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Ratings and Reviews: Tier Four M1 Kits


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Aside from chucking down a stack of money, which is out of the question for most of us, there's only one way to consistently be better-equipped than the average tanker: product kits. 
 
 
In this guide, I'll cover what I consider to be the tier four M1 product kits (Keeper, Vampire, Savage, Firefly, Cupid, Hammer of Thor, Striker) and present ratings for each. The rating standards are based on 7 aspects of the kit and how they relate to the game:
 
1. Turret - how does the turret compare with other M1s and until what rank does it remain usable.
2. Hull - how does the hull compare with other M1s and until what rank does it remain usable.
3. Module - how does the module compare with other M1s and until what rank does it remain usable.
4. Looks - judging the aesthetic design and paint (yes, those are important features of the kit too, no one wants to drive around in a tank that looks like mydoom.exe's morning bed-head or the equivalent)
5. Synergy - how well the turret, hull, and module combine.
6. Gameplay - the kit's effectiveness in each gamemode excluding deathmatch because I hate it with a passion.
7. Gold boxes - in case the admins look favourably on your game and decide to drop one.
8. Final thoughts - me blathering on about anything else I've thought of (you can probably skip this)
 
I won't offer any comments on the turret, hull, or module because most readers are already suitably familiar with their abilities. My focus will be more on the synergy and gameplay.
 
 
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Keeper
M1 Smoky
M1 Titan
M1 Dolphin (Smoky 15%)
Chainmail
16, 400 crystals
 
Turret -- 3/10
Hull -- 3/10
Module -- 2/10
 
Looks -- 2/10
Keeper is ugly. The small Smoky paired with the hulking Titan makes for an almost comical appearance; Chainmail is dull and unimaginative. One benefit of Chainmail's drab looks is camouflage in urban maps, but plain grey is more pleasing to look at. Chainmail's crisscross of metal is grating to the eye and distracts you from the battle.
 
Synergy -- 5/10
Titan/Smoky is a passable combo in later ranks, Titan's hitpoints allowing you to shell out a lot of damage without dying. Pre-M2 though, the overall stats of the Smoky and Titan lessen its effectiveness when compared to other M1 kits. In this instance, although in theory Titan/Smoky should be a good combo, in actuality it lacks the firepower and survivability to be effective. There's nothing extra to add in regard to the protection module. 15% against Smoky is useful but not astonishingly so. Unless battling with an enemy team made up of Smokies, you won't note any difference.
 
Gameplay
CTF -- 6/10
The large, lumbering Keeper has a variety of roles to choose from in CTF. Some sit in midfield and pick off enemies as they wind their way from base to base, covering for the friendly flagbearer when the time comes. The best position is in defence where the Titan's slow speed is hard to exploit, steadily firing on incoming enemies. Most light hulls will fall to the Smoky M1 in a few shots, and with correct positioning, the Titan will be an anchor for the defence that attackers will need to dispatch before taking the flag. One final strategy is infiltrating the enemy base and surviving as long as possible, soaking up damage from defenders while a friendly light hull zips in and takes the flag. On large maps, this tactic is less effective as the time spent trundling towards the enemy base could be used more advantageously.
 
TDM -- 6/10
Keeper's main strategy in TDM is finding an easily defendable spot (open enough to have frequent targets, but enclosed enough to keep from being overrun by light hulls and close-range turrets), and staying alive as long as possible. Choose a location near a repair kit drop to maximise your survivability. 
 
CP -- 8/10
CP is Keeper's best gamemode; the Titan offering point pressure with its hefty armour and the steady firing of the Smoky keeping away enemies. A Keeper can singlehandedly (trackedly?) challenge for a point and keep enemies at bay.
 
Gold boxes -- 6/10
Titan's high power and weight give it a pushing power bested only by the Dictator at M1. If you can get on the goldbox drop zone, not much can push you off.
 
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Titan's parameters are similar to Mammoth's (available one rank lower) and considerably less than Dictator's (available five ranks higher)
 
 
Being among the first M1 kits unlocked, Keeper is a good early buy if you want an immediate boost in power. Compared to later M1 kits, it's severely underpowered and loses its punch past sergeant-major. One common strategy regarding Keeper is to micro-upgrade its components to M2. M2 Titan and Smoky are among the best 2nd tier turrets and hulls in the game and are useable to Brigadier. Otherwise, Keeper is useful simply as a stepping stone to better M1 or M2 kits. All-in-all, I would discourage buying Keeper unless you have a set goal for the future in mind and buying it is the best way for that to come about.
 
 
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Vampire
M1 Isida
M1 Wasp
M1 Ocelot (Isida 15%)
Mary
32, 340 crystals
 
Turret -- 2/10
Hull -- 4/10
Module -- 2/10
 
Looks -- 1/10
Again, ugly; terribly so. Mary on top of the already mismatched Isida/Wasp makes for possibly the ugliest kit in the game. Mary is ghastly in every respect. It's not visually pleasing (the clash of colours and splotchy red hurt your eyes) and it offers no camouflage. I bought it at warrant officer thinking it would look great (before the time of paint previews) and haven't worn it since the module update enabled me to make my choice of paints.
 
Synergy -- 5/10
Isida and Wasp is not a very flexible combo. Because of its low armour and damage output, there are few positions in which it can compete for top spot on the leaderboard. DM is hopeless (not that you'd play it anyways pff). Engaging one-on-one with an opponent, unless they're woefully unequipped or lack experience, will result in certain death. In head-on fights, Isida/Wasp is arguably the worst combo in the game. When it comes to healing, however, Wasp has the speed and manoeuvrability to let you nip between teammates to try and support your team as best as possible.
 
Gameplay
CTF -- 4/10
Because of Isida/Wasp's glaring lack of firepower and hitpoints, its primary use is rushing to help teammates without being seen by the enemy. The most practical method to achieve this is to stay in your team's base and support friendly defenders and mid-fielders. When an attacker makes it out of the enemy base with the flag, prioritise keeping him alive. This situation is where Isida/Wasp can reach its full potential. Using your speed, you can be the first player to the retreating attacker and escort him to the safety of the base.
 
TDM -- 2/10
Not the best gamemode for this kit. In CTF, the attention is focused on the flags/flagbearers, allowing your Low-HP hull to zip around unnoticed. In TDM, light hulls are the easiest targets and the quickest way to an extra kill. The Isida's low firepower lacks the killing pressure needed in a DL based mode and its healing abilities are less helpful when compared to CTF or CP. Your best bet is probably to sit in your base, in cover, behind campers, keeping them alive.
 
CP -- 5/10
As with the Keeper, CP is Vampire's best gamemode. Not for any innate point-contesting ability of the Isida/Wasp combo, however. Similar to CTF, the many focuses in CP allow the Vampire to keep a low-profile, staying alive and supporting teammates.
 
Gold boxes -- 3/10
Good luck gold hunting with Wasp/Isida. Wasp's high speed does at least give you an advantage in finding the drop zone, but you better hope you're the only one to find it. In most pre-drop skirmishes, Wasp will be at a severe disadvantage, and if you happen to flip over on your way to the drop zone, you're helpless.
 
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An all too common occurrence with this combo
 
Unless you're set on buying an Isida (which you shouldn't be because it's a fairly underpowered M1), don't even consider Vampire. The healing attributes and teammate support aren't worth the trade-off of good equipment synergy. If you've already bought the kit, I'd suggest spending an extra few thousand on a better hull for the Isida. And while you're at it, go ahead and change that Mary paint .__.
 
 
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Savage
M1 Smoky
M1 Wasp
M1 Dolphin (Smoky 15%)
Magma
25, 640 crystals
 
Turret -- 3/10
Hull -- 4/10
Module -- 2/10
 
Looks -- 7/10
Something about the looks of the Savage seems to reflect its versatile and adaptable playstyle. Smoky/Wasp is a classic combo, and the rugged Magma paint adds an extra layer to the already well-recognised look. 
 
Synergy -- 7/10
Similar to the Keeper, Smoky/Wasp is a powerful combo in the right hands. Wasp's manoeuvrability coupled with the rapid firing of the Smoky allows for counter-play against a number of the most popular combos. Using the Wasp's speed, you can steadily retreat from oncoming light-hulled/short-ranged tanks (while chipping away at their HP as you drive); using its manoeuvrability, you can circle around large hulls before they can train their turret on you; using the Smoky's steady but impactful firing, you can knock off the aim of light-hulled/long-ranged tanks (The Hornet/Railgun's bane). 
 
Gameplay
CTF -- 8/10
Although its usefulness wains on smaller maps, Wasp/Smoky's versatility allows for game-changing plays in CTF. In medium and large maps, where the Wasp's speed can be fully used, Savage becomes the primary flag-taker. Map awareness is especially important for Savage; knowing the supply drops and alternate attack routes can be the difference in a tight game. Because of Wasp's lack of armour, you should avoid head-on confrontations even with light hulls. When you take the flag, you'll need all your HP to make it safely out.
 
TDM -- 6/10
Success in TDM depends on your ability to stay alive and the enemy team composition. If you're up against a team comprised of mostly long-range turrets, you'll be in for a rough game. Sticking your tracks out of cover will cause you to swiftly be targeted. But TDM isn't completely hopeless. Smoky is still a viable turret, and if you dart from place to place, making sure to hide behind cover, you'll make a marked difference for your team.
 
CP -- 7/10
An okay gamemode for Savage. Wasp's mobility can help you get from place to place, but contesting points without a double armour is difficult. The main strategy in CP is blitzing to the front lines and cleaning out enemies before the heavier hulls approach.
 
Gold boxes -- 4/10
Better than Vampire because Smoky's recoil can help catch boxes when jumping off a ramp or building. Wasp still has trouble staying alive.
 
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Pfff Wasp/Shaft xaxa
 
Despite Smoky or Wasp not being the best pieces of M1 equipment individually, their weaknesses are offset by their compatibility together. I'd recommend Savage for players looking for a versatile, enjoyable playstyle. Like the Keeper, micro-upgrading both the Smoky and Wasp to M2 is sometimes a good option for the long-term.
 
 
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Firefly
M1 Firebird
M1 Wasp
M1 Fox (Firebird 15%)
Carbon
20, 050 crystals
 
Turret -- 4/10
Hull -- 4/10
Module -- 4/10
 
Looks -- 6/10
Firebird looks good on Wasp. Maybe it's just been ingrained in us from the time we've started Tanki: Wasp and Firebird go together. It's natural. The turret even seems to fit on the hull like they were designed to go together, unlike most other Wasp combos. The minimalistic Carbon paint adds to the appeal. Not un-stylistically basic, but also not overly garish. 
 
Synergy -- 6/10
Another classic combo that's gained its popularity by being a solid pick throughout the ranks. Generally, if something is frequently played, there's a reason. The reason for Wasp/Firebird is evident for anyone. The speed of the Wasp can help close gaps between the Firebird's range and retreating enemies. The Firebird's energy pool is expended rapidly at low ranks, but so is the Wasp's health, so the disadvantages almost cancel out to make a dependable but not spectacular pick.
 
Gameplay
CTF -- 7/10 
Firefly works well as an attacker, speeding into the enemy base to either pick up the flag or melt stubborn defenders. Scurrying around in enemy territory and spawnkilling defenders with the Firebird's unmatched damage per second is a good way to clear a safe path for an allied flag-bearer.
 
TDM -- 4/10
Light hulls in TDM are hard to utilise effectively, especially when paired with a short-ranged turret. If you can make it to the enemy base, Firefly will perform well enough, but the odds are your health will be chunked down on your way by Railguns, Thunders, and other medium-to-long range turrets.
 
CP -- 6/10
Firefly is good enough in CP. The Wasp's speed can help you move from point to point, and the Firebird's high DPS and afterburn can help in skirmishes around the objectives, but again, Wasp's low hitpoints are a major disadvantage. What's needed to be viable is a hull that has more survivability and point-contesting ability.
 
Gold boxes -- 3/10
See the Vampire. I could maybe add another half point because Firebird's kill pressure can clear up a drop zone dominated by enemies. 
 
Firefly is what I'd consider a decidedly okay kit. I probably wouldn't use it in favour of more effective M1 kits, but it's not a bad choice, especially for its comparatively low price. It also lacks the versatility of most other kits, falling off in effectiveness at higher ranks when Firebird protections become more prevalent and players get better at firing at oncoming hulls while retreating. You could use it for a good number of ranks and then ditch it for a better M1 or M2 kit and not feel like you've wasted many crystals.
 
 
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Cupid
M1 Freeze
M1 Viking
M1 Badger (Freeze 15%)
In Love
38, 070 crystals
 
Turret -- 6/10
Hull -- 7/10
Module -- 3/10
 
Looks -- 3/10
I feel bad giving such a low rating because Viking/Freeze as a combo looks decent. Although M1 Freeze lacks the sleek design of higher modifications, it still pairs well with the stable Viking. What ruins the look is the paint. I know In Love is generally a well-liked and well-known paint, but I think it's ugly. You can disagree but I dunno... the blue, white, and pink clash, the design is irregular and not pleasing. I'm sure the effect is possibly intentional, but I still don't like it.
 
Synergy -- 6/10
Viking/Freeze is the type of unflashy combo that often wins games without people realising. It's often not top-of-the-leaderboard good, but it holds its own, especially in close-quartered maps. Because of its low speed, Viking isn't the best-suited hull for Freeze, but in many scenarios, it can be an understated "good-enough" combo.
 
Gameplay
CTF -- 7/10
A rock-solid defender, not much can get past the Cupid in CTF. The Freeze's capabilities obviously help lock down intruders, but the Viking also offers enough speed to give chase to outgoing enemies. Although Hornet/Freeze is much more suited for the task, Cupid can also aid in attacking, detaining any enemies giving chase to allied flag-bearers.
 
TDM -- 5/10 
There isn't much to say. Effectiveness in this gamemode relies heavily on skill and the map being played in. If you can come upon enemies unawares, they should be easily dispatched. Unlike CTF however, your targets won't be coming to you, drawn by a flag. Securing kills will be much harder.
 
CP -- 6/10
A good Freeze spray can lock down an entire group of enemies near the point, allowing your teammates to clean up; bad positioning can kill your slow Viking before you can come close enough to make a difference. Largely dependent on how you play and what fights you decide to take. 
 
Gold boxes -- 4/10
Viking's design makes it difficult to catch goldboxes, but it's not impossible. The freeze effect doesn't give any advantage during the fight either.
 
Change the paint, and you have a good kit. Maybe not the best Freeze combo in every situation and you may want to invest in another hull or turret for the games where Viking/Freeze would obviously not be effective (Parma for example). If you're looking for a kit to complement a cautious, defensive playstyle, Cupid could be the best choice.
 
 
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Hammer of Thor
M1 Ricochet
M1 Viking
M1 Lion (Ricochet 15%)
Chainmail
43, 440 crystals
 
Turret -- 6/10
Hull-- 7/10
Module -- 6/10
 
Looks -- 6/10
Again, I'd like to give this a higher rating because Viking/Rico is a good-looking combo, but Chainmail is not an attractive paint. Dark Energy (unfortunately available only in the shop), possessing the same parameters as the Hammer of Thor with the addition of Alien instead of Chainmail, would be an easy eight or nine out of ten. 
 
Synergy -- 8/10
Viking, the hull of stability, is paired with the Ricochet, a turret that is being notoriously hard to manage -- the match makes for an imposing pick. The Viking's steadiness helps offset Ricochet's recoil, nullifying a major disadvantage posed by turrets with high impact force.
 
Gameplay
CTF -- 8/10
Because of its versatility, Hammer of Thor is an all-rounder in CTF. Although mostly seen in midfield, Ricochet's firepower and Viking's moderate HP allow for flexibility. There's no overarching strategy to be aware of, it's dependant on the game. When you're needed in defence, play back, when you're needed to attack, don't hesitate.
 
TDM -- 8/10
The same method from CTF applies here, obviously with the objectives changed around. Focus on staying alive and utilising all of Ricochet's energy pool (a task made easy with Viking's armour).
 
CP -- 7/10
Hammer of Thor performs satisfactorily at sieging points and competing for a moderate spot on the leaderboard. Its main weakness in CP comes from the Ricochet's low energy pool at M1. At a hotly contested point, you'll run out of shots and be picked off by the enemies. 
 
Gold boxes -- 5/10
Ricochet boosts your chances to catch compared to Cupid. Still difficult.
 
A top-notch tier four kit; possibly the best. Hammer of Thor has very few weaknesses even up into the Warrant Officer ranks, allowing for a direct jump to M2 kits if necessary. It excels in short skirmishes, which is also beneficial at low ranks where players lack the coordination to organise a large assault on the flag. Seasoned players can also make use of the Ricochet's bounce to reach hidden enemies, and high impact force to knock people's aim off.
 
 
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Striker
M1 Smoky
M1 Viking
M1 Dolphin (Smoky 15%)
Swash
32, 085 crystals
 
Turret -- 3/10
Hull -- 7/10
Module -- 2/10
 
Looks -- 7/10
Not bad. Smoky is a bit too small to fit well on the Viking, but Swash makes up for that. Obviously not a very practical camouflage, but I'm not sure if I've ever successfully been fooled by a paint with "good" camouflage, despite what the descriptions in the shop say. Might as well go for what suits your eyes instead.
 
Synergy -- 7/10
Nearly every mid-ranged turret pairs well with Viking, Smoky no exception. Viking gives adequate mobility while still allowing the Smoky to withstand a modest amount of damage. The lack of gap-closing speed doesn't affect much when using a turret that can perform well at long range thanks to critical hits.
 
Gameplay
CTF -- 7/10
The midfield mainstay. Although not quite as effective as Viking/Thunder in midfield, the concept remains the same: shelling out consistent damage to enemies within your range. Viking's mobility can make repositioning and supporting allied attackers easier, and Smoky provides the steady firing.
 
TDM -- 8/10
Not much can compete with the Striker kit in TDM. The attributes that allow it to be a menace in CTF transfer to TDM. Moderate mobility, moderate HP, and consistent damage.
 
CP -- 6/10
While Striker can work passably well as a midfielder in CP, it can't compete with the point contesting ability of other mid-ranged turrets like Thunder or Ricochet. When taking points, Striker is exposed to short-ranged turrets which can knock the Viking's HP down at an alarming rate.
 
Gold boxes -- 4.5/10
Smoky can help marginally, but doesn't offset the Viking's obvious weaknesses.
 
 
Unlike Savage or Keeper, Striker can hold its own in most scenarios (even in DM, if you must know). Buying it isn't a bad option, especially if you don't have enough for the Hammer of Thor but don't think your playstyle is suited to Savage or Cupid.
 
 
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Welp, that's it for the tier four kits. I hope this has been at least a bit helpful. Tl;dr, Keeper is all right and cheap, Vampire is trash, Savage is good, Firefly is all right, Cupid is all right, Hammer of Thor is great but expensive, and Striker is better than Savage but worse than Hammer of Thor. You didn't even need to slog through that tiresome wall of text^^.
 
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From a pen of another capable writer, we present you this Kit reviews for the group of tankers around the M1 ranks. We hope you find this editorials interesting and helpful on your way to the mid and high ranks. Enjoy!

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ichis... nice!!!  Heh heh... nice one Gnatty.... you took me own place on this.   Guess this is the one Flexoo the dear lord on high was talking about.  

 

I suppose the Trebuchet rule has been overruled by you.

Edited by Person_Random
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ichis... nice!!!  Heh heh... nice one Gnatty.... you took me own place on this.   Guess this is the one Flexoo the dear lord on high was talking about.  

 

I suppose the Trebuchet rule has been overruled by you.

I have no idea what you're talking about  :ph34r: who's gnat?

 

in the original, pre-edited piece, I appended a section about, among other things, why one should thoroughly read contest guidelines ( ;__; ) and a command to not change the font to trebuchet with the threat of an M1 Smoky attack to anyone who disregarded it.

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in the original, pre-edited piece, I appended a section about, among other things, why one should thoroughly read contest guidelines ( ;__; ) and a command to not change the font to trebuchet with the threat of an M1 Smoky attack to anyone who disregarded it.

You probably didn't add a section by chance about how judges should check twice before casually disqualifying someone, did you?

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You probably didn't add a section by chance about how judges should check twice before casually disqualifying someone, did you?

well, no actually. I'm pretty sure the newspaper team is pretty fair when it comes to disqualifying peeps. im sure flex would be happy to clear up any concerns if you feel like you've been wrongfully disqualified^^

 

But what about other kits like Hero kit etc.

This guide is on what I consider to be the tier 4 M1 kits. 

 

I was too lazy to write a mega-guide on all the M1 kits, so I divided them into separate groups for easy installations in case I wanted to continue the idea. The tiers are based on unlock rank (and in most cases, effectiveness as well). Tier 4 kits are ranged from Sergeant to WO1, Tier 3 from Master Sergeant to WO2, tier 2 from First Sergeant to WO3, and tier 1 from Sergeant-Major to WO4. Excluding any shop kits or kits with M0 or M2 components. 

 

If you'd like advice on garage planning, I'd suggest you visit the What to Buy? Which is better? topic for insight from more experienced players. After all, I'm just a lowly WO1 and shouldn't be trusted  :ph34r:

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It's nice to see someone writing about the relative merits of kits, and you've done a lot of good work here.

 

Unfortunately, you haven't covered the effect of hull-based overdrives, which are now pivotal to gameplay - I seriously recommend you rewrite the article to include this.

 

Also, you should have mentioned the affordability of these kits. To buy Keeper as soon as it's available, you will need to have acquired 16400 crystals by the time you've earned 3700XP - i.e. you'll have either needed to be a buyer, or been very lucky with a container.  Firefly on the other hand is available from 7100XP, which is easily sufficient time to have acquired the 20050 crystals you need.

 

You need to buy kits as soon as they're available, of course, to maximise the time you will have dominating. You don't want to be using them against higher-ranked opponents - you should be looking at the next kit at that point.

 

One other thing: if you are lucky with the crystals, then buying two kits can work well. Two of my accounts have both Firefly and Cupid. The Firebird/Freeze protection helps, and the wasp/Viking can be selected according to whether it's a large or small map.

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And I almost forgot... If you're planning to buy a kit, then budget not just for the cost of the kit, but for the cost of upgrading it to 5/10. Typically this costs between 20000 and 25000 crystals per item (for example a Wasp1 5/10 upgrade costs 23100).

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Took a quick look, as I usually do, nothing more than a scan

 

More pictures (mostly icons tbh, they make the whole thing look nicer, e.g. CTF/RGB icons)

Color codes

Headers could be bigger

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Lolz, when Tanki mods love u... they give u an advert... but me.... cri..  eh well....

PR, this not a fair comment  for both the author and the admin.

You are good at writing (better than me), but you need to improve as a reporter. Think like one and keep writing on pivotal topics for TO, which will help new and/or confirmed players. Humour is a plus (IMO) but too much of it will be detrimental (unless it is for April fools' day). 

Edited by Viking4s
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It's nice to see someone writing about the relative merits of kits, and you've done a lot of good work here.

 

Unfortunately, you haven't covered the effect of hull-based overdrives, which are now pivotal to gameplay - I seriously recommend you rewrite the article to include this.

 

Also, you should have mentioned the affordability of these kits. To buy Keeper as soon as it's available, you will need to have acquired 16400 crystals by the time you've earned 3700XP - i.e. you'll have either needed to be a buyer, or been very lucky with a container.  Firefly on the other hand is available from 7100XP, which is easily sufficient time to have acquired the 20050 crystals you need.

 

You need to buy kits as soon as they're available, of course, to maximise the time you will have dominating. You don't want to be using them against higher-ranked opponents - you should be looking at the next kit at that point.

 

One other thing: if you are lucky with the crystals, then buying two kits can work well. Two of my accounts have both Firefly and Cupid. The Firebird/Freeze protection helps, and the wasp/Viking can be selected according to whether it's a large or small map.

mmm yeah, i didn't include a lot of the newer features because I've been away from Tanki for awhile now. The only reason I brought up this guide was to enter the contest hosted a couple weeks back. lol I don't even know what the new overdrives do  :blink:.

 

Your point on affordability is good though, maybe I should've emphasised prices more. your advice will be taken in the future.^^

 

well i use rail and titan as soon as i can get them and i also fully upgrade them along with protections. its a good combo and rail m1 is very powerful up to about warrant 2/3.... choose your map... i prefer serp lay down a couple of mines just in case and enjoy a great k/d at end of battle.

Ah, well, Rail/TItan. can't say I'm a huge believer in that combo, but whatever floats your boat lol.  :ph34r:

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PR, this not a fair comment  for both the author and the admin.

You are good at writing (better than me), but you need to improve as a reporter. Think like one and keep writing on pivotal topics for TO, which will help new and/or confirmed players. Humour is a plus (IMO) but too much of it will be detrimental (unless it is for April fools' day). 

*wants to write what I want*

 

News Admins: *promptly censors it*

 

sigh.... writes a 'proper' guide.  Working on it...

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Reviews are meant to be objective and neutral toned. I dont think looks are important for kits as players use them for entering battle and not entering beauty pageants. Also there is no reason provided for score on turret, hull module.

 

I have isida m4 and it definitely doesn't lack firepower. First time I have heard viking is slow and stable. Ask any Legend - everyone will say viking is fast and very unstable.

 

Overall a good review.

Edited by SageoftheSixPaths

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Reviews are meant to be objective and neutral toned. I dont think looks are important for kits as players use them for entering battle and not entering beauty pageants. Also there is no reason provided for score on turret, hull module.

 

I have isida m4 and it definitely doesn't lack firepower. First time I have heard viking is slow and stable. Ask any Legend - everyone will say viking is fast and very unstable.

 

Overall a good review.

Viking used to be the stable hull  :( 

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Reviews are meant to be objective and neutral toned. I dont think looks are important for kits as players use them for entering battle and not entering beauty pageants. Also there is no reason provided for score on turret, hull module.

 

I have isida m4 and it definitely doesn't lack firepower. First time I have heard viking is slow and stable. Ask any Legend - everyone will say viking is fast and very unstable.

 

Overall a good review.

yeah, I've gotten a few complaints about my ratings... people being like "hey now, such-in-such is really good at my rank". This guide is focused on the parameters at M1 though. I know that Titan/Smoky is one of the best M2 combos; I know that Isida at later ranks can do some serious damage, but at M1, gameplay is significantly different and I've tried to reflect that. 

 

also yeah, I don't know what the hulls are like these days. Viking used to be the stable hull with moderate speed, but maybe theyve changed that :/ cant keep up with all these updates.

 

I think I mentioned that the paint reviews were completely subjective; i just added them to help move the guide along. Also, I'd argue that looks, while not the first thing players consider when upgrading their tank, are taken into account when buying kits. Less so at lower ranks, admittedly, but still.

 

 

edit: @dos they've changed the hulls since ive been gone?

Edited by NathanieI

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yeah, I've gotten a few complaints about my ratings... people being like "hey now, such-in-such is really good at my rank". This guide is focused on the parameters at M1 though. I know that Titan/Smoky is one of the best M2 combos; I know that Isida at later ranks can do some serious damage, but at M1, gameplay is significantly different and I've tried to reflect that.

 

also yeah, I don't know what the hulls are like these days. Viking used to be the stable hull with moderate speed, but maybe theyve changed that :/ cant keep up with all these updates.

 

I think I mentioned that the paint reviews were completely subjective; i just added them to help move the guide along. Also, I'd argue that looks, while not the first thing players consider when upgrading their tank, are taken into account when buying kits. Less so at lower ranks, admittedly, but still.

 

 

edit: @dos they've changed the hulls since ive been gone?

There was rebalance way back in 2016 where they made all hulls in each weight category have equal health. Then another update in which hunter and viking switched places. Viking became lighter( too light imo) and much faster whereas hunter gained more weight and lost speed.

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