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Thunder m4 or Smoky m3 with about 30/50 micro upgrades? For CTF, very large maps like Serpuhov, Monte carlo, Kungur and large maps like Rio and medium maps like Silence and Noise. I rarely play other modes as CTF is my favourite. I use Viking and Titan as hulls and currently have Hammer, Shaft, Twins and Vulcan m3. I'm a mid fielder to be honest and will do a bit of attacking or defending if necessary.

M3 smoky definitely. I've heard alot that M3 and even M4 thunder sucks (mainly cause of all the thunder paints around. Like. Emerald. Rustle. Ect ect.....) but M3/M4 smoky is awesome especially if u like accuracy

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Thunder m4 or Smoky m3 with about 30/50 micro upgrades? For CTF, very large maps like Serpuhov, Monte carlo, Kungur and large maps like Rio and medium maps like Silence and Noise. I rarely play other modes as CTF is my favourite. I use Viking and Titan as hulls and currently have Hammer, Shaft, Twins and Vulcan m3. I'm a mid fielder to be honest and will do a bit of attacking or defending if necessary.

M3 smoky definitely. I've heard alot that M3 and even M4 thunder sucks (mainly cause of all the thunder paints around. Like. Emerald. Rustle. Ect ect.....) but M3/M4 smoky is awesome especially if u like accuracy

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So if you are a midfielder your main job is to damage enemy tanks so that they reach your base with half the health, and/or if they come in in larger groups, then delay the second part of the attack force. And of course hunt down flags if they escape.

For both smokey should do the better job, as you simply deal more damage per minute (smokey has an awesome damage per minute). For the hunting of flagrunners the high firerate of smokey comes in handy too. Also for supporting your attackers by distracting enemies.. I always get nervous if a smokey from "somewhere" shots me frequently, while I am focused on something else :p

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Thunder m4 or Smoky m3 with about 30/50 micro upgrades? For CTF, very large maps like Serpuhov, Monte carlo, Kungur and large maps like Rio and medium maps like Silence and Noise. I rarely play other modes as CTF is my favourite. I use Viking and Titan as hulls and currently have Hammer, Shaft, Twins and Vulcan m3. I'm a mid fielder to be honest and will do a bit of attacking or defending if necessary.

Smoky M3. I've heard that even 22/50 Smoky is better than M4 Thunder

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Play long polygon cp

Thats too obvious. Not tryna be rude but yeah. :P

I don't find any good Polygon CPs at that rank too.

 

I mostly use my MUed Thunder M0, Mammoth M1, Twins M0, Hammer M0 and Hornet M0 btw.

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Any ideas on how to get 14k in like 11 days on Sgt Major acc? Have 30k and need 44k for Fighter kit. Might rank to WO1.

Play Poly CP and only join battles where you know you'll be able to win. If you end up on a not-so-good team, don't be afraid to join the opposing team after the round ends. Your other option is to play DM. If you have a free 'change mission', try to use them to get missions that give you crystal rewards.

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I have Fire, Twins, Smoky, Vulcan, Hunter, Viking, Titan m3. For paints I have Rustle, Hohloma, Taiga, Picasso and Zeus. 

 

I will buy Africa. Dictator might be cool, but it isn't necessary. Should I get another turret? If so, which do you recommend? Nevertheless I will focus more on MUs next sale. 

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Buy viking m3 and save your crystals for something else. Hornet m3 seems to be only good for xp/bp matches and a viking m3 with speed boost is very fast.

 

Ricochet is longer ranged but is hard to control. Isida is short ranged but is good for earning experience and can heal team mates. If you are unsure pick ricochet.

 

Viking seems to be the better drugger and thunder is very powerful with double power.

 

If you are fighting short ranged storm and roger are good and tundra and cedar for long ranged.

Try railgun m1 since it's a favourite of most tanki players and it deals pretty good damage.

 

Pirahna, hero, fujiyama, predator and tornado if you can wait.

 

Save for that op fortress kit or wait for medic or raiden or jackhammer or refrigerator if you like freeze.

 

Smoky. The rapid fire and high impact combined with hornet's high acceleration and speed makes this an annoying combo to deal with.

you are right I guess, but my concern is that my mom has made my play time on weekends only so I can probably make hornet, not viking

.

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M3 smoky definitely. I've heard alot that M3 and even M4 thunder sucks (mainly cause of all the thunder paints around. Like. Emerald. Rustle. Ect ect.....) but M3/M4 smoky is awesome especially if u like accuracy

I agree with what you said about the thunder, and all the paints, but I can still win a 1:1 smoky/thunder any day. It takes 2/3 shots to kill a hornet(if its the same modification as the thunder, then 3) and more for smoky, and if you're good at it, you should be able to get the smoky faster than he can get you. Hope this helps. :)

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I have Fire, Twins, Smoky, Vulcan, Hunter, Viking, Titan m3. For paints I have Rustle, Hohloma, Taiga, Picasso and Zeus.

 

I will buy Africa. Dictator might be cool, but it isn't necessary. Should I get another turret? If so, which do you recommend? Nevertheless I will focus more on MUs next sale.

I would get thunder or railgun, I have m2 of both and they're awesome.

Nice garage BTW.;)

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I agree with what you said about the thunder, and all the paints, but I can still win a 1:1 smoky/thunder any day. It takes 2/3 shots to kill a hornet(if its the same modification as the thunder, then 3) and more for smoky, and if you're good at it, you should be able to get the smoky faster than he can get you. Hope this helps. :)

Idk maybe. But have fun trying to 1vs1 a M2 smoky

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Idk maybe. But have fun trying to 1vs1 a M2 smoky

In 1v1 close combat tho, thunder definitely loses to smoky due to splash dmg. However, in a mid range battle, smoky generally loses its dmg than thunder, so its a matter of who started it first. Coming from an m2 smoky user! (:

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If you want to decide between thunder and smokey, it makes no sense to think about a 1vs1 between both.

You never fight just 1 weapon, but a whole team. And your job is to perform well on most of the enemys team, and not just against a single turret.

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They will, i have tried

 

Got 37% off isida for a day, goufer it or disregard?

Im thinking of leaving it, if noone tries to convince me othervice.

Go for it. Isida will be helpful in completing missions. Plus that, 37% is a good discount.

 

I have 12k should I save it and buy a turret or hull

Save for m2's

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I have 12k should I save it and buy a turret or hull

Turret, if you can destroy them before they hurt you than you do not need a very good hull. In the end it depends on the weapon you are using and the hull you are using. If the weapon upgrade adds a lot more damage to your weapon then upgrade your turret, but if the hull adds a lot more health then do that. If you are using a short ranged weapon try hull first so you do not die. If you are going for a long range weapon well then upgrade your gun first. Also try getting a new paint that could also help.

Edited by larry2000_PRO

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If you want to decide between thunder and smokey, it makes no sense to think about a 1vs1 between both.

You never fight just 1 weapon, but a whole team. And your job is to perform well on most of the enemys team, and not just against a single turret.

You make sense, but this is just an example to show the dps as well as the capabilities of each turret. it is equally important to show which turret is effective in keeping yourself alive as long as possible. Similarly, it doesnt always apply to team battles such as ctf and tdm. Having to show which turret can triumph over the other can prove useful, because I dont think anyone would get a turret just based on a specific requirement, but the overall performance in other form of battles too.

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thats what all players want

play a 3 hour battle in th winning team be first and right b4 battle ends claim the premium in this way u get little xp but double the crys

Good, I'm trying to get as much crystals:XP ratio as possible. I wish 1 cry per 1 XP lol

Is the predator kit in the garage right now! Can't get on my account right now,

Also if it's not when do you think it will be?

Edited by Mr.Typical

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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. 

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You make sense, but this is just an example to show the dps as well as the capabilities of each turret. it is equally important to show which turret is effective in keeping yourself alive as long as possible. Similarly, it doesnt always apply to team battles such as ctf and tdm. Having to show which turret can triumph over the other can prove useful, because I dont think anyone would get a turret just based on a specific requirement, but the overall performance in other form of battles too.

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.

Edited by BlackWasp777
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