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DestrotankAI9

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Everything posted by DestrotankAI9

  1. DestrotankAI9

    Ideas for Augments!

    EMP Salvo is currently bugged with a new bug since the "bug fix" as far as I am aware - it deals the same damage per shot as regular Gauss does per shot, but it is only meant to deal 75% of the damage. However since it fires much faster than normal Gauss with -50% reload, AND it now deals the same damage per shot instead of less, this means that its damage its DPS is currently MUCH more than regular Gauss, or even than Adrenaline Gauss - when this is not supposed to be the case - as well as having the EMP effect. It is dealing 33% more damage overall than it did before. So that's why it is totally out of control OP right now - this bug definitely needs to be fixed. However yes it is OP anyway, I would say that it should only EMP one target and deal regular splash damage otherwise (similar to what AP Gauss does), but at the very least this bug giving it crazzzy dps needs to be fixed (lets see if they fix this bug as fast as they fixed the 'accidental nerf'!).
  2. DestrotankAI9

    Tanks in Space

    To be honest, I am quite glad that non-buyers won't be able to get Crisis from the event - because if everyone had Crisis capture modes would be truly destroyed even moreso than they are now. And I say that as a F2P. However, the rules for this event have not been made clear at all - this should definitely have been stated from the start. I am pleased, at least, that the Special missions still seem to be completable even if you don't finish them each day, which makes the event more user - friendly than it appeared to be on the VLOG. It does appear though that, if you are lucky, you can still get pretty good rewards - most notably a significant amount of Tankoins. The question is, however, how far will a free-to-play player be able to get. Also, what is the reward for reaching the first planet? I don't understand Russian but in the Russian Youtuber Jerryyy21's video posted above - he seems to state that he received 5 Ultra Containers in the final rewards, although I don't see any Ultra Container rewards along the way. At what point do you receive Ultra Containers - is that for reaching the first planet? If so that would be quite nice.
  3. DestrotankAI9

    Tanks in Space

    Cool, that's good if that is the way it works. I was playing an alt account and it seems to be the case - that's nice if they will let people catch up this way at least. So if you don't play certain days then you only lose the reward of the fuel from the daily missions for those days - although that seems to contradict what it suggests in the VLOG. Although losing any fuel is quite significant as the rewards seem a lot better further after each consecutive planet. One other thing: How come ultra containers are listed as a possible reward? According to the Big Tanks video he completed the whole thing and received no Ultra Containers. Are the rewards randomised, or can you not receive any Ultras? It would be a pretty big scam if they suggest we can get Ultras and we don't, even though the Tankoins are probably the best reward anyway.
  4. DestrotankAI9

    Tanks in Space

    What happens if you don't complete a special mission for a day? For instance, if someone didn't complete the day 1 special mission yesterday and completes it today - will they get the day 3 mission tomorrow (having missed the chance to do the day 2 mission today), or will they stop getting the special missions altogether after that? The rules on this seem not to have been fully explained.
  5. DestrotankAI9

    Tanks in Space

    OK I see, hopefully it does work that way. The way the missions are described in the VLOG seems to imply that if you miss a day (or perhaps 2 days?) then you will stop being able to get energy from dailies, or possibly to get further special missions - it is very unclear. It seems I got the rules wrong then, however in fairness they haven't been explained very clearly. It is good that you can at least get some progress and get something out of it even if you can't play every day - though yes the 18/18 mission can only be completed if you play every day, so I still think you should only have to complete 15 or 16 of the days for the extra 27 energy reward.
  6. DestrotankAI9

    Tanks in Space

    This event is really cool, but I very much dislike the fact that Tanki are asking players to literally play every day - or else the daily quests disappear. This is very unhealthy and quite frankly, a kind of psychological manipulation to force players to play the game. Many players have schedules that do not permit them to play every day, and even if they could play a lot on certain days, and complete difficult tasks over the next 18 days - I think to ask them to play every day is very unreasonable. The fact that the daily quests disappear if you don't play for a day is simply ridiculous - you should be able to pick up where you left off if you miss a day or two. The change to the weekly missions was great in this regard - that players can at least complete all their weekly missions even if they can only play 5 days per week instead of 7. This kind of event is quite the opposite of that, no good rewards even if you play 6 days a week is too much to ask for any game. Other than that, this is cool event, but I hope future events will not force daily play to obtain any reward at all. EDIT: Got the rules wrong as TWICE kindly explained. It is good that you can still get some reward even if you can't play every day, but I still think you should be able to complete the "overall" mission for 27 energy with 15 or 16 of 18 days played - not good to have to play every day for 18 days straight for this.
  7. DestrotankAI9

    Episode 294 of the V-LOG is live!

    These plans for module changes are highly disappointing - this just demonstrates how badly this game is becoming more and more pay-to-win will widen the ever-growing gap between F2P and buyers further still. Very soon it will be impossible for F2P (free to play) players to compete in battle with changes like this, and more to come with the attitude the developers are now showing. If you guys feel there is a need for 4 modules then fine, ADD a fourth module slot for everyone for free - but even a "balance" issue is now taken as an opportunity to try and cash in and attempt to monetise even something as fundamental as modules - and with these ideas no balance issues about needing more modules with more turrets in the game will be sorted, it will simply create new and greater imbalance to add to the already bad situation between F2P and buyers. A few years ago this 4th module slot may have been added for free, but not so now - this just goes to show how much the attitude of developers has changed, and why players dread every update and are losing all trust in them. Buyers already have access to an ever increasing range of more powerful augments, you just recently created a new damage type (critical damage) for all turrets which standard protection modules don't protect against - and gave only buyers a module to deal with this, and not content with all that you are now going to give them more module slots. Not only that but for new players, they will have to pay tankoins just to get what we already have (3 module slots), trying to dress this up as "progression" is an insult to players. There should be no cost introduced at the every least, for the first 3 module slots that we have already had for free for years - there is no need to do that to new accounts. If you are going to add a fourth module slot, it should be available to everyone for free as buyers do not need yet another advantage. But if it must have a cost, it should not be more than 250-500 tankoins to make it achievable for everyone at the very least. Paying even that will be very frustrating for many players, as that would be half of or an entire battle pass - and many players do not have the time to complete the Silver tier of the challenges to get the 100 Tankoins rewards, or to complete events similar to the current one which require you to play a lot ever day - many players will take a long time to obtain even 500 Tankoins. If the price is as high as 1000 or more, that will bring yet another huge imbalance between F2P and buyers - this will be impossible to buy for players who don't play regularly, and will take a long time even for those that do. Another point is that many players in Tanki have a lot of alt accounts, paying for an extra module slot on every alt account may be unreasonable even for many buyers, and very unlikely to be possible for free-to-play players. So this will make the game a lot more unfriendly to players who like to play on alternate accounts. When up against Blunderbuss, EMP Gauss and increasingly common Armadillo modules - plus all the new augments that will be added over the next year, you guys certainly do not need to start making the imbalance worse still - but that seems to be precisely what you intend to do. If these kind of changes continue, Tanki can expect to lose many more players - you can make money to support the game by giving buyers options, you do not need to monetise every single part of the game and hand buyers so many advantages it becomes totally impossible for other players to compete against them.
  8. DestrotankAI9

    What to buy? Which is better?

    Hey :) So many possibilities to buy, it is hard to choose. I definitely think it is important that you get a good drone and start MU-ing it, because drones take 6 months to MU unless you take speed-ups. So it is a reasonable idea to buy a drone you plan to work towards and start MU-ing it - but for now if you lack other critical items it may be best to focus on them first. I don't have any experience with Booster or how good it is at low-MUs, so I'll take wild001's advice above, that it is only particularly valuable at the 10/20 MU level or above. You get so many batteries these days that even as a F2P player you have good drone uptime - unless you play a huge amount, so I would say what you should probably do is get a "temporary" drone to use to help you in battle while you spend in other areas. What I would personally recommend you to do is to buy Trickster drone as a temporary drone (which will cost you 98,000), and MU it to no more than 3/20 or 5/20, and only further on 50% MU sales. Why Trickster? Because it is by far the best drone on 0/20 MUs, and it will give you a huge benefit over your current drones for a low cost. It is also a very viable drone with almost any combo, so it is a good all - rounder. Personally I also think Defender is a great choice, because it is even cheaper - and it is extremely useful for capture modes (RGB/CTF/ASL attack) and not a bad all rounder. This would be another option, especially if you want help in capture modes. Defender is definitely however one of the drones that is much better at 20/20, but even at 5/20 it is still very useful, and the extra double armors it costs are so commonly available that that shouldn't be an issue. You can get another drone to replace it at some point, but most drones are different to Trickster in that they require a significant number of MUs to become "good", so perhaps you should just stick with a temporary drone for now, and then focus on buying Mk7 kits for a better selection of modules and turrets after that, for the time being. I would recommend that if you want Hammer/Firebird/Rail, instead of buying them on a 30% sale, buy an Mk7 kit with a hull which you don't already have, and that will be best value - you will get an Mk7 module, and hull as well, for not much more than you would have spent on the turret alone in a 30% sale.
  9. DestrotankAI9

    Cosmonautics Day 2021

    I have to say I've had quite a bit of fun with the new supercharge - really changes the way some combos play. One really big change is for the Shaft Rapid-Fire augment - you can now deliver your rapid triple shot at infinite range, for full damage on each shot during Dictator or Hornet overdrive - which is pretty insane. Since critical damage deals full damage at any range - all your arcade shots with Shaft deal maximum damage at any range. So I loaded up an alt account that has Hornet/Shaft and and the augment and played a battle or two, some enemies got a very unexpected sudden death lol. I suspect this combo would be even more dangerous with Booster, which I don't have. For any Shaft player using Dictator or Hornet, you now have the often to "no scope" players from infinite range with arcade shots just like old Shaft. Another interesting application of supercharge would be Duplet + Hornet and Booster - I imagine this could do some lethal multi-kills to clumped up enemies, especially in Siege. Unfortunately I don't have this combo to try, but each pellet should deal a full damage Hammer shot to any target that it hits, so with Duplet's spread out shot two rapid shots could potentially wipe out 5+ enemies instantly if it landed correctly. Hornet + Isida has almost infinite healing during overdrive, you could probably outheal 2 Viking overdrives attacking a Juggernaut at once, even without double damage. So those who wanted regular Isida to have a healing boost.... well looks like it is here lol. Supercharge is fun but there are definitely some imbalances, I think it needs a damage cap beyond which it no longer causes critical strikes, and/or they would need to alter how critical strikes work to balance it properly - full damage at any range might need to undergo a change.
  10. DestrotankAI9

    Cosmonautics Day 2021

    So, if anyone happens to have Mk8 Hornet + Autocannon Smoky + 20/20 Driver ... may I send you my congratulations :) ! Now go into battle and delete them - even Vikings during overdrive. I have mk5 hornet only, but can confirm that this combo absolutely destroys. I think supercharge needs a rework that it only gives you critical strikes until a certain amount of damage has been done (maybe 3000 for Dictator and 7000 for hornet at Mk8?). That would make it balanced. Reallllly huge buff for Hornet and quite a big buff for Dictator in its current form. EDIT: Railgun Death Herald Compulsor is also awesome with this, especially in Siege. Probably good with Booster too.
  11. DestrotankAI9

    Let's Discuss Gauss!

    I support the nerf to EMP Salvo, however regular Gauss has become such a boring turret now, and it is now the weakest long-range turret in my opinion (aside from EMP Salvo). I have Railgun at Mk8 and I was working on my Gauss, but now I feel cheated because it feels like in many ways - Gauss and Railgun are basically the same turret. Railgun is a long range single target turret, with a shot delay time. Gauss was a long range turret with a delay time (the charge up) but it's distinctive quality was that it had great splash from range. Now yes, of course Railgun can charge without lock-on, and shoot through multiple tanks, and the lock-on mechanic is quite different - but in a lot of ways Gauss/Shaft and Railgun are now far too similar - having two single target damage long-range turrets is boring, so I've stopped MU-ing my Gauss. If you want splash you now have to use Thunder or Magnum - but I can't use Magnum as Magnum is still bugged and half the shots do nothing on HTML5. Gauss IS splash, so while yes its splash was too heavy (the "average damage" radius gave 90% of maximum damage at a very large radius, which was OP), the nerf to Gauss's splash is far too drastic, imo. Gauss needs to have at least the same damage/radius in terms of its splash as a Thunder shot. Right now its charged shot is basically single target, and it is boring and makes all the long-range turrets other than Magnum wayyyy too similar. Yes the splash was OP before, but this is ridiculous, at least give it Thunder-level splash on each charged shot - which would not be OP. Note: I am not saying splash needs to return to EMP Salvo, it was good that it has been nerfed, and there is nothing wrong with it having the penalty of no splash damage with the power it has in other ways. But for other Gauss augments, and regular Gauss - splash should be less than it was, but much more than it is now.
  12. DestrotankAI9

    Infinite Loading

    Ummm yes, I think everyone is getting this problem? Or at least, a lot of people do - including me. And not just during events - all the time, event if playing after reset when few people are on. The problem with the "missions" section, specifically, is that separate loading screens seem to have been added to the each tab of the missions area, such as for "special missions", "weekly missions", etc - and this makes checking your missions and checking each separate area much slower than it was before, and also there is a chance to game can crash. This was never the case before - why does it have to load like this now? Is this a bug? EDIT: Just to clarify infinite or extremely long loading on the missions section doesn't happen for me every time, but just occasionally. However the loading screens for each mission section tab are very annoying, and this bring a chance of a crash each time you check missions or swap between tabs which didn't seem to be present before - and it makes the whole process a lot slower.
  13. DestrotankAI9

    AP Immunity augments for non-hovering hulls

    Thanks so much for re-opening the topic! @kydapoot Did you manage to get any response? If you were able to get around to asking yet :) , no worries if not. If not, I think I may take this question to help@tankionline.com, and if so I could share the information here. Hmm, it very possibly is - although I feel this would be an illogical step from the developers, considering the fact this means they are literally taking away previously available items from ultra containers (since AP augments for all hulls were previously available on the Legendary tier in Ultras). And we are not just talking about some cosmetic items such as Skins - these are items which are very crucial for gameplay in the present meta. This would mean that players that obtained these augments from ultra containers previously would be at a significant advantage now (since it is reasonably expensive to buy 7 AP immunity augments individually for Tankoins, even for quite a few buyers). At the very least, I think they should remain as a reward on the Legendary tier of ultra containers as previously, if they want to denote them as a more exclusive level of augment. Also, the strange thing is that if this is true, the developers have chosen to give out AP augments for Hopper, Crusader and Ares not only still in ultra containers - but even in regular Containers as well. Many of us do not want to be forced to play with hovering hulls, so it seems unfair that these hulls get special treatment - and it is very annoying to be effectively forced to use them if very crucial augments are made very difficult to obtain for other hulls - not even available through Ultra Containers. Because of the fact they are available not only in ultras but also in regular containers makes me think this could be an error, and indeed I am aware of at least one error in container rewards previously. The hull augments for Hornet (or skins, can't remember which) were at one time not obtainable from ultras, but were obtainable from regular containers - and I remember a heavy buyer complaining on the forums about this - that he had to buy regular containers instead of ultras to get these items. So I think perhaps unless anyone else has any information, I will ask then and share the response I get!
  14. DestrotankAI9

    Easter in Tanki Online!

    Well, fair enough - you could be right that I don't get it because I have never particularly enjoyed these modes - they are OK for an hour or 2 perhaps each time they come around for an interesting break from normal play, but I mainly just do them for the profit as well as a small change from regular missions as a F2P player. I had about as much fun this time using Hopper to compete against other Hoppers as I did using Hunter (which was the "OP" hull at the time) last April Fools'. There will always be one dominant hull for golds maps/special missions, although it does have to be said that Hopper is particularly dominant to the point that other hulls basically can't get the golds at all, which wasn't the case with Hunter around this time last year - although Hunter was the clear favourite. I made the suggestion that overdrives should be disabled in these modes to prevent Hopper from dominating (and other suggestions too), as you can see in this topic below from January: So as you can see, I made an effort to try and change this situation, before any of these gold events with non-explosive golds took place - I also thought the same as you. But now I don't really care - for players that want all hulls to have a chance in non-explosive gold modes you would need to do something like this, but my ideas and similar ideas have been rejected - so Tanki don't care - if you want to compete in these modes use Hopper - it's OK, not ideal, but that seems to be how they want it. And no matter what you do, certain a certain hull (or hulls) will always dominate anyway - in the case of no overdrives it would be Dictator, although wasp and light hulls would have a chance too - slightly better than what it is now.
  15. DestrotankAI9

    Easter in Tanki Online!

    I have to say I agree, it was obvious this would happen before any of the non-explosive golds events took place - and I made an Ideas & Suggestions thread months ago to suggest how hulls could be made balanced in these events instead of just Hopper getting every gold. However now I have changed my view, one hull is always going to dominate in gold events (they are a bit weird anyway), and it may as well be Hopper - at least if everyone has Hopper then it is balanced. And yes, that does mean everyone must buy Hopper - but Hopper is a very useful hull for capture modes anyway, it doesn't cost much to get a decent Hopper on a sale (don't even need a max Mk level Hopper, although it does help). Plus there is some skill at least in timing your supplies/overdrives, so competing against other Hoppers in the golds mode is fine. In summary, yes it is annoying to have to use Hopper - but I took the plunge and bought it at Mk7 on a 30% sale on my main, and got a minimum of Mk2 hopper on my alts and am now doing pretty well in the gold modes, so no excuse that you guys can't do the same.
  16. DestrotankAI9

    Critical damage changes and other

    Sorry I made an error in my post, fixed it now. The SECOND, third and FOURTH module slots have to be purchased - so yes that gives a 4th slot for 1000 tankoins, and F2P would have to pay 100 tankoins just to get 3 modules back. So that would be another fourth slot for heavy buyers to add to their already growing advantage with a new damage type added that only they can protect against, and traditional modules being less useful. Has to be a crazy sick late April Fools' joke... surely.
  17. DestrotankAI9

    AP Immunity augments for non-hovering hulls

    Well if that is the case, then I have to ask - why? Why do hovering hulls get them and not tracked hulls? And also, not even from Ultra Containers??? Interestingly, today I again got an AP Immunity for a hovering hull on an alt account from a regular container - AP Immunity for Ares, that is my 2nd AP Immunity between all accounts from regular containers in the last 2 months. So this is again consistent with what it seems to suggest in-game - that they are not available from containers for non-hovering hulls. It seems strange enough if they are only available for hovering hulls from containers - but stranger still if they are not even available from Ultra Containers, considering that you could get all AP Immunities from Ultras 2 months or so ago.
  18. DestrotankAI9

    Critical damage changes and other

    I checked the test server and saw we have the second module slot for 100 crystals, 3rd for 100 tankoins and 4th for 1000 tankoins. That would be a true joke if it was implemented! Hopefully a late April fools... taking away modules even for F2P while giving heavy buyers more. EDIT: But frighteningly, they recently seem to do pretty much exactly what comes on the test server. Things couldn't get much worse than the above really.
  19. DestrotankAI9

    Critical damage changes and other

    Critical damage should not ignore protection modules, this is the cause of the problems with Railgun. You guys shouldn't have done this in the first place. Now after that change, Large Calibre Rounds was OP - but now it is useless. It is an augment that depends on being able to one-shot - either it is OP or UP depending on whether it can or not. Before any critical damage changes it was possible with Large Calibre Rounds to sometimes one-shot an unprotected medium hull with DA, and always one-shot a light hull - however you could counter this by equipping Railgun protection (and we all know, even with that people considered Railgun weak - average at Legend before these changes, so it was not OP). Now, you can't even one-shot a light hull which has no Railgun protection - just great. With a 60% reload penalty and only 20% damage increase on non-crit and crit shots, there is now basically no point in using Large Calibre Rounds, it has significantly less DPS than stock Rail for very little benefit. I agree it was OP, but this was caused by the ridiculousness that is critical damage ignoring standard protections (and no-one except heavy buyers having the ability to protect against it), and now everything is messed up. At least Hyperspace is fixed and Scout is still good. The new Railgun augments with a 10 second EMP/ 5 second stun need a nerf, NO EMP should exceed 6 seconds from a turret - it really shouldn't exceed 5 seconds. I have faced EMP Rail in battle and it is literally better to die and respawn than to wait for the EMP to wear off. It is ridiculous to allow an augment to EMP for that long, totally un-fun to play against - if you need to buff some other aspect of it fine, but a 10 second EMP is crazy. It is the same for the Stun rounds railgun - this stun should not be more than 3 seconds at most. Both these augments destroy any fun when playing against them. This goes some way to fixing the mess created by the critical damage update - but you are just creating new problems such as destroying certain Railgun augments, as really it is unfixable. Critical damage should not ignore modules, and Armadillo should either not exist or be available to all players in the Garage.
  20. DestrotankAI9

    AP Immunity augments for non-hovering hulls

    OK so you got it from the actual guaranteed challenge rewards (Viking AP Immunity was December challenge #2 I believe), and not from a container? Thanks for confirming, I am afraid that is then not relevant to my question - what I am asking if it is currently possible to get AP immunity augments for non-hovering hulls from 1) containers or 2) from ultra containers. According to the container rewards listed in game - it is currently not possible, it only lists AP immunity augments for Hopper/Crusader/Ares - and that has been the case for at least the last month. Yes, obviously these augments can be obtained from battle passes - but from containers?
  21. DestrotankAI9

    AP Immunity augments for non-hovering hulls

    Oh yes we get Titan AP Immunity from the challenge this month - but what you say about Viking AP Immunity is what is interesting. Are you saying you got Viking AP Immunity from a container (not Ultra, regular?) in March or late February? If so, that proves that then it is possible to get AP Immunities for non-hovering hulls in containers, currently, despite the visual list of rewards not showing this to be possible. So do let us know :) . And yes I agree, AP immunity is perhaps the most powerful overall immunity for now (although apparently AP augments are nerfed in today's patch - so that may change).
  22. DestrotankAI9

    April Challenge I

    Woooo, can't wait to get my free Tankoins :) . Now with the money I've saved on those Tankoins which I could have bought, I can attend the next Rick Astley concert when lockdown rules are lifted, fantastic ?
  23. DestrotankAI9

    April Challenge I

    Well, I agree there are big problems with the game, and some of the updates in the last 2 years - both the changes themselves and the reasons they appear to have been done for (and also the changes that were not been made - or taken a very long time to make - that the community have asked for such as Hornet or EMP Gauss nerf) I have been unhappy with. Though I do like to be positive where I can, and I try to give positive feedback for good updates such as the buffs for weak turrets (Striker/Isida/Hammer) at the start of the year, the shards update for instance (though we can't expect that kind of things all the time), and the great changes to missions and challenges with stars etc. I think they have done some good things, and some bad things - but this battle pass, and starting giving out such powerful augments which are very hard to obtain for F2P/low-end buyers is definitely a good thing - I'll give them the benefit of the doubt that this is done for the right reasons, and take the positives from it. If we are just totally negative all the time, the developers will just (and perhaps rightly so) assume that we can't be pleased no matter what they do - and then there is less chance of feedback actually being taken into account. So it is important for many reasons, as well as being appreciative, to be thankful for good things as well as critical for the bad things. (Now, you might argue that feedback never seems to be taken into account, though they did at least act on things like the augments going back to the Garage, and eventual nerfs to Hornet and EMP Gauss - so I am willing to remain optimistic and to believe it is still worth giving feedback). As of right now I do still find the game fun (although there are problems, and I can see more coming if heavy buyers continue to get ever more powerful exclusive items), otherwise I wouldn't continue to play - but yes many issues need to be addressed and the devs need to put more focus on balance, and selling extra options to heavy buyers rather than outright auto-win features.
  24. DestrotankAI9

    Complaint Book

    Yes pleaaaase sort out the Magnum problem, this is an urgent issue. Many players have this, and videos have been posted in this topic (the previous version) before. Ever since I've started using HTML5 I have had to stop using Magnum on all accounts, and even though I got AP Magnum from the last battle pass I still haven't bought Magnum, because it is unusable for me. A real shame because Magnum used to be one of my favourite turrets (on alt accounts) when I used to use the Flash version. I definitely know other players get the same thing as I am hit by "no damage" Magnum shells regularly. And for anyone who thinks this is the "no damage" bug that occurs with other turrets - it is not. Sometimes your shells deal damage, but regularly even direct hits do nothing. VERY regularly.
  25. DestrotankAI9

    AP Immunity augments for non-hovering hulls

    OK, thanks for the feedback and if you can get more info on that! Yes it certainly is weird, I noticed this after one of the updates a while ago when I just happened to check the rewards after CongoSpider mentioned they had included Adrenaline augments in regular containers - probably about 4 weeks ago or more, in the update where they also put in the AP Immunities for hovering hulls to regular containers. I thought I should mention, because if it really is not just a visual bug, it sucks if we can only get AP Immunity for the 3 hovering hulls and not the others. Thanks anyway, would be glad to hear what they say. At least we have Titan AP Immunity in the battle pass for now anyway.
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