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Message added by Stratosphere

Topic for reporting errors, suggesting articles, and discussing the official Tanki Online Wiki.

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35 minutes ago, Stratosphere said:

Page name and which part of the page exactly?

 

Done: https://en.tankiwiki.com/Challenges

Alterations for hammer page. For slugger it's green, which isn't all buff, and for duplet it's red, which isn't all nerf. I'd like you to color code the vertical scatter angle and horizontal spread angle percentages forme green/red to white.

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5 hours ago, DieselPlatinum said:

Alterations for hammer page. For slugger it's green, which isn't all buff

It is a buff, because you're compacting all of your bullets into a small space, leading to consistent damage at a farther range than Stock. 

5 hours ago, DieselPlatinum said:

 and for duplet it's red, which isn't all nerf.

For Duplet, it would be a nerf, because the increased pellet spread and scatter makes it harder to deal damage at mid-distances (re Hammer's range), and you'd need to come up even closer to the person to deal consistent damage. 

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29 minutes ago, TheCongoSpider said:

1) It is a buff, because you're compacting all of your bullets into a small space, leading to consistent damage at a farther range than Stock. 

2) For Duplet, it would be a nerf, because the increased pellet spread and scatter makes it harder to deal damage at mid-distances (re Hammer's range), and you'd need to come up even closer to the person to deal consistent damage. 

1) consistent damage, sure but at the expense of losing the vertical auto aim, and harder to hit enemies up close. This is not a buff.

 

2) less consistent damage. Sure, but the up side is that your vertical auto aim is better, and so is your ability to hit enemies up close. So this is not a nerf.

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18 hours ago, DieselPlatinum said:

Alterations for hammer page. For slugger it's green, which isn't all buff, and for duplet it's red, which isn't all nerf. I'd like you to color code the vertical scatter angle and horizontal spread angle percentages forme green/red to white.

Developers consider the spread effects of Slugger and Duplet alterations as positive and negative, respectively.

18 hours ago, Tidebreaker said:

@Stratosphere Would you mind updating the module pics with the ones I posted over here?

Wiki page name?

12 hours ago, Tjay said:

How did you fix it? I clicked the first repair kit icon and it forwarded me into a wiki page that has no content on it

That's because we used slightly different item names in this Challenge's table - fixed again!

 

Tanks for everybody reporting! ?

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14 hours ago, DieselPlatinum said:

1) consistent damage, sure but at the expense of losing the vertical auto aim, and harder to hit enemies up close. This is not a buff.

Just rock your hull. The pellet spread on Stock Hammer might see me doing 50% of my damage to an elevated enemy because only half of the pellets connect. With Slugger, it's concentrated, so you'd be dealing full damage if your shot lands. 

 

Hitting enemies shouldn't be a problem up close unless your turret is higher than the person stuck up to you. The best way to counteract this is to, again, rock your hull. Rock your hull so that your turret is facing closer to the ground, and shoot your target. The pellet spread is decreased, so it's concentrated and you can get more impact on a specific part of the enemy's hull, as well as not missing one if not any of your pellets. 

 

14 hours ago, DieselPlatinum said:

2) less consistent damage. Sure, but the up side is that your vertical auto aim is better, and so is your ability to hit enemies up close. So this is not a nerf.

You'd have to get in closer to the enemy anyway. With Stock, you can stay farther away from the target and deal great damage, but with Duplet, the pellet spread makes it so that it's less likely that all of your pellets would connect at that same range Stock is at. 

The horizontal scatter is also increased, which means it's less concentrated, which means it's harder to deal consistently high damage unless you come closer to the target, closer than which Stock would need to come, which makes it a nerf. 

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4 hours ago, Stratosphere said:

Developers consider the spread effects of Slugger and Duplet alterations as positive and negative, respectively.

 

Well, guess that explains why the devs released updates that aren't needed or wanted like the drastic changes to thunder, mammoth, freeze, and Vulcan. The flat out ignorance.

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4 hours ago, TheCongoSpider said:

Just rock your hull. The pellet spread on Stock Hammer might see me doing 50% of my damage to an elevated enemy because only half of the pellets connect. With Slugger, it's concentrated, so you'd be dealing full damage if your shot lands. 

 

Hitting enemies shouldn't be a problem up close unless your turret is higher than the person stuck up to you. The best way to counteract this is to, again, rock your hull. Rock your hull so that your turret is facing closer to the ground, and shoot your target. The pellet spread is decreased, so it's concentrated and you can get more impact on a specific part of the enemy's hull, as well as not missing one if not any of your pellets. 

 

 

But you know what works with rocking the hull to increase vertical auto aim? The pellet spread.

 

And so what if you gain more consistent damage? You lose something that's just as important: the hit rate.

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4 hours ago, TheCongoSpider said:

 

 

You'd have to get in closer to the enemy anyway. With Stock, you can stay farther away from the target and deal great damage, but with Duplet, the pellet spread makes it so that it's less likely that all of your pellets would connect at that same range Stock is at. 

The horizontal scatter is also increased, which means it's less concentrated, which means it's harder to deal consistently high damage unless you come closer to the target, closer than which Stock would need to come, which makes it a nerf. 

Think of it this way:

 

There's a cluster of enemies near your location but you have the high ground and duplet.

 Would you:

 

A. Go up to the nearest one and kill them?

 

Or

 

B. Stay on your perch and slowly drain all their HP?

 

I would choose B. Because A means you'll most likely get killed by the others while B means you'll be a thorn in their side, which would benefit you and your team.

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7 hours ago, Stratosphere said:

Wiki page name?

Thing is, I would normally recommend you post them in Modules, but since I don't have access to the Owl images, posting them in increasing order on their respective turret pages would probably be a better idea.

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On 12/5/2019 at 7:52 PM, Tidebreaker said:

Thing is, I would normally recommend you post them in Modules, but since I don't have access to the Owl images, posting them in increasing order on their respective turret pages would probably be a better idea.

M3 module images are already on each turrets' page. At the time we decided not to put all module images because it was deemed unnecessary. (all modules of a modification look the same except for their unique icon in the center)

 

By the way, here are the images for Owl:

MhNy7Xd.pnga5xSUdC.pngZiE2D2r.pngYqONZTv.png

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6 minutes ago, Stratosphere said:

M3 module images are already on each turrets' page. At the time we decided not to put all module images because it was deemed unnecessary. (all modules of a modification look the same except for their unique icon in the center)

 

By the way, here are the images for Owl:

MhNy7Xd.pnga5xSUdC.pngZiE2D2r.pngYqONZTv.png

Makes sense.

 

BIG BIG THANKS! The Owl pics will help me out later on.

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You guys really need to to replace "amplification time" with "charge time" for magnum. And also color code the " -33%" in the Automated gunpowder loading mechanism alt to green because it is a buff.

Edited by DieselPlatinum
Just because

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On 12/16/2019 at 1:40 AM, DieselPlatinum said:

You guys really need to to replace "amplification time" with "charge time" for magnum. And also color code the " -33%" in the Automated gunpowder loading mechanism alt to green because it is a buff.

*chuckles* This again. 

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People aren't always aiming for the final tier of the challenge - how about making it so that you can set a desired tier in the stars calculator? Or perhaps a "I can earn ____ stars per day, what tier can I get to?"

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On 12/16/2019 at 2:10 AM, DieselPlatinum said:

You guys really need to to replace "amplification time" with "charge time" for magnum. And also color code the " -33%" in the Automated gunpowder loading mechanism alt to green because it is a buff.

Developers consider a it a neutral effect (probably because it gets harder to use and requires more skill to be effective).

 

Official name of the parameter is "amplification", maybe we can change it to "shot amplification time" to be more informative?

8 minutes ago, kaisdf said:

People aren't always aiming for the final tier of the challenge - how about making it so that you can set a desired tier in the stars calculator? Or perhaps a "I can earn ____ stars per day, what tier can I get to?"

Working on it

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1 hour ago, Stratosphere said:

1) Developers consider a it a neutral effect (probably because it gets harder to use and requires more skill to be effective).

 

2) Official name of the parameter is "amplification", maybe we can change it to "shot amplification time" to be more informative?

 

1) once again devs logic proves to be invalid. Just like how they considered more spread out pellets a negative and tighter pellets a positive. Somebody needs to smack some sense into these devs.

 

2) amplification is a very sophisticated word for such a simple game, and I bet the majority of the players never heard of it, let alone know what it means.

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To-change-for-mammoth.png

 

Wasp's bomb no longer deactivates the force field. 

Hornet ignores Mammoth's force field. 

Titan's Overdrive does not reduce the damage taken from Mammoth's Overdrive. 

Edited by TheCongoSpider
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