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Posts
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Everything posted by Tokamak
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paints versus augment versus shot effect - you made your choice If this is the only thing I can complain about, then I can't say that is is not a bad update ;)
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It is called nerfing. It means if you use the overdrive and cap a flag within 10 seconds your overdrive is not recharged: you get 0% additional recharge, while before you would have got a lot (CTF flag is 75 score points x 0.7 = 52.5%).
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Lots of good thing like Hammer and Isida buff (finally) and nerfing of Defenders drones and Hopper overdrive charge. But a couple of not so good: Paints from past challenges are added to containers. (container rewards dilution)
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It is a year old, so it is not new and 98% is already implemented in the game, so what else do you need?
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Do you not play the game? Can't you see the high similitude with the content posted a year ago and the current HTML5 interface and Mobile interface?
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It could be easily exploited with a little bit of programmation on Mobile without lifting a finger...
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If you fail to kill the first tank, the shot should bounce back at you like a self-damage. That would be a reasonable rework. The augment is meant to be one kill skills, if you do it then instant recharge. If you fail then wait and shoot again, shoot as many time until you succeed. I like it is is a very good augment for players that steal-kill or target lightweight tanks.
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1/ cos they are short range and does not involve splash damage. Both turrets take more risks than long-range turret player camping safely far away. Usually self-damage from splash-damage is mostly to nerf long range weapon to prevent them from rushing like mad cows. 2/ currently Hammer's Dragon breath is the only self-harming mechanics that suffer from this, it would be an acceptable compromise if all other mechanics involving splash damage and negative status (Heat, Cold, AP, EMP and Stun) are also applied to the owner when inthe splash range. Like this post ask for. However, I would prefer short turret to be exempt. I agree that AP effect should applied with splash damages mechanics with no exception. Ricochet and Hammer are not using splash damage mechanics so they they don't have the benefit off it, why should they have the backlash of it? Don't worry, I am not going to use something that I can never get ? I am more interested about fixing the HDB augment than the P2W/loterie AP augment series.
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This nerf should only apply to long-range turrets. Hammer and Ricochet should be exempt.
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Well, everything on that link is old (a year ago), however 98% of it is what we currently have in the game. So even if this is not the final development it would not be far off. It gives a good idea and a good feel on how it will looks like. There is also a screenshot of the Gifts page.
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I dreamed of that! Finally my wish came true! Spacibe!
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I have you tried that? To my knowledge the shot count only if you hit an enemy tank. If you shoot in the void, it would not increment.
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that's how it should look :)
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As there is on augment that guarantee a hit every 4 shots, this seems to be the average in normal mode. But, as the chance increase with the stock, it means that at lower makr it will take more shoot to get a critical (so probably more than 4 shots will happens more often), while at M7+ it will happens more often (probably less than 4 shots will happens more often). Therefore «Sorted Ammunition» is more interesting for owner of Smoky with low Mark. I don't think the odd have changed much compared to before, it is just different calculation that allow the creation of the new augment.
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Splash damage always bring self-damages. It is good to check though. Bouncing ammunition also self-damage, so it is most likely that rubberized smoky augment do self-damages too. If the the trajectory allows it, only one bounce and minimum angle 5%, so i=unlikely to happen.
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Normal container are given for nothing, onky Ultra container are giving an edge. Soon they will implement the Hyper container nad Ultra container will be given for nothing too... we might have a Super container in between though...
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Most likely Mk1 = 0.2 and Mk7+ = 0.4 All marks in between would be a steady increase from 0.2 to 0.4 - before the update it was like as below Smoky Мk1 | Мk2 | Мk3 | Мk4 | Мk5 | Мk6 | Мk7 | Мk7+ Critical chance (%) 11.5 13.5 14.9 16.0 17.0 17.9 18.9 20.2 Most likely an increase of 1.8 to 2.2 for each stock upgrade.
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[Results] Caption This - Quirky Events Edition
Tokamak replied to Person_Random in Newspaper Archive
baby Wasp doo doo doo -
nice idea ? And about the refund
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exp/cryx ratio is insane - played 3 battles
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Nah, just log once in the morning, visite the containers section and then leave. No need to keep it open. visited it this mooring to update Mobile then logged out. Then reopen the HTML5 the afternoon and did 2 daily missions: 7 hours + 2 daily missions
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Yeap. Now, even less reason to play while increasing your crystals without affecting your XP. The perfect remedy against the XP boost.
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Nice moving part on the new Smoky.
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All the good stuff are now in the Ultra Container. And those are only available with special missions, ultra weekend shop items, and shop bundles. Normal containers have so many rewards per turret and hulls and given randomly by that in the end your chance to get what you want are near zero, to a point that it is better to wait 50% discount to buy what you really want. Beside crystals, only batteries kind of matters.
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