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20 hours ago, die3458 said:

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 ?????

Hyper or cyclone if u got a good striker

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On 2/15/2021 at 5:29 AM, die3458 said:

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 ?????

Hyper is extemly limited to some situations, cyclone is only good against the JGR, and AC is a pretty boring augment in my opinion. What hulls do you want to use with these turrets?

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The following is a notice to all players:

DO NOT invest in Firebird

Yes, it may seem like a nice turret at first, but by the time you start reaching the ranks of Brigadier and higher, you will notice that the turret is absolutely useless, and it's mainly for the following reasons:

  • Half of the other turrets will get burning Augments. Thus, there is no reason to use Firebird when something like Railgun with Incendiary Rounds is basically the same thing but it has infinite range, and it can pierce through multiple enemies.
  • Half of the players will be using Heat Immunity. And thus you're better off using something like Incendiary Rounds for Smoky or Railgun or a burning augment or alteration for any other turret because Firebird will be extremely weak against Heat Immunity, as much of Firebird's damage comes from the burning effect. So without the burning effect, Firebird deals way too little damage to combat anything much. However, Incendiary Rounds for Railgun, for example, simply adds a burning effect to Railgun. It doesn't reduce any initial damage at all. Therefore, you can use Railgun's Incendiary Rounds without worrying about Heat Immunity.

 

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On 1/25/2021 at 10:29 PM, thunderhunter123 said:

Protection Modules: Railgun, Thunder, Shaft [All Level 15 (Max)]

Ah yes, the classic Griffon T-A module before the rework. That protection setup was one of the mostly used and it still is except now Grizzly (sometime Eagle) gets replaced with Owl and Griffin often.

Is it just me or module base on my own turret and Spider module is enough for me?

Technically, my dream build is finished but now I want 50% Spider module.

Edited by FrozenRailgun
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7 minutes ago, MysticBlood said:

Hmm Now Im conflicted what to buy as my first drone since I currently have none in my garage. I can't decide between a Booster drone  or  Saboteur drone as my first drone. on this acc

You have Hopper, so it should be elementary... ... ... Defender.

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Just got Heat Immunity for my lovely Hunter from a normal container (rewards of the eSports event) yesterday.  Should I concentrate on max out EMP Gauss + Viking combo, or get IB Vulcan during next sale (or a product kit)?

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44 minutes ago, TWICE said:

Just got Heat Immunity for my lovely Hunter from a normal container (rewards of the eSports event) yesterday.  Should I concentrate on max out EMP Gauss + Viking combo, or get IB Vulcan during next sale (or a product kit)?

Vulcan adrenaline is better than IB.

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29 minutes ago, TWICE said:

Just got Heat Immunity for my lovely Hunter from a normal container (rewards of the eSports event) yesterday.  Should I concentrate on max out EMP Gauss + Viking combo, or get IB Vulcan during next sale (or a product kit)?

Incendiary really is not as strong as people make it. It takes a relatively long time to consume all your ammunition in order to deal burn damage to tanks and the halved projectile speed makes it uneasy to use. Plus, if you face a player with heat immunity - which many players have nowadays - your tank is rendered completely useless, adding up to earlier mentioned downsides. 

EMS Gauss has been viable since its release, there is no explanation needed because we all know what it does. Removing supplies is, in my opinion, a more beneficial feature than the burning status effect. Also, the reload of EMS is insane to an extent where you can spam a barrage of sniper-shots at the enemy. Even so, it can still be countered with EMP-immunity and the damage dealt to an Owl-user is negligible, so be aware of that when going into combat. 

There are no wrongs with going for another Mk7-kit, as long as you keep your arsenal limited to a small range of turrets and hulls. You will need to invest a lot in modules and upgrading your tank to Mk7+ is needed when facing high-ranked players, so do not spend too many crystals when purchasing stuff

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43 minutes ago, At_Shin said:

Both are insanely OP it doesn't matter which you invest in - you are bound to come across people with respective immunity augments. Upgrade what you feel is best.

 

13 minutes ago, mjmj5558 said:

Vulcan adrenaline is better than IB.

 

12 minutes ago, BloodPressure said:

Incendiary really is not as strong as people make it. It takes a relatively long time to consume all your ammunition in order to deal burn damage to tanks and the halved projectile speed makes it uneasy to use. Plus, if you face a player with heat immunity - which many players have nowadays - your tank is rendered completely useless, adding up to earlier mentioned downsides. 

EMS Gauss has been viable since its release, there is no explanation needed because we all know what it does. Removing supplies is, in my opinion, a more beneficial feature than the burning status effect. Also, the reload of EMS is insane to an extent where you can spam a barrage of sniper-shots at the enemy. Even so, it can still be countered with EMP-immunity and the damage dealt to an Owl-user is negligible, so be aware of that when going into combat. 

There are no wrongs with going for another Mk7-kit, as long as you keep your arsenal limited to a small range of turrets and hulls. You will need to invest a lot in modules and upgrading your tank to Mk7+ is needed when facing high-ranked players, so do not spend too many crystals when purchasing stuff

Thank you, everyone.

 

Already got max out Adrenaline Isida & Hunter.   I will concentrate on Gauss, Viking and the modules then.

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On 3/18/2021 at 6:03 PM, Tanker-Arthur said:

The following is a notice to all players:

DO NOT invest in Firebird

Yes, it may seem like a nice turret at first, but by the time you start reaching the ranks of Brigadier and higher, you will notice that the turret is absolutely useless, and it's mainly for the following reasons:

  • Half of the other turrets will get burning Augments. Thus, there is no reason to use Firebird when something like Railgun with Incendiary Rounds is basically the same thing but it has infinite range, and it can pierce through multiple enemies.
  • Half of the players will be using Heat Immunity. And thus you're better off using something like Incendiary Rounds for Smoky or Railgun or a burning augment or alteration for any other turret because Firebird will be extremely weak against Heat Immunity, as much of Firebird's damage comes from the burning effect. So without the burning effect, Firebird deals way too little damage to combat anything much. However, Incendiary Rounds for Railgun, for example, simply adds a burning effect to Railgun. It doesn't reduce any initial damage at all. Therefore, you can use Railgun's Incendiary Rounds without worrying about Heat Immunity.

You are comparing a melee-range turret to a long-range turret; what's more, you are talking about a stock version turret and an exotic-classified augment.  If you want to make a point, please use proper examples for a fair comparison. 

Firebird still has its niches, although there is no denying that it is definitely not as good as it used to be. Even so, now that you came up with augments in your argument, buy Incendiary Mix if you insist on using Firebird. It's a stupidly overpowered augment in close-combat: 50% more damage and halved energy consumption leads to insane DPS and TDO surpassing stock Firebird by miles. It still surprises me that it has not been nerfed so far

Coming back to it, stock Railgun is regarding effectivenss and strength as bad as stock Firebird

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Just now, BloodPressure said:

If you want to make a point, please use proper examples for a fair comparison. 

Okay then.

Default turrets that Default Firebird is weak against:

  • Gauss - The turret is overpowered against everyone anyway.
  • Magnum - Mk6-Mk8 Magnums can easily abuse their reloads by charging to 100%, directly shooting the Firebird, then instantly getting a second shot after just around 2 seconds, which would be enough to destroy the Firebird user if they were using a Light and Medium hull. 
  • Isida - Too much DPS. 

Common Turret Augments that default and Compact Fuel Tanks Firebird is weak against:

  • Gauss EMP - The augment is overpowered against everyone anyway. (I know this is a buyer only augment, but since this has been out in the game for almost a year, many high ranking people already own it now).
  • Magnum Mortar - Just plain abusable. You can shoot in front of the enemy and have them take splash damage, as well as make them inadvertently drive over the mine for a double hit.
  • Magnum Harpoon - This augment is actually not strong on it's own.....it's only strong cause you can very easily abuse default Magnum's reload with it.
  • Hammer Dragon Breath - Default Firebird.....but with twice the effective range. Also the burning granted from the augment is enough to guarantee a three-shot kill on a medium hull.
  • Thunder Sledgehammer Rounds - Good reload boost, and the range nerf doesn't matter much if your enemy, the Firebirds, have less range than you.
  • Smoky Autocannon - Vulcan but with no overheat.
  • Railgun Electromagnetic Accelerator "Scout" - Massive reload decrease but with very few penalties to damage potential.

Rare Turret Augments that default Firebird is weak/obsolete against:

  • All the Armor Piercing Augments - Only one of these that Firebird can actually compete against is Freeze Toxic Mix....but the rest will easily take out a Firebird due to the repsective turrets having either no downsides with the augment, or they simply outrange the Firebird and can penetrate armor from a distance.
  • Railgun's Stun Rounds - Every shot stuns.......for two seconds. 
  • Railgun's EMP Rounds - Gauss EMP but worse cause you don't need to wait for a lock-on.
  • Railgun's Incendiary Rounds - Basically a Firebird, but with infinite range.

Things that Incendiary Mix Firebird is weak/obsolete against:

  • People that can run - If they get out of your range, than they will be 100% immune to your damage.
    • Unlike Freeze, Incendiary Mix can't slow enemies down to keep them in your range. 
    • Normal Firebird uses afterburn to damage enemies outside of it's range......well, it used to do this till Heat Immunity was added.
  • Isida - Incendiary Mix Firebird's DPS doesn't even compare at all to Isida's insane damage.

Overall, this augment is good for surprise attacks or to avoid spawn killing, but in a game where there's 12 or 16 people in a match, it's relatively hard to go unnoticed for a surprise attack. Also, the majority of MM maps favor the long ranged turrets and turrets with infinite projectile range.

The Real Reason why Firebird sucks:

  • Heat Immunity - After a year of hull augments being in the game, most people use Heat Immunity. This literally removes 45% of Mk8 Firebird's damage from battles. 
    • It's used a lot because of the following reasons:
      • For a long time, people used Firebird protection modules a lot. This provides a new opportunity to switch out that Firebird module in exchange for another module, effectively giving the player FOUR Protection Modules (even though one is an augment).
      • There's like 5 or 6 or 7 or so turret augments that inflict afterburn. People are just wimps and they get annoyed by the burning effect too much.
      • Vulcan. Overheat goes bye-bye with Heat immunity.
  • Firebird Protection Modules - Even though Heat Immunity came out, a lot of people STILL use Firebird modules. Some of them even stack it with Heat Immunity, basically a double whammy for the fire turret.
  • Repair Kit - With one press of a button, you can easily erase the burning effect and all the damage that came with it.
    • However, it's much harder to do so when your afterburn-inflicting enemy has infinite range, like a Vulcan with Heat Immunity and Incendiary Band, or a Railgun with Incendiary Rounds.
    • Firebird is the main turret effected by this as it has low ammo for the "melee" turrets so it's not designed for destroying high health tanks with brute force. It needs the afterburn.
  • Domination of Long Ranged Turrets - Gauss, Magnum, and Shaft are the three strongest turrets in the game. Strong long-ranged turrets = weaker short-ranged turrets.

All of these combined makes Firebird trash....unless it's a Pro Battle  like Island or Polygon with Augments disabled.

 

These are all just examples, but there's a reason why I no longer use my Firebird since mid-2020. 

My friend has Incendiary Mix, but even he mainly uses Vulcan nowadays cause he tends to get killed by long ranged stuff easily.

 

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7 hours ago, Tanker-Arthur said:

Gauss, Magnum, and Shaft are the three strongest turrets in the game.

Shaft? Not really. I see more Falcon/Griffin/Owl than Eagle on one of the slots. I mean Eagle itself is used often but not as much as Falcon.

Edited by FrozenRailgun
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Just now, FrozenRailgun said:

Shafts? Not really. I see more Falcon/Griffin/Owl than Eagle on one of the slots.

Shaft isn't as strong as Gauss, but it is one of the stronger and more annoying turrets.

The main thing that has it going for Shaft nowadays is that a low-leveled Shaft can do enough damage to one-shot a medium hull that's a few upgrades higher than it.
 

For example, a Mk5 Shaft can manage to kill an Mk6 Medium hull in one shot, as well as cripple an Mk7 medium hull.

It is extremely annoying as well as misleading (you'd get pretty annoyed if you have 7000 GS and the Shaft player with 6000 or even 5500 GS kept one-shotting you).

It technically also makes Mk1 and Mk2 Shaft protection Module useless. If my math is right, even if you wear one of those, you'd still get one-shot.

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11 minutes ago, Tanker-Arthur said:

Shaft isn't as strong as Gauss, but it is one of the stronger and more annoying turrets.

The main thing that has it going for Shaft nowadays is that a low-leveled Shaft can do enough damage to one-shot a medium hull that's a few upgrades higher than it.
 

For example, a Mk5 Shaft can manage to kill an Mk6 Medium hull in one shot, as well as cripple an Mk7 medium hull.

It is extremely annoying as well as misleading (you'd get pretty annoyed if you have 7000 GS and the Shaft player with 6000 or even 5500 GS kept one-shotting you).

It technically also makes Mk1 and Mk2 Shaft protection Module useless. If my math is right, even if you wear one of those, you'd still get one-shot.

What about full 50% Eagle with Light hull vs Mk8 Shaft (That's my combo BTW).

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Just now, FrozenRailgun said:

What about full 50% Eagle with Light hull vs Mk8 Shaft (That's my combo BTW).

Than you get lucky, surviving with 17.5% of your health remaining :)

 

Spoiler

The main reason why I don't use Modules for a lot of turret comparisons is because not everyone uses the same modules. I only factor them in when huge portion of players do use the module (which is the case for Railgun, Thunder, and Firebird, in which I often join battles where around 80-100% of players have them equipped)

 

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8 minutes ago, Tanker-Arthur said:

Than you get lucky, surviving with 17.5% of your health remaining :)

I mean it's funny for me to use Shaft and Eagle at the same time eh? 

Eagle + Hornet vs HC usually means HC wins. But with Brutus, I can survive a full HC shot, leaving me approximately 7.2% HP left (buying me more time to Shaft (pun intended) their engines).

 

Edited by FrozenRailgun
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1 hour ago, FrozenRailgun said:

But with Brutus, I can survive a full HC shot, leaving me approximately 7.2% HP left (buying me more time to Shaft (pun intended) their engines).

 

This is true, and currently it is the only way to survive said HC shot unless you use Defender or Crisis's Double Armor effect.

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I been trying to figure out what turret is better for me and I got it down to these three turrets Smoky, Vulcan, and Railgun. I'm stuck on which one I should choose I was hoping someone can help me out. I mostly play TDM and CTF, which ever one I choose I will also get the Augment for it. 

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5 hours ago, At_Shin said:

Topic Merged.

I think you should go with AC smoky. 

@Mr.Legendary already owns a MK7 Railgun.  You should go for Scout + MK6 Titan, or LCR + MK6 Viking.

 

 

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On 3/27/2021 at 5:36 AM, Mr.Legendary said:

I been trying to figure out what turret is better for me and I got it down to these three turrets Smoky, Vulcan, and Railgun. I'm stuck on which one I should choose I was hoping someone can help me out. I mostly play TDM and CTF, which ever one I choose I will also get the Augment for it. 

Well, in my opinion you should try them more and find the one which you are able to use it in most of the Maps and game modes. All are very good turrets. Well, never choose Railgun unless you are perfectly sure that you can use it flawlessly. Smoky can work wonders in any hands and Vulcan can be lethal with Incendiary Band and Heat immunity.

So, let us say that things boil down to Railgun, choosing an Augment can be pretty much difficult. Why? It is so because it all depends on your playing style. If you are able to line shots through tanks almost every single time, Hyperspace rounds must be your choice. If you need something which increases the damage and reload does not matter much, Large Caliber rounds and if you want to deliver shots in quick succession with low shot preparation duration and reload, Electromagnetic Accelerator Scout. I am good at all, but since I had not possessed enough crystals I bought Hyperspace rounds and Electromagnetic Accelerator Scout. I've just mentioned the best Augments for Railgun available for crystals. Since you already possess Mk7 Railgun, in my opinion choosing Railgun would be cheap and viable.

Speaking of hulls, you can choose any depending on your playing style.

My suggestions are the following(also my most used combos):

  • Railgun(Hyperspace/Electromagentic AcceleratorScout)+Hornet/Wasp/Viking/+Booster/Defender(Optional)
  • Railgun(Hyperspace/Electromagentic Accelerator Scout)+Crusader/Dictator/Ares+Booster/Defender(Optional)

I do not have Defender and hence all I use is Booster. You can use Defender with light and medium hulls and use Booster with heavy hulls.

Edited by Ironmantonystark
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5 hours ago, Ironmantonystark said:

Well, in my opinion you should try them more and find the one which you are able to use it in most of the Maps and game modes. All are very good turrets. Well, never choose Railgun unless you are perfectly sure that you can use it flawlessly. Smoky can work wonders in any hands and Vulcan can be lethal with Incendiary Band and Heat immunity.

So, let us say that things boil down to Railgun, choosing an Augment can be pretty much difficult. Why? It is so because it all depends on your playing style. If you are able to line shots through tanks almost every single time, Hyperspace rounds must be your choice. If you need something which increases the damage and reload does not matter much, Large Caliber rounds and it you want to deliver shots in quick succession with low shot preparation duration and reload, Electromagnetic Accelerator Scout. I am good at all, but since I did not possess enough crystals I bought Hyperspace rounds and Electromagnetic Accelerator Scout. I've just mentioned the best Augments for Railgun available for crystals. Since you already possess Mk7 Railgun, in my opinion choosing Railgun would be cheap and viable.

Speaking of hulls, you can choose any depending on your playing style.

My suggestions are the following(also my most used combos):

  • Railgun(Hyperspace/Hyperspace/Electromagentic Accelerator Scout)+Hornet/Wasp/Viking/+Booster/Defender(Optional)
  • Railgun(Hyperspace/Electromagentic Accelerator Scout)+Crusader/Dictator/Ares+Booster/Defender(Optional)

I do not have Defender and hence all I use is Booster. You can use Defender with light and medium hulls and use Booster with heavy hulls.

Nice advice, however one thing is wrong - don't choose Hyperspace after the update. Hyperspace not only now has 10% reduced damage, but also no criticals - so its damage sucks compared to other Railgun augments :( (except perhaps in 14v14 Siege).

Definitely go for Electromagnetic Accelerator Scout or Large Calibre Rounds, both are great. Large Calibre Rounds can now very easily one-shot, it does insane damage. However Scout is really powerful - both are good.

Smoky with Autocannon is also extremely strong now.

Edited by DestrotankAI9
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So I am planning to buy tomorrow (garage sales) either Hammer Mk7, Railgun Mk7, Firebird Mk7 or Booster Drone. At the moment I have around 250k crystals, but I am sure I will get more beacuse I will rank soon and 2X funds. What should I buy?

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