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ThirdOnion

Tanker
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Everything posted by ThirdOnion

  1. ThirdOnion

    Let's discuss the current meta !

    IMO Vulcan was only OP twice - when it was first released, and now, with Fire Immunity + Incendiary Band. Other than that, for the past four years Vulcan has been either fine or underpowered.
  2. I don't know how effective Support Nanobots is currently or how effective it would be with these changes, but if it proves to be a problem I'm sure the parameters can be altered. I would imagine that the healing rate under fire would need to be decreased.
  3. ThirdOnion

    Let's Discuss Overdrives

    In my opinion Hunter and Viking should have had their ODs swapped. Hunter's stability makes it a better choice for mid / long range turrets, while Viking's speed makes it a better choice for short range turrets (in general). But Hunter's OD has a short range and is usually the better choice for short range turrets, which have to get close to enemies, while Viking's OD is better suited for longer range turrets which benefit from a high rate of fire, and worse for short range turrets. So logically the ODs should have been switched.
  4. Isida is currently in a rather awkward situation. Its rate of healing is so low that there is little incentive to use it in the role of a medic, and while it does very high damage, the inability to damage multiple tanks at once, poor cone angle, and lack of any special capabilities make Firebird or Freeze arguably better choices for an offensive playstyle. I understand why Isida's healing rate was nerfed in the first place - before, tanks being healed could tank far too much damage and in some situations were nearly impossible to kill - but I think it's possible to make healing more relevant while also avoiding those problems. I suggest two things: Increase Isida's base healing rate by 50% If a tank being healed by Isida has taken damage in the past three seconds, the healing rate will decrease by 40% So for example, in the case of Mk7+ Isida, the healing rate will be 1.5 times its current value, or 600 hp/s. As long as a tank hasn't taken any damage recently, an Isida will be able to heal it at 600 hp/s. But if that tank takes damage, the healing rate will drop down to 360 hp/s for however long it continues to take damage for, and for another three seconds after that. This way, an Isida will be able to effectively heal allies who are not in the heat of the battle, and at the same time, it will be possible to kill tanks which are being healed by Isida so long as you maintain a consistent damage output.
  5. ThirdOnion

    Let's Discuss Smoky!

    I wouldn't say Smoky Mk7 is better than Mk7+. Even though the average crit rate is slightly lower, you still get a considerable damage boost. I have no idea what that parameter is, and I think it has been added relatively recently.
  6. ThirdOnion

    Let's Discuss Smoky!

    Average critical rate is how often Smoky scores critical hits on average, and is not quite the same as the chance of dealing critical damage. Smoky has a variable critical chance. After a critical hit, the critical chance drops down to a negative value, then increases with each standard shot until another critical hit is scored and the cycle starts over again. For Smoky Mk7+, the minimum critical value is -0.3, while the rate at which the critical chance increases is +0.202 per shot. Shot 1 2 3 4 5 6 7 8 Critical chance -0.300 -0.098 0.104 0.306 0.508 0.710 0.912 1.114 Standard shot chance 1.000 1.000 0.896 0.694 0.492 0.290 0.088 0.000 It's impossible to get a crit on the first or second shot because the critical chance is negative (effectively 0), and after seven standard shots, the eighth one is guaranteed to be a crit. What is the probability to get a critical shot in five shots? The probability is not 0.508. It's actually the probability of getting four standard shots in row followed by a critical shot, or 1.000 * 1.000 * 0.896 * 0.649 * 0.508 = 0.295. Let's do this for all the possible shot counts. Crit on 1st shot 2nd shot 3rd shot 4th shot 5th shot 6th shot 7th shot 8th shot Probability 0 0 0.104 0.274 0.316 0.217 0.081 0.008 To find the average crit rate, we simply take the average of all these probabilities and shot counts (1 * 0 + 1 * 0 + 3 * 0.104 + 4 * 0.274 . . .) which is 4.920. So on average a Smoky Mk7+ scores a critical hit once out of every 4.92 shots, and the crit rate is 0.203 (This is not what I originally calculated it to be; I made a mistake the first time but have now corrected it). If we do the same thing for Mk6, we'll have the following distribution. Crit on 1st shot 2nd shot 3rd shot 4th shot 5th shot 6th shot 7th shot 8th shot Probability 0 0 0.174 0.311 0.298 0.170 0.047 0.001 A crit occurs once out of every 4.907 shots on average, and the crit rate is slightly higher. So even though it doesn't really make much logical sense for Mk6 to have a better crit rate than Mk7+, that's just how it is. It does seem that way based on the stats, but the average crit rate does not actually suffer as much as the critical chance. Modification Stock crit rate SR crit rate Decrease Mk1 0.184 0.110 -40.38% Mk2 0.192 0.113 -41.10% Mk3 0.197 0.116 -41.49% Mk4 0.200 0.116 -42.01% Mk5 0.202 0.117 -42.38% Mk6 0.204 0.117 -42.70% Mk7 0.204 0.116 -43.24% Mk7+ 0.203 0.114 -43.97%
  7. ThirdOnion

    Let's Discuss Smoky!

    I decided to crunch some numbers and compare how Smoky's augments compare to each other in terms of damage per minute, factoring in critical shot damage. Before showing the results, here are the average critical shot rates for stock Smoky. Modification Average crit rate Mk1 18.4% Mk2 19.2% Mk3 19.7% Mk4 20.0% Mk5 20.2% Mk6 20.4% Mk7 20.4% Mk7+ 20.3% For example, take Mk7 Smoky. The average crit rate is 0.203, which means that on average, it will score one critical hit out of every 4.92 hits (1 / 0.203). Now for actual DPM comparisons: Assault rounds / Cryo rounds, High precision aiming system, stock, Supercumulative rounds, and Autocannon respectively. Modification AR / CR HPAS Stock SR Autocannon Mk1 9 000 10 588 11 639 11 854 22 076 Mk2 10 654 12 155 13 343 13 632 23 968 Mk3 12 076 13 483 14 784 15 150 25 398 Mk4 13 585 14 859 16 274 16 713 26 653 Mk5 15 094 16 208 17 731 18 253 27 848 Mk6 16 788 17 730 19 376 19 992 28 987 Mk7 19 033 19 723 21 524 22 254 30 267 Mk7+ 22 929 23 168 25 237 26 174 32 299 Unsurprisingly, AR and CR have the lowest DPM (they give up extra crit damage), stock Smoky comes right in the middle, and Autocannon has by far the best. Somewhat surprisingly, SR beats stock. Here are DPM percentage decreases / increases relative to stock for each alteration: Modification AR / CR HPAS SR Autocannon Mk1 -23% -9% 2% 90% Mk2 -20% -9% 2% 80% Mk3 -18% -9% 2% 72% Mk4 -17% -9% 3% 64% Mk5 -15% -9% 3% 57% Mk6 -13% -8% 3% 50% Mk7 -12% -8% 3% 41% Mk7+ -9% -8% 4% 28% In conclusion, if you want more sustained damage, get Autocannon.
  8. Yes. I looked it up, рахмет is "thanks" in Kazakh.
  9. Hornet's OD overperforms its role. Yes, it makes sense for Spy to have the ability to cloak given his role as a stealthy assassin. But if you give him infinite cloak or Scout-level speed, he will be an overpowered stealthy assassin.
  10. It's not the players' responsibility to come up with solutions to balance problems. It is not their responsibility to implement those solutions either. Players provide feedback, developers choose to respond (or not respond) to that feedback. The entire premise of light hulls is that they trade survivability for speed. Of course they are going to get destroyed more often. Hornet's low survivability does not justify giving it such a powerful overdrive.
  11. ThirdOnion

    Smoky Critical Chance

    On the Wiki, there is a parameter listed for Smoky called "minimal critical chance," and it is described as the probability of firing a critical shot right after another critical shot. This parameter is positive, though very small (less that 1). I was under the impression that Smoky's critical chance dropped to a negative value after firing a critical shot, and it was impossible to fire two consecutive critical shots. But this parameter suggests that it is possible, though very unlikely. Have Smoky's critical shot mechanics been changed, and if so, when?
  12. ThirdOnion

    Best year for TO?

    My opinion, from best to worst: 2015, 2016, 2020, 2019, 2018, 2017
  13. ThirdOnion

    Which map do you like the most?

    Skyscrapers Non-MM Rio Novel Happy New Year 2016
  14. Question: what is your GPU(s)?
  15. Animated paints are already in the game, animated billboards won't be all that different.
  16. ThirdOnion

    Bugs and Glitches Reports [Closed]

    I believe that if the teammate you are healing gets destroyed during healing, you will still get EXP and battle points, just not at that moment, but some time later. It does feel like a bug though.
  17. ThirdOnion

    Is the new HTML5 better than Flash?

    There are a lot of things I like more about the Flash client than the HTML5 client. But I prefer to use HTML5 because it doesn't crash as often.
  18. ThirdOnion

    Baked shadows in HTML5

    Baking is a very resource intensive process and can take a very long time (hours), so creating lightmaps during loading times would be unfeasible. Lightmaps are typically generated during development and then shipped.
  19. ThirdOnion

    a map glitch

    I'm not sure if that's problem here. Polygon MM is 17th in terms of prop count out of all the matchmaking maps, and there are only 30 or so maps in the current MM pool.
  20. ThirdOnion

    July Challenge II

    There are similarities in the design, but they are not at all the same. Here is a side by side comparison. In addition, Tanki X skins had a lot of moving parts. Railgun, for instance, had a cylinder on the back that would rotate when a shot was fired, and also an animation for double damage activation. Hornet had animations for double armour and speed boost activations, and suspension physics (just like all other Tanki X hulls). Ultra skins only have moving road wheels and recoil animations.
  21. ThirdOnion

    July Challenge II

    Tanki X skins and Ultra skins have completely different models. Also, Gauss was never in Tanki X.
  22. ThirdOnion

    Baked shadows in HTML5

    Unfortunately, this feature was removed with the release of Hopper. If you've ever played on Rio (either MM or standard) in HTML5, you might have noticed that graphically, it looks better than the other maps. Not all shadowed areas are the same color - crevices and corners where props meet are shaded darker, just like in real life. In addition, shadows will still be rendered even if the "dynamic shadows" graphics option is turned off in settings. You might also have noticed better performance compared with other maps of a similar size. This is because Rio uses baked shadows, whereas other maps use realtime shadows. That is, while on other maps, shadow and lighting information is updated every frame (which incurs a significant performance cost), Rio's lighting information is precomputed and stored in a set of textures, called lightmaps, which are then projected onto all the surfaces of the map. Here's what one of Rio's lightmaps looks like (1024x1024): This feature was actually first added to the Arena map in update 593, described as a "experimental optimized lighting system," and was then added to Rio in update 604. The very first version of Iran, released in 2010, also had lighting effects baked into its textures, although it has now since been removed and replaced with a version without them. Baked lighting can allow for more advanced graphical effects (such as radiosity and ambient occlusion) while still offering better performance than the current realtime lighting approach. Hopefully, other maps will receive the same treatment.
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