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Posts
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Everything posted by Fuchsia
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Nope; I'm only interested in the augments for the equipment I've got m7 at the moment since that's what I'll be MUing. My tankcoins are too precious to spend on passes for equipment I won't be upgrading anytime soon as a ftp player.
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It says in-game that we have like 10 hours to finish the special missions, but you have 3 more days to claim the containers and stars -- just confirming that this is correct? I was gonna wait to claim them so I can use the stars to get started on the next battle pass today -- don't want to miss out on the rewards if in fact you also only have until tonight to claim them
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it's pronounced "few-sh-ee-ah"; it's the purple-pink color ?
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worth to buy for developers/youtubers bundle? if you don't get the winning 30 UT container prize it's a big bummer
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@TheCongoSpider
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Really. I didn't expect this since @LambSauce recommended medium to long range turrets above your comment... I've been overall disappointed in my decision to get Freeze M7 for my AP augment, but I don't think I'll give up on it entirely. Duplet Hammer, huh? Wasn't expecting this since at M7, facing M7+ hulls using just my Brutus takes 3 sometimes 4 shots. I tested Duplet on Test Server, and even at M7+ the clip reload was vert lengthy... I would've expected maybe Slugger for crystal augments. Supercumulative? Wow... Am I missing something? I wouldn't think to lower the critical change percentage... Incendiary or Cryo is better, no? The thing about Adrenaline is, it just boosts damage. Sure, boosting damage to kill faster is nice, but that's not what I'm most after. I'm most interested in augments that give something more to the turret. Take for example my favorite augment, Striker's RRE. You can continue to lock on to enemies, and you've now got the ability to detonate the missiles whenever you want. Brilliant! Now take for example an augment on the opposite side of the scale, Fire's Incendiary Mix. It amplifies damage, but removes the core mechanic of burning enemies. Boo! I'd like to bring up a few augments that I'd like some input on after reading your list. Shock Freeze: Excellent for defending, excellent for objective running (CTF, RUG,), excellent for circling 1v1s (and crowd control) Slugger: There're always moments when you want just want a little more range or your pellets don't connect somehow Assault Rounds: Back when Smoky's shot insta-hit tanks, I loved spinning tanks around by shooting the corners. Now, Smoky has projectile physics which can be frustrating at times, but 200% projectile speed should greatly improve your accuracy ML Hunter: Excellent for light hulls because of impact force while being fired upon will throw you off salvo lock-on with any other augment, or vanilla for that matter ML Cyclone: Excellent for Juggernaut hunting, SIEG and other campers Mortar: Mines disappear after 30s and splash is greatly reduced -- pass? Harpoon: Splash is removed -- pass? Heavy Capacitors: 100% energy consumption per shot sounds painful because if you lose your target in your scope, to relocate, you need to shoot to get out of your scope! And you have 15% slower recharge rate! Pass? Light Capacitors: Sounds good on paper for an aggressive Shaft -- pass?
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Any personal recommendations for turrets /w augments?
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Why're the augment icons for Gauss' AP Salvo and Magnum's AP Core the same??? Fix it. It's confusing.
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As an FTP player with 900 Tankcoins, m7-5 Freeze, only max Brutus (no Trickster or Crisis), and only interested in the Freeze Jammer augment, is this battle pass worth it?
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overpowered you say... ?
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I know Fredrik answered accurately -- I didn't say Jamming Freeze wasn't good; I just thought that it wasn't as good as other augments. However, after seeing that it doesn't have any penalties, I can see why people think it's an excellent augment. I upgraded Freeze from M1 to M7 last sale because I unboxed AP Freeze. After 2 weeks, I've come to the conclusion that I heavily underestimated the penalties. Even when enemies aren't using AP immunity, it takes a full bar to kill them. I didn't realize that Freeze EMP relied of criticals... Freeze's low crit chance and the recent status effect nerf brings the hammer down on it IMO. Yeah, I suppose comparing it to Tesla or Hammer wasn't a fair comparison... I should've looked at the penalty for Jamming Discharge. -75% is atrocious. Similarly, I have M7 Jamming Hammer -- it's not upgraded much and when I run into tanks with 50% protection, I just fire a shot at them to disable the drone and move on.
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it may be prevalent, but that doesn't mean it's not a good augment... freeze protection is prevalent, and everyone uses DA so AP augment makes sense to me... I don't know if AP does more damage to a tank with DA + 50% Freeze protection vs Corrosive or Adrenaline though.
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yeah, but it's outshined by other jamming augments like hammer and tesla, and other freeze augments like emp and ap imo
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why're people saying is jamming freeze is good?
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It's like the game wants me to buy Hornet or something... First EMP a month ago and now this. ?
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What Is Your Opinion About the Current State of Tanki Online?
Fuchsia replied to Maf in Game Discussion
It's been 3 weeks since the introduction of the new repair kit. Have your thoughts changed from 3 weeks earlier? With Hunter and Hopper's instant damage OD now, it's better to save your repair than use it to avoid its status effects I think. -
new status effect: "micro-stun"?? ? what is it?
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isn't there a pattern of which turret and hull is selected? it's gonna be another firebird augment or moved on to freeze, and an ares augment
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Why is there so many people in the game who don't/can't turn their turrets?
Fuchsia replied to qwds in Archive
hulls' turning speed is high enough to not require them to turn their turrets -
can't be worse than explosive or bouncy, right?
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why y'all laughin'? is it a bad augment?
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oops I forgot to mention I used repair in the middle of their burst
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how does it perform? I unboxed it today.
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