Jump to content
EN
Play

Forum

What to buy? Which is better?


 Share

Recommended Posts

28 minutes ago, Gauss-XT said:

what`s the best combo for non buyer,non supplier

1.hull

2.turret

3.augment(non)

4.reasons

tbh if you just wanna go full noob mode without giving a crap to other players then get rail/hornet - scout augment

but i would do striker/hunter + uranium

fair damage even without supplies but if you dont have cry for augment:
gauss/hunter is good enough

Edited by sarim2345_the_master

Share this post


Link to post
Share on other sites

  • Head Administrator
1 minute ago, E_polypterus said:

I made a reply too. Was it auto deleted?

I don't know, maybe it did because I moved it at the same time.

Share this post


Link to post
Share on other sites

Looking for 2nd opinion, which hull do you guys think pairs well with Vulcan (Previously using Titan and currently using Ares)?

Here is some info about my garage:

  • I have Rubberized rounds and Incendiary band
  • I have Crisis drone (luck drop)
  • I have Heat Immunity (or gonna buy/get it if I don't have one for the recommended hull)
Edited by Aegis

Share this post


Link to post
Share on other sites

Just now, Aegis said:

Looking for 2nd opinion, which hull do you guys think pairs well with Vulcan (Previously using Titan and currently using Ares)?

Here is some info about my garage:

  • I have Rubberized rounds and Incendiary band
  • I have Crisis drone (luck drop)
  • I have Heat Immunity (or gonna buy/get it if I don't have one for the recommended hull)

Hornet, Hunter and Dictator. 

 

Hornet for the Overdrive. Hunter and Dictator for their survivability as medium hulls. My favourite to use with Vulcan is Dictator for the height and the Overdrive. 

 

Dictator can synergise with the Rubberised Rounds with its extra height. It gives more area for the ricochet's auto-aim to act. I'm not a fan of Dictator with Incendiary Band. 

 

Hunter can synergise with both though Hunter may be too rocky to use with Rubberised Rounds. 

 

Hornet would likely have a better time with your Vulcan being in your enemies' face so I wouldn't recommend Rubberised Rounds or Incendiary Band with Hornet. I would only recommend it with Reinforced Aiming Transmission. 

 

 

It's a choice between Hunter and Dictator. If you're using Crisis most of the time, then you may want to use Hunter instead of Dictator. 

Share this post


Link to post
Share on other sites

3 minutes ago, TheCongoSpider said:

Hornet would likely have a better time with your Vulcan being in your enemies' face so I wouldn't recommend Rubberised Rounds or Incendiary Band with Hornet. I would only recommend it with Reinforced Aiming Transmission. 

Agree, in fact I saw this combo quite often, although the super speed boost of Crisis kind of compensate the slow speed of a heavy hull.

4 minutes ago, TheCongoSpider said:

If you're using Crisis most of the time, then you may want to use Hunter instead of Dictator. 

Can you elaborate that? 

Share this post


Link to post
Share on other sites

1 minute ago, Aegis said:

Can you elaborate that? 

If you were to be using another drone, then I would have recommended Dictator. But using Dictator with Crisis is lacklustre. It gives you all three supplies. You will only replenish one with Dictator if you're using Crisis and you'd be switching through the others shortly after. You get reduced personal value from Dictator's OD if you use Crisis. Using it on Hunter would be more appropriate. 

Share this post


Link to post
Share on other sites

I have settled on the recently-introduced Ares hull and Firebird as my turret, as they befit my draconic heritage well.  However, while I rake in crystals with such a simple combo I have nothing much to spend them on and would like to purchase an Alteration that will enhance my ability to kill with a slow and bulky hull like Ares. I was thinking High Pressure Pump, not because of the low price, but because the increased range would help in closing in on enemies. This is currently my biggest weakness on open terrain, they see me coming from a mile away and I either have to strafe and weave or use my armor supplies. Does the alteration actually increase the range or just the range at which the turret deals more damage? If it's the latter, I'd rather focus on raw damage with Thermite Mixture or melting things to brimstone with Compact Fuel Tanks. 

 

Lok, Thu'um.

Share this post


Link to post
Share on other sites

3 minutes ago, TheCongoSpider said:

You have Titan already. For Vulcan, Titan is the better choice between itself and Mammoth. 

I think we have a misunderstanding. Allow me to clarify that, I was not asking which hull should I get next, besides the one I have. I was asking which hull, regardless whether it is a light, medium or heavy hull or whether I have owned it or not, works best with Vulcan.

Share this post


Link to post
Share on other sites

8 minutes ago, Aegis said:

I think we have a misunderstanding. Allow me to clarify that, I was not asking which hull should I get next, besides the one I have. I was asking which hull, regardless whether it is a light, medium or heavy hull or whether I have owned it or not, works best with Vulcan.

Reinforced Aiming Transmission: Hornet, Hunter, Dictator, Titan. 

 

Incendiary Band: Hunter, Titan 

 

Rubberised Rounds: Dictator, Titan 

 

Shooting Speed Regulator: Hunter, Dictator, Titan 

 

 

So it's between Hunter, Dictator and Titan depending on your Vulcan. 

Share this post


Link to post
Share on other sites

1 hour ago, Dagron said:

Does the alteration actually increase the range or just the range at which the turret deals more damage?

It does actually increase the range of min damage but only by 10%. The main effect of the alteration is that the range of max damage is doubled. The general opinion about firebird is that the other 2 alts are much better. But I don't know about your case, since you are using ares.

Share this post


Link to post
Share on other sites

Ares, Titan and Mammoth with Vulcan, which one do you prefer?

 

  • Assume all equipment (e.g. drones, augments) are available.
  • I'm mainly play CTF and occasionally Siege.
Edited by Aegis

Share this post


Link to post
Share on other sites

For the past several years every 2 weeks we tankers enjoyed discounts on our tank supplies. However, they have disappeared. Will they come back? Please someone answer. Thanking you very much in advance.

Share this post


Link to post
Share on other sites

Hi guys. I needed some advice. My favorite Hull is Hunter.

I want to get an Augment later on for this Hull. I wanted to ask: "Which Hull Augment do you like best for Hunter?"

My choices are either:

  • Fire Immunity- I will be immune to Firebird's burn, Hammer's burn augment, Smoky's burn augment, and Vulcan's burn augment
  • Stun Immunity- I will not get stunned, and can capture a flag, get a gold box, and stun others without a problem
  • EMP Immunity- I will not lose my supplies from Hunter's EMP Overdrive, not lose supplies from Gauss's augment
  • Heavyweight Construction- I will be able to push others for gold boxes, push tanks to capture a flag/ball, and push tanks off building/roads/battlefield

Let me know your thoughts and opinions. Thanks!

Share this post


Link to post
Share on other sites

@thunderhunter123 It depends on whether you want fun or performance.

I'd chuck out EMP and Heavyweight straight away since Hunter doesn't really need them that much compared to other hulls.

If you want performance, Heat Immunity is a solid pick to eliminate all types of heating. However, if you're thinking of pairing it with Vulcan, it's a....weird combo? I'm not a huge fan of it.

On the other hand, Hunter with Stun Immunity is incredible. It works superbly in objective modes where Hunter's stupid ability to remove flags works and also phenomenally in gold events with Overdrives active. You have no idea about just how big of a game-changer Stun Immunity is on gold events. I remember how at first when I got it from a container (it was also my first ever augment from a container by the way), I was quite angry, but then used it in golds and was blown away by its sheer strength. It should be perfectly clear that this would be my pick.

  • Like 3

Share this post


Link to post
Share on other sites

3 hours ago, Tidebreaker said:

@thunderhunter123 It depends on whether you want fun or performance.

I'd chuck out EMP and Heavyweight straight away since Hunter doesn't really need them that much compared to other hulls.

If you want performance, Heat Immunity is a solid pick to eliminate all types of heating. However, if you're thinking of pairing it with Vulcan, it's a....weird combo? I'm not a huge fan of it.

On the other hand, Hunter with Stun Immunity is incredible. It works superbly in objective modes where Hunter's stupid ability to remove flags works and also phenomenally in gold events with Overdrives active. You have no idea about just how big of a game-changer Stun Immunity is on gold events. I remember how at first when I got it from a container (it was also my first ever augment from a container by the way), I was quite angry, but then used it in golds and was blown away by its sheer strength. It should be perfectly clear that this would be my pick.

Stun Immunity is pretty bad outside of novelty situations like gold boxes. I'd rather keep my supplies. It's easier to survive that way.

  • Like 1

Share this post


Link to post
Share on other sites

23 minutes ago, At_Shin said:

Buy -

Mk5 firebird. I am assuming that you like this turret since it is your second most used gun. 

Mk5 Hornet - It pairs well with Smokey, Shaft and firebird. Also, it's OverDrive is considered to be OP.

Buy higher modifications of Modules- Gauss, Railgun and Thunder are probably the most used turrets in battle. Best to have good protections against those. But these things are expensive. I think you should only buy Owl mk5 since you already have Owl mk4. It will only cost 33,000 crystals. Buying railgun or thunder module will cost about 60K crystals each. It will get very expensive if you decide to buy all 3 of them.

Augments- They are expensive too. Buy them only if you have bought all necessary things, upgraded them a few steps and still have some crystals left. 

You could consider Auto cannon for smokey. It is better than Incendiary rounds because enemy tanks can equip hull augments against the heat damage. But, auto cannon does not pair well with viking. I am not sure if it is good with hornet. But i think it will still work well with hunter.

Incendiary mix for firebird. It is ridiculously OP with Hornet OD.

Light capacitors pair well with hornet OD. 

Finally, you can consider buying heat resistance. Buy it for the hull you like them most (but you will not have the crystals to buy it if you buy a turret augment).

Remember! You likely won't have enough crystals to buy all of the items above. I suggest you consider which turret you like the best from Smokey, Firebird and Shaft and then buy an augment for your favorite turret.

Upgrade-

Upgrade your favorite gears only. You will need to spend wisely if you want to buy augments for your turret/hull. Only upgrade one or two steps.

Upgrade the driver drone by one step.

 

 

I have 338k now so I might be able to get Firebird to Mk6. btw thanks!

Share this post


Link to post
Share on other sites

4 minutes ago, At_Shin said:

Oh! right, if you rank up soon you can buy firebird mk6. It will cost around 72,000 crystals. You can get a super powered combo if you buy incendiary augment and hornet mk5!

I have ranked up to Colonel. Thanks very much for your advice. Now the hard part is, deciding between Firebird, Shaft or Smoky, although I'm thinking of Firebird (personal favorite I never use) or Smoky (which I have Mk6-10, which is pretty much Mk7) and buying the respective augments for them.

Edited by Towns

Share this post


Link to post
Share on other sites

1 minute ago, At_Shin said:

Congrats!

Ty ^^

1 minute ago, At_Shin said:

If firebird is your favorite then go for it. Plus, it's incendiary mix augment is very OP. 

If you want an assault rifle-type experience with your smokey then go for Auto cannon, which i consider to be quite OP.

Get light capacitors for a different experience with shaft. It has a hard learning curve. But it feels really good when you quickly dispose off multiple enemies one after the other.

This augment will need you to sharpen your sniping skills. Not so OP, but definitely a very interesting augment.

I mean Firebird is my favorite but the only reason I don't use it is because it's only Mk4. If I can get that to Mk6 and put a few upgrades on it and Incendiary mix on it I bet I will go past 800 dps which is something I really like. 

 

Autocannon has a higher chance at critical but the regular shots are made irrelevant. I think that it can be put to some use if I bought something like a better Hunter or a much better Titan, so in the long run it may not be better.

 

My clan is a clan focused on Shaft (Light capacitors to be exact) and although it does require quite a bit of skill, in the long run it may or may not be more profitable than Incendiary mix. My Shaft is on Mk5 but if I can get it past Mk6 it can be quite OP.

So the decision is still between Incendiary mix and Light capacitors, although I might also consider Autocannon when the day comes. Since Hornet and Viking are my fav hulls I would probably go with Incendiary mix which pairs well with both. 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...