Jump to content
EN
Play

Forum

Let's Discuss Augments


 Share

Recommended Posts

You do get less shots than Stock Ricochet though. If I remember correctly, I was able to shoot 30 plasma balls with M2 MFS Ricochet in the space of those 7 seconds. This one was hard to count but I think I counted 41 plasma balls for M2 Stock Ricochet. That would come close to a 25% increase in projectiles compared to MFS Ricochet. 

There is a trade-off.  (unlike some alts - which just make the turret better outright)

 

harder for MFS to make kills on heavies with protection.  But better for hitting faster, less-armored targets.

Edited by wolverine848
  • Like 3

Share this post


Link to post
Share on other sites

There is a trade-off.  (unlike some alts - which just make the turret better outright)

 

harder for MFS to make kills on heavies with protection.  But better for hitting faster, less-armored targets.

And for going the distance. Your shots travel twice as further as well as faster. 

 

I don't like the fact that alterations play a part in Viking's Overdrive. For some, it may be compensation for the hardships of getting the Overdrive ready in the first place but for others, it's just an extra upgrade on top of using the alteration as well. Take pre-Viking nerf Electromagnetic Accelerator "Scout"; Since the damage increase was so high, that often one-shot many unsuspecting players or just left a slither of health on them.

Back then, it was better to use that with Viking's Overdrive than Large Calibre Rounds since with the damage boost, they were basically the same in terms of the effectiveness of one projectile, EA"S" has an even faster reload and shot delay meaning it had more room for error for inaccurate aiming and it got more out of the Overdrive. 

 

It is better to use Stock Smoky than Incendiary Smoky with Viking in terms of efficiency with its Overdrive since the burning damage is the same 300/s and takes at most a second to kick in while a critical shot with Stock Smoky is instant and deals even more damage. 

 

 

 

 

You know what i haven't tried? Incendiary band Vulcan with Viking's Overdrive. After that incident with my Vulcan dealing the 75% less damage during the Overdrive because it didn't refill my ammo bar, I'm wondering if the afterburn effect would be there still.

 

Edited by Kill_the_Propaganda2
  • Like 1

Share this post


Link to post
Share on other sites

Been surfing through the Russian Forum and I'm noticing that some of the players there have understood and experienced the potential of some of the rare expensive alterations are like:

 

"Death Herald" Compulsator

 

 

Remote Rocket Explosives

 

 

Adaptive Reload

 

 

Just looking at that Remote Rocket Explosives video made me want to buy it but I don't have the crystals. 

Edited by Kill_the_Propaganda2
  • Like 1

Share this post


Link to post
Share on other sites

:o

 

Clever, but seems tricky to use, the rockets fly fast.

The initial velocity of the rockets are quite low. The shell acceleration time is 3 seconds. That is pretty good considering Striker's maximum range. If the shell acceleration time was 2 seconds, it would accelerate too quickly. Having it at 3 is good enough since that gives you enough leeway to time when to press it. 

 

I'm presuming that this alteration is one of them where you have to experience it and get the hang of it first. Just like Reinforced Gun Carriage for Magnum. It's a whole new level of aiming and you have to master the decreased projectile gravitation coupled with not having a charge meter to go off of.  

 

Like the alterations are supposed to do, it changes your playstyle with Striker. I had only tried it once on the Test Server a while back and I could definitely say that I have a lot to get used to with that alteration. I was barely hitting enemies with splash damage from it. 

Share this post


Link to post
Share on other sites

Seems like a campers dream alteration.

Nope. Remember, pressing the spacebar again will detonate the missile where it is. There is a reason it says, "Be cautious while firing single shots!" in the description. It will only detonate the missile if you have not reloaded another missile as yet. If you wish to detonate the missile that is still soaring through the air while you have one ready in your chamber, it will shoot the one in the chamber. This makes it impractical (in the higher tiers) to use for large map fighting from bases.

When I saw how it worked when it came out, I always wondered how M4 Strikers would fare with this alteration compared to M2 Strikers because the former has a 1.8 second reload which may be balanced out with its increased maximum projectile speed (since it is increased, that means that it would accelerate faster than the other tiers because of the fixed shell acceleration time). They seem to have the slimmest margins out of all of the tiers of Strikers for detonating the missile. You may come close and think you detonated the missile but you end up sending another one. 

 

I'd say this is more for close-medium range combat when on higher ground than your enemy. With this though, I'd have to stop hammering my spacebar when I need that one shot to kill that person before they get away and I'm on low health. 

  • Like 1

Share this post


Link to post
Share on other sites

Nope. Remember, pressing the spacebar again will detonate the missile where it is. There is a reason it says, "Be cautious while firing single shots!" in the description. It will only detonate the missile if you have not reloaded another missile as yet. If you wish to detonate the missile that is still soaring through the air while you have one ready in your chamber, it will shoot the one in the chamber. This makes it impractical (in the higher tiers) to use for large map fighting from bases.

When I saw how it worked when it came out, I always wondered how M4 Strikers would fare with this alteration compared to M2 Strikers because the former has a 1.8 second reload which may be balanced out with its increased maximum projectile speed (since it is increased, that means that it would accelerate faster than the other tiers because of the fixed shell acceleration time). They seem to have the slimmest margins out of all of the tiers of Strikers for detonating the missile. You may come close and think you detonated the missile but you end up sending another one. 

 

I'd say this is more for close-medium range combat when on higher ground than your enemy. With this though, I'd have to stop hammering my spacebar when I need that one shot to kill that person before they get away and I'm on low health.

 

Oh right, sorry, it's hard trying to figure out an alteration when you rarely see it used it in battle.

Share this post


Link to post
Share on other sites

Oh right, sorry, it's hard trying to figure out an alteration when you rarely see it used it in battle.

That's why I looked at all of them when they were put on the Wiki so I would know how to approach them. 

 

 

To my knowledge, I've only seen one Remote Rocket Explosives Striker in a battle and that was months ago. All of them are using Uranium in the Legend ranks. 

 

I use Missile Launcher "Hunter" more often now that it's viable. 

  • Like 2

Share this post


Link to post
Share on other sites

20th of May Auto Saved Content: I remember when Incendiary Smokies would get 5 ticks of afterburn damage on an unprotected (against Firebird) enemy. Now, it looks like they're getting 4 ticks. Why is 

 

In order for me to understand this properly, I would need to know how exactly the ignition system in the game works. At what point does the temperature start to cool? How exactly would a Firebird with minimal energy keep a tank ignited enough to stay at the same temperature? I have a theory that seemed to have been backed up after I did some testing on another thing.

 

I have no use for this above as it seems that it is 5 ticks now and not 4 ticks anymore. Saves me from writing that kind of long theory. I may get back to it in the future thoug. Temperature in Tanki doesn't seem easily understandable with all these alterations running around. 

 

___________________________________________________________________________________________________________________

 

It is good that they put a drawback on Automated Gunpowder Loading Mechanism because it was basically a pro alone because the con was technically avoidable. 

 

The increase in reload time is a fair trade off for faster charging which would put the reload almost on par with Stock Magnum after its charge up that equals less than 80% velocity. 

 

___________________________________________________________________________________________________________________

 

I've been seeing less Duplet Hammer in the high ranks now. People keep saying that they killed Duplet but they still don't realise that its double-shot mechanic is still there which is still as powerful if not more powerful than Stock Hammer's three shots in terms of survivability, surprise tactics and kill stealing. 

 

At least with the change, people will see the power of Adaptive Reload and I may even see some in battles. I'm expecting the Duplet users to either flock to Railgun, Magnum or Shaft and maybe flock to Adaptive Reload. 

  • Like 1

Share this post


Link to post
Share on other sites

I am planning on buying the plasma torch ricochet alt on tanki bday. Any tips on how to use it and what it’s good for?

I am not fond of this alteration and the ones I do see with it don't usually do as well as the Stock or Minus-Field Stabilisation Ricochets.

You use Viking and Plasma Torch with Viking's Overdrive shoots Plasma Torch rounds and not Stock Ricochet rounds so you with your Overdrive are at an immediate disadvantage compared to other Ricochets. 

 

I don't see much usage of this and the ones who do use it don't do as well as any other Ricochet. If they don't have protection against you, you can surprise them by shooting before you reach them and their health would diminish rapidly. If they have protection, you're worse off since you could expel all of your energy and not kill the player. And then there is the issue of  hitting the target. The projectiles move slowly and if the enemy has strong impact force, then you're not going to be hitting all of your shots. And then you have the moving targets. They hard to hit and you may see that you waste half of your ammo and maybe got one shot on them. 

 

I think Plasma Torch is overpriced for what it offers compared to others. If you have many crystals saved up to purchase other stuff, then you can buy that for fun and have fun with it in PRO or MM battles. But Ricochet protection is common so beware of that. If there are many Ricochet protections on the enemy team, then use Stock Ricochet. If not, then use Plasma Torch if you would like to. 

Share this post


Link to post
Share on other sites

I have an account that has plasma torch and it is NOT good, the ammo runs out quickly and recharges very slow (the plasma does less damage too)

 

I would say the MFS alteration is the best for ricochet and luckily it is cheap

Share this post


Link to post
Share on other sites

After being clobbered by them (with and without protection), I have a question.

 

How exactly does Sledgehammer Rounds change a Thunder's playstyle? All it does is just makes it more powerful. 

Assuming the description in the wiki is correct, they would have to fight in closer ranges, or risk dropping their damage sharply... It doesn't feel like a 95% maximum damage range decrease (From the receiving end lol) though.

Share this post


Link to post
Share on other sites

Assuming the description in the wiki is correct, they would have to fight in closer ranges, or risk dropping their damage sharply... It doesn't feel like a 95% maximum damage range decrease (From the receiving end lol) though.

We don't even know how exactly the maximum damage range mechanic works. And for Thunder, it says that the damage decreases linearly but you can be at the same distance, keep shooting and it's noticeably a large increase or decrease in numbers. Damage doesn't even drop-off sharply for it. It usually does in the 800's of damage. 

 

Sledgehammer Rounds seems like the only Thunder whose damage is linear with range. The Thing is, you can two shot an unprotected medium hull with Sledgehammer in less time than a Stock Thunder. The same thing for a light hulls. And all Thunders in the Legend ranks are using Sledgehammer Rounds. I don't see how their playstyle changed other than being more aggressive at every range. 

  • Like 1

Share this post


Link to post
Share on other sites

I am not fond of this alteration and the ones I do see with it don't usually do as well as the Stock or Minus-Field Stabilisation Ricochets.

You use Viking and Plasma Torch with Viking's Overdrive shoots Plasma Torch rounds and not Stock Ricochet rounds so you with your Overdrive are at an immediate disadvantage compared to other Ricochets. 

 

I don't see much usage of this and the ones who do use it don't do as well as any other Ricochet. If they don't have protection against you, you can surprise them by shooting before you reach them and their health would diminish rapidly. If they have protection, you're worse off since you could expel all of your energy and not kill the player. And then there is the issue of  hitting the target. The projectiles move slowly and if the enemy has strong impact force, then you're not going to be hitting all of your shots. And then you have the moving targets. They hard to hit and you may see that you waste half of your ammo and maybe got one shot on them. 

 

I think Plasma Torch is overpriced for what it offers compared to others. If you have many crystals saved up to purchase other stuff, then you can buy that for fun and have fun with it in PRO or MM battles. But Ricochet protection is common so beware of that. If there are many Ricochet protections on the enemy team, then use Stock Ricochet. If not, then use Plasma Torch if you would like to.

 

So sledgehammer rounds would be a better choice then. Thank you for the advice. I have thunder m2 so it will work well with the alteration.

Share this post


Link to post
Share on other sites

So sledgehammer rounds would be a better choice then. Thank you for the advice. I have thunder m2 so it will work well with the alteration.

if you do plan on buying Sledgehammer Rounds, I'd suggest you upgrade your Thunder as much as possible. Thunder protection is common so you need as much damage as you can get. 

  • Like 1

Share this post


Link to post
Share on other sites

Is there any Thunder alt that fires faster than Sledgehammer?

I have M4 20/20 Thunder with Sledehammer on Viking, but I've been up against Hornet Thunders who seem to be able to fire their Thunders faster than mine.

I don't understand it, I thought Sledgehammers had the fastest reload of the Thunder alts?

Share this post


Link to post
Share on other sites

if you do plan on buying Sledgehammer Rounds, I'd suggest you upgrade your Thunder as much as possible. Thunder protection is common so you need as much damage as you can get.

 

Ok so I will try and MU it to m3 with sledgehammer.

  • Like 1

Share this post


Link to post
Share on other sites

Is there any Thunder alt that fires faster than Sledgehammer?

I have M4 20/20 Thunder with Sledehammer on Viking, but I've been up against Hornet Thunders who seem to be able to fire their Thunders faster than mine.

I don't understand it, I thought Sledgehammers had the fastest reload of the Thunder alts?

No, Sledgehammer is the fastest. 

 

 

M4 Sledgehammer Rounds reloads in 1.725 seconds.

 

M4 Lightweight Ordinance Autoloader reloads in 1.84 seconds. 

Share this post


Link to post
Share on other sites

Is there any Thunder alt that fires faster than Sledgehammer?

I have M4 20/20 Thunder with Sledehammer on Viking, but I've been up against Hornet Thunders who seem to be able to fire their Thunders faster than mine.

I don't understand it, I thought Sledgehammers had the fastest reload of the Thunder alts?

It's either timing with their shots or they have a brick on their spacebar... I suppose even at legends there are the famous "noturnturret" viking thunders.

 

(I am assuming you do not keep spacebar pressed during reload...)

Edited by XxStriker

Share this post


Link to post
Share on other sites

Is there any Thunder alt that fires faster than Sledgehammer?

I have M4 20/20 Thunder with Sledehammer on Viking, but I've been up against Hornet Thunders who seem to be able to fire their Thunders faster than mine.

I don't understand it, I thought Sledgehammers had the fastest reload of the Thunder alts?

How much faster do they seem to fire their thunders than yours?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...