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On 1/24/2024 at 9:43 PM, EverythingGetGroove said:

o I dont know about current meta of this game.

What rank are you at? What drone(s) do you have? After you tell me these 2 things, i will give you a detailed way of how you can spend your crystals.

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On 1/25/2024 at 2:52 AM, DefkwargX said:

What rank are you at? What drone(s) do you have? After you tell me these 2 things, i will give you a detailed way of how you can spend your crystals.

Rank: Brigader (One Golden Star)

Drones: Brutus-Max, Trickster-8

Pretection: Firebird-19, Freeze-11, Isida-8, Hammer-28, Twins-10, Rico-6, Smoky-18, Vulcan-28, Thunder- 11, Railgun-7, Shaft-5

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On 1/24/2024 at 10:20 PM, EverythingGetGroove said:

Rank: Brigader (One Golden Star)

Drones: Brutus-Max, Trickster-8

Pretection: Firebird-19, Freeze-11, Isida-8, Hammer-28, Twins-10, Rico-6, Smoky-18, Vulcan-28, Thunder- 11, Railgun-7, Shaft-5

Oh, nice. You have 3 mk6 turrets at your rank. 

Vulcan: It got buffed recently, hence it is good without augments. However, you have shooting speed regulator which boosts your damage by 50%, which is really good. 

Smoky: Quite good, depending on the augment that you have. (please clarify)

Thunder: Thunder protection is one of the most common prots at legend ranks, hence i would personally not advise you to invest in it unless you have broken augments (Noise isn't that good to me)

Freeze: It is good even without augments. The freezing effect removes the effect of boosted damage from an enemy and he will deal only the base damage to you. This is my fav melee range turret.

Twins: You can manage with twins without augments, but you'll be killed faster than you can damage your opponent most of the times. Hence why you need to use it with a good augment. The one that you have shoots slowly (+20% reload without any increase in damage) and therefore isn't a good augment to me.

Rico. It's good without augment. You'll be in a decent place on the leaderboard if you know how to turn your turret. +The augment that you have adds splash damage to your turret. 

Isida. Meh, just meh. Unless you wanna act like a life support to juggernauts, i would advise you to not even think about it.

Railgun: Railgun prot is also one of the most used prots in the game. Same as thunder, don't invest unless you have a good augment for it. 



You already have a short range turret, don't invest in another. I would advise you to invest in a medium/long range turret because of big maps in MM. Also, if you get into a match full of try-hard, hardcore buyers in MM, you can at least camp and shoot at them, instead of having to take them out with a short/melee range turret, thus exposing you.


Just specify 1 last time about each of the augments that you have for each of the turrets that you stated so that i can give a final answer.

@Kimura can also help you in this matter.

Edited by DefkwargX
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On 1/25/2024 at 2:44 AM, EverythingGetGroove said:

And..is 'Shooting Speed Regulator' better than 'Incendiary Band' on Vulcan? (using 'heat resistance' augment on viking now)
 

Sure, because at legend ranks, many people use heat resistance/immunity or emp immunity. Also, if you use heat resistance with incendiary band, it's basically useless, as your enemy won't get inflicted with the burning effect immediately because your temperature will take time to increase. Hence, i prefer shooting speed regulator because of the increase in damage. 

I asked you to tell me ALL of the augments that you have for EACH turret that you mentioned above.

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On 1/24/2024 at 8:20 PM, EverythingGetGroove said:

Rank: Brigader (One Golden Star)

Drones: Brutus-Max, Trickster-8

Pretection: Firebird-19, Freeze-11, Isida-8, Hammer-28, Twins-10, Rico-6, Smoky-18, Vulcan-28, Thunder- 11, Railgun-7, Shaft-5

(11 years of experience. Around 35 MILLION XP earned in these years.)

1. Don't chase the current meta. If you actually going to put effort into improving with your favourite combo eventually no nerfs/buffs, augments whatever will have an effect on you. Sure you'll perform a little worse if your turret gets nerfed but it'll go from a 10 to 8 instead of from a 10 to 1 or something. You'll be an actual pro and will laugh at the babies crying about the game being P2W because they put no effort into improving.

Sure getting to the "Tier Zero" of tanki will take you a year? Maybe longer? The fact that you're an OG will definitely help. It will not be fun at first but eventually you'll start destroying buyers with way weaker combos (where the grind begins to pay off also just fun to kill them with easily while they're way stronger on paper lol) eventually you'll get constant TOP 1 in "Everyone is equal" modes soon normal MM will turn into constant TOP 3 no matter what combo you use (Even improving with 1 combo will help you with others). Then eventually you'll reach what I call Tier Zero. You'll be able to get TOP 1 no matter what combo/map/mode with your eyes closed if you wanted and the only challenge you'll get is from eSports players or absurdly stacked buyers or obviously another Cream of the Crop players.

(I came back after 3 years of not playing. Started from scratch and it took me 2 years to reach this level)

2. The golden rule of UPGRADE ONE COMBO UNTIL ITS MAXED!!!! You have more than enough Mk6s. You love firebird and Viking? Good. Save your crystals till you reach Marshal rank and unlock Mk7s. By then you should have enough crystals to maybe buy something Mk7 and make it Mk7-20 which instantly gives a huge advantage. (Just because you got a good augment on a turret that is mk2 or something STICK TO THE Mk7 UPGRADING DON'T WASTE CRYSTALS ON THAT Mk2. 

3. Liking Firebird is cool but it is melee and currently camping is way more enjoyable since you don't get killed every 2 seconds. If I were you I'd upgrade Firebird + Viking + long range turret of your choice that is not railgun (You'll encounter x7 railgun 50% prots on average every battle. Not. Kidding.) If you listen to step 2 then you'll have Melee and Long range turret with a hull at Mk7 very fast. Prioritize upgrading Viking to Mk7-20 first if you don't have enough crystals for two mk7-20s by the time you reach marshal. 

4. Not really upgrade related but FOLLOW the news and updates that this game puts out almost every thursday and don't be lazy and grind up all prizes you can get. If you can buy challenge passes (the 300 star ones). I bought 9/10 challenge passes and after 3 years I got EVERYTHING besides a couple augments and 10 skins and I spent maybe 5 bucks a month. I actually saved thousands.

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@DefkwargX

This is augments which I have now.

 

Firebird: Incendiary mix

Twins: Plasma turbo accelerators

Ricochet: Destabilized plasma

Vulcan: Shooting Speed Regulator

Thunder: Noise shells

Shaft: Adrenaline

 

 

Edited by EverythingGetGroove

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On 1/25/2024 at 7:56 AM, Kimura said:

2. The golden rule of UPGRADE ONE COMBO UNTIL ITS MAXED!!!!

Problem with that is you may have a strong augment, but not for your favorite item or vice versa and not have a strong augment for your favorite item. Of the 2, I recommend going for your preferred combo -- even if you don't have an epic or higher augment and you're F2P. Crystal augments for turrets are definitely viable; less for hulls, although Engineer is okay, and Heavyweight is too for camping under golds and pushing (destroyed) tanks. I've made the mistake of upgrading Twins M5-10 after unboxing Jammer -- sure disabling ODs and Drones is fun and strong, but Twins is not my favorite and I've payed for it in my enjoyment and crystals. 

---

Is Tesla really that good honestly? The time to kill is longer than other short range turrets, and the damage only gets reduced when it's divided among multiple tanks. I know it's not meant for aggression, but you still need the ability to win 1v1s at least in my opinion. Definitely increases its power level with a status effect augment. I have Jammer Tesla, and I'm not much of an aggressive player. 

 

Just got Stun Smoky, and with my existing Cryo Smoky I'd make a pretty good midrange defender. It's just Smoky itself isn't really that special in my opinion; just basic. No leading, no splash, no ricochet... I take a lot of enjoyment in that little added complexity so not sure if Smoky is for me...

 

Defender is probably the best Garage Drone right now, but after seeing gameplay of Trickster, it just looks so much fun to use with medium and heavy hulls -- especially Paladin and Mammoth for their OD auras; 2 hulls I have a close eye on for upgrading right now. Would you recommend Trickster for generally midrange players with occasional aggression (when OD is active)? Don't forget it also speeds up turret rotation (which is an overlooked big plus) which is great for medium and heavy hulls for their reduced hull rotation.

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On 1/26/2024 at 10:01 PM, ok_hand said:

Would you recommend Trickster for generally midrange players with occasional aggression (when OD is active)? Don't forget it also speeds up turret rotation (which is an overlooked big plus) which is great for medium and heavy hulls for their reduced hull rotation.

I'd go Crisis or Hyperion (I mean let's not pretend...) but if they're too expensive I'd probably go for Defender or Booster. Not really the biggest fan of trickster unless the only thing im doing is attacking. Booster might help by giving you that little bit of extra healing with Paladin OD but defender could make you way more defensive so you can take hits. Trickster is kinda situational also the extra speed won't do much most of the time since you're only going to attack when OD is active.

(Hyperion is by far the best garage drone and it's not even close. Though it'll make you happy when you get supplies in a cont after using it for a while.)

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On 1/26/2024 at 4:05 PM, Kimura said:

I'd go Crisis or Hyperion (I mean let's not pretend...) but if they're too expensive I'd probably go for Defender or Booster. Not really the biggest fan of trickster unless the only thing im doing is attacking. Booster might help by giving you that little bit of extra healing with Paladin OD but defender could make you way more defensive so you can take hits. Trickster is kinda situational also the extra speed won't do much most of the time since you're only going to attack when OD is active.

(Hyperion is by far the best garage drone and it's not even close. Though it'll make you happy when you get supplies in a cont after using it for a while.)

Hmmk. Would you mind giving feedback about my other 2 questions? Thanks.

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On 1/26/2024 at 10:01 PM, ok_hand said:

Just got Stun Smoky, and with my existing Cryo Smoky I'd make a pretty good midrange defender. It's just Smoky itself isn't really that special in my opinion; just basic. No leading, no splash, no ricochet... I take a lot of enjoyment in that little added complexity so not sure if Smoky is for me...

Smoky is not only simple and boring but also has stupid aim that makes your shots miss for absolutly no reason. Stun augments are also the most useless status augments by far imo.

On 1/26/2024 at 10:01 PM, ok_hand said:

Is Tesla really that good honestly? The time to kill is longer than other short range turrets, and the damage only gets reduced when it's divided among multiple tanks. I know it's not meant for aggression, but you still need the ability to win 1v1s at least in my opinion. Definitely increases its power level with a status effect augment. I have Jammer Tesla, and I'm not much of an aggressive player. 

Well I have MAX garage and every augment for every melee except EMP isida (which is useless since I have Pulsar). The reasons why I use X melees:

Firebird - I have demonic skin for it and the best augment for it (Pulsar). I mostly use it just because DC skins look awesome lol. If I didn't have a DC Skin i'd probably never use it.

Freeze - I have HD XT Skin for Freeze and Viking so combined it makes your tank absolutely sexy. If I didn't have the skin I'd use it rarely. Most of the time it would be DM matches. Once again Pulsar or adrenaline is the way to go.

Isida - My most used Melee turret of all time and 6th most used on this account. I have Vampire which is infinitely better than Pulsar or anything else since If you play carefully you barely die. The most annoying thing with Melee is how often you drive for hours just to get killed in 2 seconds. With Isida it won't happen and nobody uses prot against it so that's also a plus.

Tesla - Surprisingly my 4th most used turret on this account. It's just as good as freeze or firebird. If you play your cards right and enemy is dumb you can easily kill without taking damage. I'd say Pulsar is the best but I use AP because I like the bouncy ball that it has so it's easier to "chain" shots. 

Most of the time I use melees just because I have cool skins for it or im too bored to use a long/mid range turret. With melees you just have to be aggressive or you'll die of boredom. If you're middle of the map player with occasional aggression it could work but you'd be missing out on a lot. Wouldn't really recommend using melees in today's meta and especially for a new player. 

If I had to rate them it would be like this

Spoiler

(Without any augments)
1. Isida (No protections do matter)

2. Freeze (Damage nulification for the enemy is big. Freeze immunity is also rare so even if they have prot the damage nulification will give you a lot of extra time)

3. Tesla (Planning 2 steps ahead will make it perform better than firebird.)

4. Firebird (burning barely gets you extra damage and a lot of people have prots.)


(With the best augment)
1. Isida (Vampire helping you survive for extra second is already a huge win)
2. The rest of melees (Fire/Freeze you'll just pray to get that pulsar to proc so you can insta win and tesla can be very good in certain maps but bad in others so it kinda cancels out)

 

On 1/26/2024 at 10:01 PM, ok_hand said:

Problem with that is you may have a strong augment, but not for your favorite item or vice versa and not have a strong augment for your favorite item. Of the 2, I recommend going for your preferred combo -- even if you don't have an epic or higher augment and you're F2P. Crystal augments for turrets are definitely viable; less for hulls, although Engineer is okay, and Heavyweight is too for camping under golds and pushing (destroyed) tanks. I've made the mistake of upgrading Twins M5-10 after unboxing Jammer -- sure disabling ODs and Drones is fun and strong, but Twins is not my favorite and I've payed for it in my enjoyment and crystals. 

Yup. Upgrade your favourite combo. You'll gain skills since you'll likely won't have the best augment and actually will have to think which will eventually give you MONSTER advantage over everything. People sleep on Engineer it is actually one of the best hull augments. You should not buy any augments even crystals ones, just wait till you get them from conts.

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On 1/27/2024 at 2:26 AM, Kimura said:

Smoky is not only simple and boring but also has stupid aim that makes your shots miss for absolutly no reason. Stun augments are also the most useless status augments by far imo.

Well I have MAX garage and every augment for every melee except EMP isida (which is useless since I have Pulsar). The reasons why I use X melees:

Firebird - I have demonic skin for it and the best augment for it (Pulsar). I mostly use it just because DC skins look awesome lol. If I didn't have a DC Skin i'd probably never use it.

Freeze - I have HD XT Skin for Freeze and Viking so combined it makes your tank absolutely sexy. If I didn't have the skin I'd use it rarely. Most of the time it would be DM matches. Once again Pulsar or adrenaline is the way to go.

Isida - My most used Melee turret of all time and 6th most used on this account. I have Vampire which is infinitely better than Pulsar or anything else since If you play carefully you barely die. The most annoying thing with Melee is how often you drive for hours just to get killed in 2 seconds. With Isida it won't happen and nobody uses prot against it so that's also a plus.

Tesla - Surprisingly my 4th most used turret on this account. It's just as good as freeze or firebird. If you play your cards right and enemy is dumb you can easily kill without taking damage. I'd say Pulsar is the best but I use AP because I like the bouncy ball that it has so it's easier to "chain" shots. 

Most of the time I use melees just because I have cool skins for it or im too bored to use a long/mid range turret. With melees you just have to be aggressive or you'll die of boredom. If you're middle of the map player with occasional aggression it could work but you'd be missing out on a lot. Wouldn't really recommend using melees in today's meta and especially for a new player. 

If I had to rate them it would be like this

  Reveal hidden contents

(Without any augments)
1. Isida (No protections do matter)

2. Freeze (Damage nulification for the enemy is big. Freeze immunity is also rare so even if they have prot the damage nulification will give you a lot of extra time)

3. Tesla (Planning 2 steps ahead will make it perform better than firebird.)

4. Firebird (burning barely gets you extra damage and a lot of people have prots.)


(With the best augment)
1. Isida (Vampire helping you survive for extra second is already a huge win)
2. The rest of melees (Fire/Freeze you'll just pray to get that pulsar to proc so you can insta win and tesla can be very good in certain maps but bad in others so it kinda cancels out)

 

Yup. Upgrade your favourite combo. You'll gain skills since you'll likely won't have the best augment and actually will have to think which will eventually give you MONSTER advantage over everything. People sleep on Engineer it is actually one of the best hull augments. You should not buy any augments even crystals ones, just wait till you get them from conts.

I KNOW! I've played a few hours of the Smoky-Wasp mode, and I swear 25% of the time my shots go nowhere. If it's like that in MM matches, I'm staying clear of Smoky.

---

Yeah I guess; you're right. Countless times after running for the flag and respawning to find my team is all in the base. Seeing a lot of Rail, Scorpion, and Gauss. The meta is for sure slowed. Not really into light hulls, and dying every 45s alone is boring. If I were to upgrade a melee, it'd be Isida -- I'm a support-midrange kind of guy. Locking down a chokepoint behind cover with Tesla is enticing, but then again they'd take another path and it could get boring. 

---

With the new container guarantee feature, that seems more reasonable...

---

If I were to upgrade ONE combo, I'd want it to be a versatile one. I love playing Rico and bouncing shots, but I can see the range being an issue on the larger maps with vanilla settings.

I recently unboxed my first ever Exotic, and it was Meteor Striker, so I'm very excited about that. In an old account, I played a lot of RRE Striker so if I get bored, I can see myself buying RRE again.

Scorpion I've not played much of, but honestly playing against them so far, they seem pretty weak. It does less damage per second than Shaft or Gauss arcade shots, and the missiles have inconsistent results -- they travel slowly, it's easy to find cover when you notice them firing the salvo or it flying to you, and the outdated building hitboxes have massive roofs so they just hit it. Sure Scorpion seems versatile, but I think there're better options.

Last but not least, Shaft. I love Shaft. Out of the half a dozen or more accounts I've made over the years, I've played Shaft in most of them. On this account, I have Light Caps, and I've been thoroughly enjoying the quick-peek playstyle. Yeah it does less sniping damage, but a) they're often injured before they reach me as a midrange player, and b) 1 or 2 arcade shots and they're dead after that. Shaft's container augments are honestly pretty meh besides Healing Emitters (because who needs status effects when you can deal massive damage, right?) so that also gives me comfort in not having to worry about unboxing an Exotic. I've always been pretty aggressive for a Shaft player, but just recently I've discovered how aggressive I can be. I can comfortably win battles in short ranges using Light Caps' aiming speed and the arcade shots. Maybe Shaft is more versatile than I previously thought...? [Image of recent battle with M5-10 Shaft + Paladin + Brutus. I was always at the point. You can't get that many kills by camping in spawn -- just sayin'.]

Spoiler

image.png

Striker or Shaft? I'll probably continue to upgrade Paladin or Hunter depending. Thanks again for your reply.

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On 1/27/2024 at 10:48 AM, ok_hand said:

Striker or Shaft? I'll probably continue to upgrade Paladin or Hunter depending. Thanks again for your reply.

Both are at the same level of power with maximum skills... Doesn't really make a difference imo. Shaft has more enemies with prots though.

If you're just attacking from time to time then Hunter is better. Fast OD that is able to be used for defence and attack is better.

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On 1/27/2024 at 4:50 AM, Kimura said:

Both are at the same level of power with maximum skills... Doesn't really make a difference imo. Shaft has more enemies with prots though.

If you're just attacking from time to time then Hunter is better. Fast OD that is able to be used for defence and attack is better.

I mean I have to assume all enemies have 50% prot 'cause they'll eventually get a full garage. 

The reason I'm conflicted is because whether I want to use a tread or a hover hull. I've been thinking a lot about how easily tread tanks gets their aim thrown off, and how much they expose themselves when peeking side-to-side; crucial if I'll play Striker and/or Shaft. Paladin was in my eyes the best medium hover hull for it's healing, jamming, and status effect immunity, but perhaps it wouldn't fit my playstyle...? I can see myself rushing objective with OD to support teammates, though. Would you suggest Crusader instead? You said you have basically all augments; what are your thoughts of Meteor Striker? Thanks again.

Edited by ok_hand
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On 1/27/2024 at 8:43 PM, ok_hand said:

The reason I'm conflicted is because whether I want to use a tread or a hover hull. I've been thinking a lot about how easily tread tanks gets their aim thrown off, and how much they expose themselves when peeking side-to-side; crucial if I'll play Striker and/or Shaft.

It's not a problem for me at this point actually. I play mostly shaft right now too and I get my aim thrown off VERY RARELY. But then again I mained Shaft and Firebird since basically 2013 lol. So keep that in mind. Eventually you'll reach the same level but maybe by the time you get to my level things are going to change and you'll decide to stick with non-floaters. I'd say tracked hull with shaft is better. Yeah your aim might get thrown off but your teammate accidentally touching you will send you to another dimension when you're in sniping mode with Shaft. With tracked hulls all you get is a little shake for 0,5 seconds. But from what you described (playstyle) Paladin or Hunter choose whatever you like. People will quickly say Paladin cuz OH NO OD IS SO OP (it's not OP anymore lol and takes a year to charge without Driver) so keep that in mind.

Crusader has a fun OD and free 4k damage (at Mk8) could be very useful but it's Smoky of Overdrives. You'll miss like 50% of your shots not because you missed but because... I dunno your OD just randomly no clipped the enemy.

On 1/27/2024 at 8:43 PM, ok_hand said:

You said you have basically all augments; what are your thoughts of Meteor Striker?

Yeah about Meteor Striker... :sad:

Spoiler

X39ttVc.png

Don't worry though I can easily tell you how good an augment is just from info alone. Already did it many times. Was actually right all the times! (When first Pulsar augment released (Ricochet) before even anyone got a chance to get it I said that it's trash. People DID NOT LIKE THAT and called me funny names lol. But eventually after the shock factor died people realised I was right. So remember that I may say something about Meteor Striker that people will not agree about just in case). 
I put augments in 3 tiers.
1. Big bois (Phoenixes, Faust, Hyperspeed, certain Pulsars etc.)

2. Balanced (Shredder etc.)

3. Waste of Exotic (Turbo Twins lol)

Meteor would fall under "Balanced". The splash damage removal is not a big deal at all since you rarely get splash anyway and its like 200 damage. You're not losing on much.  

Extra 25% damage and super fast rockets are great additions but nothing game breaking. The impact force is barely noticable even though it's the main selling point of the augment. Nothing to talk about. Good augment but not something you should get out of your way to get. 

Honestly Uranium is actually one of the best Striker Augments. It's better than Faust and Hydra (People will not like what I just said) but it has big skill wall. But when you learn how to play with Uranium... Oh boy. Yeah im not joking look.

Spoiler

lnNJWkU.png

 

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On 1/25/2024 at 8:50 PM, EverythingGetGroove said:

@DefkwargX

This is augments which I have now.

 

Firebird: Incendiary mix

Twins: Plasma turbo accelerators

Ricochet: Destabilized plasma

Vulcan: Shooting Speed Regulator

Thunder: Noise shells

Shaft: Adrenaline

 

 

Depend on your playstyle  shaft is decent even without augment but if you are not defence/camper kind of player then its not that funny.  Twins seem good with plasma tubro accelerators , definitely better than rico with des. plasma,rico is good but I would say berserk/helios or plasma torch are only good. , personaly I would go for that twins it if I were you.  Thunder noise shells is one of best status augment for thunder so maybe as a secondary option but thunder unless you have exotic augment is mid at best. Vulcan one is good, you said you have incendiary too , if you have fire resistance on your main hull then maybe vulcan, otherwise twins/shaft . Meele range like firebird is unrewarding. You need equip to pefrom well, protections and drone like trickster or defender are needed to be good. Beside that firebird seem to be boring it lack good augments.  If you like meele range combat then isida is best for new players because you have options to just heal and be support if opponents are tough, if no you can go rampage.   

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On 1/27/2024 at 2:54 PM, Kimura said:

It's not a problem for me at this point actually. I play mostly shaft right now too and I get my aim thrown off VERY RARELY. But then again I mained Shaft and Firebird since basically 2013 lol. So keep that in mind. Eventually you'll reach the same level but maybe by the time you get to my level things are going to change and you'll decide to stick with non-floaters. I'd say tracked hull with shaft is better. Yeah your aim might get thrown off but your teammate accidentally touching you will send you to another dimension when you're in sniping mode with Shaft. With tracked hulls all you get is a little shake for 0,5 seconds. But from what you described (playstyle) Paladin or Hunter choose whatever you like. People will quickly say Paladin cuz OH NO OD IS SO OP (it's not OP anymore lol and takes a year to charge without Driver) so keep that in mind.

Crusader has a fun OD and free 4k damage (at Mk8) could be very useful but it's Smoky of Overdrives. You'll miss like 50% of your shots not because you missed but because... I dunno your OD just randomly no clipped the enemy.

Yeah about Meteor Striker... :sad:

  Reveal hidden contents

X39ttVc.png

Don't worry though I can easily tell you how good an augment is just from info alone. Already did it many times. Was actually right all the times! (When first Pulsar augment released (Ricochet) before even anyone got a chance to get it I said that it's trash. People DID NOT LIKE THAT and called me funny names lol. But eventually after the shock factor died people realised I was right. So remember that I may say something about Meteor Striker that people will not agree about just in case). 
I put augments in 3 tiers.
1. Big bois (Phoenixes, Faust, Hyperspeed, certain Pulsars etc.)

2. Balanced (Shredder etc.)

3. Waste of Exotic (Turbo Twins lol)

Meteor would fall under "Balanced". The splash damage removal is not a big deal at all since you rarely get splash anyway and its like 200 damage. You're not losing on much.  

Extra 25% damage and super fast rockets are great additions but nothing game breaking. The impact force is barely noticable even though it's the main selling point of the augment. Nothing to talk about. Good augment but not something you should get out of your way to get. 

Honestly Uranium is actually one of the best Striker Augments. It's better than Faust and Hydra (People will not like what I just said) but it has big skill wall. But when you learn how to play with Uranium... Oh boy. Yeah im not joking look.

  Reveal hidden contents

lnNJWkU.png

 

I basically only play to complete the daily and weekly missions. Nearly half of them require me to capture an objective or a point, kill a Jugg, and play all game modes. I am an adaptive player; changing roles as my team needs them. I also need 1 versatile combo to upgrade to compete with the 9999s. I just don't know if Striker or Shaft will fit that role... Like when have you seen a Striker or Shaft cap???

Maybe I need to pick a turret with closer range and higher RPM? I love Hammer, but I think vanilla is too weak, and it's range is too short for larger maps without light hull/trickster; neither I'm interested in at the moment. What about Rico? I actually use the bounce effect so I guess that puts me at an advantage...? I'd say it's my 4th favourite turret so I can see myself getting bored with it later... 

Still conflicted, but I'll pick Hunter, Crusader, or Paladin as my hull of choice. I'll also pick Defender. 

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On 2/6/2024 at 3:22 AM, ok_hand said:

Like when have you seen a Striker or Shaft cap??

ASL + "Fast" = you'll be able to cap with Shaft easily if you follow the rules of "Fast ASL" (only capping flags and ignoring defenders wandering in your base and only killing those who are actively defending the point)

Killing JGR with Shaft is also way easier than Striker.

On 2/6/2024 at 3:22 AM, ok_hand said:

changing roles as my team needs them. I also need 1 versatile combo to upgrade to compete with the 9999s.

Shaft triplet augment turns shaft into mid-range to melee turret. Get lucky I guess and get that aug.

 

On 2/6/2024 at 3:22 AM, ok_hand said:

What about Rico? I actually use the bounce effect so I guess that puts me at an advantage...?

Eh after stun rico nerf I only use it with Helios and nothing else. Rico looks dead without Helios or Berserker now. Twins are also dead. Other turrets are completely fine so you can choose the one you have the best augs with for easier start towards becoming a pro with that turret.

 

On 2/6/2024 at 3:22 AM, ok_hand said:

Still conflicted, but I'll pick Hunter, Crusader, or Paladin as my hull of choice. I'll also pick Defender. 

All of these are good

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On 2/6/2024 at 8:17 AM, Kimura said:

ASL + "Fast" = you'll be able to cap with Shaft easily if you follow the rules of "Fast ASL" 

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Killing JGR with Shaft is also way easier than Striker.

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Shaft triplet augment turns shaft into mid-range to melee turret. Get lucky I guess and get that aug.

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Eh after stun rico nerf I only use it with Helios and nothing else. Rico looks dead without Helios or Berserker now. Twins are also dead. Other turrets are completely fine so you can choose the one you have the best augs with for easier start towards becoming a pro with that turret.

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All of these are good

Yeah, I guess.

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Really?! Didn't expect that... Are you talking about using Rapid Fire or long-distance sniping them? The only augments I have for Striker and Shaft are Hunter, Adrenaline, Meteor, and Light Caps. 

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Ehhh not really interested in that augment. Other turrets do similar things better. 

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I disagree; there're plenty of Plasma Torch users. For sure, Helios and Berserk are better augs for Rico though. I do not have Plasma Torch, but I think it's a solid aug for the right players' playstyle. I do not have any augs for Rico, so I maybe it's a better decision to not upgrade it for now...

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If I choose Striker, I think Defender is better than Booster. If I choose Shaft, do you think Booster is better than Defender? Is the 25% damage increase really that noticeable? 

 

Thanks for your input!

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On 2/6/2024 at 6:26 PM, ok_hand said:

Are you talking about using Rapid Fire or long-distance sniping them? The only augments I have for Striker and Shaft are Hunter, Adrenaline, Meteor, and Light Caps. 

Long distance obviously. As for augment use meteor for striker and whatever you want for Shaft.

(You could try camping with Meteor if the rocket speed is fast enough. I mean I camped with Uranium once LMAO so you can pull it off with meteor easily im sure

On 2/6/2024 at 6:26 PM, ok_hand said:

I disagree; there're plenty of Plasma Torch users. For sure, Helios and Berserk are better augs for Rico though. I do not have Plasma Torch, but I think it's a solid aug for the right players' playstyle. I do not have any augs for Rico, so I maybe it's a better decision to not upgrade it for now...

Berserk is literally just better Plasma Torch. Used it today for fun and got first place almost instantly after joining mid-match.  People that use Plasma torch likely just don't have Berserker or don't even know how it works.

 

On 2/6/2024 at 6:26 PM, ok_hand said:

If I choose Striker, I think Defender is better than Booster. If I choose Shaft, do you think Booster is better than Defender? Is the 25% damage increase really that noticeable? 

Striker - defender/booster

Shaft booster obviously. Defender not really helping since you're supposed to be hiding 90% of the time.

25% is not really noticeable but it does make a difference. 

Edited by Kimura
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Personally I would get Smoky ''Explosive Rounds'' augment. After Augments were introduced, I thought Pulsar was the strongest, and it might be.. (technically). But if you know how to use smoky, explosive rounds are definitely a way to go. With that augment you have splash damage, just like a basic thunder, only with better control, range and reload.

On 2/13/2024 at 12:29 AM, Dumbledore6969 said:

If I were in your position, I would complete Smoky. The game is very enjoyable and has few security features. And I would recommend this device right away. 

ASSAULT ROUNDS

 u.png

 

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