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12 minutes ago, Abellia said:

See that's the killer part - Sledgehammer. All the others just are not worth using or getting. Sledgehammer is at least worth using, but not getting.

More like" If A=B that doesn't mean B = A"

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3 hours ago, NikmanGT said:

Okay, Is Sledgehammer currently worth buying ?

Current price for garage alts are ridiculous so wait for sales. But yes, if you plan on maxing and/or using Thunder, Sledgehammer is the best option. It pairs nicely with Hunter.

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1 minute ago, King.David said:

Current price for garage alts are ridiculous so wait for sales. But yes, if you plan on maxing and/or using Thunder, Sledgehammer is the best option. It pairs nicely with Hunter.

I see, thanks for your suggestion ^^

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1 hour ago, King.David said:

so wait for sales.

Absolutely, can´t wait wait for the tanki Bday celebrations, which should start in 1-2weeks.

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On 5/21/2022 at 3:37 PM, LambSauce said:

Reminds me of the user @thunderhunter123. Nice combo indeed ?

Hi. I'm still alive, lol! Was in college.

But I do come onto Tanki Online, from time to time, to see what's new, Events, etc.

Yeah, Thunder and Hunter are one of the most stable combinations I love using.

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For the "3rd Gift" super missions, you're required to get kills using every type of turret and hull. I don't have a M7 heavy hull or M7 long range turret. I really want those Ultra Containers and 130 Tankcoins. What should I do? Buy one of each to aid in completing the mission??? Which turret and hull do you recommend? There're been a lot of recent rebalances. 

Edited by Fuchsia

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21 hours ago, Fuchsia said:

For the "3rd Gift" super missions, you're required to get kills using every type of turret and hull. I don't have a M7 heavy hull or M7 long range turret. I really want those Ultra Containers and 130 Tankcoins. What should I do? Buy one of each to aid in completing the mission??? Which turret and hull do you recommend? There're been a lot of recent rebalances. 

To add to the above, here're the options I can choose. Please help me decide and why you chose your choice. Thanks.

a) Shaft M6, Wolf M7,  MU Dictator to step 10 (to survive 4 M7+ Hammer shots)

b) Magnum M6, Wolf M7,  MU Dictator to step 10 (to survive 4 M7+ Hammer shots)

c) Shaft M7, Mammoth M7, MU Shaft 5 steps (to 1-shot M7+ medium hulls with sniper mode)

d) Magnum M7, Mammoth M7, MU Dictator to step 10 (to survive 4 M7+ Hammer shots when I buy Wolf M7 in the future)

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27 minutes ago, ColosoAG said:

I've tried for a while cryo rounds and it feels not much helpful because now a player can dissable status effects by using repair kit, which means that it does little help to kill anyone.

By far when i tried assault rounds, at least i miss fewer times than any augment for smoky thanks for improved muzle velocity.

See that's where you have to be aware of what you want out of an augment and what the augments do

 

Cryo Smoky was the only status Smoky with no critical damage penalty. At endgame where your Smoky is maxed, that on its own (having 100% critical damage) is huge. With the patch last week, all of the status Smokies now have no critical damage penalties so Cryo's position over them has been lowered and more or less equalised. From your complaint, you want an augment that helps you kill an enemy faster. Smoky augments that fit this are: 

  • Adrenaline
  • High-Precision Aiming System (against certain targets)
  • Incendiary Rounds
  • EMP Rounds
  • Armour-Piercing Rounds
  • Sorted Ammunition

Cryo Rounds in particular does not make you kill an enemy faster. It makes an enemy kill you slower. An augment that would fit you would be Incendiary Rounds, one of the container augments (excluding Paralyzing Rounds) or Adrenaline. 

 

If you want to continue using Assault Rounds SMoky, you can go ahead, but remember that it removes a crucial part of the turret for killing enemies in general. 

 

 

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2 hours ago, TheCongoSpider said:
  • Adrenaline
  • High-Precision Aiming System (against certain targets)
  • Incendiary Rounds
  • EMP Rounds
  • Armour-Piercing Rounds
  • Sorted Ammunition

I got most smoky augment, ap, emp, stun, fire, cold, bounce.

My personal fav is AP smoky,

Since all status effect is short now, only allow 1 addon shot after, so my pick on ap, is that it allow you ignore DA+ protection module, while emp only disable Da, while of course both effect enemy will use RK after, but your next critical is 3 shot about 6 s later, if they no RK, you are about kill them in 3 shot, about 4s duration.

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Pick 3 modules I should upgrade to M7:

Fire M4, Freeze M5, Isida M5, Tesla M5, Twins M3, Rico M6, Smoky M4, Striker M6, Vulcan M4, Rail M4, Magnum M4, Gauss M4, Shaft M4, Spider M2

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2 minutes ago, Fuchsia said:

Pick 3 modules I should upgrade to M7:

Fire M4, Freeze M5, Isida M5, Tesla M5, Twins M3, Rico M6, Smoky M4, Striker M6, Vulcan M4, Rail M4, Magnum M4, Gauss M4, Shaft M4, Spider M2

Definitely Rico and Shaft. For the third, perhaps Striker or Rail.

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30 minutes ago, Fuchsia said:

Pick 3 modules I should upgrade to M7:

Fire M4, Freeze M5, Isida M5, Tesla M5, Twins M3, Rico M6, Smoky M4, Striker M6, Vulcan M4, Rail M4, Magnum M4, Gauss M4, Shaft M4, Spider M2

Fire - Never really used it, ever...

Freeze - an okay choice if you struggle with it, if you are good at staying on your toes, not as necessary,

Isida - only would upgrade it solely for Vampire nanobots, otherwise I never use it either

Tesla - okay choice, pretty powerful in certain modes, but i think it fell off from grace a bit

Twins - another module I use very rarely, pretty good though especially against the annoying alts twins got recently

Rico - here is where the money at, plasma torch is literally everywhere, Rico is defo annoying and lets not even talk about that crap Helios

Smoky - personally do not use it as much either, but it can be incredibly annoying at times,

Striker - good protection, Striker is still pretty OP, but is it just me who feels like it crits too often?

Vulcan - do not use this too much either, feels like it does not really make much difference most of the time

Rail - pretty good, no one likes being OHKOed

Magnum - literally crits every other shot lol, they did goofed with a turret that does not need to even get in a sight of enemy to shot on target, way too OP still

Gauss - does massive damage on lock, but i kind of feel it fell from grace, the locks are just pretty hard to get on many maps

Shaft - this one is pretty much necessary these days

Spider - I had this equipped once for parkour stunt, never more...

Hammer is pretty good as well ,you did not mention it though

Edited by krokorok
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16 minutes ago, krokorok said:

 

Tesla - okay choice, pretty powerful in certain modes, but i think it fell off from grace a bit

Magnum - literally crits every other shot lol, they did goofed with a turret that does not need to even get in a sight of enemy to shot on target, way too OP still

Gauss - does massive damage on lock, but i kind of feel it fell from grace, the locks are just pretty hard to get on many maps

Shaft - this one is pretty much necessary these days

Hammer is pretty good as well ,you did not mention it though

I see tesla every ctf game with braindead dilatory camping in spawn

Magnum has 50% crit chance???

Gauss arcade shots deal a good amount of damage too

Only because of RFM augment?

I bought Wolf M7 last weekend ?

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1 hour ago, Fuchsia said:

Pick 3 modules I should upgrade to M7:

Fire M4, Freeze M5, Isida M5, Tesla M5, Twins M3, Rico M6, Smoky M4, Striker M6, Vulcan M4, Rail M4, Magnum M4, Gauss M4, Shaft M4, Spider M2

I wouldn't choose. ALL are important. Upgrade Twins M3 and any other 2 M4 protections to sort of even out the levels. Spider can wait ?

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1 minute ago, King.David said:

I wouldn't choose. ALL are important. Upgrade Twins M3 and any other 2 M4 protections to sort of even out the levels. Spider can wait ?

well yeah, but I can't upgrade ALL this sale ?

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16 minutes ago, Fuchsia said:

well yeah, but I can't upgrade ALL this sale ?

Yes ik I never meant to imply that. All I'm saying is to upgrade the lower level modules and not to be influenced by which turret/s is/are strong now. Meta will always change.

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3 hours ago, krokorok said:

Striker - but is it just me who feels like it crits too often?

It could be it having high critical damage makes its impact more noticeable. Nothing has changed with Striker's critical hit rate since December last year.

 

3 hours ago, Fuchsia said:

Pick 3 modules I should upgrade to M7:

Fire M4, Freeze M5, Isida M5, Tesla M5, Twins M3, Rico M6, Smoky M4, Striker M6, Vulcan M4, Rail M4, Magnum M4, Gauss M4, Shaft M4, Spider M2

Hard to say because everything is burst damage nowadays. I have all modules on a few accounts and I switch to certain ones only under certain conditions. Low priority means I'll only switch to that if the enemy team has multiple of them. 

 

Firebird - Low priority. Has major range limitation and part of its damage output can be mitigated with Heat Augments. 

 

Freeze - Low priority. Has major range limitation. The high critical damage leaves you at the mercy of chance for if your module does its job well and it also reduces your damage output regardless of how frozen you are. Might as well try to get the good damage during the polarization from your repair kit..

 

Isida - Low priority. Has major range limitation and limited longevity when attacking without Vampire Nanobots. Isida protection has always been on the low end of use because there's nothing huge to protect yourself against. 

 

Tesla - Medium priority. Melee with infinite ammo, the ability to intentonally and unintentionally extend its range and has higher burst damage than the other melee turrets. Weird thing about this lately is that some maps are devoid of Teslas while others are filled with them and you can't access a certain part of the map without protection if they congregate there. 

 

Hammer - Low priority. Its recent rework reduced its effectiveness in heated 1 v 1 engagements. It's not as scary as other things unless it has a relevant augment equipped. 

 

Ricochet - High priority. Recent rework to it and its augments make its damage output even more front-loaded and accurate, with Plasma Torch and Beserk turning into burst damage options with practically infinite ammo, and Helios' ungodly existence which has been increased with the recent token of apology UCs. 

 

Twins - Low priority. The first line of defense against a Twins is movement. Unless you're using a heavy hull or are trapped in a secluded part of the map, you can dodge some of its DPS. Mainly becomes a problem if there are multiple of them or if there is a Magnetron/Cryotron on the enemy team. 

 

Smoky - Medium priority. Smoky's augments has been receiving buffs and most of them are very potent when they mix their critical hits with the normal hits. Smoky is due for its own rework in the near future so I'd be careful.

 

Striker - High priority. Still OP as it was last year, except MLH has now been properly toned down. You are still at the mercy of chance however due to its high critical damage.

 

Thunder - High priority. Putting it frankly, Thunder has gotten steroids. High normal damage bordering on the 1,000 barrier, High maximum and initial critical chance. Critical damage that synergises with the normal damage against light hulls. Sledgehammer Rounds current effectiveness. Higher impact force than Assault Rounds Smoky. It would be wise to get this since Thunder is a staple turret in the game and now it is strong for 2021/22 standards.

 

Vulcan - Medium priority. Similar to Twins, the first line of defense against a Vulcan is movement. Its critical chance has been reduced to 2% and needs ~0.6 seconds worth of projectiles to bring its critical chance back up to 2%. As such, it is now more normal damage-oriented and fares worse against protection modules. It being a fast firing turret will have your repair kits being interrupted quickly so modules also help against that. 

 

Shaft - High priority. Short-Band Emitters' new damage output and RFM being a f2p Helios clone makes this module currently a must-have if you want to survive them. You are up to chance as Shaft's maximum and initial critical chance is 30% with ith having increased critical damage. 

 

Gauss - Low-medium priority. Gauss has dropped down from its former self now that its AP and EMP augments have been tamed and its sniping paramaters being harder to pull off. Its sniping damage output however has been increased with Booster breaking both the 4,000 damage barrier with the salvo and the 1,500 barrier with the arcade. It's upto you if you deem the turret dangerous enough to invest in this module.

 

Magnum - Medium-high priority. Its maximum splash damage radius has been decreased and its firing rate slightly reduced, but it still packs a punch and shoots considerably faster than its previous state. Sometimes there are many Magnums on the enemy team while other times there are not many. Its splash damage 20m being 50% is not something to scoff at in many maps/game modes.

 

Railgun - Medium-high priority. Its recent changes has seen its potential critical hit rate per lifespan be significantly reduced with the compensation being higher normal damage, Round Stabilisation's buff and the 3rd coming of Electromagnetic Accelerator "Scout".  The main reaons for using this module is Scout and Hyperspace Rounds. 

 

Spider - I don't use this.

 

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@LambSauce @krokorok @King.David @TheCongoSpider got Lion and Eagle M7.

Gonna MU my Dictator and Grizzly for Thunder Sledgehammer rounds to take 3 and 4 shots respectively to kill my Hornet and Dictator. I upgraded them last weekend to survive those number of shots, but I didn't take into account the 50% regular damage augment and how popular it is.

After calculation, if I MU Falcon to 30%, with my current hull MUs, it'll take 3 and 4 regular shots with Rail on my Hornet and Dictator respectively; if they are not using Stable Plasma or Large Caliber as they increase regular damage. I do not have the crystals to upgrade enough to take either of them into account, so there's nothing I can do about it this sale. ?‍♂️

After calculation, if I MU Eagle to 38%, with my current hull MUs, it'll take 4 and 5 Short-band Emitter arcade shots with Shaft on my Hornet and Dictator respectively.

So to recap, purchasing Lion M7, Eagle M7, Falcon M6, MU Dictator, MU Grizzly, MU Eagle and dump the remaining few thousand crystals into Lion MU. 

Gotta put in the effort of calculation when you're FTP to make smart purchases. ?

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I'm leaning towards buying Large Caliber Rounds for M8 Railgun, but am wondering if that's the best option or should I go with one of Round Destabilization, Large Caliber Rounds, Electro Accelerator Scout, or Death Harald?  Or maybe none of the Alts are worth buying?

Any advice is appreciated!

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9 hours ago, TheCongoSpider said:

It could be it having high critical damage makes its impact more noticeable. Nothing has changed with Striker's critical hit rate since December last year.

 

Hard to say because everything is burst damage nowadays. I have all modules on a few accounts and I switch to certain ones only under certain conditions. Low priority means I'll only switch to that if the enemy team has multiple of them. 

 

Firebird - Low priority. Has major range limitation and part of its damage output can be mitigated with Heat Augments. 

 

Freeze - Low priority. Has major range limitation. The high critical damage leaves you at the mercy of chance for if your module does its job well and it also reduces your damage output regardless of how frozen you are. Might as well try to get the good damage during the polarization from your repair kit..

 

Isida - Low priority. Has major range limitation and limited longevity when attacking without Vampire Nanobots. Isida protection has always been on the low end of use because there's nothing huge to protect yourself against. 

 

Tesla - Medium priority. Melee with infinite ammo, the ability to intentonally and unintentionally extend its range and has higher burst damage than the other melee turrets. Weird thing about this lately is that some maps are devoid of Teslas while others are filled with them and you can't access a certain part of the map without protection if they congregate there. 

 

Hammer - Low priority. Its recent rework reduced its effectiveness in heated 1 v 1 engagements. It's not as scary as other things unless it has a relevant augment equipped. 

 

Ricochet - High priority. Recent rework to it and its augments make its damage output even more front-loaded and accurate, with Plasma Torch and Beserk turning into burst damage options with practically infinite ammo, and Helios' ungodly existence which has been increased with the recent token of apology UCs. 

 

Twins - Low priority. The first line of defense against a Twins is movement. Unless you're using a heavy hull or are trapped in a secluded part of the map, you can dodge some of its DPS. Mainly becomes a problem if there are multiple of them or if there is a Magnetron/Cryotron on the enemy team. 

 

Smoky - Medium priority. Smoky's augments has been receiving buffs and most of them are very potent when they mix their critical hits with the normal hits. Smoky is due for its own rework in the near future so I'd be careful.

 

Striker - High priority. Still OP as it was last year, except MLH has now been properly toned down. You are still at the mercy of chance however due to its high critical damage.

 

Thunder - High priority. Putting it frankly, Thunder has gotten steroids. High normal damage bordering on the 1,000 barrier, High maximum and initial critical chance. Critical damage that synergises with the normal damage against light hulls. Sledgehammer Rounds current effectiveness. Higher impact force than Assault Rounds Smoky. It would be wise to get this since Thunder is a staple turret in the game and now it is strong for 2021/22 standards.

 

Vulcan - Medium priority. Similar to Twins, the first line of defense against a Vulcan is movement. Its critical chance has been reduced to 2% and needs ~0.6 seconds worth of projectiles to bring its critical chance back up to 2%. As such, it is now more normal damage-oriented and fares worse against protection modules. It being a fast firing turret will have your repair kits being interrupted quickly so modules also help against that. 

 

Shaft - High priority. Short-Band Emitters' new damage output and RFM being a f2p Helios clone makes this module currently a must-have if you want to survive them. You are up to chance as Shaft's maximum and initial critical chance is 30% with ith having increased critical damage. 

 

Gauss - Low-medium priority. Gauss has dropped down from its former self now that its AP and EMP augments have been tamed and its sniping paramaters being harder to pull off. Its sniping damage output however has been increased with Booster breaking both the 4,000 damage barrier with the salvo and the 1,500 barrier with the arcade. It's upto you if you deem the turret dangerous enough to invest in this module.

 

Magnum - Medium-high priority. Its maximum splash damage radius has been decreased and its firing rate slightly reduced, but it still packs a punch and shoots considerably faster than its previous state. Sometimes there are many Magnums on the enemy team while other times there are not many. Its splash damage 20m being 50% is not something to scoff at in many maps/game modes.

 

Railgun - Medium-high priority. Its recent changes has seen its potential critical hit rate per lifespan be significantly reduced with the compensation being higher normal damage, Round Stabilisation's buff and the 3rd coming of Electromagnetic Accelerator "Scout".  The main reaons for using this module is Scout and Hyperspace Rounds. 

 

Spider - I don't use this.

How would you rate Armadillo in terms of priority?

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14 minutes ago, LambSauce said:

How would you rate Armadillo in terms of priority?

I would not even start upgrading it unless you have some solid mk8 combos + a good maxed drone + at least 45% protection modules against the most annoying turrets.

EDIT:

My reasoning here is simply how expensive it is. You need to get the basics first, IMO.

 

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14 hours ago, Fuchsia said:

Pick 3 modules I should upgrade to M7:

Fire M4, Freeze M5, Isida M5, Tesla M5, Twins M3, Rico M6, Smoky M4, Striker M6, Vulcan M4, Rail M4, Magnum M4, Gauss M4, Shaft M4, Spider M2

Shaft, rico, thunder, striker and freeze. Those would be my first 5 module i would upgrade.

In 90% of battle there is atleast one or 2 shaft, either the shaft is UP or OP. And in rubgy or ctf, there are freeze every where.

After those 5, i would do: vulcan twins magnum.

When i had a low level and crystals, what i did for the best crystals management, i upgraded all module to mk7 (m3 at the time) then each sales i did one step for all modules. And when all were at 45% i did one step but only in those 50% sales. I did this because the game balance always nerf and buff stuff therefore it would be the most secure way. But even if there are some weak turrets there will be always players to play shaft... even when the reload was 10 seconds i still found 3-4 camping shafts in some battles.

 

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1 hour ago, LambSauce said:

How would you rate Armadillo in terms of priority?

I don't hav- well, I did obtain it on one of my alts from the token of apology UCs, but that has 40,000 crystals to its name. Armadillo is not something that is on my plane of existence so I do as if it doesn't exist. If I did have it and the crystals to upgrade it, I would put it at medium-high priority if I had the 4th slot and meta combos to go with it, seeing that many of the turrets in the game have more than a x1 critical damage multiplier and some of those that don't have high initial and maximum critical hit chances. 

 

Spoiler

unknown.png 

 

 

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14 minutes ago, TheCongoSpider said:

I don't hav- well, I did obtain it on one of my alts from the token of apology UCs, but that has 40,000 crystals to its name. Armadillo is not something that is on my plane of existence so I do as if it doesn't exist. If I did have it and the crystals to upgrade it, I would put it at medium-high priority if I had the 4th slot and meta combos to go with it, seeing that many of the turrets in the game have more than a x1 critical damage multiplier and some of those that don't have high initial and maximum critical hit chances. 

 

  Reveal hidden contents

unknown.png 

 

 

Imo, Armadillo is not worth sacrificing a module slot for which you could protect yourself from an overpowered turret in the meta. 

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