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Everything posted by ThirdOnion
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Already exists. https://en.tankiwiki.com/Augments#Augments_for_Smoky
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Here's another interesting statistic: the percentage of the total damage output that critical hit damage constitutes. Percentages were rounded to the nearest whole percentage. PR AP SR EMP HPAS Stock SA IR Autocannon Mk1 11% 27% 27% 30% 31% 33% 46% 52% 67% Mk2 11% 27% 27% 29% 31% 33% 44% 51% 66% Mk3 11% 26% 27% 29% 30% 32% 42% 49% 65% Mk4 11% 26% 27% 29% 30% 32% 40% 49% 66% Mk5 11% 26% 27% 28% 30% 32% 38% 48% 65% Mk6 11% 26% 27% 28% 30% 32% 37% 48% 65% Mk7 11% 25% 27% 28% 29% 31% 35% 47% 65% Mk7+ 11% 25% 27% 27% 29% 31% 33% 45% 64%
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50% protection is a partial counter to Viking (Defender on top of that is even better). Even a second or two of extra survival time can be enough to avoid getting destroyed. Many times have I failed to destroy a tank with 50% with Viking's OD before getting destroyed myself. I don't even bother enabling OD against players with 50% and Defender because most of the time it's a waste; there's a good chance they'll kill you first. Easy-to-use ODs and poor players are not a problem with ODs themselves. I'd argue that most ODs are effectively a "no-skill insta-win button." The Hornet Gauss combo is still very viable in SGE and CP. Cheap kills, while they may be annoying, are not really a sign that an OD is overly effective. It's common for a Viking player to get a few free kills with their OD, but it's significantly less common for a Viking player to actual use their OD in such a way that it has an actual effect on the battle. I'll again draw a comparison to Booster - it's annoying to get one-shotted by a Booster player who decided to kill you in particular, but I wouldn't say that Booster is OP or broken. Kills don't have a one-to-one relation to battle performance.
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So, the time has come to re-evaluate Smoky's critical chance rate and DPM post-rework. Abbreviations are as follows: SR - Supercumulative Rounds PR - Paralyzing Rounds SA - Sorted Ammunition AR - Assault Rounds CR - Cryo Rounds HPAS - High-Precision Aiming System AP - Armour-Piercing Rounds EMP - EMP Rounds IR - Incendiary Rounds Average critical hit rate Stock SR PR SA Mk1 16.2% 8.8% 10.3% 25% Mk2 17.4% 9.7% 11.4% 25% Mk3 18.2% 10.3% 12.0% 25% Mk4 19.3% 11.2% 13.0% 25% Mk5 20.1% 11.7% 13.5% 25% Mk6 20.9% 12.2% 14.1% 25% Mk7 21.7% 13.0% 14.9% 25% Mk7+ 22.7% 14.1% 16.2% 25% Percentages were rounded to one decimal place. Note that the average critical hit rate is not the critical hit chance. An average critical hit rate of 25% means that on average, one out of every four shots will be a critical hit, and not that the average chance of scoring a critical hit on any given shot is 25%. Also note that the average critical hit rates of augments with a critical chance penalty are not as low as those penalties suggest. Average number of shots to score a critical hit Stock SR PR SA Mk1 6.2 11.4 9.7 4.0 Mk2 5.7 10.3 8.8 4.0 Mk3 5.5 9.7 8.4 4.0 Mk4 5.2 8.9 7.7 4.0 Mk5 5.0 8.6 7.4 4.0 Mk6 4.8 8.2 7.1 4.0 Mk7 4.6 7.7 6.7 4.0 Mk7+ 4.4 7.1 6.2 4.0 Values were rounded to one decimal place. This table indicates how often on average a critical hit will be scored. For example, stock Mk1 Smoky will score an average of one critical hit out of every 6.2 hits. Any Smoky Mk with Sorted Ammunition will always score a critical hit on every fourth shot only. Average DPM AR/CR PR HPAS AP EMP Stock SR SA IR Autocannon Mk1 9 000 9 274 10 337 10 380 10 759 11 327 11 283 12 583 15 656 20 421 Mk2 10 654 10 844 11 953 12 016 12 445 13 088 13 214 14 152 17 797 22 574 Mk3 12 076 12 174 13 315 13 398 13 867 14 570 14 812 15 505 19 563 24 199 Mk4 13 596 13 584 14 783 14 882 15 403 16 185 16 604 16 949 21 565 26 097 Mk5 15 094 14 954 16 192 16 299 16 863 17 710 18 257 18 352 23 358 27 723 Mk6 16 788 16 500 17 776 17 899 18 515 19 438 20 129 19 961 25 407 29 378 Mk7 19 033 18 528 19 845 19 993 20 673 21 693 22 650 22 091 28 026 31 353 Mk7+ 22 929 21 989 23 356 23 562 24 341 25 510 26 936 25 768 32 328 34 220 I assume that CR and IR deal standard damage on a critical hit, and that IR deals the full amount of burning damage. Average DPM change relative to stock AR/CR PR HPAS AP EMP SR SA IR Autocannon Mk1 -21% -18% -9% -8% -5% 0% +11% +38% +80% Mk2 -19% -17% -9% -8% -5% +1% +8% +36% +72% Mk3 -17% -16% -9% -8% -5% +2% +6% +34% +66% Mk4 -16% -16% -9% -8% -5% +3% +5% +33% +61% Mk5 -15% -16% -9% -8% -5% +3% +4% +32% +57% Mk6 -14% -15% -9% -8% -5% +4% +3% +31% +51% Mk7 -12% -15% -9% -8% -5% +4% +2% +29% +45% Mk7+ -10% -14% -8% -8% -5% +6% +1% +27% +34% As far as DPM is concerned, IR and Autocannon are clear winners. This is of course assuming that targets will receive full burn damage and do not have Heat Resistance / Immunity equipped. In general, augments with a DPM penalty tend to perform better on higher Mks, while augments with a DPM advantage tend to perform better on lower Mks, relative to stock. You can compare these stats to those prior to the Smoky rework, which can be found here:
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It depends on the range. At shorter ranges, at which it is easier to hit targets IMO Striker is far superior to Thunder.
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Striker has higher DPM . . . in a 1v1 scenario provided both players hit their shots and have the same hull the Striker player will always win.
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How is getting insta-killed by a Viking any different than being insta-killed by Booster users, AP augments, Shaft, Magnum or any other high damage combos? How is a Viking destroying all of the tanks at a Siege point any different from a Hornet Gauss one-shotting them all instead? All other ODs either provide team support or counter other ODs in some way. Viking's OD has none of that. It's just a damage dealer. And there are already many ways to deal a ton of damage without having to wait for your OD to charge. Even so, Vikings have their OD ready less often than other hulls. And just because a Viking has OD ready doesn't mean it will be able to make effective use of it. If you try to activate your OD as soon as possible after it charges you are unlikely to get more than a couple of kills. It's usually pretty evident when a Viking player is going to use their OD because of the OD indicator. If you are sufficiently far away from the Viking so as to not see the OD indicator, you probably have enough time to get out of the line of fire.
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Really? Viking's OD has the longest charge time of all ODs and can easily be countered by simply destroying / stunning / freezing / knocking off the Viking player's aim / staying in cover for seven seconds. It's only really problematic when with Magnum + Mortar, but that's a problem with Magnum, not with the OD.
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No progress is being shown in the special holiday missions. I've destroyed tanks using Striker, won battles, activated SB but mission progress remains at zero. Also, abnormally high number of no-damage shots with Striker. This happened before but rarely, now after every few normal shots a shot deals no damage. Will record a video later.
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Why is ricochet and hornet so weak compared with other turrets and hulls?
ThirdOnion replied to raze_avenger in Archive
This is why I recommend Minus-Field Stabilization; it effectively turns Ricochet into a mid-range turret. -
Why are there now individual loading screens between every screen in the mission menu?
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XP/BP and private battles.
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Why is ricochet and hornet so weak compared with other turrets and hulls?
ThirdOnion replied to raze_avenger in Archive
Plasma Torch is annoying to face, but in my experience, not particularly effective. It makes Ricochet a short range turret . . . except there are already better short range turrets out there. Hornet's OD only disables protections (double armour, drones, protection modules, Titan's dome, etc). It's more of a team-oriented OD. To me it feels like your problems stem from you using Hornet and not from using Ricochet. Ricochet does continuous damage, so you generally need to be able to tank incoming damage for some time (as opposed to turrets like Railgun which only require exposing the hull to incoming fire for a split second). I would recommend using a medium hull. -
Why is ricochet and hornet so weak compared with other turrets and hulls?
ThirdOnion replied to raze_avenger in Archive
Hornet's OD will only inflict AP on enemies in line of sight. Perhaps you are activating it when there are few or no enemies in view? I don't have much experience playing Ricochet but playing against it is very frustrating. With Minus-Field Stabilization it even seems overpowered to me. While Gauss is certainly overpowered and Railgun is broken, I don't feel that Ricochet is weaker than Thunder or Hammer. -
I really hope there is an error in the patch notes and that EMP Railgun actually has at least a 40% longer reload.
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What Is Your Opinion About the Current State of Tanki Online?
ThirdOnion replied to Maf in Game Discussion
I suppose I can give up any hope of HD skins simply being higher quality versions of the originals. -
Command Line Options for Downloadable Client
ThirdOnion replied to ThirdOnion in Command Line Options for Downloadable Client Archive
You can start the downloadable client with a number of command line options. Here are some that you might find useful: --disable-frame-rate-limit - removes the cap on FPS that forces the application to match the monitor refresh rate. --show-fps-counter - shows an FPS counter on all screens (not just in battle) and shows GPU memory usage. --loadURL="<URL>" - loads the specified URL on startup. You can use this option to access the test server, as shown below. --openDevTools - opens Chrome dev tools inside the client window. For convenience, I recommend making a .cmd or .bat script to launch the application with your desired settings. For example, the following script will launch the test server and enable dev tools: start "" "Tanki Online.exe" "--openDevTools" "--loadURL="https://public-deploy9.test-eu.tankionline.com/browser-public/index.html?config-template=https://c{server}.public-deploy9.test-eu.tankionline.com/config.xml&resources=../resources&balancer=https://balancer.public-deploy9.test-eu.tankionline.com/balancer"" Obviously, you will need to replace "Tanki Online.exe" with the path of the executable (so something like "C:\Users\YOUR_USERNAME\AppData\Local\Programs\Tanki Online\Tanki Online.exe"). -
That option does not enable proper dynamic lighting. In one of the livestreams Hazel gave the following priority order for graphical updates to the game: HD skins, baked lighting, then dynamic lighting. So it's unlikely that it will be implemented any time soon.
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A fully upgraded Crisis will reduce incoming damage by 75% instead of by 50% when double armour is enabled, increase damage by 150% instead of 100% when double damage is enabled, and increase speed by 110% instead of 40% when speed boost is enabled. However, you can only have one of the three active at any given time. Switching speed refers to how quickly you can switch between those three supplies. For example, with a fully upgraded Crisis, you can switch to double damage or speed boost 0.5 seconds after activating double armour if you so desire. I would argue that Crisis is one of the best if not the best drones in the game.
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That icon indicates extra armour, and is usually present on players using Defender or Crisis. Indication of parameters wiki page
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As far as I know it is not possible to strafe with keyboard controls.
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Note that you may be able to play the game even in Belgium by using a VPN.
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That would be great, because what you wrote was all over the place.
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Is this happening while 360 Security is running?
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valid Add legacy maps into the PRO battle map list
ThirdOnion replied to ThirdOnion in Add legacy maps into the PRO battle map list Ideas and Suggestions
No, this is not an idea for reverting TO to a previous state, which I hope will become clear at the end of this post. Before matchmaking, there was a legitimate reason not to add old versions of maps that were significantly altered, maps that were featured in special events and then removed, or maps that used the old style of props (see spoiler) because the battle list was the primary method of playing the game, and it was not desirable to have these "non-standard" maps available in the mainstream. But now, MM has become the main way to play the game and has its own map pool, while the PRO battle list has become a place mainly for players to mess about or play format battles. There is little reason to be concerned with the visual appearance, balance, or performance of maps in the PRO battle list, since few players play PRO battles and the ones that do are usually seeking a different experience than the one offered by MM anyway. So why not add some of these older maps into the PRO battle list, perhaps even those which used the old graphics style? All of the map files and assets still undoubtedly remain. I feel that the latest patch update, which added eSports versions of existing maps to the PRO battle list has set a reasonable precedent for justifying adding legacy maps.
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