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Tokamak

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  1. Tokamak

    [Review] Augments Vs. Drones [EN & FR]

    ?? La Version Française est disponible ici: [Revue FR] Augmentations Vs Drones Hello Tankers! Which is best to buy? A cute and powerful Drone or an Augment that finetunes your gameplay? Let’s find out in this review of the key points of these two different features. _______________________________________________________________________________________________________________________ Introduction Another update brings more Drones and more Augments; after a stream of monthly updates, we have now a substantial portfolio for each of them. The gargantuan number of these equipment offer countless opportunities and choices, both pieces of equipment have specific mechanics and usage that affect gameplay. They are costly, though: doing the right choice is even more important, and as not every player has a piggy bank filled with crystals to the rim, investing in one prevents them from investing in another, in consequence players might hesitate between one and the other. Let’s compare both features in regards to different criteria, such as technical points, cost-in-use and investment, unlock process, … and let’s find out which one of them is more suitable for you. Commons Point After reviewing all the aspects with scrutiny, it appears that both features have very few common points. As of today, you can only equip one of each feature: one Drone per tank, one Augment per hull and one Augment per turret. The second similitude is that the descriptions given in the garage are most of the time either cryptic, incomplete or just misleading. They are quite expensive items, and being able to make an informed choice would be beneficial for players. Sadly, this interpretation is usually left to the helpers, the Tanki wiki, the Help site, the Youtubers or the standard players, who has to find out and to share their findings, and despite their effort there are still some gaps. Anyway, a big thank you to them for sharing and helping other players. Examples of descriptions in the garage ... well I leave it to you to judge. The third similarity is related to the change of equipment process, it is the same for both: Equipping or un-equipping them during the battle will result in self-destruction of your tank and a three-minute moratorium on the same equipment. A 3 minutes cooldown for both devices. For the remaining points, I will rate the positive for each feature (Drone, Hulls Augment and Turret Augment) with the following system: ★★★★ OMG! ★★★ Swag! ★★ Meh! ★ Bruh! Activity Regarding usage opportunities, Drones have a clear advantage over Augments, as you only need to buy it once, there is no duplicate functionalities and it can equip on all equipment combinations. Conversely, Augments only fit one designated turret or hull. For example, each turret has its dedicated set of Augment which varies in number: Thunder has only four available (including one Universal type), while Railgun has eight (including one Universal type). Hulls, on the other hand, only have eight Universal Augments each. Despite the Augment being of the Universal type (such as Adrenaline for turret or Heat resistance for hull) it only suits one hull, consequently, you still have to get the right one for another hull/turret. In that perspective, it is better to gear the adequate Augment to your best/most used hull or turret. [Animated Gif] The drone disappears when it becomes inactive and reappears after recharging. The advantage of Augments is that they are active 100% of the time, while Drones have inactive periods for it to recharge. The three passive Drones do not have time-off, while all the others would have various periods of inactivity from three seconds (Defender) to forty seconds (Saboteur). During this recharge time the Drone is not visible, it will fly down and blend in with your tank. A better way to activate or deactivate the Drone with a keyboard shortcut would have been a plus for this feature. Turret Augments ★★★ Hull Augments ★★★ Drones ★★ Range Variety The Drones range presently offers eighteen options in four categories: Passive (3), Assault (5), Defensive (5) and Support (5). However, there are more than a hundred various augments: sixty-seven for turrets and sixty-four for hulls (including Ares). Drones are very versatile; they have a number of different functions: they play with turret and hull mechanics (damage, armor or speed), as well as with supplies mechanics (number, duration and cooldown), and one can even influence the overdrive charge. On the contrary, the Turret Augments are more constrained; they only affect the turrets parameters (damage level, reload time, number of shots, splash damage, …), the only exception to the rule is the new “Electromagnetic Salvo” (Gauss Augment with EMP effect). The mechanic of the Electromagnetic Pulse (EMP) effect has crossed a line by introducing a new effect not related to Turrets: Sniped shots deactivate enemies' supplies for five seconds. This unprecedented novelty probably opened the Pandora box that will blast off future pay-to-win Augments. Assortment of Drones: Crisis (passive), Booster (assault), Defender (defensive) and Supplier (support). Assortment of Augments for turret: Cyclone (Striker), Rubberized rounds (Vulcan), Hyperspace rounds (Railgun), EMP Salvo (Gauss), Duplet (Hammer) and Adrenaline (Universal). Assortment of Augments for hull (all Universal): Cold Resistance, Heat Immunity, EMP Immunity, Stun Immunity, Booster and Heavyweight Construction. The second novelty is the introduction of Universal Augment for turret (“Adrenaline” Augment), this is one type of ability that has the same ability across turrets, however, you still need to buy one per turret. Last but not least, the eight Universal abilities for hull, two of them either reduce cold and heat effect, four completely annihilate cold, heat, EMP or stun effects from enemies, and the last two affect the weight of the hull (“Construction” Augment). On the battlefield, Drone looks pretty cool and fun, like a docile pet (or metallic Pokemon) following you everywhere you go and happy to support you as long as you feed them. Compared to drones, Augments are rather boring, they only make the news as an infamous tool, when an update suddenly makes one overpowered. Drones ★★★★ Turret Augments ★★ Hull Augments ★★ Unlocking Process Drones are unlocked by ranks, the higher the rank, the more Drones are added to the garage. A new set of three Drones composed of one of each category (Assault, Defensive and Support) become available at each new MK range (Mk3, Mk4, Mk5, Mk6 and Mk7). Only the three drones from the Passives category have strange unlocking levels: Recruit rank for the rare and overpowered Crisis, Corporal for the cunning Brutus, and Legend for the swindle Hyperion. x Experience Rank of Unlocking Modification Drones 0 1. Recruit Mk1 Crisis 1,500 4. Corporal Mk1 Brutus 41,000 10. Sergeant-Major Mk3 Mechanic 57,000 11. Warrant Officer 1 Mk3 Trooper 76,000 12. Warrant Officer 2 Mk3 Assault 125,000 14. Warrant Officer 4 Mk4 Miner 156,000 15. Warrant Officer 5 Mk4 Engineer 192,000 16. Third Lieutenant Mk4 Driver 280,000 18. First Lieutenant Mk5 Defender 332,000 19. Captain Mk5 Supplier 390,000 20. Major Mk5 Sprinter 527,000 22. Colonel Mk6 Trickster 606,000 23. Brigadier Mk6 Booster 692,000 24. Major General Mk6 Lifeguard 889,000 26. General Mk7 Camper 1,000,000 27. Marshal Mk7 Blaster 1,122,000 28. Field Marshal Mk7 Saboteur 1,600,000 31. Legend - Hyperion On the other hand, there is no rank unlocking for Augments, however, a few chosen ones among the hull Augment are obtainable by spending Tankoins: The Immune series and the Construction series. Additionally, all the Augments can be acquired by opening regular and ultra containers, but the rarity of the Augment varies depending on a given item value: Rare , Epic or Legendary . Examples of the rarity of the increases - Rare and Epic (the purple color on the mobile app is rather pink than purple). Other unlocking processes are event related; I am talking about the rewards from Challenges and the special mission. With the special mission, the usual rank unlock can be removed (or lowered), for example, the Drone Lifeguard which unlocked at Major General (Mk6) was unlocked with the special TO Happy Birthday mission at Staff sergeant (Mk2). Augments are also acquired by completing tiers in bi-weekly Challenges and Crisis Drone is exclusively acquired as an Exotic reward from Ultra-Container. The Challenges offers Augments and the special anniversary mission gifted player with a drone. The only two pay-2-win turret Augments as Legendary (Green and Ultra-containers) – Crisis Drone is the only Exotic rewards from Ultra-containers. Turret Augments ★★★ Drones ★★ Hull Augments ★ Price The cost of these two equipment varies across the range, from 750 to 320 000 for Drones, and from 149 000 to 245 000 for Augments. The significant cost disparity within the Drones portfolio is due to the rank unlocking system, the higher the rank availability the higher the price. To that initial amount you need to add the additional on-costs from the Micro-upgrades (MU) which remain the same for all of them whichever your rank is, and it totalises to one million , except for Brutus with only half a million required. Rank of unlocking Drone name Drone type Number of consumed boost Type of consumed boost_ Cost in Crystals 1. Recruit Crisis Passive X X X SB / DD / DA U-container 4. Corporal Brutus Passive - - 750 10. Sergeant-Major Mechanic Support - RK 20,000 11. Warrant Officer 1 Trooper Defensive X X X DA 20,000 12. Warrant Officer 2 Assault Assault - - 20,000 14. Warrant Officer 4 Miner Defensive - - 50,000 15. Warrant Officer 5 Engineer Support - SB / DD / DA / RK 50,000 16. Third Lieutenant Driver Assault - - 50,000 18. First Lieutenant Defender Defensive X X X DA 90,000 19. Captain Supplier Support - SB / DD / DA 90,000 20. Major Sprinter Assault X SB 90,000 22. Colonel Trickster Support - SB 140,000 23. Brigadier Booster Assault X X X DD 140,000 24. Major General Lifeguard Defensive X X X RK 140,000 26. General Camper Support - - 200,000 27. Marshal Blaster Assault X DD 200,000 28. Field Marshal Saboteur Defensive X X X X Mine 200,000 31. Legend Hyperion Passive X X SB / DD / DA 320,000 Table of the cost of with the number and type of boost consumed upon activation (DD - Double Damage, SB - Speed Boost, DA - Double Armor, RK - Repair Kit). This is not all, an additional two million are necessary if you are impatient and choose to pay for the Speed-up fees, except for Brutus with only one million . On the other hand, the narrower cost of Augment range (about 100 000 ) is only driven by the prospective benefit and complementary power associated, which in fact is very small, and this is why more than three-quarters of them have the hefty price tag of 245 000 . Actually, the really advantageous and newest Augments are the ones that can only be obtained via Tankoins , that explain the 4 990 price for both Immunity and Construction series. And the two Augments Gauss’s EMP Salvo and the Vulcan’s Rubberised Rounds that can't be bought with crystals, however, they could be available in bundles from the shop with real money. The advantages of the Augment feature are that once you paid for them there is no extra cost for improving them, while the Drones necessitate further crystal to micro-upgrade them. Additionally, the little flying companion runs on a special supply called battery, and one of them costs 300 (the equivalent of two Repair Kit or six standard supplies). One battery is consumed every minute of game play, so six batteries in total per game; this is comparable to 1800 or two Gold Boxes worth. Despite receiving batteries from weekly containers, green containers, missions and challenges, equipping a Drone remains more expensive than equipping Augment. To make matters worse, half of the Drones consume standard supplies when triggered (either repair kit, mine, speed boost, double armor or double damage). One to four supplies can be consumed in one go, for example Saboteur consumes 4 mines each time it is triggered. Turret Augments ★★★★ Drones ★★ Hull Augments ★ Gameplay Drones impact gameplay the most out of the three, mainly because it was sold as such. They provide the owner with more power, more strength, more of everything, as long as you throw crystals for micro-upgrades, consume batteries, and burn supplies. They are devices meant to bend the basic rules of the game to your advantage, by increasing their impacts, numbers, and duration. Also, for some drones, it shortens cooldowns and even removes them to a point that you feel like playing in without supply cooldowns. The Booster drone is key to hunt down the Juggernaut combined with the Striker turret. The Assault drone facilitate the attack of the enemy base to get to the flag and escape with it. And now, we have the Crisis Drone on steroids that switches from one supply to another one in the blink of an eye. The owner becomes in turn either super-fast, super-destructive or super-resistant, but they end up burning three of each supply each time they do so. Furthermore. four of the five supporting Drones can share benefits to allies; this affects drastically the game play and the interaction with other teammates. This quartet also provides the owner with additional battle score points, which are multiplied by the number of allies affected by the drone’s effect. Conversely, not a single Augment can offer you these bonus points, and only Dictator's overdrive offers extra points. On the Augment side, only the Gauss alteration does bring some sort of benefit to other allies, apart from this exception, all Augments’ abilities are personal tools. You would use Augments to fit your personal shooting style, personal gain, or increase protection against a specific turret or hull’s overdrive. In contrast with the Drone, you will change your gameplay to fit the Drone's main purpose, if you do not, then you are not maximising this asset and wasting batteries and supplies. [Animated Gif] Cyclone Augment for Striker, it converts the 4-rockets salvo into a 8-rockets salvo. Drones ★★★★ Turret Augments ★★★ Hull Augments ★★ Parkour Tricks On paper, Drones offer many possibilities in regard to the tweaking and bending of the physics of the game mechanics and supplies, however, the special parkour format already offers some flexibility regarding supplies usages. Actually, with the no supply cooldown option, you can spam as many supplies as you wish without having to wait for cooldowns. The fact that a Drone needs one battery per minute renders it incompatible with Parkour activities that require a lot of time for setting and completing tricks. In the end, the Drone offering is limited to a few ones: Defender, Lifeguard, Blaster, and Crisis. On the other hand, turret Augments offer more functional and practical mechanics that helps tricks to be performed faster and/or more efficiently. For example, the Duplet Augment for Hammer is very helpful for One Man Parkour (OMP), tandem or team. And the Reinforced Gun Carriage liberated the unmovable Magnum’s gun for OMP. Tandem Parkour trick "The rebounder" which uses the Duplet turret increase for Hammer (Club Fly To High). Watch animated gif of the trick below. [Animated Gif in spoiler] The removal of splash damage (Thunder) or increased rate of fire (Smoky, Ricochet, …) made some turrets more efficient at boosting the Jumper’s jump height or distance. There are many more tricks that can be now done thanks to the turret Augments. The new toy to play with in parkour is the novel Augment for Hull called “Lightweight Construction” which makes any hull weights 1000 units which is the weight of a Mk1 Wasp! With this Construction Augment, any heavy hulls can act as Jumpers, and you can use your higher Wasp/Hornet stock modification which has more speed and more Health Points (instead of using a slow and weak Mk1). But there is a catch: you need almost five thousand Tankoins (~5 000 ) for it or get extremely lucky. Parkour guide from to Fly To High parkour club [FTH] > Amateur Writing section article - Guide for Parkour Tandem # 1 Turret Augments used: Duplet (Hammer), Assault Rounds (Smoky), Sledgehammer Rounds (Thunder) and Electromagnetic Accelerator Scout (Railgun). > In the comment section below - Two other selected examples from the Guides for Parkour Tandem # 2 and # 3. Youtube video from The Flying Parkourists parkour club [TFP] > Video Parkour Montage - Lightweight Constructions Hull Augments used: Lightweight Construction TO Forum Parkour topic > Reviewing the Best Augments for Parkour Turret Augments Turret Augments ★★★★ Hull Augments ★★ Drones ★★ Conclusion – Which one should you Invest in? As a free-to-play player, the obvious option is to invest in Turret Augments, but you need to be discriminatory on how many to invest in, because they are turret specific, and there are fourteen of them. Why not investing in Hull Augment, you may ask? Well firstly, you can’t buy Hull Augment’s “Immunity”, nor “Construction” for crystals, and secondly, while the "Resistance" augments can be purchased for crystals, they are not as useful. Furthermore, the more Immunity Augment in the game, the more the Firebird and Freeze turret users will trade the standard equipment to a turret Augment that converts cold effect and indirect heat damage to pure direct damage: “Corrosive mix” for Freeze and “Incendiary mix” for Firebird. With this, that is another 16 Augments stricken off, and you have no hull augments to choose from. The more we go up in the ranks the more we see an increase in turrets, and in greater numbers for the moment. Your focus should be purely on the Turret Augments, but don’t buy them too quickly nor randomly. Get a feel of what they do before setting for one. I advise you to watch videos related to them, read the wiki topic, and look in the Forum Augment section for players experience. And then buy them when the 50% sales are on, and as they occur twice a year (New Year event and Tanki Birthday in June) you have six months to save the amount of crystals required. And who knows, you might get ahold of one for free from a container. ¯\_(ツ)_/¯ If you are a successful free-to-play player, you can also invest separately in a Drone: both provide you with different outcomes and are not mutually exclusive. In the same way, check the Tanki Wiki to learn more about them. You should only consumes the free batteries received on a regular basis via the usual perks that MM offers. But the best thing is that as soon as you have one, it already gives you an advantage over other players even at the lowest Micro upgrade, and remember that there is no hull equipment restriction with them. Personally, I would opt for a Drone that is unlocked at a low rank (like Brutus) and that does not consume additional supplies (like Driver). As a buyer you can buy whatever you want, so Augments or Drones… I guess for you, it's both. However, since drones generate more experience points, more crystals per battle, and boosts you to the top of the battle’s scoreboard, not having one would be quite detrimental to you. _______________________________________________________________________________________________________________________ Thanks for reading! I hope that you will consider carefully your next Drone and/or Augment buying at the next sales. Токамáк
  2. Tokamak

    Not Enough Exp For Capturing Flags

    In MM, stealing kill is 10 xp, and 5xp for assisting. In pro battle it is 15xp distributed among the players who participated, so it is never 15 for the killer. It is better to have more scores and crystals than xp IMO.
  3. Tokamak

    [Forum Game] Helpers vs Players

    47 Yes, when the forum dies...
  4. Tokamak

    Team Juggernaut - Defence

    Hello, Tankers! The Team Juggernaut battle mode is a great mode to showcase your skills, but do you play it efficiently? In this first instalment, I will touch upon tips on how to keep yours alive. Enjoy! ___________________________________________________________________________________________________________________ Setting the scene In the misty morning of Molotov, the faint humming sound of a mysterious metallic creature is lulling the torn-war buildings. Soon, the lethargic machine emerges from its slumber and stretches its massive hull. Under the hood, the beastly motor purrs with eager spurts of energy. But suddenly, its caterpillar tracks instinctively tighten, and its turret anxiously surveys the vicinity. The serene atmosphere shifts to a clear and present danger mood: the beast senses another of his kind that threatens his dominion. In a lengthy roar, the monster raises its majestic structure and gears into combat mode as a savage anger fuels a call for a battle to the death. With its unmatched power and its deadly weaponry, this infernal machine looks like it escaped from Hazel-rah’s nightmare - scary, right!? Now, imagine two of them, accompanied by their seven minions, fighting for supremacy over a small territory: I give you Team Juggernaut (TJR). Rumour has it that Hazel-rah wanted to go with Team Snow White and the Seven Dwarfs, fortunately, the name was already taken (phew). This uncanny battle mode concept is a crossover between Team Deathmatch and Solo Juggernaut, in other words a TDM with a savage twist2 (squared). Did you know? The Mighty Juggernaut is not Immortal Despite being a unique tank with matchless stats, this big boss still has weaknesses inherent to its internal mechanics, the game mode specifics, the maps, and more importantly, the seven minions' combativity (also known as “teammates”). Count on the opponents to exploit these vulnerabilities to ultimately kill your almighty asset and win the match. As a minions, or as the big boss, recognising these disadvantages is vital and managing them the best way possible is a must. You need to take action to reduce their occurrence and exposure, by reinforcing these weak points, revising your tank equipment to close gaps in your team, and devising strategy to prevent/subdue enemies’ attack. Remember, this is a team mode, the super-tank is not alone; he plays with seven other teammates assisting him with their own gear, baring their own strengths and weaknesses. To win as a team, you have to kill more Juggernauts than the opposite team does. So let’s see how we can prevent the other team from killing yours and how you can keep it alive longer. Juggernaut Hull Statistics The Juggernaut’s hull strength and health are based on the modification level of the player that is controlling it. The modification of the hull and their upgrade levels match the stock modification level (aslao know as Mark or Mk) of the hull you have when you entered the battle. The micro-upgrade levels are not considered. If you had a Wasp Mk4 with 5 micro-upgrades (Mk4-5), a level that makes you nearly as powerful as a Mk5-0, well the Juggernaut will be like Mk4-0. The only exception is for Mk7-20, where there is an equivalent Mk7+ stock modification, but unfortunately a Mk7-19 tank and below will be downgraded to only a Mk7 super-tank. Overall, the health points of the massive hull vary from 5 000 Health Points (Mk1) to 20 000 (Mk7+); 5 to 10 times more than light hulls and 2.5 to 5 times more than heavy hulls. Juggernaut Мk1 Мk2 Мk3 Мk4 Мk5 Мk6 Мk7 Мk7+ Protection (hp) 5,000 7,206 8,971 10,735 12,500 14,265 16,471 20,000 Top speed (m/sec) 16.0 16.3 16.5 16.8 17.0 17.2 17.5 18.0 Specification of the Juggernaut’s hull per hull Mark level. As the Juggernaut is not allowed to visit the garage, make sure to enter battle with your highest tank stock Mk combo regardless of how many micro upgrades you have. Unlike the minions, the big boss cannot increase its protection with double armour because it is already on! Therefore, there is no point to collect them from the battlefield, all you do is deprive your team from supplies and consequently weaken it. As the battle rank bracket for battle is wide, your team can randomly end up with a Mk1 Juggernaut. In other words, your team finds itself in dire straits. Therefore, at the start or at any time during the seven minutes of the game, your super-tank is not so super anymore. When this happens the best strategy for your team is to increase defence and move the front-line further away. Increasing defence around your main asset and keeping an eye on its health means (few examples): - Activate a Dictator overdrive to replenish its health + 4000 HP and boost its overdrive by 50%. The few generated mines would add an invisible barrier. - Create a Titan’s dome to reduce damage from all turrets (except Hornet overdrive). - Use Hunter overdrive to deactivate the N2-Bomb of incoming Wasp or temporarily neutralise strong attacks. Moving the front-line to subjugate or to weaken incoming attacks in the middle of the map and control the entry points to your base. Like this, rather than going after the enemy’s Juggernaut, let him come to you and deal with it on your turf (e.g. prepare mines and overdrive for when it comes). - Mind Ares overdrive , even if this hovercraft hull is quite slow, it is a big problem on small maps, its overdrive provides health recovery to the owner and gives substantial damages especially when it explodes (4000 HP). - Mind Hornet overdrive, very dangerous at close combat when mounted with Freeze and Firebird, at medium range with Striker turret, and at long range with Shaft (especially when fitted with "Heavy capacitors" Augment). Hidden in a corner, you can peek out and take the enemy one by one, then retreat safely. Keep Hunters and Vikings at bay; they usually need 2 shots to kill and even more if they have either Defender drone, or Lifeguard drone, and a spare Repair Kit. See the GIF below for the animated version. Protection Module The Terminator weaponry has a unique damage type [] which none of your teammates can be protected against, even by using the standard Railgun and Striker module protections, because such protection module simply do not exist. Therefore there is no point to wear the [] Falcon module (against Railgun) and the Orka module [] (against Striker) to defend yourself purely against the beast: they are 100% ineffective. This mean that the splash damage from your own rocket is equally dangerous to yourself (I am talking from experience here), so make sure you are at a safe distance from any enemies when firing your rocket salvo. There is no protection module against the Terminator’s ordinance. When you turn into the Juggernaut, you will keep the protection modules that were on your regular tank. As the super-tank is not allowed to visit the garage, you must select your protection module before you transform. What protection modules to choose? Select the ones against the attacking minions, more specifically against the strongest enemies with the strongest turrets (e.g. with the highest Mk level), and accompanied with Booster or Crisis drones. It is always best to wear three protection modules even if they have low level. Don’t bother with Mine protection (Spider module) unless you have nothing else to choose from. Protection modules are maintained when being the Juggernaut’s. In priority, I would select modules against the turrets that are mounted on these following hulls which the dangerous is increased when they activate their overdrives: 1/ Viking – when activated, it makes the enemy very potent for seven seconds, either you hide or you kill it quickly. 2/ Hunter – when activated, it pins you down and leaves you incapacitated: you can’t activate the overdrive or a repair kit to replenish your health. The opponent can freely massacre you for five seconds. The only problem with protection module selection is when you are the first Juggernaut, you do not know which enemies you will face and will thus be unable to optimise your protections. Hull Augments When you transform into the Juggernaut, you will lose any Augment that your hull was equipped with (resistance, immunity or construction): bye-bye your Electromagnetic Pulse (EMP) immunity or your Cold resistance (50%). Fortunately, the super-hull is equipped with all immunity augment currently available Augments: the Cold, Heat, EMP, Armour-Piercng and Stun which give 100% protection for each. So what does it mean for you? Hull and Turrets Augments are removed. All five hull immunity Cold, Heat, EMP, Armour-Piercing and Stun Augments are equipped automatically. Attacking enemies with Freeze turret and “Shock Freeze” Augment won'ts slow-down the beast, same for other augments with cold properties, such as “Cryo Rounds” for Smoky. In the same way, no damages will be inflicted to the super-tank by the Heat properties of the Firebird turret (and “Compact Fuel Tanks” Augment) as it is now immune to heat damages. Additionally this also affects the other turrets using Augments with Heat properties damages such as “Dragon's Breath” (Hammer), “Incendiary Rounds” (Smoky) and “Incendiary Band” (Vulcan). These five immunity hull Augments are really good for you, they will help you remain alive longer when facing Firebird and Freeze turrets, even if you don’t have Firebird protection module (Fox [] or/and Freeze protection module (Badger []). Cold and Heat immunity properties protect also against Hopper's overdrive nine seconds Heat effect and the Dictator's overdrive cold effect. The other immunity abilities are also very good, for example with the EMP immunity the Juggernaut, it never loses its double armour, double deg at and speed boost when facing the Hunter's overdrive or the Gauss EMP augment. The Stun immunity is the best protection you can have against Hunter's and Hopper's overdrive, the beast cannot be immobilised by those. The last but not least immunity, Armour-piercing, is also useful, no more raw bite from the Hornet's overdrive, the best will find shelter under titan's dome, keep its protection module and double armour intact. The five immunity hull Augments make the Juggernaut truly difficult to hunt down, and the tanker steering it would make full use of them to its advantages. Garage The TJR battle mode does not allow the player that became the Juggernaut to access the Garage, consequently, you cannot change or adapt your battle equipment. You will carry on with the protection module you have selected prior to the transformation and when you enter the game and become the first super-tank. Upon transformation, the stats of the super-turret and of the super-hull are set and cannot be changed, therefore, make sure you selected your highest stock modification combo before joining a game (in case you became the first Juggernaut). Any hull augment you have will be removed and replaced with the two resistance Augment against Heat and Cold (see previous chapter). Terminator Мk1 Мk2 Мk3 Мk4 Мk5 Мk6 Мk7 Мk7+ Railgun Min damage (hp) 750 1,087 1,356 1,626 1,895 2,164 2,501 3,040 Max damage (hp) 930 1,334 1,658 1,981 2,395 2,629 3,033 3,680 Reload time (sec) 2.2 2.17 2.14 2.12 2.1 2.07 2.07 2 Charge time (sec) 1.4 1.37 1.37 1.32 1.3 1.27 1.24 1.2 Rocket Launcher Damage per rocket (min) 390 565 705 845 985 1,125 1,300 1,580 Damage per rocket (max) 480 694 866 1,038 1,210 1,381 1,596 1,940 Min damage per salvo (hp) 2,340 3,390 4,230 5,070 910 6,750 7,800 9,480 Max damage per salvo (hp) 2,880 4,168 5,198 6,229 7,260 8,290 9,578 11,640 Reload time (sec) 1.8 1.77 1.75 1.72 1.7 1.68 1.65 1.6 Aiming time (sec) 2 1.97 1.95 1.92 1.9 1.88 1.85 1.80 Specification of the Terminator per turret modification level. Players controlling the super-tank cannot use drones, meaning that batteries will not be used while playing it, and of course, any advantages that the drone was providing to you tank as a minion are also removed. Additionally, you no longer benefit from the passive protection increase and from the passive damage increase provided by the drones. Additionally, the Juggernaut uses the last paint selected before dying, you won’t be able to change it. Last but not least, the super-tank cannot use supplies from his garages, so goodbye repair kits, double damage, double armour, speed boost and mines. The only exception is Gold Boxes as you can still drop them. Other restrictions when playing with Team Juggernaut. Supplies Restrictions Usage The player controlling the Juggernaut cannot use supplies from the garage, including mines, consequently the super-tank has no supplies cool-down. The only exception is the Gold Box supply that you can drop, and it keeps its cool-down. The following supplies, double damage, double armour and Speed Boost bonuses are always active on the super-tank. This means you cannot get stronger, nor faster or deadlier, all tank stats of the turret and the hull are fixed with your current modification equipment. Consequently picking up supply boxes such as double armour, double damage and speed boost will not have any effect on you, and you will only deprive your teammates from valuable supplies. Supplies restriction from Garage. There are two supplies drop that the super-tank can use and that will be of benefit: The Repair Kit drop and the Nuclear Energy drops. The former box will provide the hull with 4000 Health Points if not withstanding damages during the healing process. The repair kit restores a significant percentage of health at low modification levels (Mark 1-Mark 3), but not as much at high modifications (Mark 7 and Mark 8). Behind the steering wheel of the Juggernaut be responsible and do not waste drops from the battlefield, leave them to your teammates that are not as strong as you. The Nuclear Energy will fully recharge your Overdrive, this is useful at any rank level. With its height, resistance and strength catching Gold Boxes is easy for the Juggernaut, but you must not put yourself at risk when trying to. Crystal boxes are only available at low rank and useless for survival, be magnanimous and leave them to the minions. Supplies restriction from drops on the battlefield. Forty Seconds Overdrives Charge The purple-coloured overdrive is unique: It fully repairs the Juggernaut (100% and no stopping process like with the repair kit) and emits a shock-wave that blasts away any enemies in the vicinity. Furthermore, the blast cleans away attackers that are too clingy, and it is strong enough to make Mammoth and Juggernaut fly away. Juggernaut's overdrive blasts away clingy attackers. The super-hull cannot use its own repair kits; therefore it mostly relies on the overdrive healing property to survive. However the charging mechanic is his biggest weakness! The overdrive charge of the minions’ tank can be boosted by killing tanks (7 to 10%) and the super-tank (25-35%), but this is not the case for the big boss. Therefore, it can only rely on the basic charging time, and it takes forty seconds to fully charge. This is during that small-time window that the enemy will focus on attacking and damaging it till death occurs. Forty seconds is the time you need to survive till a new full charge is readied, and then regain full health upon activation. Fortunately, the super-tank relies on two other boosts: First, the Nuclear Energy drops (orange coloured box) that fully recharges it (+100%), and second the activation of the overdrive of an ally Dictator that increases it by 50%. Make good use of these two options. Keep an eye on the whereabouts of all the Dictators in your team, and don’t stray too far from them. When staying close by one of them you will attract more prey for it to feed on and then help it to get the next overdrive faster. Memorises the location of the Nuclear Energy drops; sometimes it is located on a high ground (Aleksandrovsk, Magistral and Wolfenstein), which is the best place for the Juggernaut to operate and dominate the battlefield. They drop every minute and thirty seconds, that makes maximum five drops in total in a seven minutes battle. Utilise the drops and Dictator allies that boost your overdrive. When you are low on health and far from a full charge, it is smarter to retreat to your base to complete the recharge. This would be the best move for the whole team; let them protect your retreat and deal with the enemies on your behalf. Another option is to stay relatively safe in the base or high ground till you get an overdrive ready, then you can be more adventurous and help your team. Stay safe when low in health and low charge, retreat to the base and recover. Staying alive helps your team win. King-size Hull The Juggernaut is huge, wider and longer than a Mammoth’s hull, and even if the TJR’s maps have been reworked to allow more room for the giant hull, it is still difficult to manoeuvre. Beware the many naturals’ obstacles, between buildings, around pits and narrow corridors and bridges: They are all hindrance, and they are perfect area for the enemy to ambush you and corner you. Speed stats and size comparison versus mammoth. The superior speed of the hull makes it also more difficult to drive around corners, ramps and narrow bridges. Therefore, if you are not familiar with the hull, stick to flat and large areas; later when you get the hang of it, you could be more adventurous. Because the worst that can happen is the fatal manoeuvre that flips you upside-down, a position that you cannot recover from, and your fate will be sealed. Additionally, when playing this beastly battle mode I suggest that you disable the auto-self-destruction; you wouldn’t want to give up one point to the other team so easily. I drive like a pro, ... most of the time… In this case we have two Juggernaut leads, 2 minutes and 44 seconds, and an overdrive in stock… I waited and used it at the last moment to run the clock. Rarely, you might end up on the side, a position that you can't recover from on your own, because the recoil of the Terminator is not strong enough, and you can’t use the missiles because there is no lock-on possible. Usually these two uncomfortable positions mean your fate is an imminent and certain death, but don't give up, resisted till the end, every second counts. If you are cornered, upside-down or on the side, with low health use the overdrive to recover and blast away incoming enemy, especially if the following hulls have their own overdrive ready too: Hunter, Mammoth and of course Viking. The maximum blasting effect is attained when the enemy is close, presenting its side or inclined (not fully on the ground or on top of ramp). Teammates' Roles You are hunted by another monster and its seven blood thirsty hunters, all of them wants your head, so avoid being blocked, stranded or corned because a murder of enemies is going to pounce on you. Despite being the strongest hull, and able to push any other hull with its sheer power, this strength is not enough to let you escape unharmed, your mobility is important. The monstrous size makes you easy to spot and the tag reveals at any time your position and where you are hiding you are an easy target to find. Also you cannot pop here and then disappear in the shadows; every player knows where you are up to. High grounds or corners with two entry points and good covers (walls and building) are the best place to operate. Deliberately or unintentionally your minions block your path or look on the opposite side when you are under attack and desperately looking for cover. In these cases you might ask yourself: Do my teammates really help me or do they want my death? This is where most of the frustration of the Juggernaut lies, and it happens more often than we would like to, but as a minion you must protect your Juggernaut! This is one of the duty of the minion, it is not a rule for fun; it does help you to win the game. Not all the time of course but rather when it is required, don’t wait for the dire situation to wake up and come to help. Here below find some ideas on how you can help as a minion: The Shield: I call on all the Titans be the "shield hero" for your super-tank, this is the only overdrive that drastically reduces the damages of the Terminator’s Railgun and rockets salvo (90% damages reduction), and it is very efficient against Viking’s overdrives too. The Enforcer: Hunter’s hull owner... be on the lookout, deprive attackers from their supplies resources, stop dead their momentum and reap large amount of their life. Same goes with the Hornet, go and mercifully wound or subjugate incoming enemies. Let know your team were the enemies hides and reveals their true health. The Sacrifice: This is a deadly responsibility but with high impact into the team overall score. Any hull would do the job really, however the bigger and the heavier, the better. In your base as a last resort you must use your hull to block the roads and paths to buy precious time. When it comes to the Terminators Railgun, unfortunately there is nothing you can do. And even worse some Railguns might be using the “Hyperspace rounds” Augment that double the damage each time they break through a target. I personally use it to hunt down Juggernaut. On the other hand, you can interfere and perturb the Striker’s lock on the system and buy sometime by placing you between the two monsters, just follow and stick to the laser. At best you interfere with the lock on and gain time, at worse you get the deadly salvo and save your big boss form damages. It is a risky and difficult task as you might also get in the way of the laser of your own Juggernaut, therefore protect the back and side of your Juggernaut instead. The sacrifice also works well against shaft and Gauss. And in a lesser extent against Viking overdrive, however it is not efficient if the enemy uses turrets with splash damage, Railgun and Ares Overdrive (coming soon). The Martyr: To do only when the enemy super-tank is close to you and going to shoot a salvo at your Juggernaut. In this scenario, you intercept the missiles and the splash damage affects the enemy, at worse it is wounded, and it will have to either retreat or use prematurely its stocked overdrive. At best it will get too much splash damage and die. The Healer: Dictator and Isida (with or without Viking), this duo is the usual health recovery team assistants. The Dictator overdrive provides up to 4000 HP and an overdrive boost of 50%. The Isida, with or without the “Support Nanobots” turret Augment, with any hull, however the overdrive of the Viking will from time to time speed up the healing time and increase the intensity. Also any hull equipped with the supporting drones Mechanic can power up the health of the Juggernaut up to 4000 HP (if not getting any damage during the healing process). The Scout (Seek and destroy): His role is to identify and neutralise the main threat against your super-tank. It could be an incoming raid of medium and light hulls, a strong lone wolf (Hunter, Viking, Titan and Mammoth), a sneaky Wasp with overdrive, or Hornet with Firebird and Freeze, or a threat from a long-range camper (Shaft, Striker, Gauss). Usually, raiding party are easy to spot if you place yourself on one side of the map, or in ambush by the main road leading to your base. When going after snipers or campers, the best time to act is when a Hornet activates its overdrive: It reveals all the snipers positions and discloses their health: It clearly displays hidden campers and gathering of tanks (defender around the super-tank and raiders). A Wasp N2-bomb can quickly wipe out/reduce the power of a large hostile party. Hunter’s hull is the most versatile hull of the game as its overdrive can stop and reap attackers from a large part of their resources: Switch-off enemy’s protective dome, defuse Wasp Bomb, stop both a berserk Viking and a Mammoth on steroids. Did you know? The Rival Juggernaut Your nemesis is as powerful as you in most cases, or he could be stronger if you are unlucky;consequently, the opponent’s super-tank is your greatest problem for your survival. The quick and dirty way to find out is to compare his Gear Score (GS) with your own. If it is less than 500 difference then you are the same (about 90% sure). If you are 500 to 1000 above then you are a most likely on a superior modification, if this is the opposite then your are the weakest. Fast, strong, resistant and probably with an overdrive ready, your archenemy will make your life more difficult on two points: 1/ Terminator’s Salvo The salvo is the deadliest weapon of the Juggernaut’s arsenal, with total damages equivalent to more than half its health (~52% on average at the same modification level). You will never survive two salvos in a row. In comparison, you will need six Railgun shots to take it down (~16.8% on average at the same modification level) which is difficult to achieve in forty seconds span. Modification Мk1 Мk2 Мk3 Мk4 Мk5 Мk6 Мk7 Мk7+ Protection (hp) 5,000 7,206 8,971 10,735 12,500 14,265 16,471 20,000 Rocket Average salvo (hp) 2,610 3,779 4,714 5,650 7,260 7,520 8,689 10,560 Damage same Mk (%) 52.2% 52.4% 52.5% 52.6% 58.1% 52.7% 52.8% 52.8% Damage with Mk+1 (%) 75.6% 65.4% 63.0% 67.6% 60.2% 60.9% 64.1% - # Shoot to kill Mk & Mk+1 2 2 2 2 2 2 2 2 Railgun Average (hp) 840 1,211 1,507 1,804 2,145 2,397 2,767 3,360 Damage same Mk (%) 16.8% 16.8% 16.8% 16.8% 17.2% 16.8% 16.8% 16.8% Damage with Mk+1 (%) 24.2% 20.9% 20.1% 20.0% 19.2% 19.4% 20.4% - # Shoot to kill same Mk 6 6 6 6 6 6 6 6 # Shoot to kill with Mk+1 4-5 5 5-6 5-6 5-6 5-6 4-5 - Comparison of HP damages and number of shots from Terminator’s arsenal versus Juggernaut Health per stock modification. You must always be on your guard and watch out for the laser that gives away the lock-on process. You can escape the laser and the salvo, as long as you have a quick getaway or a cover nearby. With a good team you will have defenders that will take the salvo for you willingly, but you can also force your chances and use your speed to seek protection behind your defender or better, attacking enemies. For the latter, opponents won’t be friendly killed, but the resulting impact force of the rockets will destabilise them and even flip lights hull (even medium hull). Use the terrain to your advantage to reduce salvos damages, look for obstacles around you before you get in position: For example stand nearby houses or on the top of bridges ramp. On Iran stand on one corner of the map, from there you can either hide on one side or the other side, depending on from where the enemy’s Juggernaut shows up, if you are locked then retreat before the salvo reaches you. [Animated Gif] Locked-on Juggernaut hides behind enemy Firebird-Wasp who blocks three rockets out of six and survive the attack in open space. 2/ The Juggernaut’s Overdrive The blast force of the overdrive is so strong that it makes all hulls in the vicinity fly away, including heavy hulls and the mighty Juggernaut. Your archenemy will use that ability to flip your super-tank and/or break the lock down of your salvo and you will lose precious time, time that he will use to launch his own salvo that will kill you eventually. [Animated Gif] Shoo away threatening enemy Juggernaut with your overdrive before he does. As the overdrive takes forty seconds to fully recharge, you must monitor when it was the last time activated by the opponent (I usually write in the chat the time). When fully charged expect him to come at you and use it against you. Observe if it has picked up a Nuclear Energy drop as in this case the beast can straight away come after you with an overdrive in stock. Last check if it has been in the vicinity of a Dictator that has activated his overdrive, if so, it would have undergone a 50% boost (in other words removed 15 seconds of charge). We are now able to see the overdrive status of the enemy’s tank, use this to decide if you have to either retreat or fine to challenge the beast. Most of all, beware of the cursed double simultaneous activation as the duel might end on the following draw: ___________________________________________________________________________________________________________________ Thanks for reading. Now you know all the technical basics to better defend and protect your Juggernaut and it is time to put this knowledge to good use. Next time, I will cover the playbook about the strategies to hunt down the opponent Juggernaut, as keeping your Juggernaut alive is only half the battle to a complete victory. Guide to Team Juggernaut - Attack (Part I) Токамáк Special thanks to @need.higher.rank for helping with the banner and the animated Gifs. Special thanks to @Adriel.RB for teeny weeny tweak on an animated Gif.
  5. Tokamak

    The Echoes of the Echelons

    Nice starting point (even if this is not possible), and beautifully written.
  6. Tokamak

    Discount Weekend - June 2020

    More weekend fun ))
  7. Tokamak

    Discount Weekend - June 2020

    That was a nice events ?
  8. Tokamak

    extremely OverPowered Gauss

    Money, that is what tanki wants. Will be the same with the new Tesla turret.
  9. Tokamak

    Buff - Nerf - Buff another

    That ain't a question.
  10. Tokamak

    Impossible Nickname

    In the good old time it was possible to even have one letter. Now you can't. Just a legacy account
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