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Best Bang for your Buck - Mk7 Edition


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Which kit have you bought in the past?  

47 members have voted

  1. 1. Which kit have you bought in the past?

    • Anaconda
      15
    • Paladin
      20
    • Piranha
      5
    • Lizard
      6
    • Stalker
      8
  2. 2. Which kit do you think provides the best value?

    • Anaconda
      13
    • Paladin
      23
    • Piranha
      7
    • Lizard
      4
    • Stalker
      9
  3. 3. Which kit do you think is the most iconic?

    • Anaconda
      8
    • Paladin
      25
    • Piranha
      9
    • Lizard
      1
    • Stalker
      4


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Here we are at the final installment of this series, and boy, has it come far. From the small beginnings of the M1 edition to the boom of the Mk5 edition, prepare yourself to see some surprising choices as well as in-depth reasoning behind a lot of them. As per usual, expect a review of the turret, the hull, and the module, as well as the stat jumps between the modifications in these pieces of equipment! I've tried to make it even more user-friendly, so comment below if my style is going in the right direction or if it's going straight into a dumpster fire so I can work on it!

 

That being said, I don't want to waste your time! So welcome to the Mk7 version of the Best Bang for your Buck series!

 

Anaconda Mk7

Paladin Mk7

Piranha Mk7

Lizard Mk7

Stalker Mk7

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ANACONDA Mk7

Vulcan Mk7

Dictator Mk7

Shark Mk7

382500 14px-Crystal.png

25px-IconsNormal_25.png25px-IconsNormal_31.png

 

My, my. I’ve waited to write THIS particular review a very good time. If there’s a particular Mk7 kit which deserves your attention and your investment, it’s this one. When I bought this particular kit, I didn’t expect it would be as good as I’m making it out to be right now. I had always had Dictator and Vulcan at M0, much like our own @kaisdf. But when I activated all of my supplies, sat up on the bridge on Magistral, and rained down hellfire on the other team, they couldn’t stop me. It’s so good to the extent that it’s one of the only Mk8 combinations I own.

 

Vulcan3.png

VULCAN Mk7

 

I’ll say this as many times as I need to: Vulcan Mk7 is truly the epitome of a great upgrade. Not only does it do massive cumulative damage over the space of a couple seconds, but it can also shred whole groups with Double Damage thanks to its absolutely insane fire rate and vertical auto-aim. How fast, you ask? From testing, I got a firerate of 1200 RPM (when maxed), otherwise 20 bullets per second. That’s faster than most submachine guns, and tied with the fastest SMGs in human history such as the Vector or Skorpion EVO. This allows for it to make Repair Kits almost useless due to the fact that the healing over time will instantly be stopped.

 

With the new update, you’ll have an even faster wind-up time as well as no overheat damage penalty. While you may think that the tracer fire mechanic is a detriment, the bullets fly a lot faster than you would think - faster than that of Gauss’s, so if you can land regular shots on targets from long range with Gauss, surely you can make short work of them with Vulcan’s bullets. The alterations for it got a slight rework as well, making all of them better in their own way. Still, Vulcan without any alterations may just be the best version of it, having distinct advantages over each of the alterations.

 

Check out the stat changes below as well, you'll be surprised to see how much better Vulcan becomes throughout the upgrade process!

 

Upgrade stats:

Spoiler

IconVulcan.png 

Vulcan

2a40baa3.png (Damage per Second:) Mk1  --> Mk7 (137%) (333.3 --> 789.6), Mk7 --> Mk8 (63%) (789.6 --> 1000)

640064ae.png (Impact force:) Mk1 --> Mk7 (80%) (0.05 --> 0.09), Mk7 --> Mk8 (20%) (0.09 --> 0.10)

7dcd6fc2.png (Reload (rate of fire):) Mk1 --> Mk7 (34%) (800 --> 1074 RPM), Mk7 --> Mk8 (16%) (1074 --> 1200 RPM)

Ae5da89d.png (Rotation speed:) Mk1 --> Mk7 (55%) (70 --> 108.24), Mk7 --> Mk8 (17%) (108.24 --> 120)

66908195.png (Range(min):) (38%) (100 --> 138.24),  Mk7 --> Mk8 (12%) (138.24 --> 150)

 

200px-Hull_dictator_m3.png

DICTATOR Mk7

 

With such a great turret, you’d expect that it would pair great with many hulls. It doesn’t really live up to the hype when playing with Viking, Hunter, or Hornet, but equip Dictator and you’re golden. Dictator is not only the highest but also the most stable medium hull with the highest weight which allows you to keep your bearings well when being hit by high-impact turrets such as Hammer, Gauss, Railgun, or Magnum. Why does this pair well with Vulcan? Several reasons. On maps like Magistral, Highways, or Brest, you need a hull that can reach up high as well as retain some kind of speed, which is why the other medium and heavy hulls probably won’t satisfy you. Dictator’s height allows you to easily drill down your opponents from below even when they utilize cover due to Vulcan’s amazing vertical cone angle. This is all the while not mentioning the immense satisfaction you get when playing with Dictator and maybe even catching a container or two every now and then.

 

Upgrade stats:

Spoiler

Dictator_icon_small.png

Dictator

Cdffcc5b.png  (Armor:) Mk1 --> Mk7 (76.5%) (1500 --> 2647.06), Mk7 --> Mk8 (23.5%) (2647.06 --> 3000)

6809c52f.png  (Top speed:) Mk1 --> Mk7 (13%) (7.30 --> 8.22), Mk7 --> Mk8 (4%) (8.22 --> 8.50)

285f32ef.png  (Turning speed:) Mk1 --> Mk7 (46%) (75 --> 109.41), Mk7 --> Mk8 (15%) (109.41 --> 120)

C3f6cd78.png  (Weight:) Mk1 --> Mk7 (76.5%) (1800 --> 3176.47), Mk7 --> Mk8 (15%) (3176.47 --> 3600)

6a6145fb.png  (Power:) Mk1 --> Mk7 (54%) (1000 --> 1535.29), Mk7 --> Mk8 (16%) (1535.29 --> 1700)

 

 

dictator_hover.png

SUPPLIES OVERLOAD

 

And of course, I haven’t even mentioned Dictator’s Overdrive yet. It’s great for people who want to be respected by their teammates as well as getting some crazy value in it. For those who don’t know, it does four things: it activates all five core supplies, repairing teammates around it as well as giving them a full stack of supplies, it creates a cryo blast around you, freezing enemies who are too close for comfort, gives non-Dictator allies around you 50% extra Overdrive charge regardless of the hull they’re using, AND gives you 10 battle score per teammate that you gave the Overdrive to. I’m sure you all remember the insane scores that people got with the Dictator-Mechanic combo a couple of months back, and although it’s been toned down quite a bit from then, good use of this Overdrive can grant you 200 extra battle score per game. Controlling the Overdrive box in Assault as well as capturing balls in Rugby make your Overdrive earning go hypernova, especially if you take a Driver drone with you. An Overdrive per life is actually pretty easy to achieve if you know exactly what you’re doing!

 

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SHARK Mk7

 

The only problem I had with the Mk7 Shark module was that I almost never had a need to really use it. However, Vulcan's usage rate has gone through the roof these days, which is why this module is in a good position to fill up one of your slots now. Even at 35%, it will feel like it's doing work when compared to some of the other ones like Fox, Lion, or Dolphin. I can tell you as a fact that the Shark module can really mess up a Vulcan user's day when their damage output is cut down and makes their time to kill even longer than it already was. Overall, this is definitely a module you want to have nowadays and not have any regrets about.

 

VERDICT

 

Today's Anaconda kit is nothing short of an absolute demon both in value and in performance. With a turret that really did turn "super", a hull that is amazing at both team support and gold hunting, and a module that's become really useful, you definitely shouldn't pass up this kit if you have the opportunity to buy it. First impressions are everything - and my first impressions of this kit encouraged me to get it maxed out. Surely yours will, too.

 

While it may not have the name of Stormbringer anymore, it will bring just about anyone to their knees within seconds without breaking a sweat

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PALADIN Mk7

Smoky Mk7

Viking Mk7

Dolphin Mk7

382500 14px-Crystal.png 

25px-IconsNormal_25.png - 25px-IconsNormal_31.png

 

Paladin, one of the most popular M3 kits in Tanki history, brings back memories of your origins with Smoky and comes roaring full circle in a kit that you'll definitely not want to miss. Not only is it one of the most popular combinations in Tanki history, but it's also one of the most effective kits regardless of map size, mode, or opponents, as it'll always find a way to look past that and excel against even the most toughest of opponents. When you get this kit, you get the realization that you're so close to the final version of it (more so than any other kit in my experience), and it just feels satisfying to play with Paladin.

 

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SMOKY Mk7

 

I remember years ago when my friend first introduced me to TO, this would be the turret that I would use regardless of the other options for several months. Smoky has always been that turret that will never let you down regardless of the nerfs or buffs that it undergoes and will always welcome you back regardless of the days or years you spent away from it. Smoky feels like that family member you visit rarely but miss terribly, and I think that any tanker can feel comfortable playing with Smoky regardless of the circumstances. This is why many people choose this turret as one of their first Mk7's, because they want that nostalgia back, but also know how powerful this thing can be.

At Mk7, Smoky has a fire rate just faster than that of a maxed-out Shaft's, which is pretty damn quick. You can reduce people to metal in mere seconds, especially with Double Damage, and this is just regular shots. The critical shots happen quite frequently and hit like a normal Thunder shot, too, so you've essentially got two turrets in one. Its range undergoes improvements too, allowing you to easily hit people for full damage from what would be considered Thunder range. And don't forget the amazing impact force it has - you can slap Railguns and Shafts into another dimension with ease. All in all, this is a truly underrated Mk7 turret that can hold its own without any problems. Slap on alterations such as Incendiary Rounds and you can win DMs like never before.

 

Upgrade stats:

Spoiler

IconSmoky.png 

 Smoky

2a40baa3.png (Damage:) Mk1 --> Mk7 (75%) (270 --> 472.65), Mk7 --> Mk8 (23%) (472.65 --> 535)

12ec35bf.png (Critical damage:) Mk1 --> Mk7 (11%) (700 --> 776.47), Mk7 --> Mk8 (3%) (776.47 --> 800)

21d85c12.png (Critical chance:) Mk1 --> Mk7 (64%) (11.5% --> 18.9%), Mk7 --> Mk8 (12%) (

640064ae.png (Impact force:) Mk1 --> Mk7 (92%) (1.5 --> 2.88), Mk7 --> Mk8 (28%) (2.88 --> 3.3)

7dcd6fc2.png (Reload time:) Mk1 --> Mk7 (-17%) (1.8 --> 1.49), Mk7 --> Mk8 (-5%) (1.49 --> 1.4)

Ae5da89d.png (Rotation speed:) Mk1 --> Mk7 (55%) (70 --> 108.24), Mk7 --> Mk8 (20%) (108.24 --> 120)

66908195.png (Range(min):) Mk1 --> Mk7 (38%) (100 --> 138.24), Mk7 --> Mk8 (12%) (138.24 --> 150)

 

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VIKING Mk7

 

Ah, Viking. You know why I didn't put any Viking kits in the Mk5 edition of this, but I can safely say that it redeems itself by the time it gets to the Mk7 ranks. With much better weight, handling, and stability, you don't feel like you're sliding on ice as much anymore. Viking has no problem with turning fast, making it perfect for quick U-turns when you need to. Granted, Railguns and other high-impact turrets will take pride in knocking your aim off, but you've got a turret that reloads fast enough for that not to be such a huge problem. All it takes is a bit of care and patience when it comes to turning and you should do just fine. Unfortunately, its low profile and power makes it pretty bad for catching golds and for rearing up against heavier hulls, so watch out for that. 

 

Upgrade stats:

Spoiler

Viking_icon_small.png

Viking

Cdffcc5b.png (Armor:) Mk1 --> Mk7 (76.5%) (1500 --> 2647.06), Mk7 --> Mk8 (23.5%) (2647.06 --> 3000)

6809c52f.png (Top speed:) Mk1 --> Mk7 (18%) (7.70 --> 9.08), Mk7 --> Mk8 (5%) (9.08 --> 9.50)

285f32ef.png (Turning speed:) Mk1 --> Mk7 (90 --> 128.24), Mk7 --> Mk8 (13%) (128.24 --> 140) 

C3f6cd78.png (Weight:) Mk1 --> Mk7 (76.5%) (1300 --> 2294.12), Mk7 --> Mk8 (23.5%) (2294.12 --> 2600)

6a6145fb.png (Power:) Mk1 --> Mk7 (49%) (820 --> 1225.29), Mk7 --> Mk8 (15%) (1225.29 --> 1350)

 

viking_hover.png

BERSERK REACTOR

 

I mean, what can I say? It's Viking, we all know what it does - just mows people down with absolute ease especially when they're clustered in one specific area. While Smoky isn't a splash turret, Viking's Overdrive drops multiple people within mere seconds, allowing you to either claim a container for yourself, to completely exterminate a Juggernaut, or to wipe out a whole squad of defenders. The choice is yours. However, you only get one chance with this Overdrive per activation - get destroyed and you have to start straight from scratch. This is the very definition of high-risk, high-reward, which can pay off big sometimes, but not always.

 

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DOLPHIN Mk7

 

The problem with this module is that it just doesn't feel like it's really doing anything when you're up against a Smoky. Even a module of 41% doesn't feel like it's doing much to protect you. Besides, since other modules are much more vital to survival in the high ranks, you won't see people using the Dolphin module as much as they would in the low or mid ranks. This isn't a bad thing, though, as you won't really have to worry about your damage being completely demolished by people who hate Smokies with all their heart. And if the module ticks you off that much, you can just equip Hornet and make it completely irrelevant anyway.

 

VERDICT

 

Paladin is equally as good in performance as it is in looks, and can be seen frequently from MM all the way to eSports. It welcomes noobs with open arms while also pleasing the hardcore fans of this turret. With a turret that can hold its own regardless of the matchup, a hull that can dish out some serious punishment, and a module that can help once maxed out, you've got a kit that's a great pick to take to high-rank games. I never really understood its immense popularity throughout the years, but all it really comes down to is simplicity that will meet anyone's formula for success.

 

Paladin is an honorable name for this kit, because it hits LIKE A TRUCK

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PIRANHA Mk7

Shaft Mk7

Hornet Mk7

Eagle Mk7

382500 14px-Crystal.png

25px-IconsNormal_25.png - 25px-IconsNormal_31.png

 

Yes, you're reading this right. Another Shaft kit. And I had said that I would try to keep it diverse. However, when looking for a Hornet kit, I decided that generic choices such as Magnum, Gauss, and Railgun were just too overused and will likely be getting killed in the next balance updates due to their abuse across the mid and high ranks. Besides Smoky and Vulcan, which were already used before, I really don't think that there is a single other turret that can do the job better than Shaft, especially when it comes to ranks where you'll frequently face off against Legends with maxed-out equipment.

 

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SHAFT Mk7

 

People still don't realize how powerful Shaft can truly be. The sniping damage is unparalleled. The arcade shots are both more powerful than that of Smoky and reload almost as fast as it. When I analyzed the Chiropractor kit last time around, I left out two of the alterations for Shaft for a reason. But by the Mk7 ranks, those alterations are unlocked and ready to go. So allow me to introduce you to each one of them and explain why they all pair so perfectly with Shaft.

As you'll know, Short-bands are perfect for getting 2-shot kills on medium hulls as well as potential 1-shots of light hulls, thus creating a powerful marksman build. With Viking's Overdrive, you can deal up to 4000 damage an arcade shot, easily downing Juggernauts. Heavy Capacitors are perfect for hunting down heavy hulls as well as the Juggernaut. I probably didn't yet mention that with a maxed Shaft and Booster you can actually take a huge chunk out of a Juggernaut, if not destroy it outright.

Now come the two other insane alterations for Shaft, the first one of which needs no introduction: Rapid-fire mode. It's everywhere at high ranks thanks to how quickly and easily it can get kills up close, making it a top pick for DM battles. It also complements the most popular Overdrives perfectly, especially Hornet's. It's very easy to go up to a Titan in his dome with the Defender drone and 50% Shaft protection and reduce him to atoms within one and a half second. Alternatively, you can use Hunter, stun multiple people, and take them apart one by one. The only problem with this alteration is that once you use all three shots, you're done for.

And finally, LIGHT CAPACITORS. This is the alteration for anyone who isn't scared of going out into the open, quickly scoping in, and getting kills just like that. It requires a colossal amount of practice to perfect, but learn to use it properly and you officially have the combo that kills the quickest in the game, without question. It is the only setup that can brag about killing heavy hulls guaranteed within 2 and a half seconds with Double Damage at any range, and the insanity continues when you equip the Booster drone. Double Armors will simply cease to exist as you scope in and shoot. You'll regain your aim near instantly when getting hit by high-impact turrets thanks to the blindingly fast turret rotation speed. Jump, aim in mid-air, and then kill as soon as you land. The quick arcade shots will allow you to strike back fiercely when startled by a surprise attack, bringing the surprise right back to them.

What people hate most about this alteration is its 25% decrease in sniping damage. Maybe it would've been a bad thing if we were talking the old Shaft with just enough damage to oneshot a medium hull, but due to this increasing by 10%, the difference is dismissible and isn't even that hard to compensate for. This also teaches you how to predict how much health opponents have, which makes you an even better player. You'd be surprised to know that it can also give some serious damage - 10023 at the absolute best, in fact. So don't neglect it.

Shaft's upgrade to Mk7 is a little bit below average, but makes up for this during the upgrade to Mk8, where it becomes noticeably more powerful, faster, and has quite a far reach for its arcade shots. It reloads very fast (almost as fast as Smoky, hence you shouldn't even need Rapid-fire mode), rotates reasonably quickly, and has extremely high damage, both in arcade and sniping mode. I think you'll start to wonder how you ever lived without it once you see it for yourself.

 

Upgrade stats:

Spoiler

IconShaft.png

Shaft

2a40baa3.png (Arcade damage:) Mk1 --> Mk7 (75%) (355 --> 622.65), Mk7 --> Mk8 (23%) (622.65 --> 705)

89f9090f.png (Sniping damage:) Mk1 --> Mk7 (76.5%) (1650 --> 2911.76), Mk7 --> Mk8 (23.5%) (2911.76 --> 3300)

66908195.png (Arcade range (max):) Mk1 --> Mk7 (38%) (55.29 --> 40), Mk7 --> Mk8 (12%) (55.29 --> 60)

Ae5da89d.png (Rotation speed:) Mk1 --> Mk7 (38%) (60 --> 82.94), Mk7 --> Mk8 (12%) (82.94 --> 90)

7dcd6fc2.png (Reload time (arcade):) Mk1 --> Mk7 (-19.5%) (2 --> 1.61), Mk7 --> Mk8 (-5.5%) (1.61 --> 1.5)

7dcd6fc2.png89f9090f.png (Reload time (sniping):) Mk1 --> Mk7 (-31%) (8 --> 5.48), Mk7 --> Mk8 (-6%) (5.48 --> 5)

 

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HORNET Mk7

 

For such a versatile turret, you'll need a hull that can adapt to any situation, and quickly. Look no further than Hornet. There was a time when this was one of the most noobish combos you could ever see on the battlefield. But today, more and more people are starting to realize the immense power you can have, be it with any alteration on pretty much any map. Not only is Hornet fast, but it can also dodge shots quickly when needed with its great drift. Compared to Wasp, it recovers better from incoming impact force, which is amplified when you have a low-recoil turret such as Shaft. Your protection is far from perfect, though, which means you can easily be killed from direct fire, so protection modules are very important when going around with Hornet.

Hornet's upgrade to Mk7 is statistically more or less average. However, like Shaft, it feels significantly faster when upgraded to its maximum potential. It has great drifting potential as well as some serious power that will allow you to push away tanks as if they're little blobs. Its weight might leave some things to be desired, but Shaft's relatively low recoil will allow you to hit the overwhelming majority of your shots without missing terribly.

 

Upgrade stats:

Spoiler

Hornet_icon_small.png

Hornet

Cdffcc5b.png (Armor:) Mk1 --> Mk7 (76.5%) (1000 --> 1764.71), Mk7 --> Mk8 (23.5%) (1764.71 --> 2000)

6809c52f.png (Top speed:) Mk1 --> Mk7 (13%) (9.80 --> 11.10), Mk7 --> Mk8 (4%) (11.10 --> 11.50)

285f32ef.png (Turning speed:) Mk1 --> Mk7 (19%) (120 --> 142.94), Mk7 --> Mk8 (6%) (142.94 --> 150)

C3f6cd78.png (Weight:) Mk1 --> Mk7 (76.5%) (1100 --> 1941.18), Mk7 --> Mk8 (23.5%) (1941.18 --> 2200)

6a6145fb.png (Power:) Mk1 --> Mk7 (49%) (850 --> 1270.59), Mk7 --> Mk8 (15%) (1270.59 --> 1400)

 

hornet_hover.png

SCOUT RADAR

Hornet's Radar combined with Shaft is very, very effective. This allows you to completely look past domes, protections, Double Armor, and to snipe out pretty much anyone as long as you can land a shot. It works great with any of the aforementioned alterations, being essential particularly for Short-bands, Light Capacitors, and Rapid-fire mode. You can use this in a variety of ways - from 2-shotting medium hulls to one-shotting Juggernauts or from one-shotting EVERY REGULAR HULL IN THE GAME to one-bursting some poor Titan who just set up his dome. There's really no mystery as to why this is the most popular Overdrive at high ranks, because take away someone's crutches, and all you've got left is just another kill to be harvested.

 

7FVbQ5G.png

EAGLE Mk7

 

With Shaft's amazing alterations, you'll want to be protected against people utilizing them to the fullest. Luckily, the Mk7 Eagle module is your best friend when dealing with such people, protecting you from being one-bursted by Rapid-fire mode as well as being able to survive a regular sniper shot when using a medium hull. Once upgraded to 50%, you'll be able to survive both a regular sniper shot as well as an LC shot, 6 regular arcade shots, 5 Short-band arcade shots, and 2 whole Rapid-fire bursts. Contrary to popular belief, you can actually survive a Heavy Capacitors only under certain conditions. If your opponent does not have a drone giving them extra damage, a non-Brutus drone at 11/20+  or a Brutus at 5/20+ can allow you to survive the otherwise fatal shot. But, if your opponent has a maxed drone, fear not. Brutus can protect you yet again - all you need is to have it upgraded at 17/20+ and thus shutting off any opportunity of a regular Shaft killing you (that is, without Booster). Otherwise, you will not survive a Heavy Capacitors regardless of the Eagle protection, so pay very close attention to your enemies' alterations. In short, this is a top-tier module regardless whether you upgrade it to 50% or not that you should definitely not hesitate to equip should you run into opposing Shafts.

 

VERDICT

 

Although this is a kit that has a very steep learning curve, the rewards for mastering it are massive. The turret is nothing short of a masterpiece as well as a god weapon. The hull is quite literally the most popular hull at high ranks. The module is also extremely useful in helping you survive against the other members of the sniper species. Each of the alterations has its quirks but can get the job done instantly and for sure. So if you were to ask what kit can humiliate enemies over and over and over again, it's this one. With time, patience, and dedication, you'll be able to win against every turret, regardless of the distance, the armor, or even the number of opponents.

 

The only returning kit from the origins of this series is one that will allow you to make your opponents' life a literal nightmare

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LIZARD Mk7

Ricochet Mk7

Titan Mk7

Lion Mk7

382500 14px-Crystal.png

25px-IconsNormal_25.png - 25px-IconsNormal_31.png

 

Once upon a time, this kit included Ricochet M0 and Titan M1, hence making it a meme of Tanki because it's one of the most overlooked kits in Tanki history. However, with the new update, this kit is now available for purchase in its Mk7 form, and it's up there with the best combos for objective-based gameplay. Whether it comes to complete annihilation in DM or heavy defense in ASL, this kit can cover just about every mode effectively. If anything, I'm surprised that I don't see a lot of it, as it's really good.

 

200px-Turret_ricochet_m3.png

RICOCHET Mk7

 

Ricochet - easy to learn, powerful, and very versatile - is by far one of the most popular turrets in TO history, whether it be in public matches or in eSports. This is due to the fast fire rate and quick damage that it can bring to people, especially with Double Damage. It's a great turret for those who prioritize reaction time and quick thinking as well as being able to utilize the ricochet effectively. Ricochet also has the good fortune of having good alterations as well. Ricochet can also melt people with high Lion protection modules, making it one of the 3 turrets that make their respective turrets feel near useless. It can easily kill multiple people within mere seconds, although using up all your energy will result in you having to reload for a massive 20 seconds.

At Mk7, it is below average for turrets of its category but can destroy the lower-ranked players with absolute ease. It has decent damage, needing the standard 3 DD shots to take out a light hull, 4-5 shots for a medium hull, and 6 for a heavy hull. It reloads between shots pretty fast as well as having good impact force and projectile speed. However, it becomes even better when you use alterations, the best of which is also the cheapest, Minus-Field Stabilisation. Not only will you be able to extend your reach by quite a lot, but you'll also be able to shoot for longer as well as avoiding some pretty high recoil on light hulls. It's my go-to alteration whenever I use Ricochet, and I 10/10 would recommend it. 

I feel that you would feel its power much more at Mk8, however, as it gains quite a jump in pretty much every upgradeable characteristic there is. It reloads even faster and feels like it dismantles people exponentially quicker as well. It reaches far and is an excellent support tool for pinning down enemies, and don't get me started on its effectiveness in tunnels. All of this makes it very satisfying to use once maxed.

Also, little tip: if you're playing a map with plenty of walls such as Industrial zone, and you notice that your projectiles suddenly start to go upwards or downwards at an angle instead of the regular straight line, then congrats: your Ricochet has found you a target, even if they're nowhere near you/nowhere to be seen.

 

Upgrade stats:

Spoiler

IconRicochet.png

Ricochet

2a40baa3.png (Damage:) Mk1 --> Mk7 (72%) (180 --> 310), Mk7 --> Mk8 (22%) (310 --> 350)

640064ae.png (Impact:) Mk1 --> Mk7 (76.5%) (1.00 --> 1.76), Mk7 --> Mk8 (23.5%) (1.76 --> 2.00)

Rico_speed.png (Projectile speed:) Mk1 --> Mk7 (33%) (70 --> 92.94), Mk7 --> Mk8 (10%) (92.94 --> 100)

Ae5da89d.png (Rotation speed:) Mk1 --> Mk7 (67%) (80 --> 133.53), Mk7 --> Mk8 (20%) (133.53 --> 150)

66908195.png (Range (max):) Mk1 --> Mk7 (38%) (40 --> 55.29), Mk7 --> Mk8 (12%) (55.29 --> 60)

7dcd6fc2.png (Reload speed:) Mk1 --> Mk7 (-22%) (0.7 --> 0.55), Mk7 --> Mk8 (-7%) (0.55 --> 0.5)

 

200px-Hull_titan_m3.png

TITAN Mk7

 

Titan has largely remained the hull it is for the past couple of years, not being weak or overpowered, but always a solid choice to pair with medium and long range turrets.  Being a heavy hull, it has great armor, weight, as well as power, and I found that this complements Ricochet really well. You can take just about any amount of impact force and shrug it off as if it didn't ever exist to begin with. Yes, Titan's slow compared to light and medium hulls, but it should make it to the middle of most MM maps somewhat quickly. I don't think I can really say much else - it's an overall good hull that should satisfy you with most turrets.

Once upgraded to Mk7, Titan gets the average amount of armor for hulls, but has a slightly faster top speed, quite a fast turning speed, and great power. This is one of the hulls that I'd recommend leaving at base or low Mk7 upgrade levels, although upgrading it to its maximum potential could fix some of the teeny tiny issues that it has.

 

Upgrade stats:

Spoiler

Titan_icon_small.png

Titan

Cdffcc5b.png (Armor:) Mk1 --> Mk7 (76.5%) (2000 --> 3529.41), Mk7 --> Mk8 (23.5%) (3529.41 --> 4000)

6809c52f.png (Top speed:) Mk1 --> Mk7 (19%) (5.2 --> 6.19), Mk7 --> Mk8 (6%) (6.19 --> 6.5)

285f32ef.png (Turning speed:) Mk1 --> Mk7 (29%) (65 --> 84.12), Mk7 --> Mk8 (9%) (84.12 --> 90)

C3f6cd78.png (Weight:) Mk1 --> Mk7 (76.5%) (1900 --> 3352.94), Mk7 --> Mk8 (23.5%) (3352.94 --> 3800)

6a6145fb.png (Power:) Mk1 --> Mk7 (49%) (820 --> 1270.59), Mk7 --> Mk8 (15%) (1270.59 --> 1400)

 

titan_hover.png

PROTECTIVE FIELD GENERATOR

 

While Titan's dome has been nerfed pretty heavily, it's still one of the best team assets that you can bring to the table in MM. This Overdrive helps primarily in objective modes such as Assault, Siege, and Control Points. Trust me when I say that this Overdrive is very necessary and valuable in the making of a team that will curb stomp the enemies. Ideally, you should use it at a chokepoint or a highly contested point such as the enemy team's base, as this allows your teammates to push up and have time to gather up their own Overdrives as well. The one thing you'll have to watch out for is enemy Overdrives, but you'll be safe 

 

5mSFXCF.png

LION Mk7

 

To be fair, I'm not a big fan of this module. Even 40%+, I feel that it doesn't do anything for light and medium hulls, even if I spam Repair Kits down the drain. However, during my time with this combo, I gradually warmed up to it and realized that this module helps a lot against opposing Ricochets when using Titan. Don't be surprised when I say that this module will actually be quite useful in most MM and PRO battles, as Ricochet is always a popular pick among tankers of all ranks. It'll also protect you against that accidental projectile you shoot back at yourself (although you shouldn't really be doing that on purpose). In the end, this module is decent but not as great as some of the others you'll want to use at high ranks.

 

VERDICT

 

While it might seem like a noobish kit that you'd see at the Officers and the Lieutenants, it can actually hold its own against many possible matchups. It can find its place in just about any MM or PRO maps and works exceptionally well for defense and support. Whether you bring the fight to your enemies or they come up straight to your face, have no doubt about being able to cause some serious damage to them even if you get destroyed. So don't be afraid to use this kit however you like, as it's very forgiving!

 

Simple to use? Yes. Easy to take down? No. Worth the price? Absolutely.

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Kit_justice_small.png

 

STALKER Mk7

Striker Mk7

Hunter Mk7

Orka Mk7

382500 14px-Crystal.png 

25px-IconsNormal_25.png25px-IconsNormal_31.png

 

What's the #1 thing that you should fear in Solo Juggernaut other than Vikings? This very kit. Not only is Stalker very maneuverable, but is capable of unleashing absolutely brutal damage upon enemies with its lock-on feature, more so than even hard hitters like Shaft. It's really no secret why it was a top pick in the whole life cycle of solo Juggernaut. Can I really say that this kit was underrated? Hell no. It was always amazing. Like I said with the Lizard kit, I'm surprised why people don't use it more often, as it's truly a very powerful combination.

 

Turret_striker_m3.png

STRIKER Mk7

 

Where do I even begin with this demon? Not only is it the first turret to have a lock-on feature (and I wish that it was the only one that had the lock-on feature, hint hint), but its release was massive. Everyone in their mentally deficient gerbil was hyped for it, and it was one of the most popular turrets for months afterwards. With the release of alterations for it, including Uranium, this grew to be one of my most hated turrets at that time period. With Uranium balanced, however, people began to find other alternatives to Striker, which in my eyes made it much more balanced and also quite underrated. Even with the inclusion of Gauss, I still believe that any decent Striker user can put Gauss to shame.

Statistically, Striker is very powerful, and is one of the only turrets to actually have an upgrade above 100% from Mk1 to 8, meaning that it is above average and performs well at all ranks. One of the best things about is that it has absolutely no range dropoff, which is shared only by a handful of other turrets. Even without the lock-on mode, a single Striker rocket will bring about some very nasty damage indeed. The alterations for Striker are also incredible, each one having its own unique quirk. I won't go into detail, but believe me that Uranium is actually not the first one I'd pick!

When upgraded to Mk8, Striker becomes even more powerful than it already was and can contend with some of the other top picks such as Gauss or Railgun. It feels even faster and is nothing short of a brutal experience. That is, a brutal experience for your enemies. Not only is at an amazing support tool but also simply incredible at taking out heavy target such as Juggernauts, even with the post-nerf Uranium.

 

Upgrade stats:

Spoiler

Icon_Striker.png

Striker

2a40baa3.png (Damage:) Mk1 --> Mk7 (78%) (435 --> 775.3), Mk7 --> Mk8 (24%) (775.3 --> 880)

640064ae.png (Impact force:) Mk1 --> Mk7 (153%) (1.00 --> 2.53), Mk7 --> Mk8 (30%) (2.53 --> 3.00)

Ae5da89d.png (Rotation speed:) Mk1 --> Mk7 (55%) (70 --> 108.24), Mk7 --> Mk8 (20%) (108.24 --> 120)

7dcd6fc2.png (Reload time:) Mk1 --> Mk7 (-21.4%) (2.5 --> 1.96), Mk7 --> Mk8 (-6.6%) (1.96 --> 1.8)

         (Reload time (after lock-on):) TBF

 

200px-Hull_hunter_m3.png

HUNTER Mk7

 

Hunter Mk7 is truly a hull for any turret. It doesn't lack in the armor department this time around and has the best of both worlds from Viking and Dictator with good speed and quite good weight. It feels incredibly satisfying to use and will win most interactions when push comes to shove due to its great power for a medium hull. It is also above average for taking golds, even though we still know that Dictator is the best for that job. It pairs well with Striker, allowing you to not only be able to hunt down people from across the map, but to also hit people from far up and far down. Once, this was a hull that was loathed by many members of the community, including myself. But now, it's redeemed itself and is a top-tier hull, especially once you start the upgrade process to Mk8.

 

Upgrade stats:

Spoiler

Hunter_icon_small.png 

Hunter

Cdffcc5b.png (Armor:) Mk1 --> Mk7 (76.5%) (1500 --> 2647.06), Mk7 --> Mk8 (23.5%) (2647.06 --> 3000)

6809c52f.png (Top speed:) Mk1 --> Mk7 (15%) (7.5 --> 8.65), Mk7 --> Mk8 (5%) (8.65 --> 9)

285f32ef.png (Turning speed:) Mk1 --> Mk7 (44%) (95 --> 137.06), Mk7 --> Mk8 (14%) (137.06 --> 150)

C3f6cd78.png (Weight:) Mk1 --> Mk7 (76.5%) (1500 --> 2647.06), Mk7 --> Mk8 (23.5%) (2647.06 --> 3000)

6a6145fb.png (Power:) Mk1 --> Mk7 (52%) (950 --> 1447.06), Mk7 --> Mk8 (16%) (1447.06 --> 1600)

 

hunter_hover.png

EMP

 

Hunter’s EMP is an excellent pairing with a turret that requires a lock-on before it can do devastating damage. It works just as you would expect with Striker, allowing you to take out hordes and/or Juggernauts with absolute ease. I'll admit that the Overdrive is very powerful - taking away supplies, stopping enemy tanks for 3 seconds, denying them their use of their own Overdrives, and also making them drop their flag or Rugby ball (which is borderline excessive). With a recharge rate on par with Hornet's, you can cycle this Overdrive very quickly. Because of this, it can be used very effectively both on attack and defense, especially with turrets that need a couple of seconds before they start to destroy people, Striker being one of them. If enemies don't fear you yet, believe me that soon enough, they will know the true meaning of horror.

 

 

3qTqCWS.png

ORKA Mk7

 

Oh, do I have the story for you about this module. Back in the days of solo Juggernaut, Striker's popularity was immense, especially with Cyclone and Uranium. Of course, this meant that the Orka module was near compulsory in order to avoid getting instakilled straight out of spawn. Because of this, it's one of the only three modules that I actually maxed out all the way to 50%. The question is, does it do its job? And the answer to that is a resounding yes. Whenever you lock on to someone and they go up close to you in order do the classic splash-to-yourself-i-dont-know-how-else-to-call-it technique, you can take more than 5 rockets blowing up in your face. While it doesn't do anything against the impact force you receive from other Strikers or increase their lock-on time to you (which I think it should do), it can do its job beautifully, especially against the occasional Uranium users. Most people don't wear this module on high ranks anyways, so you'll have quite an advantage!

 

VERDICT

 

If you need a kit that can do some heavy punishment, definitely look no further than this one. It's got the rugged looks that'll make enemies think twice before crossing your line of sight, the damage that will even rival Shaft, and the defense anyone could wish for. You shouldn't think that Stalker can cause more destruction than many of the other kits, because if you've played with it, you'll know that it will cause more devastation to your enemies. All things considered, I highly, highly recommend this combo on the Mk7 ranks!

 

If someone so much as dares to mess with you, let them know with a barrage of missiles that you hate them with all your heart

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What has an origin must unfortunately come to an end, and this series is no exception. It took me much longer to write these reviews than I had initially expected, especially since I finished my very first one quite quickly. I think everyone here is no stranger to procrastination, however, and once you put it off once, you're stuck in an endless loop.

In any case, please please please write down in the comments with your thoughts on this article and what you'd like to see me cover next (I have a couple of ideas in mind, but your ideas will probably be better anyway)

Until next time, I guess. Stay safe and most of all, stay happy!

0WobVWf.pngHT2lxob.gif

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Are you looking to upgrade your garage, but stuck with what to choose? Unsure about the wide range of kits? Well today, Tidebreaker is here with his in-depth review of the best picks for Mk7 product kits.

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what about vulcan with hornet? btw why this combo is always getting bad kd in my matches? ?

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Really good arrticle. I really want a shaft kit, but i've never seen one during the last months ? i hope i will see one in the near future, and start using piranha combo ?.

Edited by mjmj5558
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Unfortunately, there is no reliable way of getting light capacitors any more. ? 

 

Edit: woohoo, alterations are back. light capacitors are mine the next time they go on sale.:D

Edited by coconuttree
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Nice article! Very helpful... But what about kits like eyjafjallajokul or ant?(I’ve haven’t seen much interest from players to Isida in articles but they are the most helpful in team battles).

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I have a question.
Why is there a topic about the best kits if I have been waiting forever to buy a kit in the store?
it is impossible to get to buy a kit because all the ones that come out are to buy them with tankcoins and they do not give the opportunity to buy them with crystals.
I'm almost up to Marshal's rank and haven't been able to buy any kits since Lieutenant General.

The paladin kit came out in the store about 3 times but only to buy it with tankcoins, that's not fair.

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@IEHA291 We can understand the frustration because we ourselves have gone through it but please try to understand that us reporters or other moderators, admins and even CMs don't have a say on the games features as to what goes in it. We certainly do not control the kits rotations. You can try checking every 12hrs on html5 shop or if you think there is a problem, try asking in QNA section. Mods there deal with such questions and can help you in much detail. Thank you for understanding! ?

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@At_Shin 1. It would take a massive amount of time for me to write, and the prices for them are just too high for the average tanker to afford.

2. Let's say someone else is doing this...

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Damn. I can't believe it's been a year already. I'm just so glad that I chose my dream kit which was Raiden kit over stalker kit as my first mk7 kit on my main. I probably would've just left the game if I chose stalker kit.

 

And since my Raiden is now mk8 I have learned so many more tricks with it and started utilizing them when it's appropriate.

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