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10 MK7 product kits you would choose of different hulls and turrets and why.


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If you could buy 10 MK7 product kits each containing a different hull and turret, what would they be and why?

Or an easier question would be if you had to leave out 5 turrets, what would they be and why?

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4 hours ago, Warlock1998 said:

Mmm i think 5 kits would make it more interesenting. Also i think augments have an importart part here, i dont know i you mean just the KIT.

Just the kit. But I do agree that augments have a major influence in choosing a kit.

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I have MK7+ full garage, but I only use certain combo.

mainly.

1. gauss/smoky + crusade (great long range damage output, OD break with AP for group damage)

2. gauss/rail + titan (mainly for seige, great group damage)

3. freeze + hopper/wasp + trickster (great freeze and escape package)

4. hammer/freeze + viking (great one vs one package, for close range multi-shot)

5. twins/isida + titan/mammoth (great defense/camp package.)

Edited by wild001

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58 minutes ago, frezeandvik said:

4 turrets you wont buy?

I didn't buy Firebird/Rico/Thunder/Shaft until all my rest turrets are maxed mu.

as they are too common in battle and too many protection and immu.

 

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2 hours ago, frezeandvik said:

Strange question.!

The correct question must be If you have to buy 10 kits, what are the 4 turrets you wont buy?

Well its 5 turrets, because it has to accommodate for Tesla which I hear will be released soon.

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I got a combo with Thunder and Viking.

I also like:

  • Railgun and Hornet
  • Hammer and Hunter (or Firebird)
  • Striker and Titan (Smoky)

I got other combos just to complete my Turret/Hull collection.

But I mainly like using Thunder and Hunter. It's the best combo for me. (medium ranged turret, medium hull, good damage, reload, and HP, ...)

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Well I think at the Mk7 kit level, you want to be buying a kit to cover each of these categories first, as a priority: Melee/Short/Medium/Longe range turrets, and Light/Medium/Heavy hulls, which will require a minimum of 4 different product kits, really any choices will do as long as you get these categories (but of course, try to have your favourite combo included). This will allow you to do almost any special mission against Legend opponents in a reasonable amount of time and without running out of supplies - giving you access to those juicy Ultras and also a chance to complete challenges under the new format. It will also give you a wide range of options for different maps and mode (although you will also need at least Mk4 Hopper, preferably Mk5+ for non-explosive gold events, for missions that require you to get a certain number of gold boxes). Note: If you plan to use Firebird as your melee turret, you MUST get Incendiary mix also.

In terms of the "best" combos, there are many good combos, and it often depends on what augments you happen to get also. If you get a particularly good augment from Ultra or regular containers, you might want to try and get the right turret or hull to use that - for instance if you get EMP Gauss/Missile Launcher "Hunter" for Striker for example, or AP Immunity for Titan/EMP Immunity for Dictator.

Personally I think the current best "all-round" turret with Garage augments is Striker, although further balance changes could change that - and I think the best all round hull for non-buyers is Dictator. Missile Launcher "Hunter" Striker with Dictator will serve you well, perhaps changing to stock/Adrenaline or Cyclone for Juggernaut mode - or use with Viking. The worst overall is Firebird, but it is still viable with the Incendiary Mix augment.

I won't comment on the best turrets for each mode, because most turrets can be used in most modes - however I will comment on the strong categories of turret for each mode (with GARAGE augments), and some of the strongest hulls (in my opinion):

TDM: Any turret category, any hull (but I would prefer medium or heavy for less deaths).
Siege: Long or medium range turrets (preferably with splash or Railgun for penetration) + Titan/Dictator or Ares. Isida Support Nanobots + Dictator or Titan also awesome here. Wasp Bombs can be nice here too.
CTF: For attack - Hopper or Hunter, (Mammoth/Ares with Trickster can work in smaller maps) - any turret can work with Hopper, but I like melee for attacking capture modes. Long/medium/short range turrets with Heavy hulls. Mammoth or Hunter great for Defence.

RGB: Same as CTF for attack. Mammoth or Hunter great for Defence.

CP: Any hull, Long/Medium/Short range turrets.

JGR: Viking or Ares with any turret, preferably Long/Medium/Short range or Cyclone Striker with any hull (preferably heavyweight augment) or Heavy Capacitors Shaft with Booster (any hull). However - with Booster Drone anything can really work - Booster highly recommended here.

ASL: For attack, same as CTF and RGB + Wasp also good for bombing defenders. For Defence, same as Siege, but Mammoth also very good vs Hoppers.

Edited by DestrotankAI9

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On 7/12/2021 at 6:02 PM, Crossbone said:

If you could buy 10 MK7 product kits each containing a different hull and turret, what would they be and why?

Or an easier question would be if you had to leave out 5 turrets, what would they be and why?

Maybe you could explain why you're asking that kind of question.

But since you're thinking 10 kits, and there're 10 hulls in the game, you are basically left with the choice of selecting 10 turrets.

Now, like some have suggested, instead of asking for what are the 10 best in a game that has 15 turrets, maybe you should ask which are the 5 worst.

One way to find out those 5 you don't want or need could be to remove turrets that are in some ways reduntant to others. For example Fire and Freeze have some similarities, you could leave one of the two out.

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5 turrets I would leave out:

Firebird

Twins

Smoky (not fun anymore after projectile update)

Thunder (Gauss and Striker are just better thunders)

Railgun (boring with status effects based on chance)

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I had to think about this a lot

I spend a lot of time just mucking around in parkour battles at the moment, so my choices were based on things being fun or just silly instead of effective

So Freeze and Firebird are in my 10 because freezing things and setting fire to things is fun, and Twins because the big colorful spheres are pretty (and infinite ammo)

My 5 turrets to leave would be:

Gauss (have always hated it, and anyone that uses it)

Rail (boring)

Tesla (not interested)

Vulcan

Hammer

I'm a bit reluctant about Hammer, but I had to leave 5

(Turrets I use most in MM are Smoky, Striker, Thunder, and Isida, Shaft sometimes)

 

Edited by SporkZilla
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