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Greetings, tankers, and welcome to yet another kit review in the Newspaper. This time, I'll be taking a look at three of the most powerful tier-one kits available in the game, so let's begin!
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Contents: Thunder M1, Viking M1, Pixel and Grizzly M1
Rank Range:  to (Garage) &  to (Shop)
Price: 56 450 Crystal.png or 8.99 USD/5.99 EUR
Discount: 50%
Ratings:

██████████ - Hull
█████████ - Turret
██████ - Paint
██████████ - Module
█████████ - Overall

Best Position: Attacker
Review:

 

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In the entirety of their list, you will find some kits which are immensely popular among the tankers, literally, everybody is buying them at one point in their career. They are something along the likes of Hornet, Viking, and even Titan, for example, Stinger, Northerner, Glaze, Atlas etc. Matrix is also an example of such kits. If you want good firepower and higher score ratios, then look no further, Matrix is here to help.

This kit combines the multiple uses of Viking as a midfielder with the deadly, dark forces of Thunder. It can put any tank in the battle under pressure and reduce even the heaviest of hulls to ashes. Since Thunder is so powerful, many people have assorted to protection modules. This, in turn, makes it harder to user Thunder to its full potential. If you combine a few additional armor shells with a projectile which explodes on impact, the output isn't that great. Of course, there are alterations available to overcome this problem such as Subcaliber Rounds and whatnot, but they take away some sort of ability that makes Thunder, Thunder, right? The aforementioned alteration takes away splash damage in favor of more impact but increases recoil in the meantime. Sledgehammer Rounds is another great alteration that reduced reload, but the fact that it decreases your range by ninety percent is a sad spectacle that reduces its effectiveness in most situations.

While Viking is a great hull to use in any battle scenario on its own, its combination with certain turrets drastically changes its importance. For example, a Viking-Thunder in a Bobruisk CTF will be considered much more necessary for the team rather than a Viking-Isida, as it would be more capable in terms of dealing the most damage, surviving longer and therefore bringing in more flags.

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In lower ranks, this combinations foresees great use, and that, to the brim of the potential glass. I remember, a long time ago when the legendary floor in Madness still existed, one of my real life friends bought this kit on his account and let me have a go just for the sake of it. After about fifteen minutes, I clocked in at first place with a whopping one hundred and five kills and only five deaths. Really, really cool. Although I can't really compare the thing because it was such long ago, Thunder, and this kit still arguably remain one of the best turrets and combinations to use in any game.

 

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Contents: Magnum M1, Dictator M1, Night, Griffin M1
Rank Range:  to (Garage) &  to (Shop)
Price: 54 000 Crystal.png or 9.99 USD/6.99 EUR
Discount: 55%
Ratings:

███████ - Hull
██████ - Turret
████████ - Paint
██████████ - Module
████████ - Overall

Best Position: Midfielder
Review:

 

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Even in the hands of a semi-professional, who still can’t get the amplification on point regarding the enemy’s location, this combination would surely wreak havoc on the battlefield – and you can thank the massive splash damage of Magnum for that. I could go on and on explaining how good this combo really is, but let’s calm down and start off with Magnum first.

With Dictator’s height already giving it the upper hand it needs, and the overall health points providing it with a specific resistance from many turrets, a Magnum would be all set to mutually work together with the person controlling it in almost any scenario; well, provided that the user at the controls actually knows what’s up. In a single shot, there’s so much damage potential that killing an enemy is everything but hard, you could almost boast about how you can kill tens of enemies in less than a minute. For instance, with a little bit of practice or getting used to the angles and power in a certain map, you can safely sit behind a wall, a ramp or just any small building and let everyone know there’s going be lead showering on them soon. Of course, to achieve optimum damage, one would need masterly knowledge of where and when to hit, and obviously all the other variables, such as power, amplification, angle, rock and so on.

One thing I would suggest, however, is keeping your turret down most of the time, especially if there is a Shaft around hell-bent of laying waste on its enemies. With lead dropping in around them, the enemy team would soon become tired of wasting healing energy and their Repair Kits on you, and some would definitely come and try to finish you off for good. So, just in case, I also suggest that you choose two spots in your base for your sneaky yet effective endeavors in between which you can dynamically move around shot after shot to keep the enemies hurdled by your sudden movement.

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Now that we’ve gone over how you can efficiently finish off people in the battle, let’s see how the hull contributes towards this greedy cause – I mean, we all want the most crystals now, don’t we? Anyways, as aforementioned, Dictator’s health allows you to dominate in solo-type modes, like Juggernaut. In this mode, you can use Magnum’s first two alterations to quickly kill people going after the Juggernaut. What’s cool is that in the current meta, Juggernaut battles are overflowing with protections from Striker, Freeze, Hammer, Railgun, and Shaft, leaving behind all other turrets that a normal player as the Juggernaut would think wouldn’t do any significant damage. Trust me, you don’t know how many times other players and I myself have killed the Juggernaut from the opposite corner of the map – it takes a little bit of skill and luck or probability will take care of the rest. Even though it’s super annoying when you feel like you’re just a single shot away from killing the beast and then all of a sudden it goes boom after dying to a random Magnum shot from halfway around the world, players would simply ignore you when you’re not the Juggernaut – they would prefer to kill the Juggernaut first, since that is the only way of getting first place in that mode. If you were a Wasp, however, it would be a different story; then it would be along the likes of “every kill counts!”

So, all in all, this combination is certainly one of the better choices in the lower ranks. Buy this, and you can either carry the day or simply surrender trying to get your shots on – the choice is yours.

 

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Contents: Striker M1, Hunter M1, Magma and Orka M1
Rank Range:  to (Garage) &  to (Shop)
Price: 74 650 Crystal.png or 9.99 USD/6.99 EUR
Discount: 25%
Ratings:

██████ - Hull
█████████ - Turret
 - Paint
███████ - Module
████████ - Overall

Best Position: Midfielder
Review:

 

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The Rocketeer kit is one of a kind - it's one of those kits that are both good and bad at the same time. Albeit this unusual combination of the mighty Striker with a lowly Hunter might seem a bit odd to use; trust me, it can have a severe impact on the enemy team depending upon who's behind the controls. For some, Hunter still hasn't regained importance in the list of hulls thanks to a couple other hulls like Viking and Titan, and for this reason, you won't see many of these angry machines running around in the field.

Striker is a great turret for midfielders, not so much for defense and attack due to heavy splash damage. It can pump out thousands of numbers in damage to unprotected medium and heavy hulls while easily one-shotting light ones. For instance, a stock Striker M3 can two shot a Viking M3 provided that it was not wearing Striker protections.

What's more is that for those who like to go big on killstreaks and satisfy their hunger for more kills, this kit is perfect. In the lower ranks, almost nobody has protections and almost everyone has either Wasp, Hornet, Hunter or Viking -
meaning that you can easily kill any of them one after another.


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In most maps, a wide variety of ramps, pipes and other similar props exist which can effectively be used to quickly peek-a-boo incoming tanks and startle them into oblivion. Hunter, with its productive height can be just the hull for this masterly art of dodging enemy shots. get behind a ramp, and rock your hull up and down to shoot rockets at the enemy. Once you get the hang of doing such manouvers, you will be able to pull off some advanced stuff you would've never thought of before.

 

Furthermore, Striker's newest alterations open up a whole new world of techniques that can be used to kill the enemy. For instance, Remote Rocket Explosives - which explodes your rockets upon double-pressing the fire button can send your enemies back where they came from by just exploding them near the wall they're hiding behind. Get my point? Similarly, you can also elevate your position in the battle in terms of total kills by using Missile Launcher "Hunter". Even though it decreases your rocket count per salvo to just one, the quick lock-on time compensates just enough for those who can't get their shots on with the turret. I've tested this alteration myself and can safely say it's great for novices looking forward to upgrade their Striker game one day. In the end, this kit is good, but you need a steady aim and a good amount of patience to withstand its use, for some misses are really going to get you annoyed, pretty, pretty fast.
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So there were three more tier-one kits available for purchase in the game. Each of these kits has its own ups and downs, which can be put to the test by a simple array of clicks. Do you think you will be buying either of these kits? Comment below!

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The Series

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A Successful Career: M1 Product Kits - Predator, Gunslinger & Exterminator

 

 

 

 

 

 

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“For instance, a stock Striker M3 can two shot a Viking M3 provided that it was not wearing Striker protections.”

No it can’t. The Viking m3 has 2647 hp, and the striker m3 has a max damage of 854 per single rocket. Mostly, you’ll get less damage then that in practice. So that’s 4 shots. Or one salvo.

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Greetings, tankers, and welcome to yet another kit review in the Newspaper. This time, I'll be taking a look at three of the most powerful tier-one kits available in the game

 

pfffft, everyone knows that the most powerful tier 1 kit is keeper... that's the kit that everyone uses to get 5000+ kills and 0 deaths on their profile. that's the kit that unlocks at rank 3 and has the most useful module because smoky is the turret most people uses at that rank. that's the kit that can be MUed to get colonel level equipment. 

 

at low ranks it's keeper that blows all other kits away. the fact that what you consider "some of the most powerful kits" are ones that are nothing compared to keeper makes me doubt everything else that you write... 

 

 

p.s. this just my opinion, to help you improve. :)

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I forgot to mention that this is when the Striker is using a Double Damage.

 

 

You are right, but I felt reluctant to include that kit in this review because almost everyone has used it and knows it is overpowered at such a lower rank. I wanted to write about those kits which are rarely bought due to their big price but hold great advantages.

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why is matrix on here? predator is a far superior kit

Hello there. I believe the intent of this particular series is to review all the kits, not just the ones that are generally perceived as overpowered.

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