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On 10/15/2022 at 3:08 AM, wild001 said:

2 animated paint, the free one i dont have = good

There's only one animated paint

Big bruh moment for tanki to put a new exotic ultra container augment into the battlepass lol 

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@NikmanGTthey must have changed their opinion and they don't want to give players a free animated paint but paint doesn't matter so it's okay xd

Edited by MegaIoblastic

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Visual Disruptor: Already owned. It’s one of my faves so I’ll sadly have to shelve it and find a new paint to use (a lot of people’ll be running around with it for a while). 60 hours (4th overall) and 700k exp is a good amount though. 
Vaporizer (Incendiary Twins): Don’t have it. Won’t use it (CRYOTRON MY BELOVED) but it’s always nice to make the Legendary pool smaller. 
Plasma Disruptor (Jammer Twins): Don’t have it, not available in Containers or Ultras, so this augment alone makes the BP worth buying. I love Jammer augments so I’m genuinely excited. 
Incendiary Shells (Scorpion): Don’t have it, idc tbh. If nothing else, at least it won’t take up space in the reward pool. 
Shaft Legacy: Already have it. Good skin though. 
 

Pretty mixed Challenge but I’m buying it. Jammer Twins is the clear main attraction. 

Edited by Okami
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i soon can get 1 bp , so i'm really interested in see how it performs it cause it get more range too i think .Only augs i do not have are for twins  , skipped the turbo one 

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Yes i won the 1st biweekly challenge and yes it aint fair to non buyers.. IMO to ensure that f2p players have more of a chance, when you finish the challenge, the stars buying needs to be disabled..

  • Agree 1

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On 10/17/2022 at 3:42 PM, MRL-Missoula said:

when you finish the challenge, the stars buying needs to be disabled..

? Why do you think they do these extra gimmicks, TO MAKE CASH from the gullible buyers.

Your suggestion will never, ever happen. Hazel "cash is my god", balance is irrelevant and has no place in TO has already dismissed your suggestion without even reading it.

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On 10/17/2022 at 10:41 AM, TargetXAcquired said:

? Why do you think they do these extra gimmicks, TO MAKE CASH from the gullible buyers.

Your suggestion will never, ever happen. Hazel "cash is my god", balance is irrelevant and has no place in TO has already dismissed your suggestion without even reading it.

i believe it

 

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Do not take it.
Took it cause i 've thought about  plasma disruptor  "well they add more attack from far  " and  maybe that's practical for ambush on not turning turret players  " AND CAN FINALLY STOP SOME PALADINS" .
Don't take it . Takes ages to take down  even a medium turret ,   tried jamming  some paladins.. they simple healed when i was still shooting  and overdrived ( i 've thought that continuos shooting of twins was good to prevent that  heal+overdrive thing.. ) plus running into me (in a blink like they do )   i autodestryed or destroyed. .
Also when doing the "circular"  shooting to trick the not turning turret players.. you get autodamage . If you get to "circle" furthest ..they have the time to circle even  without turning  the turret due to major space and time it needs .. I completely failed at that reasoning
Wasted battlepass .Leave it.

Edited by mrvomit

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On 10/23/2022 at 4:45 AM, mrvomit said:

Do not take it.
Took it cause i 've thought about  plasma disruptor  "well they add more attack from far  " and  maybe that's practical for ambush on not turning turret players  " AND CAN FINALLY STOP SOME PALADINS" .
Don't take it . Takes ages to take down  even a medium turret ,   tried jamming  some paladins.. they simple healed when i was still shooting  and overdrived ( i 've thought that continuos shooting of twins was good to prevent that  heal+overdrive thing.. ) plus running into me (in a blink like they do )   i autodestryed or destroyed. .
Also when doing the "circular"  shooting to trick the not turning turret players.. you get autodamage . If you get to "circle" furthest ..they have the time to circle even  without turning  the turret due to major space and time it needs .. I completely failed at that reasoning
Wasted battlepass .Leave it.

Plasma Disruptor is not an offensive augments. It leans more on support. It's most potent against meta drones as constant Jammer application makes it unlikely for them to utilise their effects. You can prevent Overdrive activations from afar for some time but again, it is not offensive. You need allies to help you take down enemies as you weaken the enemies' capabilities. 

 

On 10/23/2022 at 4:45 AM, mrvomit said:

  " AND CAN FINALLY STOP SOME PALADINS" .
Don't take it . Takes ages to take down  even a medium turret ,   tried jamming  some paladins.. they simple healed when i was still shooting  and overdrived ( i 've thought that continuos shooting of twins was good to prevent that  heal+overdrive thing.. ) plus running into me (in a blink like they do )   i autodestryed or destroyed. .

Repair kits give 0.8 seconds of Polarisation which allows someone to activate their Overdrive in that time period before they get jammed again. If you're an offensive player, then you wouldn't want Plasma Disruptor, you'd want Magnetron or Cryotron. Next time, you should ask here first to see if an augment you're interested in suits your preference in gameplay. You'll have an idea of what you're getting yourself into beforehand. 

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I bought the battle pass mainly for jam twins,

for low rank accounts, jamming effect has not much use, as most low rank dont have OP drones, (which is demo by some tanker youtuber with criss on low rank)

but for high ranks, tons of criss, trickster, miner, blaster, lifeguard drones, jam cant disable their drone effectiveness till next supply cycle, likely 20s-40s for some supply based

----

top jamming augments,

1. jammer Freeze: continuously jam and freezing and disable damage bonus

2. (old) jammer Hammer: can jammer multiple tanker at medium distance, almost continous jamming (but now nerfed to last shot or crititcal)

3. jammer twins: after hammer jam nerf, twins take over for medium distance continous jam and umlimited shots

4. rest:

  * jammer tesla : for short range, it is effective to jam multiple but damage is weaken divided, good for support

  * jammer Rico: I have it from ultra container, but like all rico, has limited shots, you can only focus kill on 1 tanker

  * jammer Fire: fire has keeping remember reload, even it is fast reload, but still need more skill to remember reload

5. long range jam:

  * tesla jam (good but hard to aim with delay),

  * thunder jam (I think thunder jam is best jam augment for long range and multi jam)

 

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On 10/23/2022 at 2:07 PM, wild001 said:

2. (old) jammer Hammer: can jammer multiple tanker at medium distance, almost continous jamming (but now nerfed to last shot or crititcal)

Jammer Hammer didn't change in that regard. It still jams on every shot. 

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On 10/24/2022 at 7:09 AM, TheCongoSpider said:

Jammer Hammer didn't change in that regard. It still jams on every shot. 

  • «Jamming Shot» augment

    • Applies the «Jammer» status effect: both on critical hit and by a pellet from the last shot in the clip

    • Duration of the «Jammer» status effect is decreased from 5 seconds to 3 seconds

    • No longer decreases clip reload duration

then if every shot, why mention on crititcal  + last shot, means first 2 shots if not crititcal, then wont apply jam,

hammer has changed since then,

also, telsa recently not only apply effect on ball shot, but also on chain critical shot

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On 10/24/2022 at 1:44 AM, wild001 said:
  • «Jamming Shot» augment

    • Applies the «Jammer» status effect: both on critical hit and by a pellet from the last shot in the clip

    • Duration of the «Jammer» status effect is decreased from 5 seconds to 3 seconds

    • No longer decreases clip reload duration

then if every shot, why mention on crititcal  + last shot, means first 2 shots if not crititcal, then wont apply jam,

hammer has changed since then,

Again, it did not change in that regard. All that happened was the duration of the Jammer was reduced from 5 seconds to 3 seconds. Did you not play with or against it at all since that patch?

 

On 10/24/2022 at 1:44 AM, wild001 said:

also, telsa recently not only apply effect on ball shot, but also on chain critical shot

It applies the effect on every hit, regardless of if it is from the ball, a not al chain lightning or critical chain lightning. Every Jammer augment has the characteristic of jamming on every shot now. 

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On 10/23/2022 at 7:09 PM, TheCongoSpider said:

Jammer Hammer didn't change in that regard. It still jams on every shot. 

I have to wonder then, why did the patch notes say otherwise? Everyone was so indignant about it until they realized that it's still on every shot.

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On 10/24/2022 at 8:10 PM, TheCongoSpider said:

It applies the effect on every hit,

tested just now,

jam hammer hit jam effect on every shot

jam tesla hit jam effect on every shot,

(although I try to jam 2 enemy with chain, but hard to see whether I jam 2 or not, as jam shot cant be chain due to jam ball speed, )
(one good thing is, your jam ball can fly through your teammates, not like smoky shot blocked by teammate)

so hammer now much prefered than twins now for damage output and jam effect

~~~~~~~~~~~~~~~~~~~~

I now have:
* 7/13 AP augment (7 out of 13)
* 9/10 EMP augment
* 6/9 burn augment
* 6/10 stun augment
* 6/7 jam augment
* 3/7 cold augment

my conclusion is low rank tanker dont waste crystal on augment, as the end game is pretty much only Status Effect augment + some OP augment like helio or vimpire

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On 10/24/2022 at 9:21 AM, Me0w_XP said:

I have to wonder then, why did the patch notes say otherwise? Everyone was so indignant about it until they realized that it's still on every shot.

It happens sometimes. The patch notes show us what to expect. We see what really happens when the update goes live. A line in the note may not go through last second. There may be changes that are not announced in the note or are to be implied by another change. An example of the latter is Mammoth's Overdrive in the recent patch. Its score penalty after activation has always been duration + 1 second since October 2019 IIRC. Its duration got changed to 15 seconds on Friday and as a result, its score penalty was changed to 16 seconds. 

 

Another example of implications is turret critical chance. They mention the changes that are going to happen to the maximum critical chance. Going off of how they do the chances, you can infer what may be changed. Hammer's scheme was 12, 0, 4, 8, 12. The patch note mentioned the critical hit chance being reduced from 12% to 10%. After the update, it did not go to 10, 0, 4, 8, 10. It went to 10, 0, 5, 10. Similarly for Tesla whose chance was stated to be increased from 12% to 16%. It did not go from 12, 0, 6, 12 to 16, 0, 6, 12, 16. It went to 16, 0, 4, 8, 12, 16. 

 

Another example of an unannounced change was Firebird's heating rate being increased by boosted damage. That happened in the patch where they nerfed the heating rate across modifications from 0.2-0.5 to 0.2-0.4. In the end, it's a slight nerf to short-burst ignitions at Mk7+ if you did not have BD enabled, and a buff if you it enabled. 

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Even if i ask , someone must take it first (edit:  sorry i can not remove quotes i did not want to quote )
______Long story short:do Not take it even if you have high level. _______
I saw that critical was not removed  so i've  thought was more decent  , but i do not see any significant damage ,nor critical actually but  after a miserable sequence of battles i give up .
I have high level , used booster to try
so most of this augment  ccan be beis   "situational":  some mid maps with walls placed in mittle of the game ( maybe) 
I'm not low rank , but i did not have any twins augments since lot of time . .I Lose 1 vs 1 on emp twins even if i have emp protection.. for me that is enough  , wasted bp
NOW: The freeze jammer i have , is good cause it does not remove  critical , it does more damage and though paladins and hovercrafts with their" cheat insane hp" do  stay alive
( stats says one thing, in game they are twice as durable)  , use it a lot  and the little freeze can help , 
At least that twins should have , if not autodamage removed .
They "compensated"  with 50% max damage lenght.
And actually the all stufff "only if teammates co-operate" is something that works extremely  rarely in that game  .When it works it's thanks to freeze cause it's doing half team job lol  .  Bb twins for a while
 

On 10/23/2022 at 8:07 PM, wild001 said:

I bought the battle pass mainly for jam twins,

for low rank accounts, jamming effect has not much use, as most low rank dont have OP drones, (which is demo by some tanker youtuber with criss on low rank)

but for high ranks, tons of criss, trickster, miner, blaster, lifeguard drones, jam cant disable their drone effectiveness till next supply cycle, likely 20s-40s for some supply based

----

top jamming augments,

1. jammer Freeze: continuously jam and freezing and disable damage bonus

2. (old) jammer Hammer: can jammer multiple tanker at medium distance, almost continous jamming (but now nerfed to last shot or crititcal)

3. jammer twins: after hammer jam nerf, twins take over for medium distance continous jam and umlimited shots

4. rest:

  * jammer tesla : for short range, it is effective to jam multiple but damage is weaken divided, good for support

  * jammer Rico: I have it from ultra container, but like all rico, has limited shots, you can only focus kill on 1 tanker

  * jammer Fire: fire has keeping remember reload, even it is fast reload, but still need more skill to remember reload

5. long range jam:

  * tesla jam (good but hard to aim with delay),

  * thunder jam (I think thunder jam is best jam augment for long range and multi jam)

 

 

On 10/24/2022 at 1:09 AM, TheCongoSpider said:

Jammer Hammer didn't change in that regard. It still jams on every shot. 

 

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time for the new challenge tmr,.

let us guess what is next? it is hard to guess as the randomness going on.

past hull immu:
ares +4> wasp +4> viking +1> hunter +1> crusade +1> dict -1> paladin +3> titan -2> dict >  hornet -5> hopper +1>  viking +5> titan -5> viking+6 > mammoth +1> wasp+??> paladin -1> crusade

past gun:
vulcan > rail > magnum > gause> shaft > fire > freeze > tesla > hammer > shaft > twins >  rico > smoky > striker > vulcan+fire > thunder+freeze > hammer+tesla > scorpion+twins

pass skin:
none > rico > thunder > hunter > twins > rail > dict > shaft > thunder > gauss > titan > viking > thunder > vulcan > mammoth > shaft

-----------

next hull: hornet (wild guess)
next gun: railgun + rico augment
next skin: a gun skin (I guess old short range., firebird or freeze)

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Im really hoping for hunter lc to return, thats my number one wanted skin, plus shaft lc was released after hunter and it still got returned, otherwise i really want railgun xt, or maybe ultra, doubt they would give those away though

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LETS GOOO THE SKIN IS VULCAN ULTRA!!! that's my favorite vulcan skin, and my main turret is vulcan which I don't have any skins for. best challenge for me!!

the fried egg paint is a weird one tho

Edited by opwsdj

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