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Best alteration for your turret: YouTubers vs Tanki Forumers


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It seems that everyone has a different view at different alterations. Let's see how the YouTubers and the Forumers compare.

 

Firebird:

 

 

YouTubers' pick: Compact Tanks

Forumers' pick: Compact Tanks

 

Not much to say here, but, it increases the temperature limit and rate, and halves the energy consumption (I'm sure). Useful for offense and defense, but you have to be within a certain range.

 

 

 

Freeze:

 

 

YouTubers' pick: Shock Freeze

Forumers'pick: Corrosive Mix (my opinion)

 

Shock Freeze is normally good, if you're letting the team get the kills, also the freezing effect is insane! You can even fully freeze a Mammoth with 50% protection (as of December 2018)!

 

Corrosive Mix has no freezing effect, but it has extra damage. This can be devastating if used in the right hands. Although it has its unlock rank at , it has a very large potential to be devastating!

 

 

Isida:

 

 

 

 

YouTubers'pick: Support Nanobots

Forumers' pick: Support Nanobots

 

If you're the person that hates harming enemies and likes healing allies, this is the alteration for you. It has a low price and a moderate unlock rank, so you can get your hands on this bad boy (or good boy, because you're healing, not harming) and grind experience and score real quick. This alteration only works for a team who is constantly getting damaged, though!

 

 

 

 

Hammer:

 

 

 

YouTubers' pick: Duplet

Forumers' pick: Adaptive Reload

 

Now, this is a surprising move. Exchanging Duplet for Adaptive Reload? Now, this is surprising. It's because, Duplet is constantly getting nerfed, while Adaptive Reload got a big buff: a full reload of the clip, once you get a kill. This is better than having 2 shots and having the clip reload slower. Isn't it? The choice is yours!

 

 

 

 

Twins:

 

 

 

 

YouTubers' pick: Stable plasma

Forumers'pick: Stable plasma

 

Self-explanatory - no splash or self damage. Costs only about 50,000 crystals. Definitely worth it!

 

 

 

 

Ricochet:

 

 

 

 

YouTubers' pick: Minus-field stabilization

Forumers' pick: Minus-field stabilization

 

Reload's a bit longer, but shoots further (twice as far). Good for the map: Archipelago MM - shooting between islands.

 

 

 

 

Smoky:

 

 

 

 

YouTubers' pick: Autocannon

Forumers' pick: Incendiary Rounds/Autocannon

 

The reason why I also put Incendiary Rounds with Autocannon is, because, Autocannon reload is 0.5 seconds, the minimum and maximum shot damage is down 85%, but critical damage isn't changed at all. But Incendiary Rounds has no excessive critical damage, meaning that a critical shot has the same damage as a normal shot, but the damage is accumulated over time. This effect can be weakened by the Fox module, though!

 

I also couldn't decide what was better: Autocannon or Incendiary Rounds.

 

 

 

 

Striker:

 

 

 

 

YouTubers' pick: Uranium

Forumers' pick: Uranium and/or Cyclone

 

Uranium alteration rockets have 50% more damage, but the speed is slower. 1 Cyclone alteration salvo has 8 rockets but aiming time is 40% longer. Uranium and Cyclone alterations have been weakened due to the Orka protection module, though.

 

 

 

 

Vulcan:

 

 

 

 

YouTubers' pick: Incendiary Band

Forumers' pick: Shooting Speed Regulator

 

Incendiary Band has been nerfed tremendously over time and has now lost its relevance due to these nerfs. So, SSR (Shooting Speed Regulator) is in! It has faster barrel charge time and has 50% less overheating time. So, either get this or ignore the Vulcan alterations.

 

 

 

 

Thunder:

 

 

 

 

YouTubers' pick: Sledgehammer Rounds

Forumers' pick: Sledgehammer Rounds

 

Has 30% less reload time, but 20 TIMES less maximum damage range. This is because of the reload time. Second best alteration in the game, but is planned to be nerfed.

 

 

 

 

Railgun:

 

 

 

 

YouTubers' pick: EAS (aka Scout Railgun)

Forumers' pick: EAS (aka Scout Railgun)

 

Scout Railgun alteration reduces the charge time by 50%, the minimum and maximum damage by 40% AND the reload (idk how much).

 

This can be a deadly force if it's used properly.

 

 

 

 

Magnum:

 

 

 

 

YouTubers' pick: Mortar

Forumers' pick: Reinforced Gun Carriage (RGC)

 

Although Mortar lays mines, it's much easier to rotate your turret, than learn the angle mechanic, but there's still the same amplification mechanic. And at 40,000 crystals, it's much cheaper than 70,000 crystals for Mortar.

 

 

 

 

Shaft:

 

 

 

 

YouTubers' pick: Rapid-fire mode

Forumers' pick: Rapid-fire mode

 

Self-explanatory: 3 rapidly fired shots, with 30% extra damage in arcade mode, would mean: you would have to get up close, because damage decreases over distance. A good alteration for stealing kills, and the best alteration in the game, period. Also, no plans are present to nerf it (at the moment)

 

 

 

 

Please share your feedback below.

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For one, firebird's is incendiary mix, and you can't argue with it. +350 dps, 2x energy bar. Literally 1050 dps, the highest in all game. Up to 4200 with viking overdrive and DD... This is 2 seconds to fry an heavy hull with DA.

 

Isida: Best is broadband radiators, which still retains the offensive capability but allows for easy aim. Support nanobots is how actual alterations should be, a change in playstyle, and not an upgrade. I use it every day, but if I am going to go for the offensive, broadband radiators is where it's at.

 

Striker: You actually should change cyclone with hunter. Literally nobody is going to sit idle and let you aim a full cyclone salvo, aside titans in their domes. Hunter allows for a overall faster reload time for single shots, adding autoaim to them.

 

The others are basically the OP alterations of this balance so yeah.

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Doesn't Compact Tanks "double" its energy consumption, meaning you only get half the firing time off a standard Firebird?

It is not exactly double. if it were doubled, then it would shoot for 2.5 seconds, but it shoots for 3.3 seconds. 50% more of something isn't always doubling. 

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Some errors in your post:

 

Rapid-Fire Mode:

 

This doesn't have 30% arcade damage per shot. It has 30% less maximum sniping damage. The arcade shots are the same as Stock Shaft's. 
 

Mortar: 

 

Costs 60,000 crystals and not 70,000.

 

Sledgehammer Rounds:

 

It has a 25% faster reload and not 30%.

 

Freeze: 

 

Freeze does not need the Shock Freeze alteration to fully cool an enemy with 50% Freeze protection. The only thing that changes is how long it takes to freeze them. Stock Freeze can freeze those players, but Shock Freeze does it better. The thing to be aware of is that your damage would be halved...twice, if you're using Shock Freeze against an enemy with 50% protection against you, so you'll be staying there with them for a while.

 


 

If you're going to be using Vulcan on a light hull, Reinforced Aiming Transmission will help with avoiding enemies while trying to keep your stream of bullets on them. 

 

Both Incendiary Mix and Compact Tanks are very powerful in different situations. One gives maximum damage in hope that it kills them before they die, and the other sets the enemy up for failure even if the Firebird dies. One has to stay alive, the other just has to ignite the enemy for the least. 

 

Shock Freeze can be used as a great defence, or a swift offence with a light hull. I lean more on a defensive side with Shock Freeze if I were to have it. I'd rather Stock Freeze over Corrosive Mix Freeze. 

 

It's more practical to use Stock Striker instead of Cyclone Striker in MM battles. 4 missiles are enough to kill medium hulls and severely damage heavy hulls. That extra 40% acquisition time could get me killed. 

 

LCR with Railgun requires you to equip protection against it, especially if you're a light hull. LCR Railguns can one-shot light hulls without needing double damage. And because it can do that, it also means it can one-shot heavy hulls with double damage. It's pretty much a guaranteed kill if the enemy is unprotected and are either a light or medium hull. 

 

I've been seeing Youtubers use RGC more these days. And it is working for them.

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Round Destabilization is a better Alteration for Railgun IMO. You can get really lucky shots, which can one-shot people. I once dealt 3,700 damage in a single shot (I was using DD and Hornet, but its Overdrive was still charging.)

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"Incendiary mix" for Firebird is a much better alteration than compact tanks IMO, as I have both. Booster + this alteration on Firebird can really churn through a whole bunch of enemies quickly and efficiently. Plus, you get more ammo so you can do far more damage.

 

Uranium is by far the best alteration for Striker.

 

And for Railgun (I have all the alterations) my personal favourite is Round Destabilization. "Scout" doesn't do enough damage to make the shorter reload worthwhile, in my opinion.

 

And Autocannon is definitely the best Smoky alteration. I have M4 Smoky, bought the Incendiary alteration and instantly regretted it. Autocannon is much more efficient.

 

I don't think Ricochet needs any alterations. The long-range one is too clunky in my opinion. You shouldn't need the range extension - just get closer!

 

Edit: Typo >.<

Edited by Savage

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It's more practical to use Stock Striker instead of Cyclone Striker in MM battles. 4 missiles are enough to kill medium hulls and severely damage heavy hulls. That extra 40% acquisition time could get me killed. 

My favorite alternation. :wub:  Cyclone FTW!

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It's more practical to use Stock Striker instead of Cyclone Striker in MM battles. 4 missiles are enough to kill medium hulls and severely damage heavy hulls. That extra 40% acquisition time could get me killed. 

My favorite alternation. :wub:  Cyclone FTW!

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It's more practical to use Stock Striker instead of Cyclone Striker in MM battles. 4 missiles are enough to kill medium hulls and severely damage heavy hulls. That extra 40% acquisition time could get me killed. 

My favorite alternation. :wub:  Cyclone FTW!

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Hey, moderators, please delete 2 of the 3 posts above.

Press that little report button on one of the above posts (next to the multi-quote) and put "Duplicate" as your reason. If you're feeling funny, write "Duplet". Actually, no, don't do that.

 

 

Hammer:

 

YouTubers' pick: Duplet

Forumers' pick: Adaptive Reload

 

Now, this is a surprising move. Exchanging Duplet for Adaptive Reload? Now, this is surprising. It's because, Duplet is constantly getting nerfed, while Adaptive Reload got a big buff: a full reload of the clip, once you get a kill. This is better than having 2 shots and having the clip reload slower. Isn't it? The choice is yours!

 


 

Striker:

 

 Uranium and Cyclone alterations have been weakened due to the Orka protection module, though.

 


 

Vulcan:

 

YouTubers' pick: Incendiary Band

Forumers' pick: Shooting Speed Regulator

 

Incendiary Band has been nerfed tremendously over time and has now lost its relevance due to these nerfs. So, SSR (Shooting Speed Regulator) is in! It has faster barrel charge time and has 50% less overheating time. So, either get this or ignore the Vulcan alterations.

 


 

Shaft:

 

YouTubers' pick: Rapid-fire mode

Forumers' pick: Rapid-fire mode

 

Self-explanatory: 3 rapidly fired shots, with 30% extra damage in arcade mode, would mean: you would have to get up close, because damage decreases over distance. A good alteration for stealing kills, and the best alteration in the game, period. Also, no plans are present to nerf it (at the moment)

 

Hmmm, I'm curios how you got this info. Perhaps you could start a poll about it, but at the moment it seems to be what you think would be better (I say think because you haven't used any of them  :lol:).

 

For Hammer, in my opinion either the Extended Clip or Slugger is better than both Adaptive Reload or Duplet. First off, Duplet was massively nerfed (Adaptive Reload was buffed since I last tried it though, so my opinion is outdated). Second, having played with Hammer M2, the clip reload of Hammer is quite a disadvantage unless you're literally out and in within 2 seconds, something which almost certainly won't happen when attacking. If you have a to clear a path against ANY form of defense, you're going to need more than 3 shots. What you won't need, however, is longer range (considering many bases are congested). Since the Slugger alt was buffed from 70% slower rotation to a more moderate ~30%, it's very good for anyone not getting really up-close and personal. So yes, if you're playing against a weaker team and you're guaranteed the kills on the offensive, then yes, AR is better, but for the average game IMO either extended clip or slugger are the best alts. That one's up for debate, though.

 

For Striker, this is simple: name ONE TURRET who's protection module does not decrease it's effectiveness!  :blink:

 

Vulcan: I'm curious why you think Incendiary band is YTers pick. It's been out for a long time - if anything you're just looking at outdated videos. However, while it's not OP anymore, it can be very effective if you use it right. As a side note, I used Vulcan on a low account for a couple hours and it seemed very strong, but then I went to this account with IB equipped and it felt super weak. Turns out, since the Wiki hasn't been updated, it doesn't show that you lose 20% damage. So on my low account I'm doing more damage with my M1.4 Vulcan against M0 hulls mainly (First Sergeant) than I am with my M2.1 Vulcan against M2-3 hulls with protection oftentimes. I'll have to try Vulcan stock sometime at M2!

Also, you forgot to mention that you lose a significant amount of damage with SSR - it's not just all pros and no cons.

 

For Shaft... this is why I chose to reply. You say there are no plans to nerf it? What about the fact that it already has been nerfed? LCs and Stock are IMO much more effective than RFM, and if you want to get up close then use SBEs. RFM is very much less relevant than it used to be. In my opinion, LCs can get you much higher results, and it's WAAAAAAAAY more fun to play with.

 

*Disclaimer: any info about alts that I am getting that aren't unlocked at my rank, I used the test server to find out. I know it's not exactly the same as real Tanki, but at least everyone is fighting on roughly equal footing: M4s and full drugs.

 

 

HBTY out.

 

P.S. For those of you who happen to be changing ages today,

 

Happy Birthday To You

Edited by Initiate

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Press that little report button on one of the above posts (next to the multi-quote) and put "Duplicate" as your reason. If you're feeling funny, write "Duplet". Actually, no, don't do that.

 

 

 

Hmmm, I'm curios how you got this info. Perhaps you could start a poll about it, but at the moment it seems to be what you think would be better (I say think because you haven't used any of them :lol:).

 

For Hammer, in my opinion either the Extended Clip or Slugger is better than both Adaptive Reload or Duplet. First off, Duplet was massively nerfed (Adaptive Reload was buffed since I last tried it though, so my opinion is outdated). Second, having played with Hammer M2, the clip reload of Hammer is quite a disadvantage unless you're literally out and in within 2 seconds, something which almost certainly won't happen when attacking. If you have a to clear a path against ANY form of defense, you're going to need more than 3 shots. What you won't need, however, is longer range (considering many bases are congested). Since the Slugger alt was buffed from 70% slower rotation to a more moderate ~30%, it's very good for anyone not getting really up-close and personal. So yes, if you're playing against a weaker team and you're guaranteed the kills on the offensive, then yes, AR is better, but for the average game IMO either extended clip or slugger are the best alts. That one's up for debate, though.

 

For Striker, this is simple: name ONE TURRET who's protection module does not decrease it's effectiveness! :blink:

 

Vulcan: I'm curious why you think Incendiary band is YTers pick. It's been out for a long time - if anything you're just looking at outdated videos. However, while it's not OP anymore, it can be very effective if you use it right. As a side note, I used Vulcan on a low account for a couple hours and it seemed very strong, but then I went to this account with IB equipped and it felt super weak. Turns out, since the Wiki hasn't been updated, it doesn't show that you lose 20% damage. So on my low account I'm doing more damage with my M1.4 Vulcan against M0 hulls mainly (First Sergeant) than I am with my M2.1 Vulcan against M2-3 hulls with protection oftentimes. I'll have to try Vulcan stock sometime at M2!

Also, you forgot to mention that you lose a significant amount of damage with SSR - it's not just all pros and no cons.

 

For Shaft... this is why I chose to reply. You say there are no plans to nerf it? What about the fact that it already has been nerfed? LCs and Stock are IMO much more effective than RFM, and if you want to get up close then use SBEs. RFM is very much less relevant than it used to be. In my opinion, LCs can get you much higher results, and it's WAAAAAAAAY more fun to play with.

 

*Disclaimer: any info about alts that I am getting that aren't unlocked at my rank, I used the test server to find out. I know it's not exactly the same as real Tanki, but at least everyone is fighting on roughly equal footing: M4s and full drugs.

 

 

HBTY out.

 

P.S. For those of you who happen to be changing ages today,

 

Happy Birthday To You

Nice idea, actually. I would have to go through all 13 turrets, meaning that the Forumers would have to choose 13 alterations out of 52, each being an alteration for a different turret.

 

 

Firebird?

 

I thought you said I wouldn't die to your LC's shaft in a 1v1, if I used Titan? Plus, I probably would use HC's on my Shaft.

 

Also, my b-day is on November 4th

 

P.S the YouTubers' pick is based on MrThunder's video on December 2018

Edited by Zekrom

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P.S the YouTubers' pick is based on MrThunder's video on December 2018

You really take a nearly year old video to talk of the balance? Are you aware balance changes exist?

 

For Shaft... this is why I chose to reply. You say there are no plans to nerf it? What about the fact that it already has been nerfed? LCs and Stock are IMO much more effective than RFM, and if you want to get up close then use SBEs. RFM is very much less relevant than it used to be. In my opinion, LCs can get you much higher results, and it's WAAAAAAAAY more fun to play with.

Tell that to the hundreds of rapid fire shafts at legend ranks obliterating everything. I've seen literally one SBE and one of the capacitator things after nearly 100 rapid fire. And those wretched things top the boards 99% of the time.

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You really take a nearly year old video to talk of the balance? Are you aware balance changes exist?

 

Tell that to the hundreds of rapid fire shafts at legend ranks obliterating everything. I've seen literally one SBE and one of the capacitator things after nearly 100 rapid fire. And those wretched things top the boards 99% of the time.

Well, LCs is sure a whole lot more fun to play with.

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I thought you said I wouldn't die to your LC's shaft in a 1v1, if I used Titan? Plus, I probably would use HC's on my Shaft.

Well, you have Titan M1, so at my MU level (M2 10/10) neither LCs nor RFM could one-shot (or one-clip, if you're an RFM user) your Titan. Both alterations could one-shot an M0 Titan. Taking my Shaft as example, LCs does max 2038 damage, while RFM does an average of 2115. The difference? Two things: LCs can do that at any distance, while RFM can only do the high damage close-range (sniping damage is reduced 30% by RFM, but it takes longer to get the higher damage, making it much less effective at close range in sniping mode, however, it has it's arcade shots for that purpose). Second, as I mentioned, LCs has higher energy consumption (good thing) and also faster turning speed, which is extremely valuable.

 

As to HCs, the slower reload time is yet another reason that Shaft is susceptible to Freezes (at some point why sacrifice mobility if you're dead meat anyhow?) but it also has slower energy consumption. That means that if a stray Wasp/Fire comes out of nowhere, I could one-shot them relatively quickly with LCs. If I had HCs, it would take (I believe) almost DOUBLE the time to accumulate enough damage to one-shot them. And if I happen to underestimate with HCs and need to finish them off with an arcade shot, it's likely that the Wasp will kill you before your slow-turning hull and turret can turn to face them.

 

Most alts have specific circumstances that they're used in. Yes, most alts are pretty good. But in my opinion, LCs and Stock Shaft are the most versatile and potentially deadly alts/not alts for Shaft. 

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Hey there, i wanted to know which augment is better (currently) for Vulcan: Adrenaline or Incendiary Band?

I use Vulcan and Titan combo as its the best combo for my style and i want to use an augment only for that turrent as i only use it. I dont like the shooting speed regulator as i dont need its advantages and i can easily manage the disadvantages of vulcan in this aspect. But among "Adrenaline" and "Incendiary Band", im unable to decide upon which i should buy...Can people give suggestions on which one offers like more advantage?

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11 minutes ago, MJGs said:

Hey there, i wanted to know which augment is better (currently) for Vulcan: Adrenaline or Incendiary Band?

I use Vulcan and Titan combo as its the best combo for my style and i want to use an augment only for that turrent as i only use it. I dont like the shooting speed regulator as i dont need its advantages and i can easily manage the disadvantages of vulcan in this aspect. But among "Adrenaline" and "Incendiary Band", im unable to decide upon which i should buy...Can people give suggestions on which one offers like more advantage?

Adrenaline. Incendiary Band is not good. 

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