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Posts
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Everything posted by CrossHunter
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At close range, it may be. But shots are easily recharge. Taking 3 seconds to recharge 2-3 shots. Enough time for you to recover and repel their attacks. Though a good Ricochet player should know when to attack and when to stop to minimize the risk of senseless deaths.
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It doesn't work. Like Rapheal said. I also did testing myself. At all Modifications since the balanced between the turrets and hulls.
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So you're question is.. What does Smoky have that is unique than other turrets? Well, there's: - Unique Critical damage and it can happen at any time you fire your shot. - RoF is good among the recoil turrets. Better than Thunder,Railgun and Shaft. Though Twins and Ricochet would cause trouble when you face them. - Unlike Thunder, it's knockback when you hit an enemy is higher. And thus, often makes them miss if you fired your shots and the correct place.Your RoF will make an effective use of the high knockback. - Now that the range is significantly decreased. You MUST avoid unnecessary turret fights at a long range. Your turret damage at a long range will only do 5% of it's total damage. And the point of this statement is that Smoky is designed for CQB. DESIGNED for battling short range turrets. Though Smoky is far different from the short range turrets, it's RoF and high chance of getting multiple Criticals helps in this regard. - Another key trait about Smoky is that it is the third fastest turret rotation speed AMONG the RECOIL turrets. My conclusion is that unlike the pre-rebalanced and after rebalanced, Smoky can now be as challenging as the short range turrets. Though it can't be as competitive and deadly as them, it can certainly get the job done when you anticipate and focus on an enemy than multiple of them. And to your Soldier words, it is mostly a support turret. That's the role and ONLY that role unless they might change Smoky again in the near future. But sadly, it is the weakest turret in the game. With it's power losing through distance and can't take on multiple enemies at once. It is severely underpowered. But if you only take one enemy at a time and take the less obviously route to the enemies base and take a precautions style of play. You might find yourself at a distinct advantage against you're opponent.
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Fair enough. Guess not all can have what they want. So, back to discussion. Is Shaft really that overpowered at ANY range? Now that the arcade mode is more usable. Is it?
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Yes. But in the mean time, enjoy your future spending!
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Which makes it deadly at almost every encounter you face them. Non-avoidable. And it has your death written all over it.
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I don't see how Remaine's post is a troll. More like a warning or advice that (He thinks) would stop you from typing down irrelevant posts. Though honestly, he's right. Waiting for inevitable reply from BTB.
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I was hoping for some kind of Hull/Paint/Turret sale.. And my dream of getting a Turret to it's maximum potential has now shattered. Thank you very much.
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I play casually. Back when Tanki started, I played for almost 15 hours non-stop (Yeah, I was loco). But now I know the meaning of life so I stopped playing tanki for awhile.
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Go for Freeze M3. You will always face enemies in packs so it will be a wise choice to pick the one that can damage multiple foes. Unless you're a team player, go for Isida M3.
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It's not that helpless really, it will only takes a few seconds to recharge and fighting them off at a comfortable distance. At close range however, it can be annoying with a Freeze circle you around but all and all it can fair better by itself.
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Depends. But if I were you, I would save up for the Light M3 kit. Not only you will get Railgun M3 at early stages but also with Hornet M3 and additional paints.
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I see... Either in the map Atra or Camp I presume?
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Hornet is okay. I use that combo quite a lot with Railgun back when the rebalance came and it was good. But seriously though, it can already kick Hornet's boots when ever there's a Wasp around. And it is way better than Hornet now.
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Love this map! Still glad they add CTF mode to the map! Though I always hated the old one.. It's Camp if you don't know.
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Plus Micro-Upgrades. It would probably be too overpowered for the old Thunder would it?
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At least Railgun can't 1 shot Wasp anymore. Well.. most of the time. But now I can use Thunder and Wasp as my permanent combination. And yes, it's epic.
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I don't remember playing with you.. Did I?
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Anyone else thinks this "New and Improved" Shaft is better than the pre-rebalance?
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Don't count on it. Now that people know which is the most powerful turrets in the game, they WILL use it. And almost all of my battle I joined in are filled with Firebirds and Ricochets.. Planning to get Storm or even the Light M1 kit and upgrade Spark to the max.
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It wouldn't be called "Balanced" if the afterburn last THAT long and deals THAT huge amount of damage over time.. NO,just no. If you want balance, then either lower the afterburn damage or decrease the burning time.
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Saving up for Hornet M2 would make more sense. But wait for sales.
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Metallic, Shaft, Ricochet (If I consider it) , Hornet, Dictator or Mammoth?
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Hunter and Dictator did not take Viking's place.. for now. Viking is still the best hull for infantry and assault gameplay especially while using Thunder. With Thunder's self damage at close quarters combat now "Manageable" and in increase of sustainable damage over range, you can find yourself in a good position on the battlefield. A "Demolition" expert if you will.
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