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TheCongoSpider's post in Question about Miner was marked as the answer
It prioritises the first 10 mines laid.
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TheCongoSpider's post in Smoky Cryo Rounds was marked as the answer
The developers do not see it as a priority to update turret augment descriptions. Do not take what you see in the garage to be what actually happens. It you have a question about the parameters of a particular augments, you can ask your questions in this topic. Or you can read the Augment page on the wiki.
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TheCongoSpider's post in Old uranium back? was marked as the answer
This Uranium is currently live on the real servers, since the latest Patch Note. Don't forget to keep an eye out for new patches.
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TheCongoSpider's post in MM battles new unknown update was marked as the answer
It was in the Patch Note for the UFO Days update.
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TheCongoSpider's post in Isida was marked as the answer
This implies that the drone you're using with your Isida is 14/20. The last update nerfed the effect of double armour and double damage. You must fully upgrade your drone to have 100% of its effect like you used to some weeks ago. Your Isida's healing wasn't nerfed. Your double damage supply was.
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TheCongoSpider's post in Ricochet System was marked as the answer
Vulcan requires the bullet trajectories to make an in-game angle of >= 60°. For example, here, the angle being made is 60 degrees. If the supposed angle made by the trajectory was less than 60°, it would simply impact the wall without ricocheting.
Smoky requires an angle of 75 degrees, much steeper.
Refer to this topic for areas in Matchmaking maps that you can use to ricochet your Vulcan's projectiles. Ricocheting Smoky projectiles is much harder, and has a very limited number of areas where you can do so. One example for Smoky is here, the long wall in Solikamsk.
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TheCongoSpider's post in alteration with damage rang effect was marked as the answer
Sledgehammer used the same damage range as Stock Thunder.
The damage range being referred to in the update is the range of numbers within which you could deal damage. Mk7+ Thunder's damage range was 740-1,020. It could deal anywhere between those two numbers, but tend towards the average, 880. Every turret that had a damage range like this had this removed and was replaced with a fixed number equal to the average damage of the damage range.
For example, Mk7+ Magnum's damage range was 1160-2330. It could deal any number in between but tend towards the average, 1,745. The current Magnum has 1,745 as it's fixed damage.
Sledgehammer has a penalty on the parameter called the maximum damage range, which is different to what is being referred to in the critical hit update.
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TheCongoSpider's post in Does Hunter's overdrive have effect on the juggernaut or not? Has this changed? was marked as the answer
The Juggernaut became immune to all status effects on October 29th, 2020.
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TheCongoSpider's post in wierd thing going on with my skins was marked as the answer
The Parade of Beginners event is activated when you log into an account for the first time on TO mobile. It does not matter what date the account was created.
How recently is "recently"? A week ago? Two weeks ago? A month ago?
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TheCongoSpider's post in Mortar and Spiders was marked as the answer
The mines placed by a Mortar Magnum deal mine damage, and as such, require a Spider module to reduce the damage inflicted by the mines.
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TheCongoSpider's post in Adrenaline was marked as the answer
There is no statistical downside to Adrenaline if that is what you're asking. You gain more damage in proportion to the H you lose. So you can only gain something from this augment. You don't lose anything.
Whether or not it is balanced will depend on what you see balance to be in modern Tanki.
So for melee turrets, it's +0-39%. That means at 100% HP, you will be dealing 100% of your damage. As your HP decreases, you will start dealing more than 100% of your damage. So for Isida with 1,000 DPS, if you're at 75% HP, then you will be dealing ~1,100 DPS. If you're at 50% HP, you'll be dealing ~1,200 DPS, and so on until you reach the maximum damage increase and the minimum amount of HP left before dying.
As I said before, you lose nothing with this augment. It can either deal the same damage as Stock, or more.
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TheCongoSpider's post in Weekend Discounts was marked as the answer
They come once every month, so it will vary depending on what annual celebrations are held during which week of that month.
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TheCongoSpider's post in What does mobile auto shoot mean? was marked as the answer
On mobile, there is auto-shooting, and auto-aim.
Auto-shooting is a new aiming.mode available for mobile players. Rather than manual aiming and shooting with a shoot trigger, the turret will fire when an enemy is highlighted in red. The range at which an enemy is highlighted differs from turret to turret.
With the auto-shooting mode enabled, Vulcan is a special case. Rather than instantly firing when an enemy is highlighted, it has its own shoot trigger. This shoot trigger toggles between winding up the barrels and winding it down, like an on/off switch.
Auto-aim refers to the horizontal auto-aim that mobile players have. Turrets on PC only have vertical auto-aim. Horizontal auto-aim allows the player to hit a target that is not directly in front of them. Where on PC you would have missed, on mobile it would hit. The cone angle for the auto-aim isn't very large.
With that said, it was likely a highly skilled player using PC. Vulcan's projectiles aren't exactly stable with mobile's horizontal auto-aim and you will miss quite a number of projectiles from time to time.
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TheCongoSpider's post in Mamouth OD was marked as the answer
Since the release of Overdrives, Mammoth's invincibility made it the only hull that would take gold boxes during meteorite gold box events. At first there was no way to counter them. As long as a Mammoth with their Overdrive ready was on the gold box marker, there was nothing you could do.
Fast forward to the Halloween 2019 event, this problem persisted during the celebrations on the Halloween map filled with Nuclear Supply boxes and rocket (meteorite) gold boxes. To combat this, they decided to rework Mammoth's Overdrive. Its invincibility was removed and was instead granted a higher speed boost, an increased duration, and an instant repair of the tank to full HP upon activation.
If you would like to hear what the Devs had to say, then you can watch its respective V-Log.
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TheCongoSpider's post in What are all the extra symbols beside the active supplies? was marked as the answer
Those you listed are status effects that are obtainable with drones.
The fragmented shield represents extra heightened defenses against all damage. This is obtained with the Defender Drone or the Crisis drone.
The double arrow represents extra heightened speed and is obtained only with the Crisis drone.
There is one for double damage that is obtained with the Booster drone or the Crisis drone.
For more information about Status Effects, you may view this page. Status Effects
It contains information for the other status effects not mentioned in this reply.
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TheCongoSpider's post in Sprinter Drone Supplies was marked as the answer
I will test this again soon for a more recent result but from earlier tests with this, it does not add on to your current remaining time. If the boost from the Sprinter Drone is more than the remaining time of the supply, it will overwrite it.
For example, if your Sprinter drone gives you 15 seconds of supplies when activating it, and your DA has 7 seconds remaining, you DA time will be set to 15 seconds upon activation of the drone. However, if simultaneously, your DD has 20 seconds remaining, then the drone will not affect the DD time because the remaining time is more than what the Sprinter gives.
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TheCongoSpider's post in How Many Battle Points Does Dictator Get You For Sharing Overdrive? was marked as the answer
You don't get experience points for sharing Dictator's Overdrive.
The Wiki page for each hull shows the parameter that determines the charging time of their Overdrives, called "Overdrive charge over time".
Wasp - 1,000 units - 1% per second (100 seconds)
Hornet - 900 units - 0.9% per second (111 seconds)
Hunter - 900 units - 0.9% per second (111 seconds)
Titan - 800 units - 0.8% per second (125 seconds)
Dictator - 700 units - 0.7% per second (143 seconds)
Mammoth - 700 units - 0.7% per second (143 seconds)
Viking - 400 units - 0.4% per second. (250 seconds)
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TheCongoSpider's post in Vulcan nerf... was marked as the answer
The highest modifications (Mk7 and Mk8) were problematic in the DPS they possessed on all hulls but were most problematic when combined with Hornet. I agree that Vulcan needed a nerf, but I would have nerfed the damage in conjunction with a nerf to Hornet's Overdrive. You hit two birds with one stone and one of them wouldn't have to suffer immensely.
They choose Vulcan and nerfed that only. On paper and from experience, all that did was make Hornet more of a must-pick with Vulcan because you still get the defense-ignoring ability while the other hulls will have to deal with the defenses and protection modules with less damage overall.
Perhaps it hints at an upcoming balance change.
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TheCongoSpider's post in Offensive Isida was marked as the answer
I do not recommend Nanomass Reactor. If you want to be offensive, I'd use either Stock Isida or Broadband Emitters. Nanomass Reactor would have the best value in the lower ranks where % protection against Isida is in much smaller numbers but the augment is currently bugged and you may not have a pleasant experience with it.
Well before the Augment update, at higher levels unlocked damage-increasing alterations. Those alterations made you able to one-shot medium hulls and even heavy hulls. And as you progress through the modifications, the turrets become efficient. You can hit much higher damage much more often than an MK1.
With DD, Hornet's Overdrive allows you to one-shot most targets or kill them very quickly and moving on to others. Let's say Incendiary Mix Firebird and Hornet.
At MK1, it's DPS is only 300 damage per second without DD. That will take it 5 seconds to kill a medium hull. At Mk8, the DPS is 1,050, and that will take it 3 seconds to kill a medium hull. Mk8 takes 2 seconds less, which gives it two seconds more time to find someone else to kill.
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TheCongoSpider's post in Does hornet really give more health than wasp? was marked as the answer
Hornet has more HP than Wasp in every modification except Mk1, Mk7 and Mk8.
Also back before the update that merged the HP for each category, Hornet had more HP than Wasp.
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TheCongoSpider's post in How does the defender drone's protection work? was marked as the answer
Normal DA reduces damage by 50%. If your turret deals 1,000 damage, DA will make it deal 500 damage. Da divides damage by 2.
Defender adds to that effect. For each 100% in the parameter, it adds 1 to the divider. At 0/20, which is 50%, it adds 0.5 to the divider. 2+0.5=2.5. Damage you take will now be divided by 2.5 instead of 2.
For 20/20 Defender is 200%. That adds 2 to the divider 2+2=4. Damage you take will now be divided by 4 instead of 2. Defender does not use extra double armours.
I explained this to DieselPlatinum some time ago, and will link it in a subsequent post. You will see how much Defender divides damage by for each upgrade.
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