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kydapoot's post in All supplies lit at once was marked as the answer
The game has evolved a lot since it's earlier days when supplies were something of a luxury. They're now much easier to obtain, but the flipside of this is that you *must* use them in order to keep up in battles. If you aren't using many supplies, it's not surprising that your tank and turret will be much weaker than the competition.
As for how it's possible, the first reason is that, as I mentioned earlier, supplies are super accessible nowadays, so people have a lot of them at their disposal. The main way you can easily get more of them is by opening containers and weekly containers, which you can get for completing missions. A more recent and less well-known way is by visiting the "Showcase" section of the Shop. There, once a day you can buy 30 of each supply at a 95% discount.
The second reason is drones. Though you mentioned that the effects don't seem to be tied to a drone, keep in mind in most cases, people are in fact wearing a drone, if only just Brutus, which like all drones makes their supplies more powerful than those of people not using a drone. Hyperion in particular is deceptively powerful, because while at any given moment it doesn't look like it's doing anything, it's in fact allowing full supplies to be active on the user's tank nearly all the time. There are other drones with weaker but similar effects, reducing cooldowns or replenishing durations. Also, some drones allow teammates to share supplies with each other, so one person using that drone in a group can deck out the whole bunch with that row of lights.
As for the wasps, best advice I have is:
Use a hull with an overdrive that can destroy the bomb itself (Hunter, Mammoth,Titan) or one that can prevent or delay their overdrive activation (Hunter, Paladin, Hopper). Lead your shots. Most turrets don't have bullets that travel instantly, so a fast and small wasp is going to be much harder to hit than a heavy hull unless you aim a bit in front of where they're going. -
kydapoot's post in About 2FA was marked as the answer
My best guess is that, as a clan creator, other players are relying on the security of your account. If you're hacked, they can get kicked or demoted, harassed, etc.
On the other hand, the fourth protection module is just a you thing. It's a good idea to have 2fa, but it's not required because a compromise to your account's security only affects you in that cast.
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kydapoot's post in Team Juggernaut. was marked as the answer
The Juggernaut is meant to be an extremely powerful tank - when you're the Juggernaut, you have lots of HP, can move very fast, have a powerful overdrive, and use a monster turret called Terminator. You were probably able to one-shot the other Juggernaut because you or other members of your team had taken a lot of HP out of them already.
If the enemy does manage to destroy you as the Juggernaut (a challenging task), they will score a point for their team and a different teammate will take over the super-tank. Likewise, if someone on your team destroys the enemy's Juggernaut, your team gets a point and someone else on the other team takes over their super-tank.
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kydapoot's post in Jammer immunity was marked as the answer
Would you mind letting me know which hull the Jammer immunity was for? Often the ones that have been added more recently (like Paladin's) are in Legendary tier despite the recent update that moved Jammer Immunity to the Epic tier of regular containers.
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kydapoot's post in Mammoths over drive was marked as the answer
It's possible that the timing was a little off, which can happen due to a bit of lag from either player. If that was the case, the Hunter's OD could have gone off slightly before Mammoth's OD was activated.
Was your OD stopped entirely, or were you just frozen in place?
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kydapoot's post in Still can't figure out scoring. was marked as the answer
4 possibilities (could be a combination)
He healed teammates with Isida He used a drone such as mechanic, engineer, or supplier that awards battle points for sharing supplies with teammates He got a lot of kill assists - hitting enemies and then receiving 5 points when someone else kills them He self destructed (for example with thunder's splash damage) a few times, decreasing his kill count (and his score, but to a lesser degree)
This is because his score was higher. Crystals rewarded are directly related to battle score at the end of a match - not to kills or deaths.
Ranks and Gear Score don't affect battle score or crystals received for carrying out the same battle actions, so that isn't a factor.
Stars are what's used to unlock new rewards in the current Challenge. They're awarded for finishing battles and completing missions. It looks like you got double stars because you have a premium account.
Hope this helps! Let me know if this clears everything up, or if you have any more questions. :)
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kydapoot's post in Tesla's Minus Field Alteration was marked as the answer
What I got during testing:
Ball is destroyed on the 11th bounce Ball being destroyed gives no explosion/splash damage to tanks near where it hits However, on that second one, it's hard to say if I was close enough, so if you saw it do splash damage, you're probably right.
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kydapoot's post in How containers actually work? was marked as the answer
Eventually, yes it's possible to get the prize pool narrowed down just to the supply, gold box, premium, and crystal packs - you just need to own all the garage equipment and all the container paints. Evidence (records of large container openings) indicates that owning more items out of a certain rarity tier increases your chances to get other rewards in that tier, but the specific mechanics are not disclosed by developers.
Even, the large prizes are still rare, since you'l more often get things from the Common and Uncommon tiers. And, considering the only people who have managed to get all of that stuff in their garage are pretty late-game players anyways, it doesn't really cause an issue with Tanki's economy.
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kydapoot's post in Special missions was marked as the answer
You have ~5 days left to complete the remaining missions, but 9 days left to claim the rewards from the missions you've already completed. This is pretty typical for special missions - there is a long window after you've finished where the rewards hang around for you to claim them.
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kydapoot's post in Mammoths overdrives was marked as the answer
Doesn't seem like there's a super clear answer here yet, so I'll try to explain simply all the things that could happen.
Firstly, Mammoth's OD always does 999 damage per tick. No damage reducer of any kind has an effect on mammoth's OD damage, similar to Wasp's Bomb or Ares' Energy Ball.
Since Mammoth's max health is 4000 HP (Mk7-19 is only 3976), only a maxed out mammoth can take 4 ticks without dying. If your enemy is maxed and you are not, they will win when you both start at full HP. Mk4-5 has 3000 HP and is the earliest upgrade that can eat 3 ticks without dying. Any Mammoth, even Mk1-0, has at least 2000 HP and can take 2 ticks when at full health. Of course, if you aren't at full HP (even just a few points short) you'll often get killed one tick earlier than normal. If you get hit by a stray bullet or you shoot at close range with a splash damage turret and your enemy doesn't, they'll win. Since Mammoth's OD instantly resets HP, your enemy can activate their OD after you contact them and recover from a couple of ticks. Thus, they reset their HP, and if you took any damage since you started the OD you'll lose, since you already used up your health reset. Try to be the second one to activate your OD. Activating a repair kit during the collision instantly gives 1000hp - conveniently, enough to survive one more tick. If one mammoth uses RK and the other doesn't, the drugger wins. Using the Lifeguard drone will always let you survive one extra tick, and with enough upgrades, 2 or (when maxed) 3 extra.
Hope this helps, and let me know if there are any more details or other situations you'd like me to explain!
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kydapoot's post in Why aren't Gauss Prime and Hornet Prime among the possible rewards of Skin Containers? was marked as the answer
The rewards of Ultra Containers (especially skins like you mentioned) do vary from batch to batch, so my guess is that your first explanation is correct - that the devs decided to make certain skins less accessible so that they're rarer.
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kydapoot's post in How Long After Activating My Overdrive on Viking do I have to use it? was marked as the answer
Expanding a bit on Sabry's answer, the overdrive will end in 7 seconds, whether you fire or not. In some cases (like with thunder or other splash turrets in close quarters) it may be beneficial to take aim for a second before firing, but generally it's best to just let loose shots immediately and for the whole time to get the maximum power out of the overdrive.
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kydapoot's post in Maximum speed limit was marked as the answer
@Tanker-ArthurTrickster is slower than crisis.
Wasp Mk8: 12 m/s
Maximum speed possible with Trickster (i.e. max speed for free-to-play tankers) is: 12 * 1.7 = 20.4 m/s Maximum speed possible with Crisis (max speed for any normal player) is: 12 * 2.1 = 25.2 m/s
During special events, there are occasionally helpers of the game running around with the Juggernaut hull, which has a top speed at Mk8 of 18 m/s. When this is combined with a maxed out crisis, you get:
Fastest speed with trickster: 18 * 1.7 = 30.6 m/s Absolute maximum driving speed possible in the game: 18 * 2.1 = 37.8 m/s
Edit: @FrozenRailgun Juggernaut's maximum speed is indeed 18m/s without any speed boost; I've adjusted my calculation. Thanks!
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kydapoot's post in Juggernaut was marked as the answer
I checked with Stratosphere and the lock-on time has not been changed. It's possible that Terminator's aiming recovery time after losing sight of the target got shortened from 1s to 0.7s along with Striker's and Gauss's, but as far as I can tell from using it, that didn't happen.
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kydapoot's post in Booster Drone was marked as the answer
To explain in general terms what beachhouse gave an example of above, any time boosted damage is active with a drone, you get:
Regular damage +50% of regular (normal supply boost) +2.5% of regular for each drone level past 0 (drone passive effect) And, while Booster's 3-second active effect is running:
+100% regular damage +5% regular damage for each drone level past 0 So essentially, the normal supply boost, drone passive, and drone active effect all just stack together additively. Any percentage of power increase refers to a percentage of the original.
For completeness, here's the corrected level 15 calculation (beachhouse's level 20 calculation is right):
Regular + 50% from BD + 37.5% from drone passive BD boost + 175% from drone active effect = 362.5% damage. A level 15 booster will deal a bit over 3 and a half times regular damage, or for railgun's 900:
900 * 3.625 = 3262.5
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kydapoot's post in Jammer was marked as the answer
Hi, good question!
Unfortunately, we don't currently have the details on this.
However, shortly after tonight's Server Restart (2:00 UTC), the wiki editors are going to do some testing, and the info will be up on this page as soon as we figure it all out: https://en.tankiwiki.com/Jammer
The info might also be available at some point in the patch notes, but as of yet there's no details there.
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kydapoot's post in Vulcan heat damage not working was marked as the answer
Incendiary band got nerfed with a recent update, and now only inflicts burning damage if the shooter is also under the Burning status effect (which the Heat Immunity augment prevents from being applied). Now, it's most effective to use Incendiary Band with the Heat Resistance augment, since this lets you burn but reduces the damage done to your own tank.
On the plus side, Incendiary Band can now burn tankers before it runs out of regular ammo if an enemy puts it on fire.
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kydapoot's post in Jammer status effect was marked as the answer
Currently, when no details have been released about it (even to us wiki editors) except for what we heard in the vlog:
The general function is that it prevents overdrive activation It will likely be inflicted by some existing overdrives and some new augments The plan is to make it inflicted from long range (though its unclear if this excludes short-range activation) Once we get the stats, images, official descriptions, etc. the details will be on this page: https://en.tankiwiki.com/Jammer
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kydapoot's post in Batteries for drones ended was marked as the answer
Hi! Batteries are indeed a limited resource, and if you're used to using them constantly you may have to adjust your playing style a bit. Here are a few things you can do:
Use the Brutus drone, which has the same supply-buffing effects as other drones but uses no batteries Complete all missions and challenges, which reward batteries and containers that can give you batteries (sounds like you may be doing this already) If you spend real money, the Battle Pass is probably the most efficient way to get a solid amount of batteries and containers Make sure you're always claiming the container you get from Shards, as those will give you batteries from time to time As a last resort, if you decide you really need them and the other things I said above aren't helping, buy batteries directly, but make sure to only do this on a sale! As you pointed out, they are quite expensive, so you should only buy them at a discounted price. Discounts of 25% can be found quite frequently in the Showcase Tanki's Birthday is just around the corner, and if it's anything like the past few years, you can expect a very good discount. Another option is to spend some time playing PRO battles with drones (or supplies on the whole) disabled while you rebuild a stockpile of batteries.
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kydapoot's post in Returning player was marked as the answer
There's quite a bit! I'd recommend taking a look at these wiki pages to catch yourself up to speed on the biggest changes to the gameplay:
Special Hull abilities: Overdrives Tank boosters/companions: Drones Better system of protections: Modules Turret and hull modifiers: Augments Status Effects: Status Effects New Turret and Hull releases New battle modes: Battle Modes and the new (ish? you may already know about this) system for joining regular battles: Matchmaking System Also, if you don't mind getting a little technical, this update is pretty recent and has been talked about a lot:
New system that replaces the old random-distribution-based damage spread: Critical Damage And if you're wanting to catch up on the other developments and changes to stuff outside of battles, check out
Containers and their associated currency, Shards Modern versions of Missions and Challenges Edit: looks like there's a topic for this, so you can check out what Spy linked as well.
Welcome back!
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kydapoot's post in Leaving a clan was marked as the answer
Open the clan by clicking your name and "Clan Profile" or using the button at the bottom of the Lobby Go to "Members" Click on your name and select "Leave" Hope this helps!
Edit: Considering what yellowghetto pointed out below, you might want to reset your password - you shouldn't suddenly be in a clan without taking some sort of action on your end.
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kydapoot's post in Juggy micro-upgrades? Huh? was marked as the answer
For normal players playing Team Juggernaut or Solo Juggernaut, the micro-upgrade levels of the Juggernaut hull and Terminator turret match the micro upgrades of the hull and turret they were using before they became the Jug.
The upgrades have prices because certain special accounts (event helpers and such) can get Juggernaut and Terminator in their garage and upgrade them.
edit: dang it Ironmantonystark you finished responding like 5 seconds before I did
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kydapoot's post in What to buy? Which is better? was marked as the answer
I'd recommend it! Trickster is quite fun, and serves a different purpose than lifeguard.