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Purchasing kits...how tough was the decision?


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They're M2s.. :o Stinger = WO4, Cyclops = Third Lt. I just want to know which one I'll have more fun with... :P

Depends what you consider fun. I wouldn't consider sitting around sniping much fun, but then again, one shotting really is. 

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Okey, I think I'll go for Cyclops on @gabrielau23 (It ranked up to WO3 yesterday, so I've still got plenty of time to gain crystals), and (is actually WO1, not whatever that nooba rank is) will get Stinger. It's already got 24k... :3

Edited by GeeVuh

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I was a regular kit buyer before the paint-protection separation.

 

I bought Jackhammer and Redneck on my main.

On alts, I bought Firewall, Minotaur, Stinger, Vampire, and Predator.

 

Saving crystals for kits was harder at lower ranks. Easier at mid and higher ranks. I also played through the introduction of Missions which gave generous rewards - for a little while.

 

Now that kits include paints, I would generally agree with Mafioso and advise against kits. However if the module included is absolutely perfect and the kit discount is good enough to make up for the useless paint (we'd be talking deep discounts) maybe still a good idea, but be very cautious on what you are getting for those crystals and what can you buy individually on a good sale.

 

Cheers

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I was a regular kit buyer before the paint-protection separation.

 

I bought Jackhammer and Redneck on my main.

On alts, I bought Firewall, Minotaur, Stinger, Vampire, and Predator.

 

Saving crystals for kits was harder at lower ranks. Easier at mid and higher ranks. I also played through the introduction of Missions which gave generous rewards - for a little while.

 

Now that kits include paints, I would generally agree with Mafioso and advise against kits. However if the module included is absolutely perfect and the kit discount is good enough to make up for the useless paint (we'd be talking deep discounts) maybe still a good idea, but be very cautious on what you are getting for those crystals and what can you buy individually on a good sale.

 

Cheers

Well, I'm planning on buying Firebolt for this account. It's got a 45% discount, which isn't too bad.

 

My WO3 account is going to buy Cyclops, which has a 70% discount. 

 

My WO1 account will be getting Stinger, with a 55% discount.

 

Overall, I think my kits plan is pretty great. 

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I was a regular kit buyer before the paint-protection separation.

 

I bought Jackhammer and Redneck on my main.

On alts, I bought Firewall, Minotaur, Stinger, Vampire, and Predator.

 

Saving crystals for kits was harder at lower ranks. Easier at mid and higher ranks. I also played through the introduction of Missions which gave generous rewards - for a little while.

 

Now that kits include paints, I would generally agree with Mafioso and advise against kits. However if the module included is absolutely perfect and the kit discount is good enough to make up for the useless paint (we'd be talking deep discounts) maybe still a good idea, but be very cautious on what you are getting for those crystals and what can you buy individually on a good sale.

 

Cheers

I thought they increased the discount on many kits to compensate for the useless paint. I bought Guardian recently and I think the price was close to what it was before.

 

Typically you would buy a kit if you want AT LEAST two of the main components.  If those two components bought separately compare to price of kit it is well worth it because...

- You also get a third component (module)

- You get the items early (especially now that M3 items are all at Marshall)

- You get a supply kit (variable)

 

Plus... if you are lucky and kit is available during a sale you save even more. Sometimes buying on paint-sale-day is best.

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^ I hear you and agree with the ultimate savings achieved by buying a kit during a paint sale. On the other hand, planning a purchase like that is maddeningly difficult - there may be no sale and/or the kit you want might not be in the garage during the sale.

 

To the other point/poster - kits give you the early unlock advantage, which is most important at M3. Timing of sales becomes critical - if you'll rank up before the sale, again consider buying on sale at unlock ranks. Tankers, early unlock of equipment is not a good reason to buy kits. It's a temporary advantage and really doesn't make enough difference in the long run to warrant the crystal investment.

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^ I hear you and agree with the ultimate savings achieved by buying a kit during a paint sale. On the other hand, planning a purchase like that is maddeningly difficult - there may be no sale and/or the kit you want might not be in the garage during the sale.

 

To the other point/poster - kits give you the early unlock advantage, which is most important at M3. Timing of sales becomes critical - if you'll rank up before the sale, again consider buying on sale at unlock ranks. Tankers, early unlock of equipment is not a good reason to buy kits. It's a temporary advantage and really doesn't make enough difference in the long run to warrant the crystal investment.

Theoretically, you'll gain MORE crystals because you'll be fighting M2s with maybe M4s. Don't mind me, though, I'm just a noob.  :lol:

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^ I hear you and agree with the ultimate savings achieved by buying a kit during a paint sale. On the other hand, planning a purchase like that is maddeningly difficult - there may be no sale and/or the kit you want might not be in the garage during the sale.

 

To the other point/poster - kits give you the early unlock advantage, which is most important at M3. Timing of sales becomes critical - if you'll rank up before the sale, again consider buying on sale at unlock ranks. Tankers, early unlock of equipment is not a good reason to buy kits. It's a temporary advantage and really doesn't make enough difference in the long run to warrant the crystal investment.

Sure early unlock is a temporary advantage.

 

But if you stick to (your rank and below) battles, you can earn a lot of extra crystals (and complete missions easier) during those two ranks.

 

Plus you can take advantage of MU sales during those two ranks as well. Can have big savings there, as ultimate goal is to MU M3 items.

 

Ahh... GeeVuh beat me to it.

Edited by wolverine848

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Sure early unlock is a temporary advantage.

 

But if you stick to (your rank and below) battles, you can earn a lot of extra crystals (and complete missions easier) during those two ranks.

 

Plus you can take advantage of MU sales during those two ranks as well. Can have big savings there, as ultimate goal is to MU M3 items.

 

Ahh... GeeVuh beat me to it.

Im getting the Voltage kit, but after the rebalance, people say there is no real Diff between M1 and M2 Railgun. Yeah the damage is increased and everything else, but in such a way it takes the same amount of shots to kill medium tanks, but the M@ is better for taking down bigger hulls and can one shot lighter hulls that are M0 since they're still out there at my ranks,

 

Plus, like you said, I can just battle lower ranked players who will still be transitioning from mo to m1 and the only m2s to be earned are hornet, isida and Rail. Voltage is included in that, but i have only seen two so it's not a popular kit by any means, plus having an M2 Dictator as fast as my m1 viking against m0s and m1s, I will have an easier time pushing them out of the way to take the gold boxes, and Voltage has a REALLY got M2 Module, plus it has an awesome paint, so Voltage has quite a lot of advantages.

 

People tell me to get Simoom, but I dont like Thunder, and Voltage can easily take them out from a distance without worrying about the damage going down due to distance. I usually play on bigger maps like Berlin and Brest. But Berlin, despite how big it is, its immense amount of props and walls and buildings make it a close-mid range map, but there are areas where long range guns like Rail come in handy. Aleksandrovsk is a good map for Voltage as well. Mostly a close range battle map, but it's good for the peek-a-boo tactic.

 

It's mostly come down to preference on what hulls and guns you like, developing a strategy and playing on maps that work with your tank. I really like Dictator, Rail, have been wanting the Module Voltage has and I love the Electra paint, so it has everything I want in it! I was thinking of Northerner....but im bored of Viking and Smoky tbh -_-

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People tell me to get Simoom, but I dont like Thunder, and Voltage can easily take them out from a distance without worrying about the damage going down due to distance. I usually play on bigger maps like Berlin and Brest. But Berlin, despite how big it is, its immense amount of props and walls and buildings make it a close-mid range map, but there are areas where long range guns like Rail come in handy. Aleksandrovsk is a good map for Voltage as well. Mostly a close range battle map, but it's good for the peek-a-boo tactic.

 

It's mostly come down to preference on what hulls and guns you like, developing a strategy and playing on maps that work with your tank. I really like Dictator, Rail, have been wanting the Module Voltage has and I love the Electra paint, so it has everything I want in it! I was thinking of Northerner....but im bored of Viking and Smoky tbh -_-

Rail is definitely good in maps like Brest.

 

Thunder though is useful in any maps where you have areas with pits and walls - the Splash. Also, keep in mind that Thunder has a weak damage of 50%. That is high for weak damage. So yes, the damage does decline down to minimum over distance. But past that it stops declining.

 

Smoky - best at mid-range, and where you can keep opponent under constant barrage. Would lose a peek-a-boo contest due to low damage per shot. Also, smoky has terrible weak damage - 10%. So once you are past the Minimum damage range it is more like a pea-shooter. an annoyance yes, but takes forever to destroy a tank. Not great on Brest. If you stay back rails and shaft own you. Move up (into the lower pit area) and the short-range turrets will own you.

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Rail is definitely good in maps like Brest.

 

Thunder though is useful in any maps where you have areas with pits and walls - the Splash. Also, keep in mind that Thunder has a weak damage of 50%. That is high for weak damage. So yes, the damage does decline down to minimum over distance. But past that it stops declining.

 

Smoky - best at mid-range, and where you can keep opponent under constant barrage. Would lose a peek-a-boo contest due to low damage per shot. Also, smoky has terrible weak damage - 10%. So once you are past the Minimum damage range it is more like a pea-shooter. an annoyance yes, but takes forever to destroy a tank. Not great on Brest. If you stay back rails and shaft own you. Move up (into the lower pit area) and the short-range turrets will own you.

I do great on brest with Smoky. And i noticed one time i was shooting an opponent as he was driving away with his titan. I was doing over 200, then down to 167, then 123 then it just cut in half to like 58 then 26 then....4 since he picked up a DA box. 4 damage -_-

 

but with speed boost, viking m1 is fast so im always moving around to kill enemies.

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I do great on brest with Smoky. And i noticed one time i was shooting an opponent as he was driving away with his titan. I was doing over 200, then down to 167, then 123 then it just cut in half to like 58 then 26 then....4 since he picked up a DA box. 4 damage -_-

 

but with speed boost, viking m1 is fast so im always moving around to kill enemies.

That's where the "weak damage" kicks in. The tank moved beyond your minimum dmg range.  

 

But 4?  Seems low - unless the hull had protection module vs Smoky.

Even then... 8 sounds low.

An M0 Smoky should do weak damage of 14-22. Cut in half (unlikely) that still 7-11.

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That's where the "weak damage" kicks in. The tank moved beyond your minimum dmg range.  

 

But 4?  Seems low - unless the hull had protection module vs Smoky.

Even then... 8 sounds low.

An M0 Smoky should do weak damage of 14-22. Cut in half (unlikely) that still 7-11.

I mean, my M1 with 33/50 MUs has a weak dmg of 33-50, so I'm sure that M1 should be 23. Probably 24/2 = 12, and wait. 75% protection?  :huh:

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I mean, my M1 with 33/50 MUs has a weak dmg of 33-50, so I'm sure that M1 should be 23. Probably 24/2 = 12, and wait. 75% protection?  :huh:

I know.  Something does not add up.

 

Unless the WIKI is wrong  :angry:

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That's where the "weak damage" kicks in. The tank moved beyond your minimum dmg range.  

 

But 4?  Seems low - unless the hull had protection module vs Smoky.

Even then... 8 sounds low.

An M0 Smoky should do weak damage of 14-22. Cut in half (unlikely) that still 7-11.

Maybe an M2 module against it? I was shocked to see...4 as the output of the damage i caused him.

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I've seen this too - ridiculously low damage numbers out of M3+ turrets.

 

Combination of

-distance

-double armor on the target

-protection module on the target

 

 

Mostly it's the distance. I get this for some turrets. Others not so much.

 

Sure limit the range of Twins, Isida, Fire, and Freeze. But limiting Thunder, Smoky, And Vulcan? At half the width of Polygon? :blink: Really??? Heavy ordinance can't cross more than fifty meters???

 

And Rail has infinite range??? Um, it's a projectile too; arguably one with lower damage potential.

 

But I give up trying to make sense of Tanki physics.

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I've seen this too - ridiculously low damage numbers out of M3+ turrets.

 

Combination of

-distance

-double armor on the target

-protection module on the target

 

 

Mostly it's the distance. I get this for some turrets. Others not so much.

 

Sure limit the range of Twins, Isida, Fire, and Freeze. But limiting Thunder, Smoky, And Vulcan? At half the width of Polygon? :blink: Really??? Heavy ordinance can't cross more than fifty meters???

 

And Rail has infinite range??? Um, it's a projectile too; arguably one with lower damage potential.

 

But I give up trying to make sense of Tanki physics.

Railgun is a laser, and perfect lasers don't lose heat over distance.

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Railgun is a laser, and perfect lasers don't lose heat over distance.

Actually, as he said, Railgun is an electromagnetic projectile launcher.

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