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Which turret requires the least amount of skill to use?


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  1. 1. Which turret requires the least amount of skill to use?

    • Twins
      52
    • Isida
      3
    • Firebird
      10
    • Freeze
      0
    • Ricochet
      3
    • Railgun
      4
    • Vulcan
      3
    • Hammer
      5
    • Thunder
      0
    • Shaft
      6
    • Smokey
      1


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Okay, I hate these types of discusses.

But, if I really had to choose one of them, I would prefer hammer.

 

If you think twins doesn't need any skill, then try to kill a railgun-hornet or thunder with Viking/Dictator-Twins on 1vs1,or fight against a firebird without paint, or at least win a Polygon DM, then we can talk about which gun needs skill.

Edited by kayitsiz
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With twins it requires alot of skills in big maps. It don't requires alot of skills in island but try twins in bigger maps and you will see its harder

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Twins, Hammer, Vulcan, and Rico*

 

It's shots are so powerful that you don't really need the bouncing effect. Just aim and shoot. If it was like it was back in 2013, I'd say it needed the most skill to use.

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1.   Twins: a no-brainer, just like the heavy hull druggers who mostly use this turret :D

 

to make the rest of a very generalizing :P list complete:

 

2.   Firebird: because it 's mostly used by Kamikazes who only know and use straight attacks

3.   Vulcan: a heavy hull completely out in the open, DA and plenty of med kits...fire at will

4.   Freeze: requires good hull control (strafing, circling) as mentioned in the post above

5.   Hammer: made for easy straight attacks, though demanding in reloading and staying alive

6.   Isida: same as Freeze but you also need to aim well after the last balance to keep lock-on

7.   Shaft:       mostly used by noobs, but can be used pro with skill and knowledge

8.   Ricochet:  mostly used by noobs, but can be used pro with skill and knowledge

9.   Thunder: avoiding self-damage and smart usage of Splash can make this heavy hitter pro

10.  Smoky: all ever continuing shots must be on target and drive by shooting must be flawless

11.   Railgun: more noobs than pro 's in regular battles, in Format battles a very pro weapon

Edited by Lord-of-the-Snipers

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~sigh~

Every turret need skills to use. You guys will understand later :)

Though your statement in essence is right...it 's IMO simply true, not every turret needs the same amount of skill.

 

It also depends for example if you put a turret on a light hull...Wasp-Twins needs a hack of a lot more skill than

a Mammoth-Twins that could be operated well by, I presume even a zombie. (I admit I 'm not a zombie-expert)

 

Question: maybe you can tell me which brilliant hidden strategies a "skilled" Mammoth-Twins uses

on the battlefield? Enlighten me plz! 

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Though your statement in essence is right...it 's IMO simply true, not every turret needs the same amount of skill.

 

It also depends for example if you put a turret on a light hull...Wasp-Twins needs a hack of a lot more skill than

a Mammoth-Twins that could be operated well by, I presume even a zombie. (I admit I 'm not a zombie-expert)

 

Question: maybe you can tell me which brilliant hidden strategies a "skilled" Mammoth-Twins uses

on the battlefield? Enlighten me plz! 

How do some twins users be on th right position usually, and the others not?

How some of thems catch you in a desperate situation, while others are just looks like "i am here" target?

 

Slow speed/low range, but still effective?

 

Heavy hulls need high level knowledge about "reading" the battlefield and be on the right position.

 

This is different from other turrets. Other turrets are also needs to read the gameplay, but they do this to avoid problem, twins does it to rush into problem, so needs more talent.

Also, different from others, this gun and hull have to protect "connection" between opponent and itself, but all others usually do the opposite.

But still, you have to avoid stronger opponents while keepinp connection with your "hunt".

 

 

This combination is used for limited battles, even all of the popular maps are clearly suitable for it, why? Because when players try it and feel they are like an easy target, they blame the combination and uses something faster.

Of course faster hull and catchy guns needs skill, but they are easily understood for beginners.

 

 

Have you ever seen a successful low rank heavy hull user?(except shaft, which is actually pretty "catchy" gun if you use good enough, which solves a heavu hulls problem)

You can't see, because they are not talented enough.

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How do some twins users be on th right position usually, and the others not? Lucky spawn? (ok...a bit cheap, but often true)

 

How some of thems catch you in a desperate situation, while others are just looks like "i am here" target?

This "catching you" is only possible in smaller Maps or Maps where there are possibilities to corner a faster

opponent. \

If Twins gets in range, the Twins shots make escaping virtually impossible by the knock-off effect.

There 's not much skill in that.

Ofcourse you are right there is some skill involved in choosing the right route to corner your opponent,

but IMO that 's about it.

 

Slow speed/low range, but still effective? Huge base armour and in majority plenty of supplies will do

 

Heavy hulls need high level knowledge about "reading" the battlefield and be on the right position. Already covered in long sentence "catching you"

 

This is different from other turrets. Other turrets are also needs to read the gameplay, but they do this to avoid problem, twins does it to rush into problem, so needs more talent. We are talking about heavy hulls Twins or not? Not much "rushing" with Mammoth/Titan...

Also other turrets just don 't "avoid problems". All close-rangers better rush in if they want a kill isn 't it.

Being a light hull player myself I constantly rush in to be able to shoot my opponent behind that building or to take a fast detour to try to surprise the

enemy from a different direction etc. I can do this in mere seconds: can you?

 

Also, different from others, this gun and hull have to protect "connection" between opponent and itself, but all others usually do the opposite.

But still, you have to avoid stronger opponents while keepinp connection with your "hunt". And you do all that with a Mammoth? Ok...

 

This combination is used for limited battles, even all of the popular maps are clearly suitable for it, why? Because when players try it and feel they are like an easy target, they blame the combination and uses something faster.

Of course faster hull and catchy guns needs skill, but they are easily understood for beginners. Yeah, right. So for example Wasp-Smoky is an easy combo in your view? "Easily understood for beginners"?

 

Have you ever seen a successful low rank heavy hull user?(except shaft, which is actually pretty "catchy" gun if you use good enough, which solves a heavu hulls problem)

You can't see, because they are not talented enough. Heavy hulls improve tremendously in armour when upgrading: much more than turrets improve

in damage. Most of the times there 's also a huge increase in supplies. A Double Armour will double a Mammoth 's M4 450 HP into 900 HP.

900 HP of pure talent I guess.

 

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How do some twins users be on th right position usually, and the others not? Lucky spawn? (ok...a bit cheap, but often true) You still prefer which aspect to go.

 

How some of thems catch you in a desperate situation, while others are just looks like "i am here" target?

This "catching you" is only possible in smaller Maps or Maps where there are possibilities to corner a faster

opponent. \ No, you need to shoot enough to kill

If Twins gets in range, the Twins shots make escaping virtually impossible by the knock-off effect. Wut?! Are you talking about 15 meters or 30 meters?

There 's not much skill in that.

Ofcourse you are right there is some skill involved in choosing the right route to corner your opponent,

but IMO that 's about it. This is the highest on twins.

 

Slow speed/low range, but still effective? Huge base armour and in majority plenty of supplies will do Every drug tank works good, also try DM

 

Heavy hulls need high level knowledge about "reading" the battlefield and be on the right position. Already covered in long sentence "catching you" NO!

 

This is different from other turrets. Other turrets are also needs to read the gameplay, but they do this to avoid problem, twins does it to rush into problem, so needs more talent. We are talking about heavy hulls Twins or not? Not much "rushing" with Mammoth/Titan...

Also other turrets just don 't "avoid problems". All close-rangers better rush in if they want a kill isn 't it. Still not as much as twins

Being a light hull player myself I constantly rush in to be able to shoot my opponent behind that building or to take a fast detour to try to surprise the

enemy from a different direction etc. I can do this in mere seconds: can you? What did I say? That's why players prefer faster hulls, easier to do

 

Also, different from others, this gun and hull have to protect "connection" between opponent and itself, but all others usually do the opposite.

But still, you have to avoid stronger opponents while keepinp connection with your "hunt". And you do all that with a Mammoth? Ok...

That's the problem! Too hard to do, but you have to do!!  :angry:  :angry:  <_<  <_<  <_< 

This combination is used for limited battles, even all of the popular maps are clearly suitable for it, why? Because when players try it and feel they are like an easy target, they blame the combination and uses something faster.

Of course faster hull and catchy guns needs skill, but they are easily understood for beginners. Yeah, right. So for example Wasp-Smoky is an easy combo in your view? "Easily understood for beginners"? Being a pro is something different, but smoky/wasp is a lot better combination than mammoth/twins for beginners.

 

Have you ever seen a successful low rank heavy hull user?(except shaft, which is actually pretty "catchy" gun if you use good enough, which solves a heavu hulls problem)

You can't see, because they are not talented enough. Heavy hulls improve tremendously in armour when upgrading: much more than turrets improve We can calculate, tanks die faster on high ranks, unless drugging

in damage. Most of the times there 's also a huge increase in supplies. A Double Armour will double a Mammoth 's M4 450 HP into 900 HP.

900 HP of pure talent I guess. Tell me a combination hard to use with drugs

 

My first combination was Wasp/Smoky, there where no problem, but I still can hardly use Mammoth/Twins after using it since M1

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How do some twins users be on th right position usually, and the others not? Lucky spawn? (ok...a bit cheap, but often true) You still prefer which aspect to go. ?

 

How some of thems catch you in a desperate situation, while others are just looks like "i am here" target?

This "catching you" is only possible in smaller Maps or Maps where there are possibilities to corner a faster

opponent.  No, you need to shoot enough to kill which is a real problem with Twins... :D

If Twins gets in range, the Twins shots make escaping virtually impossible by the knock-off effect. Wut?! Are you talking about 15 meters or 30 meters? In the closer range where the impacts take their effect.

There 's not much skill in that.

Ofcourse you are right there is some skill involved in choosing the right route to corner your opponent,

but IMO that 's about it. This is the highest on twins. making smart very slow moves...

 

Slow speed/low range, but still effective? Huge base armour and in majority plenty of supplies will do Every drug tank works good, also try DM Some drugs are more effective than others. Depends on the combo/playstyle etc. I play DM probably 50% of the time: Thunder M4 DP

 

Heavy hulls need high level knowledge about "reading" the battlefield and be on the right position. Already covered in long sentence "catching you" NO! Si!

 

This is different from other turrets. Other turrets are also needs to read the gameplay, but they do this to avoid problem, twins does it to rush into problem, so needs more talent. We are talking about heavy hulls Twins or not? Not much "rushing" with Mammoth/Titan...

Also other turrets just don 't "avoid problems". All close-rangers better rush in if they want a kill isn 't it. Still not as much as twins: desperate Twins closing in...

Being a light hull player myself I constantly rush in to be able to shoot my opponent behind that building or to take a fast detour to try to surprise the

enemy from a different direction etc. I can do this in mere seconds: can you? What did I say? That's why players prefer faster hulls, easier to do...and in the mean time we low armoured tiny Tanks try, read try, to avoid all kinds of enemy fire: yup, really easy! Not much HP related room for errors either...

 

Also, different from others, this gun and hull have to protect "connection" between opponent and itself, but all others usually do the opposite.

But still, you have to avoid stronger opponents while keepinp connection with your "hunt". And you do all that with a Mammoth? Ok...

That's the problem! Too hard to do, but you have to do!!  :angry:  :angry:  <_<  <_<  <_< Maybe use more N2O or a faster hull?

This combination is used for limited battles, even all of the popular maps are clearly suitable for it, why? Because when players try it and feel they are like an easy target, they blame the combination and uses something faster.

Of course faster hull and catchy guns needs skill, but they are easily understood for beginners. Yeah, right. So for example Wasp-Smoky is an easy combo in your view? "Easily understood for beginners"? Being a pro is something different, but smoky/wasp is a lot better combination than mammoth/twins for beginners. Wasp is definitely not a beginners hull; Mammoth can be used with ease from scratch.

 

Have you ever seen a successful low rank heavy hull user?(except shaft, which is actually pretty "catchy" gun if you use good enough, which solves a heavu hulls problem)

You can't see, because they are not talented enough. Heavy hulls improve tremendously in armour when upgrading: much more than turrets improve We can calculate, tanks die faster on high ranks, unless drugging No

in damage. Most of the times there 's also a huge increase in supplies. A Double Armour will double a Mammoth 's M4 450 HP into 900 HP.

900 HP of pure talent I guess. Tell me a combination hard to use with drugs Not the point. 900 HP is.

 

My first combination was Wasp/Smoky, there where no problem, but I still can hardly use Mammoth/Twins after using it since M1

Than why even try?

 

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How do some twins users be on th right position usually, and the others not? Lucky spawn? (ok...a bit cheap, but often true) You still prefer which aspect to go. ?

 

How some of thems catch you in a desperate situation, while others are just looks like "i am here" target?

This "catching you" is only possible in smaller Maps or Maps where there are possibilities to corner a faster

opponent.  No, you need to shoot enough to kill which is a real problem with Twins... :D Yes, you have to keep your position until, which is harder than other guns

If Twins gets in range, the Twins shots make escaping virtually impossible by the knock-off effect. Wut?! Are you talking about 15 meters or 30 meters? In the closer range where the impacts take their effect. Yes, just like all short range guns, but twins is a medium ranged gun.

There 's not much skill in that.

Ofcourse you are right there is some skill involved in choosing the right route to corner your opponent,

but IMO that 's about it. This is the highest on twins. making smart very slow moves... I think you have started to understand  :) 

 

Slow speed/low range, but still effective? Huge base armour and in majority plenty of supplies will do Every drug tank works good, also try DM Some drugs are more effective than others. Depends on the combo/playstyle etc. I play DM probably 50% of the time: Thunder M4 DP So, you don't use twins, and you prefer thunder which needs quite different playing style

Then say that, usually which one is easier on a DM? Killing a twins with thunder or opposite.(I mean, usually)

 

Heavy hulls need high level knowledge about "reading" the battlefield and be on the right position. Already covered in long sentence "catching you" NO! Si! NO!

 

This is different from other turrets. Other turrets are also needs to read the gameplay, but they do this to avoid problem, twins does it to rush into problem, so needs more talent. We are talking about heavy hulls Twins or not? Not much "rushing" with Mammoth/Titan...

Also other turrets just don 't "avoid problems". All close-rangers better rush in if they want a kill isn 't it. Still not as much as twins: desperate Twins closing in... I couldn't understand :(

Being a light hull player myself I constantly rush in to be able to shoot my opponent behind that building or to take a fast detour to try to surprise the

enemy from a different direction etc. I can do this in mere seconds: can you? What did I say? That's why players prefer faster hulls, easier to do...and in the mean time we low armoured tiny Tanks try, read try, to avoid all kinds of enemy fire: yup, really easy! Not much HP related room for errors either...You said that this is harder with mammoth! Still harder, and even mammoth can't stand much... 

 

Also, different from others, this gun and hull have to protect "connection" between opponent and itself, but all others usually do the opposite.

But still, you have to avoid stronger opponents while keepinp connection with your "hunt". And you do all that with a Mammoth? Ok...

That's the problem! Too hard to do, but you have to do!!  :angry:  :angry:  <_<  <_<  <_< Maybe use more N2O or a faster hull? Then you will need to deal with twins's other problems, sometimes you need mammoth so...

This combination is used for limited battles, even all of the popular maps are clearly suitable for it, why? Because when players try it and feel they are like an easy target, they blame the combination and uses something faster.

Of course faster hull and catchy guns needs skill, but they are easily understood for beginners. Yeah, right. So for example Wasp-Smoky is an easy combo in your view? "Easily understood for beginners"? Being a pro is something different, but smoky/wasp is a lot better combination than mammoth/twins for beginners. Wasp is definitely not a beginners hull; Mammoth can be used with ease from scratch.   :lol:  :lol: )

 

Have you ever seen a successful low rank heavy hull user?(except shaft, which is actually pretty "catchy" gun if you use good enough, which solves a heavu hulls problem)

You can't see, because they are not talented enough. Heavy hulls improve tremendously in armour when upgrading: much more than turrets improve We can calculate, tanks die faster on high ranks, unless drugging No Let's try!

in damage. Most of the times there 's also a huge increase in supplies. A Double Armour will double a Mammoth 's M4 450 HP into 900 HP.

900 HP of pure talent I guess. Tell me a combination hard to use with drugs Not the point. 900 HP is.What did I say so!? 

 

My first combination was Wasp/Smoky, there where no problem, but I still can hardly use Mammoth/Twins after using it since M1

Than why even try? Other mammoth/twins users do this effectively, so there is a hope!  :) 

Also, I have already Mammoth M2

 

 

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