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On 12/31/2020 at 8:53 PM, asem.harbi said:

Guys do you see changing protection modules during the 7 minutes MM battle deserve the time?

I break down where I finish into 3 levels: top, middle, bottom. Changing the protection scheme usually moves me up one notch provided I identify the stronger players on the other side and adjust the protection accordingly. Since there are only 3 slots, the worst thing is to arm something serving no purpose. However, the first step should be to identify protection on the other side and adjust your turret. If you are f2p, this is essential.

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Atm I'm using the MK2 Hopper + MK3 Thunder combination for basically every game mode, and its appearing to be pretty effective. Any other OP combs at the WO rank? 

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Anything with Gauss.

Normal Vulcan is also good too, but you have to be a bit more skilled to use it.

Actually, every turret and hull is decent at Warrant Officer 1.

Later on, as you progress into the higher ranks, Firebird will start to become more underwhelming. Same goes for Railgun, Thunder, and Twins.

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smoky + dictator hull,

as you save supplies at your rank, and you get points from share overdrive.

smoky is good at any rank. long range, high dps, no supply also good enough

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On 12/31/2020 at 8:53 PM, asem.harbi said:

Guys do you see changing protection modules during the 7 minutes MM battle deserve the time?

Strategically... I would say it is imperative. But only if you are going to do it right... which gets complicated. And I have a method probably like anyone... it may or may not be any good. Ill somewhat describe it.

 

First, go into battles with your typical protections you feel you will face. Sometimes this can be based on whats common at the time... as in right now, every battle I go into, I equip rico twins and hammer protect every game. Sometimes you join game, and with todays special mission its exactly what you find. 2 hammers, 3 twins 1 rico... well gee... 6/8 plyaers I have 50./50 protect against... so this game should be fun :D Or, if just a regular battle, maybe you feel the three most threatening turrets are thunder, rail and fire. Or maybe gauss magnum and vulcan. My personal hatred is magnum shafts gauss and rails. These guys will just kill me you in one shot. Leaving 0 counterplay. If i equip my protects, sometimes I survive a few shots, and can turn them to dust. I cant stand being one shot. I have done everything I can do guarantee myself some counterplay. If I go out into battlefield and 3 of my spawns are instant deaths... Im wasting a lot of time. I want 2 kills every spawn. Going down 0-3 is no ideal.

 

Ok now into the more nit and gritty common sense part. Only go to garage after you have died. Do not spawn, go to graage change equip, shuffle back, wait to self destruct then respawn. Its a simple system. You die. When you are lfiting off the battle field, go to garage, change your equip. You will reequip during that death, and not have to respawn. Do not change equip after first death. Usually I reequip on death 2 or 3. During the first 2-3 deaths you have a few answers and things to keep tabs on to make sure you get your equipment right.

1) Distribution of opponents turret

2) Top opponent turret

3) Effectiveness of the protection vs turret

4) miscellaneous

 

1) Literally, in your first two spawns or three, identify every one of the 8 opponents turrets. If you notice they have 2 of a turret, almost guaranteed it is smart to eqiup that protection. Of the 8, if there are 2 twins, and 2 rails... right there you have protection against half the team. Find one other turret that bothers you or is  killing you often and equip it. This number to reapeat, is identify the turrets, and IF there are numerous of one turret, equip it. 3 magnums? If you are facing 3/8 magnums, and choose to not equip it... there had beter be a good reason.

 

2) This is a bit of combination of things but basically, look at opponents team after first few mins and make mental self note. What have you noticed going into the battlefield seems to be doing the most killing? I.e. they might have 2 rails, 2 magnums, and 2 ricos. But their SINGULAR striker is the top player, and getting massive kills in a tdm game. Meanwhile, their 2 ricos are slugging it out in the bottom 3 of their team, only getting a coupel kills each. Whatever the player on their team doing the most kills, you might want to equip that protection. They know how to use their combo. Protect against it. One final point, ok, they mgiht have a couple shafts, and 1 great vulcan on their team. But the shafts are not good, or, they arent really bothering you. You havent even been shot at once by the shafts in your first 3 spawns. And the vulcan is good... but you are maybe really good at dealing with the vulcan slow turret rotation and in this game... youve actually killed that vulcan twice! and not died once!. But they have 1 twins, 1 isida, and 1 fire. And you seem to face them a lot each spawn, and they are the ones i your face killing you. In this case... protect against whats killing you. They might have a coupel shafts... but if the shafts arent killing you or bothering you - ignore them. If their top player isnt getting kils on you, and you actually kill them more often, maybe your combo actually just PRECOUNTERS theirs, and you dont need their combo. But, you are playing midfield, and you dont face their most numberous turret, or their teams top turret, but a few singular turrets that you always butt heads with... so equip those.

So that was a scraggly paragraph.. but Im rushign this. The point of paragraph 2, is equip based on what you are dying to. or what is likely on their team to kill you.

 

3) Ok.... Some protections do much better vs a turret than others. For example, turrets that take a long time to reload, really rely on each hit to do the job. So when you equip protection against turrets like: Hammer, Rail, Thunder, Magnum, etc this can be MUCH more game ending then when you equip protections against say turrets like twins, vulcan, fire, freeze, or isida... and others. or particular augments. I notice in games when I can equip protection against a hammer, this player is completely toothless. Same for magnum. They go from killing you with heavy dmaage output ina coupel seconds, to needing shot after shot after shot to kill you. You completely neuter them. So sometimes, Ill equip a protection just to completely shut down a player. Ie. when an opponent is firebird, and you equip 50 percent protection and fire immunity... and they are just firebird with adrenaline. Um... that guys barely gonna scratch you all game. But lets say you equip protection against twins or vulcan. In my view... these things do constant damage and are still going to kill you fairly fast. You will gain more time... but protection doesnt really shut these turrets down as so utterly liek they do against hammer. THe last thing a hammer user wants to see is that he is doing 250 damage against you per shot. How many shots is that hammer gonna need to do 250 at a time, 6 seconds apart? whereas if a vulcan starts doing 112 damge per bullet isntead of 275... I mean, 112, 112, 112, its still gonna kill you. Youve just gained a few seconds.

So point 3, by eqiupping this protectiong against turret X, how much time am I gaining in counter player. In a turret liek amgnum shaft or hammer. you might go from I have no time to counterplay regualrly... I just die. to omg I can survive like 4 shots, 20 seconds? I kill him every time now! Or, against twins and vulcan.... ok without protection he kills me in like 5 seconds or less. With protection I have about 9 seconds. So Ive get 4 extra seconds to kill him.... can MY TURRET benefit from that? IS 20 seconds going to gain you that kill in a 1 v 1 sparring much, is 4 seconds going ot make a difference? Just questions to ask.

 

4) I will maybe revisit this. I might have bundled things together in last few posts. I feel there is other stuff to consider. But engh I dunno. It might be just game particular. Like what map are you on. Dyou feel that you are on a map that really favours vulcan... and you feel if you switch to protect yourself... they ll just equip vulcan and then you r screwed because you cant reequip? Like if in a ctf or rugby game, sometiems just having freeze always equipped is worht it. Even if they dont have freeze. Cause maybe theyll switch mid game once they realize your team has switched out. Um Im sure there is more to write but im good for now. Ill maybe edit or respond to quotes.

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57 minutes ago, iplayatankonline said:

Strategically... I would say it is imperative. But only if you are going to do it right... which gets complicated. And I have a method probably like anyone... it may or may not be any good. Ill somewhat describe it.

 

First, go into battles with your typical protections you feel you will face. Sometimes this can be based on whats common at the time... as in right now, every battle I go into, I equip rico twins and hammer protect every game. Sometimes you join game, and with todays special mission its exactly what you find. 2 hammers, 3 twins 1 rico... well gee... 6/8 plyaers I have 50./50 protect against... so this game should be fun :D Or, if just a regular battle, maybe you feel the three most threatening turrets are thunder, rail and fire. Or maybe gauss magnum and vulcan. My personal hatred is magnum shafts gauss and rails. These guys will just kill me you in one shot. Leaving 0 counterplay. If i equip my protects, sometimes I survive a few shots, and can turn them to dust. I cant stand being one shot. I have done everything I can do guarantee myself some counterplay. If I go out into battlefield and 3 of my spawns are instant deaths... Im wasting a lot of time. I want 2 kills every spawn. Going down 0-3 is no ideal.

 

Ok now into the more nit and gritty common sense part. Only go to garage after you have died. Do not spawn, go to graage change equip, shuffle back, wait to self destruct then respawn. Its a simple system. You die. When you are lfiting off the battle field, go to garage, change your equip. You will reequip during that death, and not have to respawn. Do not change equip after first death. Usually I reequip on death 2 or 3. During the first 2-3 deaths you have a few answers and things to keep tabs on to make sure you get your equipment right.

1) Distribution of opponents turret

2) Top opponent turret

3) Effectiveness of the protection vs turret

4) miscellaneous

 

1) Literally, in your first two spawns or three, identify every one of the 8 opponents turrets. If you notice they have 2 of a turret, almost guaranteed it is smart to eqiup that protection. Of the 8, if there are 2 twins, and 2 rails... right there you have protection against half the team. Find one other turret that bothers you or is  killing you often and equip it. This number to reapeat, is identify the turrets, and IF there are numerous of one turret, equip it. 3 magnums? If you are facing 3/8 magnums, and choose to not equip it... there had beter be a good reason.

 

2) This is a bit of combination of things but basically, look at opponents team after first few mins and make mental self note. What have you noticed going into the battlefield seems to be doing the most killing? I.e. they might have 2 rails, 2 magnums, and 2 ricos. But their SINGULAR striker is the top player, and getting massive kills in a tdm game. Meanwhile, their 2 ricos are slugging it out in the bottom 3 of their team, only getting a coupel kills each. Whatever the player on their team doing the most kills, you might want to equip that protection. They know how to use their combo. Protect against it. One final point, ok, they mgiht have a couple shafts, and 1 great vulcan on their team. But the shafts are not good, or, they arent really bothering you. You havent even been shot at once by the shafts in your first 3 spawns. And the vulcan is good... but you are maybe really good at dealing with the vulcan slow turret rotation and in this game... youve actually killed that vulcan twice! and not died once!. But they have 1 twins, 1 isida, and 1 fire. And you seem to face them a lot each spawn, and they are the ones i your face killing you. In this case... protect against whats killing you. They might have a coupel shafts... but if the shafts arent killing you or bothering you - ignore them. If their top player isnt getting kils on you, and you actually kill them more often, maybe your combo actually just PRECOUNTERS theirs, and you dont need their combo. But, you are playing midfield, and you dont face their most numberous turret, or their teams top turret, but a few singular turrets that you always butt heads with... so equip those.

So that was a scraggly paragraph.. but Im rushign this. The point of paragraph 2, is equip based on what you are dying to. or what is likely on their team to kill you.

 

3) Ok.... Some protections do much better vs a turret than others. For example, turrets that take a long time to reload, really rely on each hit to do the job. So when you equip protection against turrets like: Hammer, Rail, Thunder, Magnum, etc this can be MUCH more game ending then when you equip protections against say turrets like twins, vulcan, fire, freeze, or isida... and others. or particular augments. I notice in games when I can equip protection against a hammer, this player is completely toothless. Same for magnum. They go from killing you with heavy dmaage output ina coupel seconds, to needing shot after shot after shot to kill you. You completely neuter them. So sometimes, Ill equip a protection just to completely shut down a player. Ie. when an opponent is firebird, and you equip 50 percent protection and fire immunity... and they are just firebird with adrenaline. Um... that guys barely gonna scratch you all game. But lets say you equip protection against twins or vulcan. In my view... these things do constant damage and are still going to kill you fairly fast. You will gain more time... but protection doesnt really shut these turrets down as so utterly liek they do against hammer. THe last thing a hammer user wants to see is that he is doing 250 damage against you per shot. How many shots is that hammer gonna need to do 250 at a time, 6 seconds apart? whereas if a vulcan starts doing 112 damge per bullet isntead of 275... I mean, 112, 112, 112, its still gonna kill you. Youve just gained a few seconds.

So point 3, by eqiupping this protectiong against turret X, how much time am I gaining in counter player. In a turret liek amgnum shaft or hammer. you might go from I have no time to counterplay regualrly... I just die. to omg I can survive like 4 shots, 20 seconds? I kill him every time now! Or, against twins and vulcan.... ok without protection he kills me in like 5 seconds or less. With protection I have about 9 seconds. So Ive get 4 extra seconds to kill him.... can MY TURRET benefit from that? IS 20 seconds going to gain you that kill in a 1 v 1 sparring much, is 4 seconds going ot make a difference? Just questions to ask.

 

4) I will maybe revisit this. I might have bundled things together in last few posts. I feel there is other stuff to consider. But engh I dunno. It might be just game particular. Like what map are you on. Dyou feel that you are on a map that really favours vulcan... and you feel if you switch to protect yourself... they ll just equip vulcan and then you r screwed because you cant reequip? Like if in a ctf or rugby game, sometiems just having freeze always equipped is worht it. Even if they dont have freeze. Cause maybe theyll switch mid game once they realize your team has switched out. Um Im sure there is more to write but im good for now. Ill maybe edit or respond to quotes.

Great!

You really convinced me to upgrade all of my protections, I feel like I have something to do in the battle. Definitely I have to change my strategy, as of now I'm really lazy to change the protection, and sometimes I choose an unpopular protections like (Freeze) and forgot to change it for some battles.

And yeah I also agree with you that the most important protections are for the ranged turrets like Shaft-Magnum. As the most annoying and disgusting to die by one-shot from a turret. Yeah and also protecting yourself from in example Freeze, wont deny the fact that he still freezing you and restricting you from stealing the flag.

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5 hours ago, asem.harbi said:

Great!

You really convinced me to upgrade all of my protections, I feel like I have something to do in the battle. Definitely I have to change my strategy, as of now I'm really lazy to change the protection, and sometimes I choose an unpopular protections like (Freeze) and forgot to change it for some battles.

And yeah I also agree with you that the most important protections are for the ranged turrets like Shaft-Magnum. As the most annoying and disgusting to die by one-shot from a turret. Yeah and also protecting yourself from in example Freeze, wont deny the fact that he still freezing you and restricting you from stealing the flag.

This should have gone into point 4) ... if you have a splash daamge turret equipped. If you are using thudner, or twins, or gauss, etc etc. Sometimes it is worth to equip your own turrets protection to lower the self damage you take.

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12 hours ago, asem.harbi said:

And yeah I also agree with you that the most important protections are for the ranged turrets like Shaft-Magnum. As the most annoying and disgusting to die by one-shot from a turret.

? *Proceed to use protection against your turrets*

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On 1/6/2021 at 6:45 PM, FrozenRailgun said:

? *Proceed to use protection against your turrets*

? *Proceed to use AP-augments against your protections*

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On 1/5/2021 at 1:34 PM, AFTW22 said:

Atm I'm using the MK2 Hopper + MK3 Thunder combination for basically every game mode, and its appearing to be pretty effective. Any other OP combs at the WO rank? 

Topic merged

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Hi, I'm a beginner player (well, I played 5 years ago a lot but I knew little then and I know little now) on Tanki. I've been playing with my new account for a day now and I've decided this will be an account for 1 or 2 upgraded hulls and turrets (Thunder and an undecided 2nd turret and undecided hulls). I'm curious if it will hurt me badly if I purchase all the hulls/turrets. I want to do this because I am undecided on what I want upgraded for the account. However, I'm wondering if that is using too many crystals and will hurt my advancement in the game. Also, sorry for not putting this in the title but should I buy the beginner drone or wait to unlock more options?

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35 minutes ago, b-o-b said:

 

Topic merged.

If I were you, I wouldn't buy all turrets/hulls but focus on upgrading 1 or 2 combos.

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@Spy

 

Thanks, that's what I'll do then. I have a couple other questions.

 

1) Should I purchase the beginner drone, or wait for more options?

 

2) I don't know much about the Tanki economy, is purchasing the prebuilt tanks in Special Offers/Showcase worth my time or should I go with microupgrading/upgrading?

 

 

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Just now, b-o-b said:

1) Should I purchase the beginner drone, or wait for more options?

Personally I'd wait for more options.

1 minute ago, b-o-b said:

2) I don't know much about the Tanki economy, is purchasing the prebuilt tanks in Special Offers/Showcase worth my time or should I go with microupgrading/upgrading?

Special offers/showcases are worth it because you'd pay more if you were to buy the items separately. I wouldn't micro upgrade anything at such a low rank because you will lock the next modification faster than you think.

You can learn about Product kits and Showcase offers in our Wiki pages.

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1 minute ago, TotoroGod said:

 

Topic merged.

Thunder goes better with Viking in my opinion, other turrets that go well with Viking are: Ricochet, Gauss, Smoky and maybe Firebird or Freeze. Railgun goes well with Hornet or Wasp.

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On 1/14/2021 at 2:36 PM, b-o-b said:

 I'm curious if it will hurt me badly if I purchase all the hulls/turrets. I want to do this because I am undecided on what I want upgraded for the account. However, I'm wondering if that is using too many crystals and will hurt my advancement in the game. Also, sorry for not putting this in the title but should I buy the beginner drone or wait to unlock more options?

TBH it depends on how much money you spend on this game. I've only bought a couple of battle passes but no crystal purchases and by legend rank ive got one fully upgraded combo and a mk5 combo. I got all my augments at the old prices before they got hiked massively, now, they are pretty much unaffordable by standard play given the number of ones to try.  

Spy answered all your questions quite well but drones are a huge drain of crystals, both in very expensive later upgrades and the battery's that power them

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My Perfect Tank is (going to be soon):

  • Turret: Thunder Mk8, XT Skin, Sledgehammer Augment
  • Hull: Hunter Mk8, XT Skin, Heat/EMP Immunity Augment
  • Drone: Defender Level 20 (Max)
  • Protection Modules: Railgun, Thunder, Shaft [All Level 15 (Max)]
  • Paint: Lightning Storm (Animated)

 

Quick Fun Facts of why I like my Perfect Tank even more:

  • The underlined letters show that the titles match with my items.
  • The word "Hunter" can be made from "Thunder". (This makes me feel like Thunder and Hunter go together way more than Viking.)

 

Even though tankers like Thunder with Viking, I like Thunder a little better with my Hunter Hull because Hunter provides a more stable movement for my Turret. I can shoot better with this combination.

The Overdrive of Hunter is the best because I have the option to disable my opponents' supplies, and stun them whenever I want, when it is ready to be activated.

 

What are your Perfect Tanks?

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Hey all. I've been thinking of maybe adding Hammer or Twins to my Garage on this account. I definitely like aspects of both turrets, but I can't decide which one to buy first. Thanks for your help in advance.

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4 hours ago, N3tralRE said:

Hey all. I've been thinking of maybe adding Hammer or Twins to my Garage on this account. I definitely like aspects of both turrets, but I can't decide which one to buy first. Thanks for your help in advance.

Go with hammer, quite powerful at present. But if you prefer Twins gameplay, go for it.

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since auguments are viable option and i finally have the crystals to buy them, can some of you guys give me some suggestions on what to buy? i am considring hyperspace rounds, autocannon, and cyclone. 

short question, pls give me short answer and why ?????

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You should only buy them during sales. Iron days are this month.

Out of those three, autocannon is the safest one, cyclone is for siege gatherings (aim at the biggest hull), hyperspace is great in theory but not in practice, Scout is the best augment for railgun. 

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