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Why are M0s different from all other modifications?


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It's weird. M0 thunder or Twins is trash, but M1 or higher is unbeatable. M0 Striker is a beast, anything else is trash. Can somebody shed some light on this?

Not really, M1 Thunder is the only good modification of Thunder. As ranks get higher, Thunder becomes utter trash. anothr example is that Railgun M1 and M0 are bad, but from M2 it gets better.

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Bad M1 and M2 game balance caused by different unlock ranks and prices of hulls and turrets. Something should be done with this crap xD

Striker M1 is supposed to be more powerful than Hammer, Magnum and Vulcan (they are all warrant officer 2) and equal to Railgun. Is it? Not even close. Thunder and Twins are supposed to be a little better than Railgun or Striker M1, but they feel like M2s in comparison.

 

Not really, M1 Thunder is the only good modification of Thunder. As ranks get higher, Thunder becomes utter trash. anothr example is that Railgun M1 and M0 are bad, but from M2 it gets better.

Trust me - Thunder M2 is pretty bad when you don't have protection. It only takes 5 shots to kill my Mammoth M1 9/10 - and it reloads nearly as fast as M0 smoky.

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The balance differences at m0-m2 or the slight imbalances at m3-m4?

Both of them. I think that all M0 should unlock at Recruit, all M1 at WO1 and all M2 at Major. Prices of M0, M1 and M2 should also be more similar to each other.

 

When modifications get balanced, then it is time for the second part. Nerf Magnum and Thunder, buff Rail, Smoky, Striker, Shaft and Vulcan.

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Trust me - Thunder M2 is pretty bad when you don't have protection.

Buying it in simoom kit is good decision, very early rank, costs only 150k and that 25% protection. (idk is it still like that i had it very early) 

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Buying it in simoom kit is good decision, very early rank, costs only 150k and that 25% protection. (idk is it still like that i had it very early)

I do not think that buying Gold Digger Hull is a good decision unless you are dedicated DR (Dictator Rail) player.

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Buying it in simoom kit is good decision, very early rank, costs only 150k and that 25% protection. (idk is it still like that i had it very early) 

I rushed my self in the WO ranks just to get M2's, I got stinger and Simoom kit and both of them didn't last me farther than captain, Thankfully I got viking for like 40k

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It's weird. M0 thunder or Twins is trash, but M1 or higher is unbeatable. M0 Striker is a beast, anything else is trash. Can somebody shed some light on this?

M0 Thunder is OP. M3 Striker is OP if used correctly. 

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My observations to this are:

 

Protection modules make more difference than a higher modification turret.

But there's a lot of difference between the turrets themselves; some very noticable effects are:

 

- No Striker protection modules

- Lots of Railgun protection modules

- Lots of Thunder protection modules

- Short range weapons; Firebird, Freeze, Isida and odd-ball Twins are overpowered because the hulls are too fast.

 

Protection modules overpower any modifications of medium to long range turrets. M2 against protection will lose compared to an M0 against no protection. Short range weapons being carried around the map on medium hulls somewhat overcome protection modules, especially Twins.

 

Why?

 

- There are no Striker modules because the controls of this turret are rigged.

- Railgun is popular amongst the cancerous side of the Tanki Online community (it is also pretty dangerous)

- Thunder is out-of-this world overpowered woah

 

-----------------

 

So In theory, everyone should get Twins and buy an alteration because the turret sucks without it. There's no learning curve and if you buy both alterations, you can basically cover all sorts of game styles in this game no matter the map size. And expand your module spectrum because you will absolutely need it in the higher ranks where everyone is maxed out.

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I can say with personal experience Striker is one of the best turrets in the current meta.

 

Game balance defines the superiority of turrets and hulls in the game, it's one of those topics that can be discussed about at all times.

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I can say with personal experience Striker is one of the best turrets in the current meta.

 

Game balance defines the superiority of turrets and hulls in the game, it's one of those topics that can be discussed about at all times.

Then why is it as rare as a unicorn on the battlefield?

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Because no one knows how to use it properly :ph34r:

Its raw stats (lower damage per shot, slow projectile speed, stupid laser, double barrel, bigger splash) make it much weaker than Thunder.

 

It needs 2-rocket salvos to stay competitive.

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Striker is pretty nice if used correctly. I see a lot of pro-striker players in PRO Battles and it really annoys me when they end up killing multiple people while camping in a Poly CP.

Edited by MLG_Keemstar

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Striker doesn't seem to be effective in many maps apart from Poly CP. I try to play properly from time to time with it, but after a while I get annoyed and switch to other turrets and perform much better. 

The aiming in arcade is terrible and the salvo mode is mediocre, so it doesn't make sense to only buff salvo mode. Imho they should put the shell acceleration time from 3 to 2 sec. and get it a bigger auto-aim.

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Striker doesn't seem to be effective in many maps apart from Poly CP. I try to play properly from time to time with it, but after a while I get annoyed and switch to other turrets and perform much better. 

The aiming in arcade is terrible and the salvo mode is mediocre, so it doesn't make sense to only buff salvo mode. Imho they should put the shell acceleration time from 3 to 2 sec. and get it a bigger auto-aim.

It should be able to auto-aim in the air, makes sense since salvo mode requires lock on for horizontal tracking but every turret has vertical auto aim.

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