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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.
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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.
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TheCongoSpider's post in Elite pass rewards was marked as the answer
No. It's only revealed in the announcement of the next event.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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 -
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 -
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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TheCongoSpider's post in Trick or Treat was marked as the answer
Like I mentioned in your Battleship question, you must complete the contract in order to obtain the lollipops.
One silver contract, if completed, gives 10 lollipops. One gold contract, if completed, gives 50 lollipops. You said 30 so it sounds like you bought 3 silver contracts. In order to complete a contract, you need to get 3,000 reputation points in battle. Remember to activate the contract in the Contracts mission section before setting out to complete it.
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TheCongoSpider's post in Changing augments/hulls/turrets in between games was marked as the answer
You are only.allowed 1 change per battle now. If you change your turret only, for example, it will apply the timer to everything else.
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TheCongoSpider's post in Regarding a Gauss Bug was marked as the answer
This bug appeared in the game at around the end of July 2022. It affected Striker, Gauss and Scorpion. At the time, the majority of reports were for Gauss and Striker and only a few reported it for Scorpion. I personally did not have it happen for Scorpion until an entire year later in October 2023.
It was painful to use Striker and Gauss' lock-on and I presume it was the reason why Gauss received the rework 3 weeks later that made the acquisition fast but the reload afterward the shot long. Every time it happened, my ping would shoot up a couple hundred ms, even against bots. YouTubers and players who have very low ping will have the progress reset very early so it would hardly be an inconvenience to them. For others with higher ping it can reset much later, or even multiple times in a row, made worse if there are multiple enemies bunched together and your aim keeps jumping to another target mid-progress.
For a while now it's been fixed with Striker and Scorpion but Gauss still remains. Its salvo firing rate paramaters have not been changed in a long time until now with the recent patch, that coincidentally increased the lock-on time while also changing the server response period. That may be the first major attempt from the developers to fix it, but it does not appear to be fixed yet. The only thing that has fixed for me is I get no-damage salvos significantly less often now.
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