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47 minutes ago, Fuchsia said:

Surprising considering you have 290 hours with Magnum

Those hours were from 2018 - early 2021. I haven't properly used Magnum in over a year for a number of reasons. 

 

If you are ever planning to use a turret without an augment, consider investing in Adrenaline. Putting it succinctly, Magnum is not in the best of states right now. It would be wise not to Iinvest in it for the time being. 

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1 hour ago, Fuchsia said:

Surprising considering you have 290 hours with Magnum

Personally, magnum is at its height of power during lieutenant ranks. I have my alt max it, super fun to use. I don't camp either. But after those ranks augments is best.

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9 hours ago, TheCongoSpider said:

Those hours were from 2018 - early 2021. I haven't properly used Magnum in over a year for a number of reasons. 

 

If you are ever planning to use a turret without an augment, consider investing in Adrenaline. Putting it succinctly, Magnum is not in the best of states right now. It would be wise not to Iinvest in it for the time being. 

I heard that, but I don't understand why -- I only returned a couple months ago. I said without augments because I feel like the 2 augments that allow you to raise your turret (reinforced chassis and the power accumulation one) adds an unnecessary level of complexity. Unless you intend to camp on top of your flag, you can easily fire across the entire map without them. Mortar is bad; splash damage good. Harpoon isn't necessary; default position works fine. AP is clearly the best, but I'm F2P. 

8 hours ago, Incorp said:

Personally, magnum is at its height of power during lieutenant ranks. I have my alt max it, super fun to use. I don't camp either. But after those ranks augments is best.

I've been testing it on an abandoned alt at Captain. It's fun to kill tanks with 1 shot, but it often requires assistance from teammates to deal some damage beforehand. Because of that, I don't camp; I follow my team to push up the map and shoot over their heads. If you have Booster or something it'd probably 1-hit full hp medium hulls. What augments are you using/recommend? Please read my thoughts about them in the reply above this one^

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13 hours ago, Fuchsia said:

anyone recommend magnum without augments?

Magnum is hard to use even with augments. It takes too long to reload. Pair it with an OP drone and you may do OK in certain battle modes. Check out boris4311 on the profile page. I see him using isida in bigger maps.  With the current turret list, you can find better choices.

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10 minutes ago, NooNooHead said:

Magnum is hard to use even with augments. It takes too long to reload. Pair it with an OP drone and you may do OK in certain battle modes. Check out boris4311 on the profile page. I see him using isida in bigger maps.  With the current turret list, you can find better choices.

I definitely feel the pain of the long reload -- especially if you don't get a direct hit. If you miss by only a few meters, the damage gets cut in half. The thing with Magnum's power accumulation is that when you want to shoot far, the distance the shot goes from each 5% of power gets further and further. Sure, you can camp in your base and lob shots into the enemy base, but I think where Magnum shines is in midfield; the position I like to play the most. 

 

Does he use Isida Vampirism by chance?

 

Well what turret would you recommend? 

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2 hours ago, Fuchsia said:

Does he use Isida Vampirism by chance?

 

Well what turret would you recommend? 

Buyers probably have access to most hard to come by turret augments so most likely, he has access to that on isida, paired with defender on the hull.

Any turret with OP augments (EMP, AP, Blunderbuss, Magnetron, etc) will give you a good advantage. As f2p, I like smoky with cryo, hammer with slugger, rico with minus field and thunder with adrenaline. Those, I find are suitable for most game modes.  I don't camp for kills so I can't comment on turrets suitable for that task.

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2 hours ago, NooNooHead said:

Buyers probably have access to most hard to come by turret augments so most likely, he has access to that on isida, paired with defender on the hull.

Any turret with OP augments (EMP, AP, Blunderbuss, Magnetron, etc) will give you a good advantage. As f2p, I like smoky with cryo, hammer with slugger, rico with minus field and thunder with adrenaline. Those, I find are suitable for most game modes.  I don't camp for kills so I can't comment on turrets suitable for that task.

Those are good combos for f2p. But, I've played Tanki for many many years across multiple accounts so I'm wanting something more. The only things I haven't played a lot of are Tesla, hover hulls, and Magnum (because it was new at the time and I left shortly after for a while). I love Tesla and Magnum's mechanics -- very different from most of the rest of the turrets in the garage.

I'm not interested in the simpler to play turrets (Fire, Freeze, Isida, Twins, Ricochet, Hammer, Smoky, Vulcan, Thunder, Rail, Gauss) in their vanilla forms. That leaves Tesla, Striker, Magnum, and Shaft vanilla. Some augments however makes things interesting. I'm interested in Tesla's AP, EMP, and Jam Discharge augments, Hammer's AP, EMP, Jam, and Stun Pellets, Rico's AP shot, Striker's Remote, AP, and Stun rockets, Gauss' EMP and AP salvo, Shaft's AP and Healing shots. 

Those Tesla, Hammer, Gauss, and Striker's AP and Stun augments because in the very likely event of facing multiple enemies at once, you must decide which of them is the most threatening in the moment. I was lucky and got Hammer's Jam shot, and I've been absolutely loving it! 

Rico's augment because you need to ricochet a shot off a surface before the AP takes effect, which is very interesting and fits its original purpose! Now that a lot of flat walls have been removed around the edges of these updated MM maps, you have to be more creative in finding a spot -- THE GROUND! If I had this augment, I'd use a caterpillar-type light or medium hull to rock it forward to make the first shot bounce off the ground. That puts a big spin on engaging enemies with Ricochet instead of just holding down the fire button! 

Striker's Remote augment because you can deal damage around or over walls! I don't intend on buying any hover hulls in the near future because it's very difficult to rock your hull up to shoot higher with them. Don't have the quick-aim function of Hunter or the status effect-rocket augments? No problem! If your target is strafing, just detonate the rocket next to them! I've been using this augment too and I love it.

Shaft's Healing shots gives Shaft a whole new way of playing! It's the 2nd, but better long-range way of healing teammates in the game (the other, worse way being Ares' OD)! Shaft's AP shot drastically changes the way it plays in mid and close range combat. A scoped shot applies the AP effect -- it doesn't matter what power you charge your shot as far as I'm aware. This means quick-scoping is the best way to use this augment in closer ranges. What happens if you shoot an enemy, but they don't die in 1 hit? They hide! That's why this augment doesn't change long range attacks -- it's best to charge your scoped shots to 1-hit kill them; if it doesn't, hopefully you can get an arcade shot off after your scope shot to finish them off. In closer range, I think the best way to use this augment is to fire a quick-scope shot to apply the AP effect, THEN spam arcade shots and/or fire a half-charge shot if you can. Like I said, enemies panic and hide if they survive a Shaft shot, so I'd use a fast hull to chase them after you AP them. Sounds fun!

The rest of the augments in the game I feel merely just enhance the power of the turret, and doesn't change how they play. I'm aware that for example, you could say, "well Smoky's EMP shot also can target the most threatening enemies in a group", but they rely on a critical damage system. They aren't guaranteed to apply the status effect. I don't know what all of the turrets' chances for critical shots are, but it's fundamentally better for a reliable shot; not a chance. 

The reason I specifically said "vanilla Magnum" in the earlier post was because as F2P, most of the augments I talked about are only for sale using Tankcoins. So, for the moment, my eyes are on Tesla, Magnum, and Shaft because they're the most unique and challenging turrets at vanilla (I'm sure some of you are cringing at the fact I'm calling Tesla challenging because most people just use it like it's an Isida that can hit multiple enemies and doesn't use the ball lighting functionality). I realized after typing this out I could've just typed out this last paragraph to put things simply... ?

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Is Tesla's Acceleration Protocol good? I feel like it's too niche in that it's really only good for charging into objectives... If you're trying to electrocute someone below you or around corners, forget it.

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1 hour ago, Fuchsia said:

Is Tesla's Acceleration Protocol good? I feel like it's too niche in that it's really only good for charging into objectives... If you're trying to electrocute someone below you or around corners, forget it.

I would say adrenaline is the best from the garage augments, if u don't have any of the premium ones.

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49 minutes ago, Fuchsia said:

 If you're trying to electrocute someone below you or around corners, forget it.

That is the point. 

 

49 minutes ago, Fuchsia said:

Is Tesla's Acceleration Protocol good? 

Tesla's augments alter its general gameplay rather than its existing crucial parameters. If you want to be able to follow your retreating target whilst extending your range, Acceleration Protocol is there. If you want to be able to ricochet your ball lightnings off of walls, Minus-Field is there. If you want to be the most efficient at hitting enemies outside of your LOS in a limited area, Stock/Adrenaline is there. 

 

To answer your question, Acceleration Protocol and Adrenaline are Tesla augments worth purchasing during a sale. After the latest Tesla nerf, Acceleration Protocol's power dropped a bit and now Adrenaline is a great choice next to it for general gameplay. 

 

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On 3/28/2022 at 2:54 PM, frederik123456 said:

I would say adrenaline is the best from the garage augments, if u don't have any of the premium ones.

 

On 3/28/2022 at 3:08 PM, TheCongoSpider said:

To answer your question, Acceleration Protocol and Adrenaline are Tesla augments worth purchasing during a sale. After the latest Tesla nerf, Acceleration Protocol's power dropped a bit and now Adrenaline is a great choice next to it for general gameplay. 

 

Is adrenaline really that good though? Are you suggesting it because there simply isn't a better option to purchase with crystals? Sure, it may give 30 some-odd percent if you're 1hp, but if you're 1hp, would you want to engage in a fight??? The augment is a hypocrisy! 

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On 3/28/2022 at 8:15 PM, Fuchsia said:

Is Tesla's Acceleration Protocol good? I feel like it's too niche in that it's really only good for charging into objectives... If you're trying to electrocute someone below you or around corners, forget it.

There might be a tesla augment in the upcoming challenge since this turret hasn't been featured in challengesince last september, a f2p augment and also a p2w one, so save your tankoins if you have 600. The augment might be electroturret. If it is not in the next challenge, it would be very soon then.

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37 minutes ago, Fuchsia said:

But if you're 1hp, would you want to engage in a fight??? The augment is a hypocrisy! 

Are you going to hide and wait 20 seconds for your repair kit to come back while your current boosted armour, damage or speed boost supply durations run out if you're using a Stock turret? Adrenaline is simply the Stock turret with bonus damage when your HP goes down, which it naturally will. There is no grand revelation to be had here. You play Adrenaline the same way you'd play a Stock turret, mostly. 

 

41 minutes ago, Fuchsia said:

Is adrenaline really that good though? 

Most of the good augments are locked behind containers so you must make due with what you have in the garage. Some turrets have garage augments on par with or better than container augments. As I mentioned before, Tesla's augments change its general gameplay rather than main paramater changes like the other turrets.

Electroturret augments make you unable to efficiently shoot around corners but allow you to launch a ball lightning towards an enemy out of your range, or apply a debilitating status effect to them which is useful to have in 1 v 1s.

Acceleration Protocol allows you to follow your ball and extend your range against retreating targets, as well as acting as a pseudo-Electurret at melee range. 

Minus-Field augments allows you to ricochet your balls off of walls. Do with that what you will. A lot of players use it for defense on many maps. 

Dilatory Protocol takes a while to properly set up but the area around you becomes a trap for enemies coming towards objectives. 

Adrenaline is Stock with a damage boost depending on your remaining HP. 

 

For the garage augments, Adrenaline and Acceleration Protocol are the ones that are worth their price in a sale. 

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13 hours ago, Fuchsia said:

Is adrenaline really that good though? Are you suggesting it because there simply isn't a better option to purchase with crystals? Sure, it may give 30 some-odd percent if you're 1hp, but if you're 1hp, would you want to engage in a fight??? The augment is a hypocrisy! 

I think it is quite good. Also remember that with Tesla, you can use the chain lightning to hit opponents who cannot hit you. In those cases, you can deal a lot of DMG with low hp.

No doubt it is case specific though, of course.

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18 hours ago, TheCongoSpider said:

Are you going to hide and wait 20 seconds for your repair kit to come back while your current boosted armour, damage or speed boost supply durations run out if you're using a Stock turret? Adrenaline is simply the Stock turret with bonus damage when your HP goes down, which it naturally will. There is no grand revelation to be had here. You play Adrenaline the same way you'd play a Stock turret, mostly. 

 

Most of the good augments are locked behind containers so you must make due with what you have in the garage. Some turrets have garage augments on par with or better than container augments. As I mentioned before, Tesla's augments change its general gameplay rather than main paramater changes like the other turrets.

Electroturret augments make you unable to efficiently shoot around corners but allow you to launch a ball lightning towards an enemy out of your range, or apply a debilitating status effect to them which is useful to have in 1 v 1s.

Acceleration Protocol allows you to follow your ball and extend your range against retreating targets, as well as acting as a pseudo-Electurret at melee range. 

Minus-Field augments allows you to ricochet your balls off of walls. Do with that what you will. A lot of players use it for defense on many maps. 

Dilatory Protocol takes a while to properly set up but the area around you becomes a trap for enemies coming towards objectives. 

Adrenaline is Stock with a damage boost depending on your remaining HP. 

 

For the garage augments, Adrenaline and Acceleration Protocol are the ones that are worth their price in a sale. 

You forgot 2 UC augments which are burning tesla and stuning tesla which give respectively the heating and stuning effect(only applied when the ball touch the ennemy) + the ability to make ricochets 11 times just like the ricochet mechanics. Also, the ball travel at normal speed unlike other tesla container exclusive augments.

Edited by numericable

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49 minutes ago, numericable said:

You forgot 2 UC augments which are burning tesla and stuning tesla which give respectively the heating and stuning effect(only applied when the ball touch the ennemy) + the ability to make ricochets 11 times just like the ricochet mechanics. Also, the ball travel at normal speed unlike other tesla container exclusive augments.

 

19 hours ago, TheCongoSpider said:

 Minus-Field augments allows you to ricochet your balls off of walls. Do with that what you will. A lot of players use it for defense on many maps. 

 

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1 minute ago, TheCongoSpider said:

 

 

Im was not talking about minus field augment, i was reffering to heating/stuning tesla augment which have the ricochet ability( in other words, which has the minus field augment ability along with their own status effect.

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11 minutes ago, numericable said:

Im was not talking about minus field augment, i was reffering to heating/stuning tesla augment which have the ricochet ability( in other words, which has the minus field augment ability along with their own status effect.

Again: 

19 hours ago, TheCongoSpider said:

 Minus-Field augments allows you to ricochet your balls off of walls. Do with that what you will. A lot of players use it for defense on many maps. 

Notice the -s?

Shocking Lightning and Exothermic Lightning are varients of the Minus-Field augment. I said the same thing for Electroturrets. 

19 hours ago, TheCongoSpider said:

Electroturret augmentmake you unable to efficiently shoot around corners but allow you to launch a ball lightning towards an enemy out of your range, or apply a debilitating status effect to them which is useful to have in 1 v 1s.

 

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8 minutes ago, TheCongoSpider said:

Again: 

Notice the -s?

Shocking Lightning and Exothermic Lightning are varients of the Minus-Field augment. I said the same thing for Electroturrets. 

 

Okay then why not mentioning that "minus-field" augments could apply status effect too? That's kind of misleading.

I also noticed "allows" which intends that there is only ONE augment mentioned ?

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9 minutes ago, numericable said:

I also noticed "allows" which intends that there is only ONE augment mentioned ?

Figured you might bring hat up when I noticed the typo. If you look at it for consistency, I used the correct conjugation for Electroturret, which is a blanket term for 5 of Tesla's augments. Minus-Field is a blanket term for 3 of Tesla's augments and I used the -s there, so ultimately it should be seen that I am following in the steps of the first example. 

 

12 minutes ago, numericable said:

Okay then why not mentioning that "minus-field" augments could apply status effect too? That's kind of misleading.

Minus-Field's ball speed is the same as Stock, relatively slow. You have to be at melee range for it to be applied consistently on the target, in which case, Acceleration Protocol exists for its pseudo-Electurret properties. I also did mention that it is used for defense in quite a lot of maps. 

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3 minutes ago, TheCongoSpider said:

Figured you might bring hat up when I noticed the typo. If you look at it for consistency, I used the correct conjugation for Electroturret, which is a blanket term for 5 of Tesla's augments. Minus-Field is a blanket term for 3 of Tesla's augments and I used the -s there, so ultimately it should be seen that I am following in the steps of the first example. 

 

Minus-Field's ball speed is the same as Stock, relatively slow. You have to be at melee range for it to be applied consistently on the target, in which case, Acceleration Protocol exists for its pseudo-Electurret properties. I also did mention that it is used for defense in quite a lot of maps. 

I dont know if you are serious or just trying to give some excuse as I am not in your head to know when the -s is valable or not.

As it was not explicitely explained that those p2w augments have some ricochet effects i prefered to mention it for more clarification. ??‍♂️

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I've seen a few players use striker and hopper and I thought it looked strange... Is it a good combo? I know hover hull strafing is better than caterpillar hull because you're only exposing the front, but why hopper? Hopper looks like a lot of fun to play; I might just buy it... What turrets are the best/most fun in your opinion?

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23 hours ago, Fuchsia said:

I've seen a few players use striker and hopper and I thought it looked strange... Is it a good combo? I know hover hull strafing is better than caterpillar hull because you're only exposing the front, but why hopper? Hopper looks like a lot of fun to play; I might just buy it... What turrets are the best/most fun in your opinion?

Hopper & Striker is a good combo, especially in TJR mode. Hopper is not an easy target for the Juggernaut because of its movement when using mouse control. I would recommend the Cyclone augment for Striker to kill the Juggernaut easily. Booster or Crisis drone should do the rest.

12 hours ago, Fuchsia said:

should I MU m6 equipment or don't bother until m7?

If I were you, I would wait for the 30% sales tomorrow and buy Mk6 equipment that you like playing with and then, depending on how fast you can rank up, buy Mk7 equipment at Marshal rank. The boosted experience at the weekends can guarantee you a lot of XP in a short amount of time, so it is not worth micro-upgrading your Mk6s. You should reach Marshal in no time. ?

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