Jump to content
EN
Play

Forum

What to buy? Which is better?


 Share

Recommended Posts

Ah well, I thought it was like 10 days before Fighter expired but it is 6 days I just checked. So I changed my plans, gonna buy Predator kit or Bulldog kit whichever comes after these 6 days.  -_-

Share this post


Link to post
Share on other sites

Ah well, I thought it was like 10 days before Fighter expired but it is 6 days I just checked. So I changed my plans, gonna buy Predator kit or Bulldog kit whichever comes after these 6 days.  -_-

Get predator kit! Or save up for m2 thunder!

I heard m2 thunder is absolutely king at rank captain.

Share this post


Link to post
Share on other sites

Ah well, I thought it was like 10 days before Fighter expired but it is 6 days I just checked. So I changed my plans, gonna buy Predator kit or Bulldog kit whichever comes after these 6 days.  -_-

If you have your mind set on the Fighter Kit, then just wait for it another month or so. If you like fast close-in fighting, you'll LOVE the Fighter Kit.

  • Like 1

Share this post


Link to post
Share on other sites

Get predator kit! Or save up for m2 thunder!

I heard m2 thunder is absolutely king at rank captain.

Dude I'm talkin about 2nd alt

On main I've got eyes on Atlas kit and Rico m2

Share this post


Link to post
Share on other sites

I want to MU Twins, Vulcan, Smoky, Fire, Titan and Hunter. The paints can come later. Should I MU a little on all of them or focus on a few? If so, which should I focus on?

With the new MU "upgrade", you should focus on your main turret first and foremost.

Share this post


Link to post
Share on other sites

I want to MU Twins, Vulcan, Smoky, Fire, Titan and Hunter. The paints can come later. Should I MU a little on all of them or focus on a few? If so, which should I focus on?

I say mu Vulcan sense. A) it is very op B.) There arnt very many Vulcan paints around

Share this post


Link to post
Share on other sites

I want to MU Twins, Vulcan, Smoky, Fire, Titan and Hunter. The paints can come later. Should I MU a little on all of them or focus on a few? If so, which should I focus on?

basically depends in the map u play in

poly cp then mu twins

small maps like island or arena then mu fire

medium maps like silence then mu smoky

large maps like kungur then mu vulcan

Share this post


Link to post
Share on other sites

graffiti would be almost never used if not for the vandal kit(although it is a good paint and i was gonna write it but forgot to)

  

But M4 Vulcan is still really good cause people get super ticked off when they constantly get flipped

Share this post


Link to post
Share on other sites

I want to MU Twins, Vulcan, Smoky, Fire, Titan and Hunter. The paints can come later. Should I MU a little on all of them or focus on a few? If so, which should I focus on?

MU 2 at once.

A. Vulcan.

B. Hunter.

C. (I guess if u want) fire smoky

Edited by Mr.Typical

Share this post


Link to post
Share on other sites

 

Which turret is better varies by what rank you are. The turrets upgrades are available at different levels and when your using M2s against M1s or M1s against M0s you have an edge.  What maps you play are also important.   A few maps are good for any turret. Brest, Forrest, Lost Temple for example are great maps for any turret.  Polygon is for close up only. No point taking a Shaft, Smokey or Railgun into that map. Thunders do OK but only because most of them drug big time and have bought a kit that makes them nearly invincible. A thunder that doesn't have tons of money invested in it is instant dead on Polygon. With highways you need some short range people to go get the flag. However that map is ruled by long range turrets. Shaft, Rail gun, Thunder. It's a good map for Isildas as well since there are plenty of people to heal and if you have a fast hull there are flags to capture.  Monte Carlo needs somebody, usually a shot gun or Isilda to go get the flags on the other side, but other than that it's a long range battle. 

 

Rail guns are the most versatile turret and the game designers favor it. You get more upgrades, some contests are only open to rail gun/wasp combos and it upgrades pretty quickly. So you might consider a rail gun. Takes probably more practice to learn that than other turrets however. People dis Twins but it takes a lot of skill to learn the tank control to be really good with Twins. Anybody can go in blasting but with Twins you need to keep moving and stay ahead of the barrels of rail guns, shafts and thunders.

 

Shaft is my favorite to play, but I wouldn't recommend it. Too expensive and slow upgrades. Takes considerable skill to be good with one. Perhaps the most difficult turret to master. But it's also basically a sitting duck when you get higher level and play against waves of druggets. Spawn, die, spawn die is how it goes. Get away from the short range and some drugger in a thunder or rail gun nails you before you can take a shot. Your team mates are often your worst enemies. Instead of going around they just drive right into you. It is like the laser going off removes all intelligence from them and they are drawn to you. For example today, three times I had a shot lined up on the enemy with the flag and each time some ***** on my team hits me just before I take the shot and I'm looking at a wall instead of the enemy or my shot sails right past them as I watch my tank slide along. No matter how far out of the way you are, they just seem to want to bump you just to prevent you from getting the kill. So many times I've had a bead on an enemy, I get bumped and the enemy kills us both.  You see a Shaft with it's laser out, go AROUND the guy and don't sit in front of him. That happens a lot too. They'll just park right in front of you or jump in front just as you let a shot go and you shoot them instead of the enemy. 

 

At the mid ranks flame and freeze virtually vanish. I'm starting to see them return lately, but for a long time you rarely saw them.  They can be effective in close range battles. If you can get too the enemy they are good in long range battles also but I wouldn't recommend them. Long range turrets pick them off with ease. If you do not use a light hull you never get close enough to the enemy, if you do use a light hull they kill you too easily. You have to be in the middle of them to do damage. Paints like Storm that are good against them show up early in the NCO ranks and make you extremely vulnerable. 

 

Isildas can be make or break in team games and CTF.  You get 3 or 4 Isildas teamed up, they can be really difficult to kill. You have to start picking off the farthest one and work your way in because they keep healing each other. Isildas also have a sort of brotherhood. They'll team you and play on your team. Players with other turrets will seek your company also. So I'd recommend the Isilda.  

 

Don't try to keep up multiple turrets. That was a mistake I made. Once you get past the NCO ranks you cannot keep multiple turrets upgraded without putting a lot of money into the game. Play just one turret and hull and get really good at that combo.  When your upgrades start costing 15k per incremental upgrade, even if your pouring money into the game they get quite expensive.  Get you a couple paints for the map. A good paint against long range turrets, especially Shafts is important for Isildas. Shafts are your worst enemy with an Isilda. Rail guns next. And a good close in paint for close in maps.  That's going to give you the most bang for the buck.

 

 

 

 

I see your point; and I think a 1:1 comparism should no be the first step of a comparism. Comparing two turrets, or comparing which one stands tall versus another one, depends on much more then just the turret itself.

 

It depends - in short - on the situations the turret is used in. Example:

 

 

M3:

If two campers face each other - one smokey, one thunder - then the thunder has the edge. Why? Because he can use splashdamage to harm the smokey who is hiding behind some wall. The thunder will not expose himself before he reloaded, so the faster reload of the smokey gets useless. Only high damage per hit counts.

In a more semi-open midfield combat they could be even.. and here it makes the most of a difference who deals the first hit.

In closer range the smokey has the edge, because it's higher fire rate combined with the impact force, so it can keep the thunder missing, while the thunder suffers by self damage.

 

 

 

 

In more details, the term "situation" is merged together by:

 

 

  • users playing style (sniper, short range suprise attack camper, rusher, tactical sneaker, hit-and-run, aggressive, defensensive, ..)
  • role (attack, attack support, flagrunner, midfield damage dealer, midfield interceptor, midfield sniper, agile defense, static long range sniper, sitting duck flag defense, healer...)
  • map (Serpuchov, Boombox) and the spots your role acts on this map (Iran: railguns seize roofs and edges, firebirds move through the streets)

 

 

So it is pretty hard to say, that one turrets is superior to another without narrowing the situation.

 

 

As he stated he is midfield, so he is no typical flagrunner (except delivering the ones that crap out at half way). So his only chance to get points is by dealing damage -> therefore a high damage per minute rules for his purpose.

So on mid-to-larger maps this would be Smokey M3 as it pairs a serious range with a short time exposing himself to the enemy. On small maps with a lot of obstacles this would be Firebird M3 on a light or medium hull. Small maps, no obstacles: Mammy Twins.

This will give - over the time of a whole battle - a good precondition to have a good score. And a good score gives a lot of crystals/hour. And a good crystals income leads to better equipment... and so on.

 

 

edvJvyd_700wa_0.gif

  • Like 3

Share this post


Link to post
Share on other sites

Well I use then all equally so...  -_-

I say MU one to 20/50 or something, then move on to another turret. You don't want to MU one turret a ton (say Vulcan), only to join battles full of Grafitis or somethin.

 

--

 

 

Edited by FC_BayernMunchen

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...