Either greatness, or nothing.
Furthermore it is currently unknown what the exact exotic drop rate is. From the ~1,500 containers I've opened from special missions, the first and second Token of Apology, it hints that the chance may be 1%.
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TheCongoSpider's post in Crisis typo? was marked as the answer
You appear to be looking at the English Wiki for the game. Some pages there have outdated parameter numbers. If you want up-to-date numbers, use the German Wiki. If you cannot read German, allow your browser to auto-translate the pages.
https://de.tankiwiki.com/Hauptseite
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TheCongoSpider's post in Hyperspace rounds ... can't buy it anymore was marked as the answer
Evidently, this will happen to augments across the turrets at any time. Why are they doing this? We don't know.
As many as it takes.
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TheCongoSpider's post in So... what's good about Dilatory Protocol? was marked as the answer
It's good for shutting down a small part of the map, often entrances to bases. Deathly slow ball speed and a significantly longer ball reload force it to be stationary alongside the ball to justify picking it over the others. This limits its potential in normal gameplay. You can play it like a Stock Tesla and still do kinda well as you can use ally/enemies' faster Tesla balls to your own benefit, but why would you take away your self-sufficiency when other options have that and more?
Some maps have structures that Minus-Field and its variants can exploit and are better than Dilatory. Some maps have spots on Dilatory can effectively make use of. One that comes to mind instantly is in one of the bases in Scope. The chain can reach toward the ground and can weaken/kill anyone passing around there. It's one of the reasons why I hate playing in that map. Another is the middle point in Chernobyl SGE.
In the end, it's another case of overnerfing it into a niche. Release Dilatory was too powerful and made hell when in groups with Titans. Current Dilatory makes it near impossible to exploit like before. Minus-Field still has yet to have its price be increased to 245k so maybe when Tesla gets its price hike, its augments may change alongside it. Not sure when that's happening though. The last time a turret got hiked was 5 months ago.
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TheCongoSpider's post in question for you about an augment? was marked as the answer
The Juggernaut's supply icons are purely visual. Its boosted armour does not reduce damage. Its boosted damage does not increase its damage. Its speed boost does not increase its speed. Juggernaut just has base stats that it uses at all times and depends on the modification level of your turret and hull.
If you're not aware of the mechanics of the game, there are status effects. Corrosion Shells is Thunder's AP status augment. The AP status temporarily disables the direct damage reducers in the game, those include:
Boosted Armour Extra Armour Protection module Titan's dome
You apply 5 seconds of the status to enemies within a 12m radius of the centre of the explosion 9nna critical hit.
As stated previously, it is a status effect. Juggernaut is immune to negative status effects.
Do NOT take augment descriptions so seriously. The parameters of them change often and many descriptions either do not reflect what they do in the current version of the game, or have exaggerated writing. If any other augments are confusing you, you are free to ask here again.
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TheCongoSpider's post in So what exactly does Missile Launcher "Wolfpack" do and how does it work? was marked as the answer
So like Ricochet, Scorpion has multiple parameters working together to give its missiles a minimum range on a stationary target. Initial projectile speed, maximum projectile speed, angular velocity and the missile acceleration time.
Scorpion, like Terminator, has an initial speed that is higher than the maximum speed, so it will slow down over time rather than speed up like Striker. It comes out fast which launches it high into the air, then slows down and will take a while to get to the target if it is far away, or come raining down faster if the target is stationary and close enough. Wolfpack and Swarm alter them in different ways to produce different results. Swarm slows the initial speed down a lot and makes the missiles more compact, afterwards it heads towards the target and speeds up over 2 seconds to double that of Stock's maximum projectile speed. It having more angular velocity lets turn faster and hit an enemy a bit closer than you'd expect. It being slowed at launch keeps it lower to the ground when it is heading for the target.
Wolfpack slows the initial speed further down to 0.6m/sec, but the maximum projectile speed is increased to 300m/sec and the missile acceleration time is increased to 8 seconds. The angular velocity is the same so it will try to turn as fast as Stock will let it. It being slowed at launch and the acceleration time being increased significantly keeps the missiles closer to the ground than Stock. They're lower to the ground and head to the target quicker. This lets its minimum hit range decrease. As it is lower to the ground, there are more obstacles that can block the path of the missiles, so be careful picking you you're sending the missiles to. There may be other invisible parameters at play affecting the physics but that's the gist of it for the visible parameters.
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TheCongoSpider's post in Hammer's "Legacy Skin" was marked as the answer
Correct.
There appear to be plans to add Legacy skins for other turrets.
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TheCongoSpider's post in On the distance decay of scorpions was marked as the answer
Balance changes to a turret affect all modifications unless stated otherwise. The number on the left of the dash is Mk1 and the number on the right of the dash is Mk7+. Mk1 Scorpion previously had a maximum damage range of 120m, which would continually increase up to 150m as you get to Mk7+. Those numbers there were being changed to 80m at Mk1 which would continually increase up to 100m as you get up to Mk7+.
The game doesn't only feature endgame content. There is progression and the turrets/hulls have to scale accordingly throughout. Some scale relatively evenly, like Isida and Freeze. Other turrets have more parameters being influenced by modification levels, example being Firebird, who has to work around a fixed damage parameter that is deadly at low ranks but just a nuisance at endgame. Hence instead of having a flat x2 damage increases like Freeze and Isida, its direct damage starts lower and gradually goes up to par with Freeze and Isida at endgame. Patch notes indicate the changes happening to both Mk1 and Mk7+. You can check previous patch notes to see this.
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TheCongoSpider's post in How can Ares survive direct hit from Crusader overdrive? was marked as the answer
The maximum damage radius of Crusader's icicle is 3m from the centre of the explosion and the average damage radius is 4m. Crusader has a projectile radius of 2m I believe. It is possible that you directly hit them (it impacted on the server) but you hit them between 3m and 4m resulting in you not being able to kill them from full HP. If it is not that, then those Ares players you were fighting are using the Lifeguard drone. There are currently missions that require you to use different categories of drones. Expect to see more Lifeguards in battle.
If you still do not think it is any of these explanations, please record a video of the next time it happens.
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TheCongoSpider's post in Has anyone else's regular containers disappeared on UT weekend? was marked as the answer
They should have been changed to "Old Container". Look around the container section to see if you see them.
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TheCongoSpider's post in At what upgrade level does Defender's armor surpass Brutus? was marked as the answer
At 7/20, it will have 101 units of armour enhancement.
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TheCongoSpider's post in Do some players use script to get low damage and deal higher damage ? was marked as the answer
Camper does not give you the necessary +900% armour for a Crisis Scorpion to deal 388 damage.
Unfortunately we're not getting enough information from this, but it does sound beyond the limits of current equipment in the game and we ask you to provide a video or clear screenshot of this happening in the future. I have not noticed anything out of the ordinary when fighting players with top equipment but I will be on the lookout.
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TheCongoSpider's post in Camera turn speed in mobile was marked as the answer
If I remember correctly, that setting was to control the speed at which your camera turned when you held the firing button. They removed that feature when they implemented auto-shoot in late 2021.
This thing:
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