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Does anybody here have any good Mk 6 kits to suggest? I don't feel like i need to pump more crystals into upgrading my hunter/fire and titan/smoky and was thinking about picking up another combo.

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8 minutes ago, Towns said:

13 containers, 14 days of premium or 130 coinboxes? (If coinboxes come back for Black Friday)

I'd buy 130 coinboxes (if the money wasn't mine...)

So 130 coinboxes is my suggestion...

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35 minutes ago, At_Shin said:

What other combos do you like? You could also consider buying augments for your turrets this coming Black Friday 50% Sales.

Hmmm... they have Smoky Titan already Mk6-10 so it's not gonna be Smoky Titan. They seem to really like Shaft if it isn't Smoky Titan or Hunter Fire. They also seem to like Wasp.

 

So maybe Shaft Wasp? Idk man, that's my opinions from their profile. Although they might have a good time with a Gauss kit. Those are my predictions. But please, @Intercept-1 verify this info.

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11 hours ago, Intercept-1 said:

Does anybody here have any good Mk 6 kits to suggest? I don't feel like i need to pump more crystals into upgrading my hunter/fire and titan/smoky and was thinking about picking up another combo.

You do not have a long-range turret, maybe that is something to your liking? I myself enjoy using Shaft and would recommend it, but since it is not everyone's typical cup of tea I can't tell if you'd like it as well. Gauss and Railgun are effective but also pretty standard, which may demotivate you to use them, plus there is a lot of protections against both weapons on the battlefield so be careful. Personally, best options are Magnum and Shaft due to the interesting gameplay they can offer you. 

Also, you lack a light hull - having one hull of each type can offer great varieties in gameplay. Statistically, Hornet can be considered better than Wasp due to its stability and overdrive. However, I really like both of them, so it's up to you to decide. 

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16 hours ago, Towns said:

Hmmm... they have Smoky Titan already Mk6-10 so it's not gonna be Smoky Titan. They seem to really like Shaft if it isn't Smoky Titan or Hunter Fire. They also seem to like Wasp.

 

So maybe Shaft Wasp? Idk man, that's my opinions from their profile. Although they might have a good time with a Gauss kit. Those are my predictions. But please, @Intercept-1 verify this info.

I play wasp occasionally, but not too much. Shaft, I find it a bit tricky to play as of recent so I don't use it as often. I primarily focus on my hunter/fire and titan/smoky. Hunter and fire are chilling at 5-5, whilst titan and smoky are 6-8. I have dolphin 4-3, falcon 4-2, and eagle 4-3. 

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17 hours ago, At_Shin said:

What other combos do you like? You could also consider buying augments for your turrets this coming Black Friday 50% Sales.

On one of my lower-ranked accounts I have a field day using dictator with gauss, and I find that Isida is incredibly useful as well. Magnum isn't bad either. I'm just seeking advice because i have 210k crystals and I don't want to waste it on an impulsive purchase.

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3 hours ago, At_Shin said:

A good attitude you have there. 

 

Haha, I learned that the hard way. Once, I bought "In Love" for some reason during a sale then realized i couldn't get viking m1 afterwards (R3VOLUTION), and when I bought Tornado Kit some time in the past (kNormal). For the latter I had thought "Hm, it's fine. I can just regenerate crystals for Boar kit".

3 hours ago, At_Shin said:
  1.  Buy good augments for yout turrets on 50% sale. In your case, you can consider Firebird Incendiary mix augment and/or smokey Autocannon or other augments. Now, smokey has a lot of interesting augments such as assault rounds and cryo rounds. These could help  you have fun on the battle. I think you should consider buying a nice augment for one or both of your turrets this 50% sale instead of waiting for a mk6 kit to show up, or,
  2. you can always buy any mk6 kit of your choice. Try to get one which gives you all 3 items you do NOT already own. 

1. Is there really any viable advantage to buying an alteration for smoky? I will not be caught dead playing autocannon, and it seems like cryo or incendiary is impractical with the special effects occuring as often as a normal crit. Supercumulative wouldn't be convenient with not knowing when my supercrit pops up, which leaves Assault. Is the extra impact force effective? As for firebird, is compact tanks a good option, or should I go with Incendiary, like you said?

2.In your opinion, what combo at mk6 would be worth my while? Should I invest in long-range with a railgun or gauss? Should I opt for something extra for mid-range (e.g. Ricochet), or should I invest in an Isida kit? Is dictator a worthy investment or is hornet the better option given my current garage?

sorry for the massive bombardment of text. this is my first time being in such a good position garage and crystals-wise (something i haven't been in since the last WAR event with the Bears, Lions and Wolves) and I'm extremely unsure on how to proceed to make the most of it.

 

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3 hours ago, Intercept-1 said:

1. Is there really any viable advantage to buying an alteration for smoky? I will not be caught dead playing autocannon, and it seems like cryo or incendiary is impractical with the special effects occuring as often as a normal crit. Supercumulative wouldn't be convenient with not knowing when my supercrit pops up, which leaves Assault. Is the extra impact force effective? As for firebird, is compact tanks a good option, or should I go with Incendiary, like you said?

2.In your opinion, what combo at mk6 would be worth my while? Should I invest in long-range with a railgun or gauss? Should I opt for something extra for mid-range (e.g. Ricochet), or should I invest in an Isida kit? Is dictator a worthy investment or is hornet the better option given my current garage?

Hi! I am not At_Shin, but maybe my advice will help you anyways:

1. Assault Rounds has its niches. Having extra impact force can be clever sometimes and it is quite fun playing with it, however you do lose viable extra damage from criticals. If you want to be more effective in combat, search for a different turret; if you want battles to be more challenging, you can buy Assault Rounds. 
For Firebird, your best option is to go for Incendiary Mix: you are dealing more damage for a longer period of time; DPS and TDO are a lot higher than Stock Firebird. Compact Fuels is a good augment on its own, but chances are that many of your opponents will have heat-resistance/heat-immunity, rendering this augment a lot less effective. 

2. You only have two weapons which are on par with your rank, so you basically have all the space to try out new things! I advice you to go for a long-range gun since you don't own one already. I also read that you don't like Shaft that much so your bets are on Railgun, Magnum and Gauss: 
> Railgun is incredibly popular, but stock-version deals underwhelming damage and most people have strong protection against it; to be more effective with it, you have to buy an augment along with it: Scout and Large-Caliber rounds are most useful, but it will bring up the costs alot so think wisely; 
> Magnum is after its recent update easier to control, now that it rotates horizontally instead of turning vertically. I do not have much experience with it, so I can't give you much advice. However it is a really interesting weapon and it works well with your Hunter, you can consider buying it; 
> Gauss is effective at medium and long range and it is generally a great weapon. However, gameplay does become a lot more monotone and using Gauss the whole time may start to be demotivating as well. 

If you do not like long-range turrets that much, then I think Ricochet is a good choice. it's overall an interesting weapon and you have a lot of different augments each with its own playing-style. Don't bother to buy Isida, it is not worth investing in. 

For hulls, Both Hornet and Dictator are good hulls, but Hornet may be better for you than Dictator. You do not have a light hull yet and Hornet is great for attacking, plus it works well with your current weapons as well was Railgun/Magnum/Gauss. If you don't like attacking the whole time but like a more supportive or defensive position, then you should choose Dictator

 

EDIT: these are only advices, because I do not know what you like most. If you are doubting, you can log into the Test-Servers and try out different turrets and hulls. Good luck finding your new tank!

Edited by BloodPressure
EDIT and typo's
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1 hour ago, Intercept-1 said:

Ok, so I'm thinking I'll most likely get a Dictator combo. I'm stuck between ricochet and magnum. Which would be a better pick in general?

As said ealier, it truly depends on your play-style. Do you like close/medium ranged weapons, then Ricochet is your best choice. But if you are interested in long-range, then you can choose for Magnum. 
I have had Ricochet for a long while now and I love its style of playing, I have mostly used it with augments but it works without any well too! I have not played with Magnum that often, but to me it does really look like an interesting turret to play with. 

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3 hours ago, BloodPressure said:

As said ealier, it truly depends on your play-style. Do you like close/medium ranged weapons, then Ricochet is your best choice. But if you are interested in long-range, then you can choose for Magnum. 
I have had Ricochet for a long while now and I love its style of playing, I have mostly used it with augments but it works without any well too! I have not played with Magnum that often, but to me it does really look like an interesting turret to play with. 

If I wanted to get Ricochet, but still felt some need to keep enemies at arm's length, would getting MFS be worth it?

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1 hour ago, Intercept-1 said:

If I wanted to get Ricochet, but still felt some need to keep enemies at arm's length, would getting MFS be worth it?

Oh yeah. MFS is an amazing augment that works well at almost any range.

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6 hours ago, Intercept-1 said:

If I wanted to get Ricochet, but still felt some need to keep enemies at arm's length, would getting MFS be worth it?

MFS is one of Ricochet's best augments, works really well at mid-range. Do keep in mind that augments cost 245K nowadays - if possible, I would invest in Dictator and Ricochet first, on Christmas you can buy the MFS-augment; till that time Smoky will do it's job at medium range

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12 hours ago, BloodPressure said:

MFS is one of Ricochet's best augments, works really well at mid-range. Do keep in mind that augments cost 245K nowadays - if possible, I would invest in Dictator and Ricochet first, on Christmas you can buy the MFS-augment; till that time Smoky will do it's job at medium range

Ok! So, I'll save my crystals to acquire Maestro Mk6, then focus my resources into getting MFS. Thanks!

Edited by Intercept-1
Forgot that Dictator-Ricochet is Maestro, not Boar.

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Hi, I wish if I have all striker Augments, but sadly I haven't anyone

my consult to you striker experiencers or anyone who knows. which is the best Augment with striker.. tbh I see every augment is alluring but I don't know what to buy

for sure I didn't give a bit care to Test server, cuz it differ a lot from the game

Edited by asem.harbi
Kindly refrain from using inappropriate language.

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13 hours ago, asem.harbi said:

Hi, I wish if I have all striker Augments, but sadly I haven't anyone

my consult to you striker experiencers or anyone who knows. which is the best Augment with striker.. tbh I see every augment is alluring but I don't know what to buy

Purely depends on your playstyle, but here a "short" summary:

"Missile_Launcher_Hunter" only fires one missile while using lock-on mode instead of a full salvo of four, meaning that TDO is decreased by a whole lot. Upside is that the rocket-speed is doubled, so every shot is almost always a guaranteed hit, even at long ranges. Generally speaking, ML:Hunter is less effective but a whole lot more efficient. It is not as powerful as Stock or other Striker-augments, but really reliable and fun to use and not necessarily weak! It's also easiest to afford. 

"Cyclone" is mainly sheer power. Overall least effective out of the Striker-augments: you will need an open terrain for Cyclone to work - that is little to no obstacles - and locking onto a target for such time is difficult, especially since they can see your laser and take cover. After last Juggernaut-upgrade, the cliche Striker + Hunter strategy is not viable anymore. Besides, a regular salvo of 4 rockets is enough to destroy a medium hull of equal level, not taking into account any supplies or drones: comparably, Cyclone is overkill. The gain in doubled damage does not outweigh the longer lock-on time or the 245K crystals. 

"Uranium" is best suited for short-range battles. Only firing two missiles in salvo-mode, Uranium is best used with single-rockets instead of a salvo, unless the situation is present to do so. Even so, Uranium does still deal heavy damage and is very effective against light and medium hulls and can even take a big bite from a Mammoth's HP. Due to decreased missile-speed, Uranium is most reliable to use it in closer combat rather than medium-ranged battles (be aware of self-damaging), so you will need to be an attacker or midfielder in order to use it. Best combined with Hornet or Medium Hulls. 

"Remote-Rocket Explosions" is basically Stock-Striker with distant-explosing function added to it, but it requires more skill than the other augments in order to be effective with it. Using distant-detonation, you can easily hit targets behind obstacles or on lower platforms, which is a really powerful feature of RRE. It's most clever to use singular rockets instead of a salvo if you want to use this remote-explosion, but you can always treat RRE like normal Striker and use salvos when needed. However, a lot of skill and practice is needed to take advantage of the detonation-function, timing and estimating speed and place are key-characteristics if you want to master this augment! Also you have to be cautious with self-damage from early detonation. Decrease in rocket-speed may look like a nerf, but actually helps you to navigate the speed, place and distance of your rocket to hit your target, while still being fast enough to surprise your enemy. 
Most interesting augment of the four (five with Adrenaline) but also most difficult. Only use it when you are experienced with Striker. 

"Adrenaline" is a universal augment, but it fits Striker better than other turrets. A great substitute for Uranium and better than Cyclone. Striker already deals phenomenal damage, Adrenaline boosts this damage-output even more. Generally, a direct upgrade from Striker. 

TL;DR: 
- "Hunter": most reliable and cheapest
- "Cyclone": huge powerboost, but not needed at all
- "Uranium": performs best in short-ranged combat
- "RRE": only in good hands of advanced Striker-users
- "Adrenaline": damage-boost, speaks for itself

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15 hours ago, BloodPressure said:

 

OMG nice article BloodPressure... no wonder every time I want to read I delay to another time, to give myself the enough time to absorb this amount of information

I was in baffled ... but you increased this baffle. After reading this all I don't know what to buy, every Augment seems to me greater than other

You convinced me to buy them all?

In the past I was thinking about buying "Hunter" cuz the great positives and I thought it reduces the salvo rockets from 4 to 3 (so I thought it's a trite nerf)

ofP2Hoe.png

then I realized after Test server it (reduced 3 shots) not reducing the shots to 3... So after that I realized it's an incredible nerf, and turn Striker into another turret, so maybe this is more effective but I don't think Striker players can dispense this character of Striker (Salvo shots)

Also Cyclone doing a great buff to its overall damage -- but tbh, most times Striker user can't do salvo even with stock (except in rarely times), so with cyclone it's near impossible .. Yes it can kill mammoth with unbelievable damage, but in real how many times you can do it in one battle? 1 kill? so it's really useless... but it's suitable for battles like Parkour maps, I see a lot players use it to kill mammoths (not giving him oppurtinity to use RK) or some battles.. but in MM I don't think..

Uranium is really powerful and I think it's OP, but I don't know why I didn't want to buy it?

"RRE" I think it's a good replacement for the Stock, so I think for anyone who love Stock Striker, could use the RRE, though 400 projectile speed is a real nerf?

Btw, tbh I don't know what to buy, maybe I will decide to stay in Stock and save my crystals to MU's - other turrets-hulls...

Though in the past I could buy all this alterations with price of one Augment now?

Edited by asem.harbi
corrects
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15 hours ago, BloodPressure said:

"Adrenaline" is a universal augment, but it fits Striker better than other turrets.

I'd put Gauss in this category, arguably better than Striker with that augment.

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5 hours ago, asem.harbi said:

"RRE" I think it's a good replacement for the Stock, so I think for anyone who love Stock Striker, could use the RRE, though 400 projectile speed is a real nerf?

Btw, tbh I don't know what to buy, maybe I will decide to stay in Stock and save my crystals to MU's - other turrets-hulls...

Though in the past I could buy all this alterations with price of one Augment now?

As I said, 400 m/s may look like a nerf, but in practice the decrease in projectile speed is barely noticeable. 400 is still fast enough to trace your enemy - so believe me if I say that it's not a heavy nerf. For comparison, Thunder shares the same projectile speed as RRE. 

Actually, Striker is still viable without any augments, which is rare for a turret nowadays. Using your crystals to MU Striker is a good choice, you can always invest in an augment to your liking. But if you are in doubt, you can also spend your crystals on another turret or augment. 

 

5 hours ago, wolverine848 said:

I'd put Gauss in this category, arguably better than Striker with that augment.

Agreed. Both Striker and Gauss debately perform best with it. I think Adrenaline works really well with Shaft and Magnum too, especially after the recent Magnum-update. I also see a lot of Ricochet-players using this augment

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1 hour ago, BloodPressure said:

As I said, 400 m/s may look like a nerf, but in practice the decrease in projectile speed is barely noticeable. 400 is still fast enough to trace your enemy - so believe me if I say that it's not a heavy nerf. For comparison, Thunder shares the same projectile speed as RRE. 

Actually, Striker is still viable without any augments, which is rare for a turret nowadays. Using your crystals to MU Striker is a good choice, you can always invest in an augment to your liking. But if you are in doubt, you can also spend your crystals on another turret or augment.

400 m/s still a nerf, maybe you have to read what I said again ... I said you can use it as a stock but with 400 nerf (approx half of its actual speed) but it's required when you want to use it with double click.. but as a stock striker in regular shots it still a nerf

Also your comparison with Thunder is wrong! even stock Striker not faster than thunder. Striker's rocket are dodgeable, but Thunder shots you can't dodge it ever! not to mention the nerf in RRE that restrict its speed more...

Btw, yes in wiki they said Thunder projectile speed is 400m/s, but as a normal human who have a mind to think I see thunder's shots seems like immediately, but striker shots are more slower.. maybe they wronged in wiki.. or we wronged in the units? or or you still see Thunder projectile speed is lesser than Striker!!?

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11 hours ago, asem.harbi said:

400 m/s still a nerf, maybe you have to read what I said again ... I said you can use it as a stock but with 400 nerf (approx half of its actual speed) but it's required when you want to use it with double click.. but as a stock striker in regular shots it still a nerf

Also your comparison with Thunder is wrong! even stock Striker not faster than thunder. Striker's rocket are dodgeable, but Thunder shots you can't dodge it ever! not to mention the nerf in RRE that restrict its speed more...

Btw, yes in wiki they said Thunder projectile speed is 400m/s, but as a normal human who have a mind to think I see thunder's shots seems like immediately, but striker shots are more slower.. maybe they wronged in wiki.. or we wronged in the units? or or you still see Thunder projectile speed is lesser than Striker!!?

Thunder and RRE do share the same speed. The difference is that Thunder's shells has a constant speed of 400 m/s; on the other hand, Striker's missiles have a base speed of 20 to 25 m/s upon firing and keep accelerating whilst travelling in the air until reaching a maximum speed of 700 m/s. Reaching this maximum takes some time and quite the distance. So technically you are partly right that Thunder seems faster, but theoretically not completely. 
Thus, comparing Thunder and Stock Striker, Thunder's shells have a faster and constant speed upon firing and are therefore more difficult to dodge, while one could be able to avoid being hit by a salvo within time before the rockets reach their highest velocity. 

For RRE, this maximum has been decreased to 400 m/s. Travelling with the same acceleration as Stock-Striker, RRE will reach its maximum speed faster nevertheless. In midranged combat there is limited space and distances between entities, so there would be little to no difference in final projectile speed between both versions. So the enemy would not have a big advantage over this decreased speed. As a result, you are not experiencing much drawback with this not-too-big of a nerf

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3 hours ago, BloodPressure said:

Thunder and RRE do share the same speed. The difference is that Thunder's shells has a constant speed of 400 m/s; on the other hand, Striker's missiles have a base speed of 20 to 25 m/s upon firing and keep accelerating whilst travelling in the air until reaching a maximum speed of 700 m/s. Reaching this maximum takes some time and quite the distance. So technically you are partly right that Thunder seems faster, but theoretically not completely. 
Thus, comparing Thunder and Stock Striker, Thunder's shells have a faster and constant speed upon firing and are therefore more difficult to dodge, while one could be able to avoid being hit by a salvo within time before the rockets reach their highest velocity. 

For RRE, this maximum has been decreased to 400 m/s. Travelling with the same acceleration as Stock-Striker, RRE will reach its maximum speed faster nevertheless. In midranged combat there is limited space and distances between entities, so there would be little to no difference in final projectile speed between both versions. So the enemy would not have a big advantage over this decreased speed. As a result, you are not experiencing much drawback with this not-too-big of a nerf

I puzzled something, as Striker's shells have acceleration of 25m/s (this its initial speed also), so Striker after 4 seconds reach 100, and for sure 4 seconds is way too much in the game play, and striker shots reach the enemy within 2 seconds or less... not to mention the highest speed 400 that require 16 seconds... omg 16s is too much even in Dusseldorf you can't reach this speed even if the rocket wrapped around the map.. not to mention the stock Striker 700speed -- 28 seconds.. 28 is like a full battle not a time for a rocket

I don't know I feel that I have wrongs in my calculations for sure this isn't such a nerf for RRE... and logically Striker's shell didn't need more than 5 seconds in acceleration cuz it's longer than dusseldorf map.. so its highest speed shouldn't be more than 125m/s

Also you wronged in something, you said 400m/s for RRE helped striker for navigate speed.. though you mostly didn't reach even 75m/s speed, so no difference between 400 or 700

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2 hours ago, asem.harbi said:

I puzzled something, as Striker's shells have acceleration of 25m/s (this its initial speed also), so Striker after 4 seconds reach 100, and for sure 4 seconds is way too much in the game play, and striker shots reach the enemy within 2 seconds or less... not to mention the highest speed 400 that require 16 seconds... omg 16s is too much even in Dusseldorf you can't reach this speed even if the rocket wrapped around the map.. not to mention the stock Striker 700speed -- 28 seconds.. 28 is like a full battle not a time for a rocket

I don't know I feel that I have wrongs in my calculations for sure this isn't such a nerf for RRE... and logically Striker's shell didn't need more than 5 seconds in acceleration cuz it's longer than dusseldorf map.. so its highest speed shouldn't be more than 125m/s

Also you wronged in something, you said 400m/s for RRE helped striker for navigate speed.. though you mostly didn't reach even 75m/s speed, so no difference between 400 or 700

Striker's missiles take 3 seconds to reach maximum velocity. It will take 3 seconds for Stock to reach 700 m/sec and 3 seconds for RRE to reach 400m/sec. 

 

For RRE, it is a nerf that has a positive side. It makes it easier for you time time when to detonate it since the missiles are slower. 

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How you should buy things in Tanki during 2020 (for free playing players):

Spend your crystals on one Melee turret, one Close/Mid-Ranged turret, and one Long Ranged turret, but make sure your prioritize the turret that fits you best/the one you believe is the most efficient.

For hulls, in the current meta, medium hulls are the most versatile, and as such, prioritize one of those...but try to have one light and one heavy hull handy.

Protection Modules are necessary, but you shouldn't prioritize them too much so its best to upgrade them to where they offer around 20% protection, than spend your crystals on other stuff like Turrets and Hulls.

Do not buy Paints. It's not worth buying anymore. You get plenty of paints for free and paints don't offer any advantages except maybe some lucky camouflage. 

Do not buy supplies. Unless they are on sale. Supplies are very abundant through missions and challenges.

Try not to buy Augments. If you really want/need it, go ahead, but keep in mind, a year ago, they were much cheaper than they are today, and as such, it's not worth spending crystals on them these days. You also get some for free from Challenges, or from lucky drops in Containers. 

Like Augments, try not to buy Drones. Unless of course, you have a steady stream of batteries.
Also, if you get low amounts of supplies, it's not worth buying one of the drones that causes you to use consume than one of the same supply at a time.

If you do buy drones, it's best to upgrade them last. Their upgrade costs are too expensive in comparison to the fact that, without batteries, they don't do anything.

I hope this helps, and good luck!

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