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patch notes Patch Update #817 - Released 28th November 2025
daudiii replied to Marcus in News and Announcements
thanks for this, just small correction in wording. for all excelsior, you wrote, "Crit removed". That can be misinterpreted. Critical damage for them are not reduced, extra critical damage bonus is reduced, so now they do same critical damage as default critical damage of corresponding turret. -
patch notes Patch Update #817 - Released 28th November 2025
daudiii replied to Marcus in News and Announcements
can someone help me understand what the following changes mean/imply: 1) For scorpion “Missile launcher «Swarm»” augment Added a decrease of Final rocket speed by -20%; Does the added decrease in final rocket speed mean, it will have even weaker tracking? 2) For Gauss: “Nemesis” augment Added a Salvo reload decrease by -70%; does that mean, they buffed Nemesis? 3) For Shaft “Stellarator” augment Sniping shot charge rate decrease changed from -20% to -0% Energy consumed per sniping shot decrease by -50% changed to an increase by +50% I dont understand either of these two modifications. does first one mean that shaft will zoom in quicker (so less time to adjust aim and shoot for max damage in case of stellarator)? and does the second modification mean that even if you make a quick snipe shot, the penalty of energy bar (yellow bar) will be higher (so more wait before you can take the next shot right after a quick snipe)? -
I was hoping to get my excalibur today, because i am fairly certain it will be getting enrfed soon, but i wanted to try it atleast once before the nerf. imagine we get it tomorrow along with patch notes of nerf lol.
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Agree, i dont understand how they couldnt predict something as simple as this. It reminds me of the even more awful time when we had to earn 500 reputation point for that even where everyone had mamonth and hammer (with greatly reduced damage, but high impact force). That should have been learning lesson for developers.
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where to get promo codes for test servers when they are open for public to test?
daudiii replied to daudiii in where to get promo codes for test servers when they are open for public to test? Archive
Hello, test servers are open today, with 99 million crystals and tankoins. However buying and opening thousands of containers can be a pain, is there any promo code? and for future cases, where can i look for promo codes for test servers? -
@TheCongoSpider yeah it was confusing to me that one augment alters base damage while other is not (in case of my testing, one being large calibre of railgun, other being camper of ricochet). but yeah i understand it now. thanks for the clarification.
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@Snafu yes, i tested this the way you said, without dd, and now it does 2x the base damage. yes that is confusing. but with augments like railgun large calibur, thats boosts damage by 50%, the damage goes from 140 to 210, and with DD active, i do 420 damage. so its confusing that there is not distinction between the type of extra damage that we are getting. even worse is the fact that augments decription in garage dont give mathematical figures, just the text description.
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i saw video on youtube for smoky camper augment, it was doing 1050 damage per shot, which is also exact 1.5x of normal damage (700 -> 1050 = 50% damage increased). so i guess its wiki thats wrong, camper only boosts damage by 50%, not 100%.
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@Sharva no even in that case, engineer isnt best. I wouldnt rate engineer higher than hull augments that protect against special effects (e.g. AP or EMP or stun) as such effect can be game changing, when applied at crucial time and protection against them is very valuable. i have engineer unlocked and i almost never use it (i dont have lifeguard, excelsior or phoenix). in most of my encounters, i get into fight with full health, stay in fight until i die, or left victor (then i can just use repair kit). when already engaged in battle, you wont have time to disengage and go look for supply. but special effect protections protect you directly in heat of fight.
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Hi, I recently unlocked camper augment for ricochet, wiki says that its supposed to be 100% boost in damage but its just 50%. I reported this on wiki but no change has been made to wiki, so i wanted to ask here, its just a type on wiki or is it some bug? yes, i tried shooting at enemies at blank range, with no protection and no double armor active (while i had full health). it does exactly 1.5x damage i.e. 510 or 520 per shot (dont remember the exact figure). also, as a side note, why were the augments numerical stats removed from garage? now its only verbal description in garage.
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@Ironmantonystark Will the contest close as soon as all the positions have been accounted for?? Otherwise we won't know if there is even any purpose to keep looking for it. It will be waste of our time. So will the contest be closed after all positions have been taken for both tiers??
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same with me. not even at first planet yet. completed all missions. keep getting pushed backwards.
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GUYSSSS!!!!! 4th module update is more terrible than we (atleast I) realized!!. I thought it was just 4th module that you need to buy (argghhhh tankions) for stupidly high price but nope, its even worse. You need to buy even 2nd and 3rd module. Most of us didnt realize this maybe cause we were already using 3 protection modules and maybe tanki is letting us use 3 modules, but for new players, you need to buy every slot of protection module except first slot for tankions!!. Here is extract from wiki from which I got this: "You can use four different protections of module combinations on your tank at a time, each protection module slot (exluding the first) costs tankoins."
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Since this last update, there is this annoying sound for dealing and receiving damage. I cant disable it. I mean, I can by going to settings->sounds butI have to do this everytime I launch game. This setting does not remain saved. Anybody know what to do with it?
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btw what do you guys think about 4th slot?? I think 4 slots are too much. for example, I mostly use twins. And often I would be alone in my team who would be using twins. So the enemy either had to use protection for other turrets (which were more common i.e. 3 different turrets equipped by all my teammates), or use protection against just my turret (if i am being annoying for him with my aggressive playstyle), to defend against me but give up protection against lets just say thunder, which might be being used by 2 of my teammates. Now it wont be possible. Also, 4 slots will make guys with critical protection overpowered. With 3 slots of protection, they had to give up one valuable slot (2 others slots limited their choice to a few turrets and therefore vulnerable to other turrets for most part). now with 4 slots, giving up 1 slot for protection module is not even a hard decision. remaining 3 slots will be enough in most cases to get protection from maybe 6/8 enemy turrets. (P.S.: I personally preferred the legacy modules. predefined sets. It had more pros and cons side to it, than current and more flexible system. but current 3 slots is also fine)
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