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Minotaur definetly is still one of th best kits out in the M2 ranks. People stopped using it because of the Tidebreaker-HBTY combo..... ah, I mean because almost everyone now wants to try Shaft-Hunter. But yes Minotaur still is a great kit. Get that one alteration if you like close range battles and Twins will be similar to the old Twins.

 

Yeah don't listen to Tidebreaker and HBTY. They only recommend Hornet/Hunter-Shaft. I mean Tidebreaker did recommend Ricochet though.

 

Wow, can't they recommend something else???

 

Here is mines for example:

 

Wasp-Magnum: Nontraditional setup. Can flip yourself easily especially with Reinforced Gun Carriage. In sticky situation However, its speed makes up its weakness. Can chase targets, get to certain location and escape effectively with Wasp's Megabomb, Magnum's shot and the hull's speed. Can be used as troll setup. 

 

Module recommendations:

  • Griffin: Absolutely critical if you repetitively self-destructed from your own shot or/and wanted to triumph against enemy Magnums.
  • Fox: Firebird's afterburn can be really dangerous!
  • Badger (Once you are frozen by a Freeze, you are toast). But with this module, it reduces temperature decrease depend on the module's upgrade.
  • Spider. The most underrated module in the game, one sneaky mine may destroy your tank. And mines takes huge chunks of HP if you managed to survive.
  • Panther: Twin is huge problem when talking about knocking your aim off! And may result yourself getting killed when firing your Big Bertha by the time you managed to handle Twin's impact force.
  • Falcon: Who hates those Railguns running around and take a chunk of your HP away?
  • Grizzly: Thunder's shot is miss but still hit??? Splash damage. And its impact force.
  • Lion: Ricochet's high damage per shot as an automatic turret and its impact force is annoying as Twin.

Some good modules but not required:

  • Eagle: Shafts can aim anywhere of your tank but nowadays, Shafts are rare sight. Nonetheless, have it ready when there is an army of Shafts in a battle. The recent buff on Shaft's sniper damage however, to survive a M4 Shaft's shot, you will need at least M3 5/15. But don't think about surviving from M4 Heavy Capacitor even with M4 Eagle!
  • Shark: Those nonstop firing Vulcan may split your tank to halves by the time you found cover. And they can knock off your aim!
  • Ocelot: Isida saps 1k HP away from your tank per second. You may not survive but who knows? If that Isida is injured and 1-2 shot from getting killed, Ocelot may be useful.
  • Owl: Gauss's sniper shot saps away great amount of HP away (it could deal 2k damage if you are unlucky) and there is no way to tell unless its telltale "fox ear" is at your sight. Impact force and splash damage are same as Thunder's.
  • Orka: Uranium Striker anyone? Most common in high rank. But even with M4 Orka, you won't survive its 4 missile barrage unless you managed to outrun 2 of those slow-moving missiles. Cyclone alteration is balanced, you can break enemy Striker's lock-on easier because of Cyclone's 40%+ locking time. Once you are locked on by a Cyclone Striker however, there is zero chance of surviving if at least 5 out of 8 rockets hits your tank. Unless you find cover just in time.
  • Wolf: Duplet Hammers used to dominate battles left and right, but Hammers are less common. Impact force, ended up making you miss your shot dramatically or even get one-shotted if you are unprotected AND that Hammer pop Double Power!
  • Dolphin: Fast firerate, crit shot may deal fatal blow if you are unlucky. Impact force, makes your shot fly elsewhere.

Overall, not recommended unless you really love Wasp-Magnum or trying it out.

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Minotaur definetly is still one of th best kits out in the M2 ranks. People stopped using it because of the Tidebreaker-HBTY combo..... ah, I mean because almost everyone now wants to try Shaft-Hunter. But yes Minotaur still is a great kit. Get that one alteration if you like close range battles and Twins will be similar to the old twins.

:P

Yeah don't listen to Tidebreaker and HBTY. They only recommend Hornet/Hunter-Shaft. I mean Tidebreaker did recommend Ricochet though.

 

Wow, can't they recommend something else???

 

 

Here is mines for example:

 

Wasp-Magnum: Nontraditional setup. Can flip yourself easily especially with Reinforced Gun Carriage. In sticky situation However, its speed makes up its weakness. Can chase targets, get to certain location and escape effectively with Wasp's Megabomb, Magnum's shot and the hull's speed. Can be used as troll setup. 

 

Module recommendations:

  • Griffin: Absolutely critical if you repetitively self-destructed from your own shot or/and wanted to triumph against enemy Magnums.
  • Fox: Firebird's afterburn can be really dangerous!
  • Badger (Once you are frozen by a Freeze, you are toast). But with this module, it reduces temperature decrease depend on the module's upgrade.
  • Spider. The most underrated module in the game, one sneaky mine may destroy your tank. And mines takes huge chunks of HP if you managed to survive.
  • Panther: Twin is huge problem when talking about knocking your aim off! And may result yourself getting killed when firing your Big Bertha by the time you managed to handle Twin's impact force.
  • Falcon: Who hates those Railguns running around and take a chunk of your HP away?
  • Grizzly: Thunder's shot is miss but still hit??? Splash damage. And its impact force.
  • Lion: Ricochet's high damage per shot as an automatic turret and its impact force is annoying as Twin.

Some good modules but not required:

  • Eagle: Shafts can aim anywhere of your tank but nowadays, Shafts are rare sight. Nonetheless, have it ready when there is an army of Shafts in a battle. The recent buff on Shaft's sniper damage however, to survive a M4 Shaft's shot, you will need at least M3 5/15. But don't think about surviving from M4 Heavy Capacitor even with M4 Eagle!
  • Shark: Those nonstop firing Vulcan may split your tank to halves by the time you found cover. And they can knock off your aim!
  • Ocelot: Isida saps 1k HP away from your tank per second. You may not survive but who knows? If that Isida is injured and 1-2 shot from getting killed, Ocelot may be useful.
  • Owl: Gauss's sniper shot saps away great amount of HP away (it could deal 2k damage if you are unlucky) and there is no way to tell unless its telltale "fox ear" is at your sight. Impact force and splash damage are same as Thunder's.
  • Orka: Uranium Striker anyone? Most common in high rank. But even with M4 Orka, you won't survive its 4 missile barrage unless you managed to outrun 2 of those slow-moving missiles. Cyclone alteration is balanced, you can break enemy Striker's lock-on easier because of Cyclone's 40%+ locking time. Once you are locked on by a Cyclone Striker however, there is zero chance of surviving if at least 5 out of 8 rockets hits your tank. Unless you find cover just in time.
  • Wolf: Duplet Hammers used to dominate battles left and right, but Hammers are less common. Impact force, ended up making you miss your shot dramatically or even get one-shotted if you are unprotected AND that Hammer pop Double Power!
  • Dolphin: Fast firerate, crit shot may deal fatal blow if you are unlucky. Impact force, makes your shot fly elsewhere.

Overall, not recommended unless you really love Wasp-Magnum or trying it out.

 

 

Well, man, think about it. Why would I recommend Twins if I've never really used it? Why would I recommend Smoky if I don't like it? To each his own - people come on here for our advice, and we're giving it to them.

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Well, man, think about it. Why would I recommend Twins if I've never really used it? Why would I recommend Smoky if I don't like it? To each his own - people come on here for our advice, and we're giving it to them.

I tried Twin as well. Satisfied. 

 

I mean, Spider module is really underrated. Like nobody uses it. For me, it's crucial.

 

Alternativa should really sell M3 Spider module in the shop.

 

Rank requirement: Lt. General.

 

Cost:  14.99 to 19.99 USD 

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Corsair kit was awesome for me but I keep getting placed in maps where my twins can't reach the opponents. I'm sure that there is a different playstyle with twins in openish maps that can make twins effective, but in ones with lots of walls twins is just bad: period. I don't remember having much trouble with twins before but it's bad. I have to use my ricochet.

Edited by I-Hate-Druggers
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Corsair kit was awesome for me but I keep getting placed in maps where my twins can't reach the opponents. I'm sure that there is a different playstyle with twins in openish maps that can make twins effective, but in ones with lots of walls twins is just bad: period. I don't remember having much trouble with twins before but it's bad. I have to use my ricochet.

Hornet-Twin??? Gonna try that in test server.

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Corsair kit was awesome for me but I keep getting placed in maps where my twins can't reach the opponents. I'm sure that there is a different playstyle with twins in openish maps that can make twins effective, but in ones with lots of walls twins is just bad: period. I don't remember having much trouble with twins before but it's bad. I have to use my ricochet.

I too have tried Corsair kit. It is simply one of the top 3 M1 kits out there. About it's play-style. Well ever since Devs have said that Twins is a close range weapon its effectiveness had fell drastically. But nevertheless it is still great. It is also true that the Viking-Twin combo cannot be used in every map, but to tackle this you can change the position you play according to the match. 

For example imagine these situations : 

  1. ​You are send to a small map, like Sandal,Sandbox, Tribute, in any of the team game modes. Here you don't need to hesitate to play any position. The health of Viking and Twins can handle almost any enemy.
  2. You are send to a medium map, like Rio. Here I suggest you to go for attack only. You can stay as midfield too. 
  3. You are sent to a large map, like Highways. Here your only option is to stay defence. If the map has a lot of walls and places to hide, you can try attacking.

 

Now I also suggest you to go for the Stable Plasma alteration. It is a great alteration for it's price and is useful at the higher ranks too.

 

 

Happy tanking,

F41TH

Corsair is Viking/Twins. It's Fighter that's Hornet/Twins.

Ever tried that combo ?

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I too have tried Corsair kit. It is simply one of the top 3 M1 kits out there. About it's play-style. Well ever since Devs have said that Twins is a close range weapon its effectiveness had fell drastically. But nevertheless it is still great. It is also true that the Viking-Twin combo cannot be used in every map, but to tackle this you can change the position you play according to the match. 

For example imagine these situations : 

  1. ​You are send to a small map, like Sandal,Sandbox, Tribute, in any of the team game modes. Here you don't need to hesitate to play any position. The health of Viking and Twins can handle almost any enemy.
  2. You are send to a medium map, like Rio. Here I suggest you to go for attack only. You can stay as midfield too. 
  3. You are sent to a large map, like Highways. Here your only option is to stay defence. If the map has a lot of walls and places to hide, you can try attacking.

 

Now I also suggest you to go for the Stable Plasma alteration. It is a great alteration for it's price and is useful at the higher ranks too.

 

 

Happy tanking,

F41TH

Ever tried that combo ?

 

 

I bought Corsair in a low account. I tried Twins with Hornet, so yes. The thing is that with F2P you can only afford one combo, and Corsair doesn't do well on all maps... the reason I like Shaft/Hunter so much is that you can do well on literally any map, even with few drugs.

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I have conflicting opinions on what to do with my crystals...

 

The plan was, as I have dictator m3 in 29h so that's the hull sealed and done, to save all the crystals until major, so I could buy uranium for striker, get m2 for free (It's 10/10), and begin MUing it. But as I use railgun to get there, I'm tempted to put more crystals on upgrading it. It's currently at 3/10, but I haven't upgraded it outside of mu sales.

 

Should I micro railgun regardless of there being a sale, or keep up with my original plan? Assuming I keep up with the plan I'd still start one round of upgrades on my 2 drones, falcon module and railgun as a MU sale happens, but not otherwise.

I'm also stacking weekly containers again, so I can open a large amount when it's truly needed.

 

Short of spending 4.49 euros to buy the battle pass last month, to benefit of my 10d premium (And thus large star earnings) I found in a container, I do not plan to buy more.

Edited by XxStriker
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Keep using Railgun at the moment, it will definitely help you more on your way to Major. However, I suggest you do not upgrade it too much, because its damage increase is not significant and will be offset by the heavier modules you'll encounter in later ranks.

 

After reaching Major proceed to go with your original plan of getting uranium for the m2 Striker, you'll most likely feel a boost in your performance, because honestly I have no idea how such a powerful alteration is unlocked so early.

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I bought Corsair in a low account. I tried Twins with Hornet, so yes. The thing is that with F2P you can only afford one combo, and Corsair doesn't do well on all maps... the reason I like Shaft/Hunter so much is that you can do well on literally any map, even with few drugs.

Welp. Hate to admit it but yes that part it true. But not that really. I play F2P and on my other account F.4.T.3 I have a lot of M1's and M2's and I'm not even a buyer. 

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Welp. Hate to admit it but yes that part it true. But not that really. I play F2P and on my other account F.4.T.3 I have a lot of M1's and M2's and I'm not even a buyer. 

It's when you need m3-4s to compete that you cannot sway from one combo, if you wish to have it well upgraded. Because modules are extremely important as well, and those are pricy as heck.

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Welp. Hate to admit it but yes that part it true. But not that really. I play F2P and on my other account F.4.T.3 I have a lot of M1's and M2's and I'm not even a buyer. 

Look up. Ofc, you can easily get all the M1s if you play well - I did (almost). It's when you try to MU many M1s, and save up for M2s which you have to MU as well... it gets pricey. You've got to stick with a couple things (1 hull, two turrets if you can save lots of crystals) because the fact is that when you get to Major and stuff you're playing M3s - a lot. 

 

Well, when I only had Shaft/Hunter M2 (they're M3 now!  :ph34r: ) I could do pretty well on most maps without drugging, so suit yourself. I wasn't just camping...in ASL I would often cap at least one or two flags. As of now MM is too laggy to play in (at all - I struggled to 166 stars this month with premium, to get the containers of tier 12, but I'm not going further) so I haven't played MM much non-drugging vs. the higher ranks with M3s (or M4s, which I've played several times in .

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Dictator vs hunter.

 

Which hull is better? (idc about stats written on paper, askin which is better in battlefield, need different opinions from old dogs)

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Dictator vs hunter.

 

Which hull is better? (idc about stats written on paper, askin which is better in battlefield, need different opinions from old dogs)

It's down to preference, hunter if you wish to own a stun capability (Even drop flags in a pinch), while dictator if you wish to have supplies active for quite a bit longer (It's significant when you can keep double damage active for at least 1.5x longer than usual). I prefer dictator to be honest, the turret placement is important too and the height helps with aiming up/down for splash turrets.

Edited by XxStriker

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Dictator vs hunter.

 

Which hull is better? (idc about stats written on paper, askin which is better in battlefield, need different opinions from old dogs)

Tide is away right now, but I can answer for him. He likes both, they have their different pros and cons, but Hunter's OD is really powerful. Basically, if you're using Thunder/Smoky/Gauss/anything like that, opt for Dictator. Otherwise, go with Hunter. I think that's @Tidebreaker's opinion.

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Dictator vs hunter.

 

Which hull is better? (idc about stats written on paper, askin which is better in battlefield, need different opinions from old dogs)

I agree with HBTY's opinion. Moreover, it also depends on alterations, for example I use Dictator+Rail+RoundDestabilization because this combo is great when you've full supplies. You can do mid-fielding and defending very well with it.

 

On the other hand, if I use Rail+Hunter then I would prefer 'Scout' with it because hunter's overdrive doesn't last very long, so quick firing rate comes really handy. With this combo you're not only able to compete against long range turrets but also close range turrets. You can basically play any type of role (attacking, defending, mid-fielding etc..) with it.

Edited by mendark27
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Yeah don't listen to Tidebreaker and HBTY. They only recommend Hornet/Hunter-Shaft. I mean Tidebreaker did recommend Ricochet though.

 

Wow, can't they recommend something else???

 

Here is mines for example:

 

Wasp-Magnum: Nontraditional setup. Can flip yourself easily especially with Reinforced Gun Carriage. In sticky situation However, its speed makes up its weakness. Can chase targets, get to certain location and escape effectively with Wasp's Megabomb, Magnum's shot and the hull's speed. Can be used as troll setup. 

 

Module recommendations:

  • Griffin: Absolutely critical if you repetitively self-destructed from your own shot or/and wanted to triumph against enemy Magnums.
  • Fox: Firebird's afterburn can be really dangerous!
  • Badger (Once you are frozen by a Freeze, you are toast). But with this module, it reduces temperature decrease depend on the module's upgrade.
  • Spider. The most underrated module in the game, one sneaky mine may destroy your tank. And mines takes huge chunks of HP if you managed to survive.
  • Panther: Twin is huge problem when talking about knocking your aim off! And may result yourself getting killed when firing your Big Bertha by the time you managed to handle Twin's impact force.
  • Falcon: Who hates those Railguns running around and take a chunk of your HP away?
  • Grizzly: Thunder's shot is miss but still hit??? Splash damage. And its impact force.
  • Lion: Ricochet's high damage per shot as an automatic turret and its impact force is annoying as Twin.

Some good modules but not required:

  • Eagle: Shafts can aim anywhere of your tank but nowadays, Shafts are rare sight. Nonetheless, have it ready when there is an army of Shafts in a battle. The recent buff on Shaft's sniper damage however, to survive a M4 Shaft's shot, you will need at least M3 5/15. But don't think about surviving from M4 Heavy Capacitor even with M4 Eagle!
  • Shark: Those nonstop firing Vulcan may split your tank to halves by the time you found cover. And they can knock off your aim!
  • Ocelot: Isida saps 1k HP away from your tank per second. You may not survive but who knows? If that Isida is injured and 1-2 shot from getting killed, Ocelot may be useful.
  • Owl: Gauss's sniper shot saps away great amount of HP away (it could deal 2k damage if you are unlucky) and there is no way to tell unless its telltale "fox ear" is at your sight. Impact force and splash damage are same as Thunder's.
  • Orka: Uranium Striker anyone? Most common in high rank. But even with M4 Orka, you won't survive its 4 missile barrage unless you managed to outrun 2 of those slow-moving missiles. Cyclone alteration is balanced, you can break enemy Striker's lock-on easier because of Cyclone's 40%+ locking time. Once you are locked on by a Cyclone Striker however, there is zero chance of surviving if at least 5 out of 8 rockets hits your tank. Unless you find cover just in time.
  • Wolf: Duplet Hammers used to dominate battles left and right, but Hammers are less common. Impact force, ended up making you miss your shot dramatically or even get one-shotted if you are unprotected AND that Hammer pop Double Power!
  • Dolphin: Fast firerate, crit shot may deal fatal blow if you are unlucky. Impact force, makes your shot fly elsewhere.

Overall, not recommended unless you really love Wasp-Magnum or trying it out.

You're right. I'm sorry, I recommended Shaft and Hunter way too much. Your advice is great. Not that I use Wasp-Magnum, but I've seen some skilled individuals who use it along with the bomb to clear out the whole enemy base.

 

will recommend some other combos that I found were secretly very good.

 

Hornet-Shaft: You know why this is here. The guaranteed one-shot kill is what really pulls me in to using this beast. 

 

Dictator-Shaft: Look at the Shaft topic. You'll see why this is such an insanely good assassin. 

 

Hunter-Ricochet along with the Plasma Torch alteration: You may think this is a stupid combo, but zap a Juggernaut and then pop in the Booster drone. You'll do a 1000 damage with every ball, and if you're quick, snatching Juggernaut should not be a problem.

 

Dictator-Ricochet: The king of DMs on medium maps such as Polygon. Even though its OD may not be that great in DMs and JGRs, you'll come to understand why I started using this hull so much. The weight and the height advantage sets you apart from everyone and also gives you a great chance of catching golds should they come your way. 

 

Dictator-Vulcan with the Shooting Speed Regulator: I'm not gonna lie, this alt put me off at first. But the sheer speed at which the barrels spool up with throw any player off guard. The damage decrease isn't too noticeable either. The high turning speed along with the huge cone angle of Vulcan makes you a threat at all ranges. 

 

Hunter-Firebird with Incendiary Mix: Dishes out huge damage in not that much time at all. Consider this.

 

Hunter-Hammer with Slugger: Gives Ricochets a run for their money. The spread always allows you to get max damage on people.

 

There's way more combos that I would recommend, just to give you a picture of what I enjoy.

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Tbf, at the time I suggested Chiro, I'd never really enjoyed anything else, so... I will put in my vote for option 1 and 3, having tried those. Don't know about others.

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You're right. I'm sorry, I recommended Shaft and Hunter way too much. Your advice is great. Not that I use Wasp-Magnum, but I've seen some skilled individuals who use it along with the bomb to clear out the whole enemy base.

 

will recommend some other combos that I found were secretly very good.

 

Hornet-Shaft: You know why this is here. The guaranteed one-shot kill is what really pulls me in to using this beast. 

 

Dictator-Shaft: Look at the Shaft topic. You'll see why this is such an insanely good assassin. 

 

Hunter-Ricochet along with the Plasma Torch alteration: You may think this is a stupid combo, but zap a Juggernaut and then pop in the Booster drone. You'll do a 1000 damage with every ball, and if you're quick, snatching Juggernaut should not be a problem.

 

Dictator-Ricochet: The king of DMs on medium maps such as Polygon. Even though its OD may not be that great in DMs and JGRs, you'll come to understand why I started using this hull so much. The weight and the height advantage sets you apart from everyone and also gives you a great chance of catching golds should they come your way. 

 

Dictator-Vulcan with the Shooting Speed Regulator: I'm not gonna lie, this alt put me off at first. But the sheer speed at which the barrels spool up with throw any player off guard. The damage decrease isn't too noticeable either. The high turning speed along with the huge cone angle of Vulcan makes you a threat at all ranges. 

 

Hunter-Firebird with Incendiary Mix: Dishes out huge damage in not that much time at all. Consider this.

 

Hunter-Hammer with Slugger: Gives Ricochets a run for their money. The spread always allows you to get max damage on people.

 

There's way more combos that I would recommend, just to give you a picture of what I enjoy.

I've to agree on Dictator+Shaft, though I've never personally used it. Yesterday I've seen a guy with above 4 k/d with this combo. If that's not amazing then I would like to tell you he was using M1 Shaft+ M1 Dictator and most of the guys in the opposite team were M2s. He ended up with more than 8 k/d ratio in that match.

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I've to agree on Dictator+Shaft, though I've never personally used it. Yesterday I've seen a guy with above 4 k/d with this combo. If that's not amazing then I would like to tell you he was using M1 Shaft+ M1 Dictator and most of the guys in the opposite team were M2s. He ended up with more than 8 k/d ratio in that match.

K/D means nothing. Making 10 kills and dying 7 times in TDM is better than making 3 kills and dying once.

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K/D means nothing. Making 10 kills and dying 7 times in TDM is better than making 3 kills and dying once.

Right! K/D is very overrated. What actually amazed me was that he was able to compete against M2's very well. It was a CP match and he ended up on the first spot (I know you're going to say 'being first doesn't mean they contributed to the team' and I would agree with that too).

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Right! K/D is very overrated. What actually amazed me was that he was able to compete against M2's very well. It was a CP match and he ended up on the first spot (I know you're going to say 'being first doesn't mean they contributed to the team' and I would agree with that too).

Actually, I wasn't going to say that :) If you're camping, you can compete with any M-level, because it's really not a competition. Put that guy as a mobile sniper, and he'd get crushed unless he was super skilled. Even then...

Edited by Initiate
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