-
Posts
374 -
Joined
-
Last visited
-
Days Won
1
Everything posted by kydapoot
-
valid Add "round stabilization" augment to XP, BP and XP/BP battles
kydapoot replied to Picassoo in Ideas and Suggestions
I'm in agreement with @Graves here - occasional 3-shots at semi-unpredictable times were helpful for keeping XP-BP from getting too monotonous. -
when does the premium arise on the special mission section?
kydapoot replied to LeonardoDiCaprio in Archive
As @At_Shin said, it's determined by the developers when they make the missions for special events, and sometimes they make different choices for missions. The details can be found in the announcements section of the forum or on Tanki's homepage. -
valid Add "round stabilization" augment to XP, BP and XP/BP battles
kydapoot replied to Picassoo in Ideas and Suggestions
I like this one! Should preserve the two-shot feel of the mode. Unfortunately it wouldn't preserve the occasional 3-shot that can be so exciting, so what if there was a special augment for XP-BP that introduced some variability back into the damage, rather than flattening it and boosting it like Round Stabilization? -
That's a good question! This is the purpose of the Adrenaline augment - it increases damage without changing any mechanics. As far as I can tell from the announcement and patch notes, they're unaffected. They should still boost any type of damage that you deal while their effects are active, though it may be harder to predict when they'll be effective. (Booster on a critical shot sounds pretty scary, but you can't tell when that shot will be). I'll check on this again tomorrow when the update comes out and make a note on the wiki page about it once I've confirmed the info.?
-
Adrenaline augments will boost regular as well as critical damage. A change to the amount of boost isn't coming with this update, but as with all augments, it's possible for its parameters to be tweaked in the future.
-
Hey guys! Looks like this point needs some clarification: Since update #600 (and a few subsequent updates), Augments (no longer called alterations) are meant to be a buff to a turret or hull, not simply a shift in its parameters. Some do still have downsides, but the net effect when an augment is used properly is an overall increase in performance.
-
Isn't that just magnum? ?
-
Magnum will have a critical damage, and (except for harpoon) all tanks within a small radius will receive it.
-
The wiki page for critical damage is now available: https://en.tankiwiki.com/Critical_Damage It's not complete yet - there's still quite a bit of information on the strength of critical shots that we won't have until tomorrow - but this should give you a good overview.
-
As I understand it, AP Immunity won't protect against critical damage any more than it protects against regular damage - only the special module can give you bonus critical protection. AP Immnunity is still quite helpful though, especially with how common AP Magnum and Freeze are
-
Once or twice in battle, though it was in a group of enemies all shooting at me, so it's hard to tell if it was actually a paralyzing railgun. What's your favorite augment?
-
Always. What's your second-favorite color? Also I'm getting deja vu for some reason, have I already asked that?
-
10:00 AM, almost every day (my college is two timezones west, so my 8:30 class starts at 10:30). It's about the same time I'd want to wake up anyways. Would you rather eat a pound of bricks or a matter baby?
-
Terminator! Or juggernaut. Or both ? Do you drink coffee in the morning?
-
38578 Almost there
-
I usually end up camping too much because I'm afraid to get killed :/ What's your favorite combo for MM?
-
You're right, that wording is unclear - LCR decreases reload speed, which is the same as increasing reload time. I'll reword the wiki page to make more sense:
-
Correct...sort of. "Reload" in this case refers to the specific reload parameter: the time from when the shot is fired to when you can hit the spacebar again and start charging a new shot. Because it's railgun we're talking about, though, there's an additional delay where the gun warms up (after hitting the spacebar) before the shot is released, and Cryo rounds does make that warmup longer. So, the net result is an augment that fires shots just little bit less frequently than regular railgun, since they take a fraction of a second longer to fire after the reload is finished. Certainly feels a lot more like stock rail than LCR.
-
https://en.tankiwiki.com/Augments#Augments_for_Railgun I tested Cryo Rounds and updated the parameters section of the info box to more accurately reflect what happens. What was on the wiki previously were the numbers provided with the update, but as a few people pointed out, they were inaccurate/contradictory, so I replaced them with the numbers I actually observed in a battle. Unfortunately, the description in the info box comes from the garage description, so I can't really change that. I added this note to it, though: Thanks for bringing this up, and feel free to let me know if you have further questions or clarifications.? Edit: I also made sure the information about freezing mechanics was consistent between the Augments, Temperature, and Freezing pages. ?
-
I'll be testing the mechanics of Cryo Rounds after the server restart, should have a clear answer for y'all soon!
-
Just realized we can actually count backwards by 2 ? -7
Jump to content









































































