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railgun hornet works for some, i like it i am good with it and i win most battles with it, with a final standing of 1st to 5th.

if you don't like railgun live with it, not our problem. its probably becuz i made you mad lol.

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I would like to point out that n any video game, people will gravitate toward their best combo, be that XP or otherwise, so that they can have the advantage and hence rank faster and get better modifications/paints. Therefore; it is simple logic that if say 50% of Tanki players are using the XP combo (including me) it has got to be pretty good.

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I would like to point out that n any video game, people will gravitate toward their best combo, be that XP or otherwise, so that they can have the advantage and hence rank faster and get better modifications/paints. Therefore; it is simple logic that if say 50% of Tanki players are using the XP combo (including me) it has got to be pretty good.

Isida is better for ranking :p

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did you even read my post? Also, being good at XP does not mean you are good with every combination...If anything, Firebird is the most suicidal and difficult weapon to use. There's no autoaim, and glass-cannoning w/ wasp requires far more skill, because you can be taken down easily, and have to expose yourself.

Did you read mine? I was very clear that I think Smoky is the best teacher around. Railgun complements it.

 

Ofcourse you need to learn some more when you are going for a short-range turret,

but it won 't take you that long.

 

The other way, going from short-range to a Smoky or any other weapon

that requires aiming skills IMO is a lot harder.

 

quote: "There's no autoaim"

 

Can you even miss your enemy with the Firebird, really??

 

btw. most Firebirds I meet in battle don 't impress me that much.

A majority of them are only rushing straight forwards to opponents

spraying fire.

Luckily for them the Firebird is extremely powerfull (at M2 and M3)

Does rushing straight forward and pushing the spacebar require skill?

 

Personally I see more skilled Freeze and Isida players, who seem to be more concerned

with evading enemy fire by circle-strafing and other techniques...

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If a beginner want to get skilled in TO, IMO he/she only need three ingredients:

two basic ones, but you need the third to get the best result.

 

You got to learn the two basics: steering and shooting.

In time you (got to) will learn how to combine these two.

 

You start with Hunter M0, but do switch to the Hornet M0 soon: now move and stay on the move...

 

You also start with Smoky M0, which is fine though it is a little underpowered.

Still no better way to quickly learn how to aim and shoot.

 

Stick with Hornet M0/Smoky M0 and get the Smoky M1. Now you got some real good firepower!

 

The Hornet and the Smoky are the basic ingredients IMO, they can teach you almost everything.

If you know how to play well with this combo it 's IMO and experience easy to switch

to any other combo available in Tanki Online...

 

Hmm, almost forgot about the third ingredient, the one you do need to get the best result.

Yes, @simonkid you guessed it right: the Railgun (with an R, the R of Resolute)

 

Don 't use the Rail as your primary weapon though as a beginner:

better take the Smoky for that IMO.

Use the Railgun more occasionally.

(the Smoky M1 can be used at least till the Thunder M1 appears,

or if you use a micro-upgraded Smoky M1: far beyond that...)

 

The Railgun: it 's the combination of the negative slow-reload and positive far-distance power

that will teach you a thing or two that no other weapon is capable off.

 

Using the Railgun will force you to take cover and learn the peek-a-boo,

get "sharp" in shooting and to aim carefully with every powerfull but sparse shot.

It will also force you to move to save your precious,

but inbetween the reloads defenseless skin.

In other words it can bring you close to being a complete Tanker.

 

Calling the Railgun a Failgun is funny, but Far away from Reality.

I am taking this advice seriously... As I am a low ranked tanker, I always look for useful posts like this on every topic. Thanks a lot for the information! :)

 

*I've noticed that M0 Smoky/M0 Hornet really builds up your skill all around. I use Railgun sometimes to sharpen my aim, but for the most part, Smoky is really effective and I can't wait to get M1 Smoky and M1 Hornet! ;)

Edited by Ragumbi

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did you even read my post? Also, being good at XP does not mean you are good with every combination...If anything, Firebird is the most suicidal and difficult weapon to use. There's no autoaim, and glass-cannoning w/ wasp requires far more skill, because you can be taken down easily, and have to expose yourself.

Yeah right. So you really think fire and freeze need auto aim? :D :D :D

 

#NoobKidsMakingTheDay <3

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Yeah right. So you really think fire and freeze need auto aim? :D :D :D

 

#NoobKidsMakingTheDay <3

Next update the Devs bring out should definitely be auto-aim on Firebird and Freeze!

 

It 's almost impossible to hit your opponent with the wide cone in which it does damage...ROFL :D

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Next update the Devs bring out should definitely be auto-aim on Firebird and Freeze!

 

It 's almost impossible to hit your opponent with the wide cone in which it does damage...ROFL :D

nope, next update is a marker on top of the shafts to show where they are :mellow:

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nope, next update is a marker on top of the shafts to show where they are :mellow:

There is easier way: simply remove!

 

Railgun ia not failgun, but because of XP, lots of players who actually skilled for other guns, not skilled for rail spoil gameplay.

İf a player got skill and tactic for firebird, this ayer should enter tournaments with firebird.

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I am taking this advice seriously... As I am a low ranked tanker, I always look for useful posts like this on every topic. Thanks a lot for the information! :)

 

*I've noticed that M0 Smoky/M0 Hornet really builds up your skill all around. I use Railgun sometimes to sharpen my aim, but for the most part, Smoky is really effective and I can't wait to get M1 Smoky and M1 Hornet! ;)

Your welcome! :)

 

Ofcourse this is just óne advice and on a strictly personal note.

You could also for example take a Titan instead of a Hornet, and combine the Titan with the Smoky.

That combo would focus completely on aiming/shooting and almost none at steering.

 

Or take a Wasp and a Firebird, which combo would focus completely on steering and

almost none at aiming.

Only thing about the Wasp, is that I personally don 't consider it to be a beginners hull.

It 's the most difficult hull to handle and it lacks HP/protection.

Still it can be a good and inspiring option for a very quick learner.

 

Many possible beginners combo 's, but the beauty of Hornet/Smoky IMO is that if you don 't

like it after a while, you can easy go to any other combo.

With not much damage done in crystals and experience.

 

Hornet/Smoky IMO is a combo that requires good steering combined with well developed

aiming skills to get the most out of it.

It 's also a perfect combo to learn rocking/tipping, which means you drive forward, and than

simultaneously brake and shoot.

By doing those your hull will tip over and your shot will be released with a larger downwards

angle. In this way you can hit for example hulls which are beneath you, which you otherwise

could only hit with dangerous balancing acts on the edge.

You can also shoot with a larger upwards angle if you drive backwards and than brake+shoot.

 

The Hornet is easy going overall and not too difficult to handle.

It gives you the full opportunity to see if you like speed (most skilled players do) and if not:

you can always go slower and heavier with another hull.

The Hornet also ranks without great gaps in Ranks.

One of the reasons of it 's great popularity.

 

 

Talking about weapons in my view the Smoky is simply the perfect trainer.

Tanki Online has six weapons that require true aiming skills:

Smoky, Thunder, Railgun, Hammer and Ricochet and Shaft.

 

From these six weapons the two latter are very different from the other four.

That 's why I focus on those two first.

 

First Ricochet which weapon certainly requires aiming, but the fairly slow travelling plasma balls

and richochet effect are very different from the straight shots from the other weapons.

 

Second the Shaft which turret is completely in a league of it 's own.

The arcade shot is a straight shot like the other four weapons have.

But Shaft is all about the Scope shot. Which has almost no relation at all with the way

you shoot with the other four.

 

Both weapons can be very dangerous in the right hands, but I wouldn 't advice them

to a beginner. You better start with straight and immediately impacting weapons,

so you just have to focus on a good aim.

You do see a lot of beginners with Shafts and certainly with Ricochets.

I understand why it happens, because certainly at lower ranks both weapons are very strong.

Low rankers mostly don 't have enough skills yet to avoid camping Shafts and the

Rico when used as a short-range weapon like most low rankers do is very deadly.

 

Personally I feel both weapons do more harm than good to a beginner who uses them.

Both weapons are very specialistic and IMO should better be used after learning the basics of

steering and aiming.

(by doing that both weapons will also reveal their true strenghts)

 

So we are left with four weapons. Smoky, Thunder, Railgun and since recently Hammer.

Why pick the Smoky as the perfect trainer?

 

First it is the turret with the fastest reload of these four.

In other words you can keep on shooting, and if you can shoot a lot: you learn a lot.

(that is, if you hit something once in a while... ;) )

 

The Smoky also has continuous fire and no special effects that you really have to take

in account. Yup, Smoky has the critical, but this is still always a straight shot.

 

Thunder is very similar to Smoky, but it has a slower reload so you shoot a lot less,

and it has a special effect that you defintely have to take in account: Splash damage!

I won 't write down all the ins and outs of this Splash damage but it certainly has a learning

curve and that 's IMO why it 's better to start playing Thunder at M1, after building

shooting/aiming experience with the Smoky M1.

 

Hammer is a weapon that requires aiming skills, but TO didn 't make it easy.

Which is fair by the way.

It 's pretty hard to see were your pellets hit, certainly from a distance and because the pellets

spread out (the spreading effect is not too extreme though at closer distances) it 's not a

real sharp shooters tool.

An empty clip forces you to take cover, which is good btw. and a necessary skill to learn:

but all combined it 's certainly not a beginners turret.

Again start IMO with it at M1 if you like the turret.

 

Finally Railgun. The slow reload doesn 't make it a good basic trainer.

Many beginners pick it because of the awesome power, understandable but not the best choice IMO.

Another "trap" the Railgun has is that a Tanker who only camps with Rail

can easily start to think he 's an awesome player.

In reality he/she isn 't. Huge D/L 's are nice, but often don 't say much about your skills.

In this case the camping Railgun player is just exploiting the huge power and he learned the

peek-a-boo trick, where you start with reloading and just before the shot releases you go out of cover, aim

and if succesfull hit your opponent.

You can be very succesfull operating this way though: personally I find it boring and such a player doesn 't

even have a clue how good this long-range weapon can be if you start to move with it!

Ofcourse even a moblie Railgun player will camp for a while if he wants to or the battle situation asks for it,

but soon enough he wil be off again.

 

So why I still recommend the Railgun as a complementory training"tool"?

First the slow reload. It teaches you patience and to pick out your victims with care.

(the latter is not always the right thing do in team battles. Kill stealing is ok, but also

don 't forget to prepare enemy hulls ready for dinner for your teammates...)

 

Also besides the Shaft it 's the only true long-ranger.

At a far distance an enemy hull, even a Mammoth, becomes a tiny target so you have to aim

very carefully than.

(the Thunder does a great job at long-ranging too, but certainly

lacks the "feel" of precision the Railgun has)

 

Another very important lesson the slow reload teaches you that every single shot counts!

The best example I can think of is that an enemy short-ranger with a fast light hull is closing in at you.

You know that you can fire only one shot at him with your Railgun and if you hit him you are

most likely safe.

That 's when you realize the most that every shot counts!

Ok, Tanki has respawns so missing that opponent isn 't a complete disaster, but not respawning

is almost in every situation the better solution.

 

Let 's take the enemy close-ranger again, but now he has a Hunter and you have a Hornet/Rail combo.

Again he 's closing in at you, but now you have a second defense besides your Rail shot.

If you miss, you know you can outrun him.

So as soon as you see him closing in, you start a retreat

while at the same time you aim at him and take a shot.

Even if you hit your enemy and it wasn 't enough to kill him, you will have created distance and time to

go for the next almost certainly finishing shot.

 

These examples above are much easier with a Smoky as defending weapon.

You can fire more shots at your opponent and using the impact force when hitting the corners

of the enemy hull slows his advance and can even make him miss a shot if he uses an "aiming" weapon.

Though also with the Smoky every shot should count!

 

At the same time the Smoky won 't give that same being hunted feeling as a just emptied Rail can give you.

If you experience that feeling, but can cope with it because you have trust in the skills you developed

along the way and you do keep calm and take action: you can at least call yourself an advanced player. ;)

 

Well, that 's should be about it: I almost wrote some sort of guide here..... :wacko: ...... :D

Edited by Lord-of-the-Snipers
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So many words, so i'll pick out little lines in post #162.

 

Tanki Online has six weapons that require true aiming skills:

Smoky, Thunder, Railgun, Hammer and Ricochet and Shaft.

 

Smoky, Thunder, Railgun, Ricochet and Hammer all have from autoaim. Shaft also has autoaim, but its sniper mode has NO wobble now, lowering the amount of firing skill needed. If anything, Firebird and Freeze have the most firing skill has they have to consistently target the same opponent with no autoaim.

 

it (Thunder) certainly has a learning curve

 

It's very minimal, admit it.

 

Let 's take the enemy close-ranger again, but now he has a Hunter and you have a Hornet/Rail combo.

Again he 's closing in at you, but now you have a second defense besides your Rail shot.

If you miss, you know you can outrun him.

 

The drifting always helps. The drifting will not help if there is a single building in the map. That's every map. Plus, what is the Hunter using? He can still hide behind a building, and wait for you to come over. Also, a Hunter's speed isn't THAT show compared to a Hornet. Map sizes and obstructions exist, we're not in a perfect desert.

 

Hornet/Smoky IMO is a combo that requires good steering combined with well developed

aiming skills to get the most out of it.

 

Once you learn and stick with that combination, your offensive power is gimped until Colonel. Hornet's drifting also makes any other hull unusable because you are used to the drift... If anything Wasp/Smoky takes more driving skill, as recoil is actually punished.
 

 

Or take a Wasp and a Firebird, which combo would focus completely on steering and

almost none at aiming.

 

Firebird has the most aiming skill ingame... 18 or so meters of firing range with NO autoaim and you have to consistently fire at the opponent repeatedly.

 

Green - Me

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So many words, so i'll pick out little lines in post #162.

 

Tanki Online has six weapons that require true aiming skills:

Smoky, Thunder, Railgun, Hammer and Ricochet and Shaft.

 

Smoky, Thunder, Railgun, Ricochet and Hammer all have from autoaim. Shaft also has autoaim, but its sniper mode has NO wobble now, lowering the amount of firing skill needed. If anything, Firebird and Freeze have the most firing skill has they have to consistently target the same opponent with no autoaim.

 

it (Thunder) certainly has a learning curve

 

It's very minimal, admit it.

 

Let 's take the enemy close-ranger again, but now he has a Hunter and you have a Hornet/Rail combo.

Again he 's closing in at you, but now you have a second defense besides your Rail shot.

If you miss, you know you can outrun him.

 

The drifting always helps. The drifting will not help if there is a single building in the map. That's every map. Plus, what is the Hunter using? He can still hide behind a building, and wait for you to come over. Also, a Hunter's speed isn't THAT show compared to a Hornet. Map sizes and obstructions exist, we're not in a perfect desert.

 

Hornet/Smoky IMO is a combo that requires good steering combined with well developed

aiming skills to get the most out of it.

 

Once you learn and stick with that combination, your offensive power is gimped until Colonel. Hornet's drifting also makes any other hull unusable because you are used to the drift... If anything Wasp/Smoky takes more driving skill, as recoil is actually punished.

 

 

Or take a Wasp and a Firebird, which combo would focus completely on steering and

almost none at aiming.

 

Firebird has the most aiming skill ingame... 18 or so meters of firing range with NO autoaim and you have to consistently fire at the opponent repeatedly.

 

Green - Me

You know you're making me laugh every day I come to this topic. Some of your logics are so dumb that..... Nvm . Do you at least know what auto aim is? Auto aim doesn't mean that your railgun simply aligns it's barel at a target. In every one of those turrets you mentioned auto aim only works vertically. And FYI even when being auto aimed vertically there is certain angle in which your shot will be auto aimed. If the target lies out of that angle your shot will always be a miss.

 

Auto aim is meant to make the already hard gameplay of medium and long ranged turrets easier. Imagine a game without no vertical auto aim. How would all those rico's , twins smokies (etc.) projectiles hit their targets that are positioned above or below? Does this mean that users of such turrets always have to target their turrets manually vertically in a magical way? (you cant tilt every hull like you do with the hornet.) Furthermore this does also make the gameplay at all the maps unbalanced as well ( apart from the symmetrical maps) with all the bases situated above or higher than the enemy having an advantage. This is why auto aim is needed in this game.

 

Don't let it fool you with the fact that " auto aim makes it even more easier to use such turrets equipped with it". At extreme ranges targeting horizontally while moving it self is a huge challenge. If you don't believe me go play a xp at bridges ( an official SL map) where the auto help from auto aim is minimized due to the way the bridges are situated. You have to target both vertically and horizontally most of the time which I find really challenging.

 

Not having auto aim doesn't make firebird or freeze the hardest turrets to aim lol. Your noobly statement made me laugh every time I thought about it. Both of those turrets have the highest turret rotation speeds of this game. Since you are battling every opponent upclose and personal aiming is and was never was an issue with the two of them . Not to mention with firebird you don't actually have to hit your target with the fire spray to damage them. It will even receive damage if your spray gets close enough.

 

Have you ever thought why all the official tournaments of this game are XP? Rather than wasp/fire?

Stop making noobly comments based on dumb logic to mislead lower ranked people who are actually looking for some advice/help at the forum. It wont get you anywhere.

Edited by Athena369
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So many words, so i'll pick out little lines in post #162.

 

Tanki Online has six weapons that require true aiming skills:

Smoky, Thunder, Railgun, Hammer and Ricochet and Shaft.

 

Smoky, Thunder, Railgun, Ricochet and Hammer all have from autoaim. Shaft also has autoaim, but its sniper mode has NO wobble now, lowering the amount of firing skill needed. If anything, Firebird and Freeze have the most firing skill has they have to consistently target the same opponent with no autoaim.

 

Boy oh boy, you really don 't have a clue. Did you even play with a Railgun?

Aiming skills of Freeze and Firebird...really...the skills of those combo 's lies in precise steering,

not in aiming.

 

 

it (Thunder) certainly has a learning curve

 

It's very minimal, admit it.

 

Nope. A lot of Thunder users only use a small bit of all Thunder 's Splash damage has to offer.

For one it takes quite a while before you naturally start using the elements in a Map to deal damage to your

opponent(s). You also have to learn how to attack a group of opponents in a way you deal damage

to all Tanks instead of just one or two.

This is a piece about Splash damage I wrote a year ago on an alt.account:

http://en.tankiforum.com/index.php?showtopic=177128&page=61&do=findComment&comment=3344806

How many Tankers you think use Thunder like this?

 

 

Let 's take the enemy close-ranger again, but now he has a Hunter and you have a Hornet/Rail combo.

Again he 's closing in at you, but now you have a second defense besides your Rail shot.

If you miss, you know you can outrun him.

 

The drifting always helps. The drifting will not help if there is a single building in the map. That's every map. Plus, what is the Hunter using? He can still hide behind a building, and wait for you to come over. Also, a Hunter's speed isn't THAT shlow compared to a Hornet. Map sizes and obstructions exist, we're not in a perfect desert.

 

That story had nothing to do with drifting. A skilled Tanker (maybe you met them?) can easily drive backwards while keep

on firing at his opponent. Certainly if you know a Map you have a feeling in which direction you have to steer also helped

with the far left and far right view you always have.

It doesn 't matter if there are buildings or other obstacles, you learn how to manouvre around them.

You don 't need be in an empty Map.

So it 's always a success story? No, ofcourse not you do bump into things on occasion and than you do get killed.

And like it or not: a Hornet can easily outrun a Hunter. If the Hunter got close enough with it 's Firebird your still doomed,

but if he 's not in shooting range yet: he won 't catch me.

 

 

Hornet/Smoky IMO is a combo that requires good steering combined with well developed

aiming skills to get the most out of it.

 

Once you learn and stick with that combination, your offensive power is gimped until Colonel. Hornet's drifting also makes any other hull unusable because you are used to the drift... If anything Wasp/Smoky takes more driving skill, as recoil is actually punished.

 

"Once you learn and stick with that combination, your offensive power is gimped until Colonel." I don 't understand this so plz. explain.

 

About the drifting: that is really total nonsens. You really seem to think that a skilled Hornet user is always drifting...

No, it 's quite easy to minimize drifting and that 's what most Hornet users do, at least I do.

It 's just a matter of getting of the speed ("braking") for a short moment while getting ready for a fast turn.

In the turn itself you simply make speed again. Similar to how a race car takes a turn.

Noobs like you keep on pushing the speed in a sharp turn with a Hornet, and yes than you will slam sidewards into a wall.

I barely using drifting as a tactic, only in Maps with a lot of open space it can be very usefull to mislead your opponents.

 

And Wasp requires more driving skills? Yep, you do have to get used to the fast speed and fast turning it 's capable off.

A beginner will bump into things because of that speed.

If you get used to it I would have a discussion which hull is harder to steer. With a Wasp, which I play myself I can always

keep full speed on, which I can 't do with the Hornet as I wrote above.

 

Wasp certainly is the faster and more nimble fast hull, but it 's instability, weak armour and the overwhelming speed for a

beginner make the Hornet a better choice IMO for a beginner.

Which light hull you prefer when you have developed decent steering skills is a matter of personal preference because

a Wasp in the right hands is an amazing tool.

FYI the Wasp M2 IMO has no match, till the Hornet M3 appears.

 

 

Or take a Wasp and a Firebird, which combo would focus completely on steering and

almost none at aiming.

 

Firebird has the most aiming skill ingame... 18 or so meters of firing range with NO autoaim and you have to consistently fire at the opponent repeatedly.

 

Read Athena 's post plz. You really don 't seem to understand at all how auto-aim works.

And I used short-range combo 's too: a lot. That 's why I know that even your Firebird doesn 't have the "most aiming skills"

between the three short-rangers.

The Isida takes the most skill when it comes to what you call "aiming".

It 's very easy to loose contact with your enemy 's turret (the beam attaches to that for your info) if an enemy is smart enough

to come up real close. Nothing better than an enemy that tries to run away when you have Isida.

 

 

 

Green - Loackie

Grey and Blue - both L-o-t-S

 

Edited by Lord-of-the-Snipers

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[text wall]

I'll leave it at this: if i got a dollar for every time a Railgun hit me in TO in a way that would break the laws of physics (or anything for that matter), i'd have enough to buy my own personal plane, limo and possibly a mansion.

 

I'll settle back to the "railgun has failed to become a piece of content" argument, I can at least talk about it and not guess half my argument. GG your half-hour comedy hour. Also, are you an XPer?

Edited by Loackie

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@Lord-of-the-snipers I feel like Smoky requires just as much skill as Railgun... Just the margin of error of missing a shot is minimized since Smoky has a much faster rate of fire + the chance of a critical hit is always there :D

 

I like Hornet/Smoky more than Wasp/Smoky, because of where the turret is placed. I can understand the peek-a-boo tactic that many Railgun players use might be better on a Wasp, but Smoky is a close-range powerhouse, not for long-range sniping IMO, since its damage output decreases with range. Even worse, in order for Wasp/Smoky to be effective, you have to turn your hull around into a "mosquito" style. That can waste precious milliseconds where an enemy can snipe you, or you can't get a good shot on someone and end up missing. With Hornet, you don't have to do that. It feels as if the turret is perfectly placed on the hull... And since it is smack in the middle of the hull, its a lot more versatile than Wasp/Smoky.

 

I like Wasp/Smoky, but I feel Hornet complements Smoky more than Wasp.

 

@Loackie I don't understand how Firebird takes skill. Really, there is no aiming involved at all...

Edited by Ragumbi

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@Lord-of-the-snipers I feel like Smoky requires just as much skill as Railgun... Just the margin of error of missing a shot is minimized since Smoky has a much faster rate of fire + the chance of a critical hit is always there :D

 

I like Hornet/Smoky more than Wasp/Smoky, because of where the turret is place. I can understand the peek-a-boo tactic that many Railgun players use might be better on a Wasp, but Smoky is a close-range powerhouse, not for long-range sniping IMO, since its damage output decreases with range. Even worse, in order for Wasp/Smoky to be effective, you have to turn your hull around into a "mosquito" style. That can waste precious milliseconds where an enemy can snipe you, or you can't get a good shot on someone and end up missing. With Hornet, you don't have to do that. It feels as if the turret is perfectly placed on the hull... And since it is smack in the middle of the hull, its a lot more versatile than Wasp/Smoky.

 

I like Wasp/Smoky, but I feel Hornet complements Smoky more than Wasp.

 

@Loackie I don't understand how Firebird takes skill. Really, there is no aiming involved at all...

Firebird takes skill b/c you have to get up close to the opponent, conserve your fuel, and survive after your fuel is gone. inb4 i get walled by Athena as much as that was correct

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wowow people are getting really riled up over this.

 

My theory: railgun is only good with double power. 

change double to triple and i think you've cracked the case

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wowow people are getting really riled up over this.

 

My theory: railgun is only good with double power.

 

My theory: Railgun works without supplies, just isn't as good :P

 

The game gives you a lot of supplies though, so I guess it is inevitable that Railgun players have a lot of DP drugs just waiting to be activated, though Railgun does work without supplies if you are skilled enough, I would say.

Edited by Ragumbi

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My theory: Railgun works without supplies, just isn't as good :P

 

The game gives you a lot of supplies though, so I guess it is inevitable that Railgun players have a lot of DP drugs just waiting to be activated, though Railgun does work without supplies if you are skilled enough, I would say.

Any weapon is like that. This is an assumption, but i'm assuming AR12 has met a lot of bad XP druggers.

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I am taking this advice seriously... As I am a low ranked tanker, I always look for useful posts like this on every topic. Thanks a lot for the information! :)

 

*I've noticed that M0 Smoky/M0 Hornet really builds up your skill all around. I use Railgun sometimes to sharpen my aim, but for the most part, Smoky is really effective and I can't wait to get M1 Smoky and M1 Hornet! ;)

smoky hornet, smoky wasp. i used to suck at aiming, i started using smoky wasp all the time and i got way better

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