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What are the most successful turret/hull combos?


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What combos are the most successful in the game?

I'm asking both about combos that are very good I'm a general-purpose sort of way, buy also combos that are very good at a specific kind of play style or battle mode.

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I would suggest Hammer + Viking, Paladin and Tesla, hopper and rico (past successful).

And Railgun hornet.  Nowadays, Freeze is one powerful hull, whether pair it with Hunter or Viking.

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I use AP smoky + EMP crusade on mobile, quite effective,

Vulcan Ad + any hover hull with heat immu, also quite effective 

Hammer/freeze/tesla are power full with any augment, viking is most default hull in use.

 

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As a player who mostly plays CTF/RGB, I would suggest you Dictator + Striker (with Remote rocket explosives augment) + Crisis drone (in case you don't have crisis) you can try my free to play next combo, which is: Hunter + Hammer (can be Stun, AP, EMP or Dragon's Breath augments) and Trickster drone. 

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I'm not that experienced but Dictator/Magnum seems like a good combo, in DM and capture modes if you play as a supporter for your team, following them close to the action and surviving by remaining hidden behind and shooting over an obstacle, trying to damage enemies to make them easier targets, and supporting your teammates with your OD.

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Let me make an attempt, based on my own experience...

Wasp/Firebird - This combo is very successful in TDM, especially if you use a lot of supplies. It might struggle a lot on large maps with a lot of large, open spaces though. But on small maps it can be an absolute monster (and be quite annoying). Its bombs seem to have been boosted in power recently, and are an absolute menace if used in the right place at the right time.

Paladin/Smoky, Striker, or Thunder - The combination of Paladin's ability to move sideways and aiming with a mouse makes this a deadly mid-range combo if used well: very accurate in hitting enemies, it can control its movement to always stay at its maximum effective range, and difficult to hit because of its the sideways movement and the small frontal profile. When its OD is activated it's difficult or almost impossible to take out 1 vs 1 unless you use a weapon that does a lot of damage per shot. It's probably a good combo in any gamemode.

Mammoth/Striker - This can be a very powerful combo if the player is skilled with hitting enemies with Striker at long-ish ranges. This ensures that Mammoth's slow speed won't let it be surrounded and overwhelmed, and repair kits, supplies and the OD can be used to stay alive and be seemingly immortal, as long the player makes sure that only a few enemies are able to hit it at once. It's excellent in TDM, and the OD makes it very strong in capture modes aswell (both defense and attack), though it struggles with capturing flags on medium and large maps.

Dictator/Magnum - Hornet seems to be a popular choice with Magnum but I think that Dictator seems to be as good or even better for this turret. It's a great supporter for the team, being able to hide behind obstacles near where your teammates are fighting, and bombarding the enemies. Even if you don't kill many enemies, simply damaging the enemy team will be a significant help. The OD can heal and support the team, which can be a huge bonus, and the supercharge togheter with boosted damage makes Magnum extremely powerful weapon. Dictator's extra health compared to Hornet means it wont be taken out as easily when it tries to hold its position. It's excellent in TDM and can be a useful supporter in any gamemode too, but might not play a significant role then against other skilled players with other combos.

Aves/Shaft - Aves' boosted OD is now very strong and good at medium and even long ranges due to how fast the energy ball move. Its freedom of movement makes this heavy hull able to use its mobility and frontal profile to its advantage with limiting taking hits better than the other heavy hulls I think, even though it's not any faster. It's a great supporter for the team, following the teammates into battle and supporting them from far away, damaging enemies with slightly charged Shaft shots, to stay aware of the surroundings, and sometimes fully charging shots with boosted damage to take out particularly dangerous enemies if necessary. This is a great supporter in any gamemode and can be a nightmare when played skillfully and with a lot of supplies.

Hornet/Railgun - With a skilled player this combo can be excellent at long ranges, using its speed to race to new hiding spots and following the teammates to support them from afar. It might not get many kills but it damages the enemies so the teammates can easily take them out. It's OD helps it find enemies and the supercharge means it can do maximum damage togheter with boosted damage. I think the best way to play it is to be sneaky and selective with taking shots, using the OD to see where the enemies are collected and choosing a good hiding spot where you can hit as many as possible, and only opening fire once you've reached your selected spot. It becomes a thron in the enemies side, causing them to constantly get damaged and having to look over their shoulders when a patient Hornet/Railgun is flanking them from afar.

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Personally:

Medium hulls - Viking, Dictator, Hunter, Paladin are literally the golden middle path, their overdrives are imho the most powerful, stable and reliable in most situations

As for turrets - my top picks to pair them with would be:

Thunder, Rico, Freeze, Shaft, Magnum, Hammer, Tesla

But all in all, there is no clear answer to your question:

Most turrets can be successful as long as you combine them with good Drone, and augment.

 

  • Agree 1

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Vulcan Incendiary Band + Hunter Fire Immunity without the heating-up penalty (self+damage).

 

I opened another account using Mk1 base with the augments (when it could be bought at the time) and it was a snap to rank up to WO1 without any upgrades. It was just too easy. However, after WO1, it was getting more difficult to damage higher ranked opponents.

And then came The Nerfing....

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