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19 hours ago, lancefiredrake said:

I am at lieutenant colonel. Should I invest into the heavy plasma gun alteration for twins ( more damage, less projectile speed and firing speed) or  should I get sledge hammer rounds for thunder (faster reload, greater damage fall off at distances). Im looking for one that will carry me into the long run.

I highly recommend you get the Plasma Accelerator augment. It makes Twins reach very far, and has very good splash damage distribution. Pair it with a heavy hull, and you've got brutal assault capabilities.

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I am here with a gleeful report.

I have faced hunter firebird for years and hated them. The rage I have held up inside and the suffering is lifted. Well no, but as I now have it with reasonable playableness.

 

LET THE UNGODLY POWER BE MINE!!!!! MUA HA HA HA HA

 

So today I played one of my first games of Assault with the following equipment: Firebird mk7+, Incendiary, Brutus 20/20, Hunter Augment Heavy Construction (something I got in a container so long ago), Hunter, 14/20 (This last piece was what was holding things up, decided to upgrade it a bit before trying it).

The augment for hunter could be altered? But to be honest, it is the only augment I have for hunter *along with fire resistance... but meh. I have almost all the resistances for all hulls, except cold resistance for Hunter I think. But these are not the beefier augments. But I have no immunities for hunter... but heavy construction for purpose of assault worked like a charm.

This combo was amazing fun... as I would have expected hating it for years. I got roughly 42 kills in attacker mode. Won the game. Came in first. Zapped and incendiaried their whole team multiple times. This thing is broken. And Im having immense fun with it. BA HA HA HA HA

And I still have 6 upgrades left on hunter.... meaning I still can play this in the future with couple hundred extra HP.

 

Now obviously the map probably matters. I played on MM polygon. On more open maps etc my excitement probably wont get replicated. Oh, no my first game I played was actually bobruisk right before polygon. I was defending in assault on that one, and we easily won as well.

 

So, ... hunter, fire, incendiary, Brutus, heavy construction. Assault. Aim for this. It is soooo brokenly good.

 

Now, I might as well ruin some stuff just to reign in my own comments. Um, maybe I was playing against not strong legends. I haev no idea. I did happen to join the game with 2 protections that fit well, blocked 2 or 3 of their 8 players quite well. Think I had one protection that wasnt needed but just never bothered to switch equip. And maybe not a lot had firebird protect, the fire immunity wouldnt have mattered. Um. And yeh, Im probably gonna join a game or two where I dont do as well. But the power.

 

 

THE PPOOOWWWWEEEEERRRRRRRRRR!

 

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I am considering getting the auto cannon augment for smoky.

 

Could someone inform me about this choice with ideas about gameplay.

 

I realize the individual shots are like what, 200 damage? Maybe 300? But then increased number of critical hits.

 

 

Please advise if this augment is good or not. I sometimes face it in games against opponents and ... I have mixed thoughts. Sometimes it seems the players are doing really well.

 

It is not about which augment to get for smoky. I am either A) buying it, or B) not buying it. I have 3-4 other smoky augments. Just considering getting this one. If it is worthwhile.

 

 

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8 minutes ago, iplayatankonline said:

I am considering getting the auto cannon augment for smoky.

 

Could someone inform me about this choice with ideas about gameplay.

 

I realize the individual shots are like what, 200 damage? Maybe 300? But then increased number of critical hits.

 

 

Please advise if this augment is good or not. I sometimes face it in games against opponents and ... I have mixed thoughts. Sometimes it seems the players are doing really well.

 

It is not about which augment to get for smoky. I am either A) buying it, or B) not buying it. I have 3-4 other smoky augments. Just considering getting this one. If it is worthwhile.

 

 

Lower ranks fine, high ranks above marshal not a chance.

To many things in the game that are way stronger and better than auto cannon now, for me it's a debunk piece of hardware like most things in TO since the arrival of certain legal hacks and OP alts. 

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1 hour ago, iplayatankonline said:

I am considering getting the auto cannon augment for smoky.

 

Could someone inform me about this choice with ideas about gameplay.

 

I realize the individual shots are like what, 200 damage? Maybe 300? But then increased number of critical hits.

 

 

Please advise if this augment is good or not. I sometimes face it in games against opponents and ... I have mixed thoughts. Sometimes it seems the players are doing really well.

 

It is not about which augment to get for smoky. I am either A) buying it, or B) not buying it. I have 3-4 other smoky augments. Just considering getting this one. If it is worthwhile.

Yes, it is worthwhile. Might I ask what your other Smoky augments are?

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1 hour ago, iplayatankonline said:

I am considering getting the auto cannon augment for smoky.

 

Could someone inform me about this choice with ideas about gameplay.

 

I realize the individual shots are like what, 200 damage? Maybe 300? But then increased number of critical hits.

 

 

Please advise if this augment is good or not. I sometimes face it in games against opponents and ... I have mixed thoughts. Sometimes it seems the players are doing really well.

 

It is not about which augment to get for smoky. I am either A) buying it, or B) not buying it. I have 3-4 other smoky augments. Just considering getting this one. If it is worthwhile.

 

 

I have used Auto Cannon for the past 6 months. I compared it to all other augmentations. My answer to your question is YES!  It is the ONE to GET!  Have a great day!

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9 minutes ago, cool12345 said:

I have used Auto Cannon for the past 6 months. I compared it to all other augmentations. My answer to your question is YES!  It is the ONE to GET!  Have a great day!

Damage per shot is useless. I used it a lot, but now i find it is quite pathetic in todays TO.

I usually ignore smokey with auto on now, at best just an annoyance.....but each to their own.  

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2 hours ago, TheCongoSpider said:

Yes, it is worthwhile. Might I ask what your other Smoky augments are?

High precision aiming is my bread and butter for smoky. On this account, and a baby account. I find it most useful...

 

Um, assault rounds ... I think is useful when you have discipline. Aim every shot at a corner of the tank, and I appreciate that when things fall into place, even though it takes time, you might score the kill without even taking a hit in return. I feel there are a few shafts out there that have had there days ruined with constant failed lock on attempts.

 

These two I got back when augments were cheap... I believe they were modestly priced before changes?

 

I also have supercumulative rounds. Um, dunno bout this one. This one is great when you have patience and a few bushes to hide behind. I feel they all perform well enough with my fully upgraded smoky... but this one is probably not one Ive used as much. But it packs a bunch sometimes right when you need it to.

 

I thought I had one other but I do not. I have seen cryo rounds used to super effect... one could comment on cryo rounds vs auto cannon I suppose. I always avoided the heat rounds and the cryo rounds cause i didnt want to give up crtitical hit damage for a critical hit effect. freeze or burn. But freeze I say works so well of the two because even though you dont get hte extra damage, like assault rounds, you remove their counter play. And in this instance, I could see wanting it. But i dunno. Maybe before immunitiies came into play I felt I wanted this, but now... even though they arent common you could get freeze immunity out there

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4 minutes ago, iplayatankonline said:

High precision aiming is my bread and butter for smoky. On this account, and a baby account. I find it most useful...

 

Um, assault rounds ... I think is useful when you have discipline. Aim every shot at a corner of the tank, and I appreciate that when things fall into place, even though it takes time, you might score the kill without even taking a hit in return. I feel there are a few shafts out there that have had there days ruined with constant failed lock on attempts.

 

These two I got back when augments were cheap... I believe they were modestly priced before changes?

 

I also have supercumulative rounds. Um, dunno bout this one. This one is great when you have patience and a few bushes to hide behind. I feel they all perform well enough with my fully upgraded smoky... but this one is probably not one Ive used as much. But it packs a bunch sometimes right when you need it to.

 

I thought I had one other but I do not. I have seen cryo rounds used to super effect... one could comment on cryo rounds vs auto cannon I suppose. I always avoided the heat rounds and the cryo rounds cause i didnt want to give up crtitical hit damage for a critical hit effect. freeze or burn. But freeze I say works so well of the two because even though you dont get hte extra damage, like assault rounds, you remove their counter play. And in this instance, I could see wanting it. But i dunno. Maybe before immunitiies came into play I felt I wanted this, but now... even though they arent common you could get freeze immunity out there

I have every Smoky augment (except Armour-piercing Rounds of course) and regularly alternate between them in battles as they are each provide different gameplay options. It's important to note that I play on TO mobile, so my opinion on what is the best Smoky augment is immediately biased towards Autocannon.  I have had experience with Autocannon on PC enough to still recommend it to PC users. 

 

From playing with each Smoky augment, I had come to the conclusion that Autocannon and Adrenaline were the best Smoky augments for the Legend ranks. When I exclusively played Autocannon on PC, it increased my accuracy with all other Smokies. Autocannon has team utility built into the fast firing rate in that it disrupts enemy repair kits earlier. 

 

As for High-Precision Aiming System, I find this to be a lacklustre augment every time I alternate to it. Stock/Adrenaline gets the job done so much more comfortably from my experience. 

Supercumulative Rounds does not get me consistently good scores like Autocannon or Adrenaline does, but it is unique enough for me to have fun with it in its own way, same for Assault Rounds. 

I would advise you not to spend crystals on Cryo or Incendiary Rounds unless you have a lot to waste. Incendiary has decreased in effectiveness thanks to the heat hull augments in battle, and Cryo Rounds is lacklustre for damage output. It is best used on defense in CTF or RGB. 

 

I would agree that Autocannon is worthwhile to get, but with the massive number of them at all ranks and the effectiveness of it, I presume it will be nerfed in the future.Adrenaline may be a safer option. But you already have and are comfortable using High-Precision Aiming System and may not like "having two of the same thing". If you truly are comfortable with High-Precision Aiming System, then I'd suggest getting Autocannon. 

 

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5 minutes ago, TheCongoSpider said:

I have every Smoky augment (except Armour-piercing Rounds of course) and regularly alternate between them in battles as they are each provide different gameplay options. It's important to note that I play on TO mobile, so my opinion on what is the best Smoky augment is immediately biased towards Autocannon.  I have had experience with Autocannon on PC enough to still recommend it to PC users. 

 

From playing with each Smoky augment, I had come to the conclusion that Autocannon and Adrenaline were the best Smoky augments for the Legend ranks. When I exclusively played Autocannon on PC, it increased my accuracy with all other Smokies. Autocannon has team utility built into the fast firing rate in that it disrupts enemy repair kits earlier. 

 

As for High-Precision Aiming System, I find this to be a lacklustre augment every time I alternate to it. Stock/Adrenaline gets the job done so much more comfortably from my experience. 

Supercumulative Rounds does not get me consistently good scores like Autocannon or Adrenaline does, but it is unique enough for me to have fun with it in its own way, same for Assault Rounds. 

I would advise you not to spend crystals on Cryo or Incendiary Rounds unless you have a lot to waste. Incendiary has decreased in effectiveness thanks to the heat hull augments in battle, and Cryo Rounds is lacklustre for damage output. It is best used on defense in CTF or RGB. 

 

I would agree that Autocannon is worthwhile to get, but with the massive number of them at all ranks and the effectiveness of it, I presume it will be nerfed in the future.Adrenaline may be a safer option. But you already have and are comfortable using High-Precision Aiming System and may not like "having two of the same thing". If you truly are comfortable with High-Precision Aiming System, then I'd suggest getting Autocannon. 

 

Never want to waste anything. But I have a nice chunk saved. 600k I might be able to get that up to 700k by the sales. I plan to get slugger for hammer. Incendiary for freeze. And smoky auto cannon. There are several adrenalines that I do not have but wont be buying any at this time. And absolutely agree, they really are just good. Especially when you find yourself in 1 v 1 spars on the field. I dont know if these come in regular containers, but maybe Ill wait to get these. I dont have fire, twins, smoky, rico adrenaline. Maybe couple others. And then I have upgrades I need to do. Upgrade rail, upgrade hammer, hunter. And some protects.

 

I never felt rail was my style. But got rail and scout. i think my rail is 17/20. Im blown away how good it is. Of course, rail protection in games is feirce. It almost makes it not worth it. But with gauss, and other turrets sometimes taking the protections, like fire. vulcan thunder. Sometimes just sometimes you get in a game where rail protection is not prevalent. I never realized how great it is. It isnt my style as much. Ive always gone into the thick of things. Played the field and experienced being attack by long range but dont think of how to play it well. I think I was recently playing a game of ctf or rugby on sandal. I used rail and parked myself up on some of hte high ground spots. I was amazed at how good it is. I mean, sandal isnt really even a large map to be fair. But my garage is slowly becoming fully upgraded so I get to retire with getting the augments and picking which one.

 

This year has really been graet for me for tanki and I guess the lock downs and what TO did for summer. I ranked 8 times or so in legend. Got 9 of my protects up to 50/50. And the others that I had neglected are now at least mk7. Those discounts every other week. Man oh man. It was great. So now its really seeing what these augments can do. They make some turrets so much different.

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My rating for smoky augments in descending order: AP then Adrenaline (for attacking)/Autocannon (for midfield/defender) then Incendiary/Supercumulative/Stock then the rest but much of that depends on how you play and game type.

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11 hours ago, iplayatankonline said:

I mean, I dunno. Maybe I should be goign for adrenalines.

To be honest, slowly I'm also finding Adrenaline Augments pretty nice. I have none yet, because I didn't like it at first, but I think it pairs well with higher Mk's of Firebird (due to higher dmg and keeping the afterburn), Vulcan. Thunder and Gauss. For the other turrets, there are better options than Adrenaline imo, especially the AP ones

Edited by T879
Forgot Thunder

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9 hours ago, iplayatankonline said:

I mean, I dunno. Maybe I should be goign for adrenalines.

Augments for turrets can change the game play properties too much. Since in MM, you don't know the map/enemies you get, adrenaline is the only one I use now. Or you can spend time in the garage trying to figure out which augment you should arm. But wait, shouldn't you be checking protection scheme on the other side first?? 

Edited by NooNooHead

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13 hours ago, DaringDeer said:

My rating for smoky augments in descending order: AP then Adrenaline (for attacking)/Autocannon (for midfield/defender) then Incendiary/Supercumulative/Stock then the rest but much of that depends on how you play and game type.

With the wider and wider variety of hull augments out there now I'd say Incendiary is near the top.

Fire module does not help and there are a lot more choices besides heat immunity to choose from.  Especially in modes like CTF and rugby and assault.  Players are choosing Stun/EMP/COLD/Heavy hull augments over heat.

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Hello, 

I have enough crys to upgrade a turret to mk6 and buy an augment for it in the coming 50% sales. I have a firebird and Gauss und look for a close to medium range turret with a powerfull augment. What would you recommend and why? 

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47 minutes ago, paulus2019 said:

Hello, 

I have enough crys to upgrade a turret to mk6 and buy an augment for it in the coming 50% sales. I have a firebird and Gauss und look for a close to medium range turret with a powerfull augment. What would you recommend and why? 

Ricochet is really powerful, I love using it with Minus-field stabilization.

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I think about one of four alternatives:

Twins: Heavy plasmagun

Ricochet: Plasma torch

Smoky: Autocannon

Thunder: Sledgehammer

What is the most powerfull from these (or others)? What would you buy?

Or would you simply ignore the weapons and upgrade some protection modules from mk3-mk4 to mk5 (against gauss, shaft, railgun, magnum)?

Edited by paulus2019

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17 hours ago, At_Shin said:

I'd say don't waste crystals on protection modules. Get to legend rank and buy mk7 product kits from the shop.

As for your query about powerful augments,  autocannon smokey is probably the best - easy to use and is great for use at any rank. 

I like to use heavy plasma gun twins in CP battles too but that augment isn't for everyone. 

Thanks for your answer. Do you mean it is better to get the modules in the future (legend) and concentrate on turrets and hulls now even if I do not intend to buy the modules from shop?

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3 hours ago, paulus2019 said:

Thanks for your answer. Do you mean it is better to get the modules in the future (legend) and concentrate on turrets and hulls now even if I do not intend to buy the modules from shop?

To be honest anything less than Mk4 Protection modules is pretty useless at Brigadier rank. You sometimes have to fight Legends, and Mk7 turrets are hardly affected by protection modules, unless they're like 35% and above.

I'd suggest you focus on hulls and turrets (you still have decent prots) first, get your desired combo to the desired level, and then spend the leftover crystals on protection modules.

As At_Shin mentioned, that you can buy a cool Mk7 kit from the shop when it's available for crystals, and you'll even get an Mk7 protection module with that. 

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5 hours ago, paulus2019 said:

Thanks for your answer. Do you mean it is better to get the modules in the future (legend) and concentrate on turrets and hulls now even if I do not intend to buy the modules from shop?

I am looking at your profile and I notice that you only have Firebird Mk6 and Wasp Mk6, the rest of your garage is rather underwhelming in upgrade-levels. I strongly advise you to invest in upgrading your gear, so that you have two or three strong turrets and hulls, and also modules. I think that augments are one step ahead of you: they are incredibly expensive and if the corresponding turret is not well-upgraded, the augment itself is a waste of money... Upgrading your equipment would be your priority and you can buy a good augment later on. 

Hence, I would advise you to go for a close or medium-ranged turret and a medium hull; if you have enough crystals left you can buy yourself a long-range turret and a heavy hull if you please. Good turrets are Ricochet and Smoky, a good hull is Hunter or Viking but you can also buy Dictator if you like that one more. 

It's really important to protect yourself against turrets, especially in the high ranks. Crucial modules are Grizzly (Thunder), Falcon (Railgun), Griffin (Magnum) and Owl (Gauss). Other good modules are Dolphin (Smoky), Shark (Vulcan) and Wolf (Hammer). 

Edited by BloodPressure
spelling errors
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@paulus2019

1 Combo (your fav)

Drone of your choice that suits your game play.

Whatever alts/augments go best with your combo/playing style.

Protections above 35% are a must at the mid/high ranks.

More than 1 combo will eat away at your crystals and leave you with very few to upgrade your protections and combo.

It's a fine balancing act to stay competitive in battle as you rank.

Ranking to quickly has an adverse affect on your garage if you do not have the funds to upgrade your combo/protections etc, as you go through the ranks.

Everyone has posted good advice, up to you which advice you take in regards to what you want when you enter a battle.

Big factor is as always........cash. 

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On 12/22/2020 at 2:39 PM, At_Shin said:

Get to legend rank and buy mk7 product kits from the shop

@paulus2019

You can buy Mk7 products kits for crystals from the shop at Lieutenant General (and all Mk7 equipment from the garage at Marshall), don't have to get to Legend

At your next rank (very soon), you'll be able to buy any Mk6 module from the garage and micro-upgrade it, good timing with the 50% sale

But that depends on how quickly you want to rank up, I upgrade my Mk6 modules because I'm not in a hurry to get to Marshall and will have fully upgraded them by the time I get there

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1 hour ago, SporkZilla said:

@paulus2019

You can buy Mk7 products kits for crystals from the shop at Lieutenant General (and all Mk7 equipment from the garage at Marshall), don't have to get to Legend

At your next rank (very soon), you'll be able to buy any Mk6 module from the garage and micro-upgrade it, good timing with the 50% sale

But that depends on how quickly you want to rank up, I upgrade my Mk6 modules because I'm not in a hurry to get to Marshall and will have fully upgraded them by the time I get there

I did not know that it is possible to buy from the shop with crystals! The mk7 kits, which I could find in the shop cost 7700 coins. What such a kit cost with crystals when I become a Lieutenant General or Marshall?

Another question: What is the disadvantage of ranking up quickly?

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3 hours ago, BloodPressure said:

Hence, I would advise you to go for a close or medium-ranged turret and a medium hull; if you have enough crystals left you can buy yourself a long-range turret and a heavy hull if you please. Good turrets are Ricochet and Smoky, a good hull is Hunter or Viking but you can also buy Dictator if you like that one more. 

It's really important to protect yourself against turrets, especially in the high ranks. Crucial modules are Grizzly (Thunder), Falcon (Railgun), Griffin (Magnum) and Owl (Gauss). Other good modules are Dolphin (Smoky), Shark (Vulcan) and Wolf (Hammer). 

In your opinion if I leave the augments aside, would you give priority to invest in hulls/turrets or the modules? Which Level of module would you suggest suitable to the rank of Brigader or Major General Mk4, MK5, more, less...? 

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