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What to buy? Which is better?


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9 minutes ago, TWICE said:

Both Railgun and Vulcan modules are not very effective now.  The critical chance of Railgun is at 50% (on paper) while the firing rate of Vulcan is so high that can get several critical hits very quickly.

That's why I'm asking which one should I replace, if Armadillo really worth the price.

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9 minutes ago, TWICE said:

Both Railgun and Vulcan modules are not very effective now.  The critical chance of Railgun is at 50% (on paper) while the firing rate of Vulcan is so high that can get several critical hits very quickly.

Railgun I agree with but not Vulcan. Against protected enemies, it still takes very long for me to kill them. People overestimate how influencial Vulcan crits are. 

 

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46 minutes ago, Aegis said:

So I got the Armadillo module while attempting to get the Vulcan shot effect. It is freaking expensive to upgrade and I'm wondering whether it is better than normal modules. Currently, I'm using Thunder, Railgun, Gauss and Vulcan module. Do you think I should replace one of them with Armadillo (it doesn't seem) to be any better on paper? If yes, which one?

So you have Armadillo  AND  4th module?

NO ONE should be helping you decide.  You have enough resources to go this on your own.   Yeeesh.  ?

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Just now, wolverine848 said:

So you have Armadillo  AND  4th module?

NO ONE should be helping you decide.  You have enough resources to go this on your own.   Yeeesh.  ?

When you get Armadillo unexpectedly, it is a no brainier to invest in the 4th module slot.

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2 hours ago, Aegis said:

When you get Armadillo unexpectedly, it is a no brainier to invest in the 4th module slot.

Is it though?  5000TK?

Since Criticals were introduced, modules are less effective.  IMO a 4th one does not have even close to value of 5000 TK.

If you are really looking for advice, I'd say go back in time, don't spend that 5000 TK, and just equip two turret modules + Armadillo.

But if you bought those TKs with $$, well ... never mind.

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2 hours ago, Aegis said:

That's why I'm asking which one should I replace, if Armadillo really worth the price.

Because Railgun is now very dependant on critical hits, Armadillo can serve as a replacement for the Falcon module. Not a perfect replacement, of course, but potent enough. Similar to how Heat Resistance/Immunity can be substitutes for Firebird protection. 

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22 hours ago, Aegis said:

So I got the Armadillo module while attempting to get the Vulcan shot effect. It is freaking expensive to upgrade and I'm wondering whether it is better than normal modules. Currently, I'm using Thunder, Railgun, Gauss and Vulcan module. Do you think I should replace one of them with Armadillo (it doesn't seem) to be any better on paper? If yes, which one?

Hey there! Seems that you do have the 4th slot. I'd say that replacing Vulcan Module with Armadillo is good and will help you. Vulcan critical hits are rarely that lethal to cause you serious trouble. Of course you can also replace Falcon as Railgun's Critical Hits are way more lethal and dangerous than the usual ones.

Upgrading Armadillo is definitely worth it ?. Once you upgrade it, you can replace other modules with it depending on the battles, say there are a lot of Vulcans, you can equip both Shark and Armadillo and make combinations to be safe from most threatening turrets.

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6 hours ago, hadicoding18 said:

 

I'll try to be short and simple in my advice.

  1. Do not waste crystals anymore. Save up crystals.
  2. In battles, earn more crystals than Experience. How can this be done? Try to complete the objective of the mode and earn more battle score. This way you can maximize your crystals earnings.
  3. As said by At_Shin, save up and buy stuff only in sales and Tanki Birthday sale is the one nearest to us right now, coming up within a month.
  4. As you rank up, earning crystals will become easier. You will be earning more crystals at higher ranks compared to lower ranks. So keep this in mind. As you rank up, you will be earning more crystals.
  5. Take part in contests. Newspaper Contests are the easiest ways to earn decent amount of Crystals, Containers and other stuff. You can also take part in other contest and the rewards are really good.
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So, I'm really close to buying Trickster with crystals and was wondering if it was a good drone to buy. Anyone got it to tell me?

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11 minutes ago, Arjun24 said:

 

Topic merged.

Trickster is a nice drone, it gives you extra speed so if speed is what you are looking for, go for it.

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On 5/9/2021 at 11:09 PM, LambSauce said:

I'm thinking on buying one or two combos to use until the higher ranks. What are some good/underrated options?

If you have completed, or about to complete this challenge, and happen to have bought Battle Pass, or are about to, I'd say that with EMP rounds Augment for Railgun would be very good. I've seen people use it and though it reduces Critical Damage(which is the main strength of Railgun these days), it is still a good one. So I'd suggest Hornet/Viking + Railgun. EMP railgun is one of the strongest Augments for Railgun as you are not likely to find EMP immunities at a couple of ranks higher than yours. It is a pretty good one.

I've been using Thunder(mk7-10)+Titan(Mk7-6) for quite a while now and it is a very good option. The health of a Hull like Titan aids Thunder and I can really get good number of kills for minimum deaths. I am averaging on around 12 kills for 2 deaths almost every single time. Pretty good option in my opinion. Oh! I almost forgot. I use booster with this combo. I can almost one shot light and medium hulls most of the times, which is pretty much amazing for Thunder.

Hopper+Ricochet(commonly called @Maf's combo) is also a very good option, provided that you have or are willing to buy Plasma Torch for Ricochet. The rate of fire of Ricochet with that Augment also gives no time for opponents to respond and is the best Augment for Ricochet in my opinion. Hopper's speed and agility will aid you a lot in CTF and RGB matches to complete the objective.

These are just a few, what came to mind at the moment. So yeah

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38 minutes ago, Ironmantonystark said:

Hopper+Ricochet(commonly called @Maf's combo) is also a very good option, provided that you have or are willing to buy Plasma Torch for Ricochet. The rate of fire of Ricochet with that Augment also gives no time for opponents to respond and is the best Augment for Ricochet in my opinion. Hopper's speed and agility will aid you a lot in CTF and RGB matches to complete the objective.

I think it's mediocre at best if you use it without Lightweight and a speed drone (Trickster or Crisis). Normally I would recommend just Adrenaline for Rico, or AP if you have it available. But since @LambSauce is quite a low rank, I would recommend something more versatile like Hunter or Viking paired with Thunder/Smoky/Railgun/Gauss. 

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7 hours ago, Ironmantonystark said:

If you have completed, or about to complete this challenge, and happen to have bought Battle Pass, or are about to, I'd say that with EMP rounds Augment for Railgun would be very good. I've seen people use it and though it reduces Critical Damage(which is the main strength of Railgun these days), it is still a good one. So I'd suggest Hornet/Viking + Railgun. EMP railgun is one of the strongest Augments for Railgun as you are not likely to find EMP immunities at a couple of ranks higher than yours. It is a pretty good one.

I've been using Thunder(mk7-10)+Titan(Mk7-6) for quite a while now and it is a very good option. The health of a Hull like Titan aids Thunder and I can really get good number of kills for minimum deaths. I am averaging on around 12 kills for 2 deaths almost every single time. Pretty good option in my opinion. Oh! I almost forgot. I use booster with this combo. I can almost one shot light and medium hulls most of the times, which is pretty much amazing for Thunder.

Hopper+Ricochet(commonly called @Maf's combo) is also a very good option, provided that you have or are willing to buy Plasma Torch for Ricochet. The rate of fire of Ricochet with that Augment also gives no time for opponents to respond and is the best Augment for Ricochet in my opinion. Hopper's speed and agility will aid you a lot in CTF and RGB matches to complete the objective.

These are just a few, what came to mind at the moment. So yeah

Yea I have EMP rounds for Railgun from the Challenge, useful but not game-changing I would say. However I'm still unsure about how Railgun fares at Mk7 and higher ranks since everyone seems to have protections from it.

I refuse to use Hopper even though I also have Crisis (only level 4 btw) because it is basically too easy, at least for the capture modes.

In my opinion, especially as of late, the hovering hulls just trump the non-hovering ones with regards to OD. Look at Hopper, Crusader and Ares - with their superior OD charge times and better handling, I feel like (particularly the latter two) are underutilised but maybe that's just me.

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So I'm thinking about Railgun to my garage for some depth. Granted, I already have Shaft as my primary long-range weapon, but I believe it's time I play with Railgun to mix things up. That being said, I'm curious to know of any suggestions for augments on Railgun, especially for the Scout and Large-Caliber round augments. Thanks in advance.

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53 minutes ago, N3tralRE said:

So I'm thinking about Railgun to my garage for some depth. Granted, I already have Shaft as my primary long-range weapon, but I believe it's time I play with Railgun to mix things up. That being said, I'm curious to know of any suggestions for augments on Railgun, especially for the Scout and Large-Caliber round augments. Thanks in advance.

Adrenaline.

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On 5/17/2021 at 12:43 AM, N3tralRE said:

So I'm thinking about Railgun to my garage for some depth. Granted, I already have Shaft as my primary long-range weapon, but I believe it's time I play with Railgun to mix things up. That being said, I'm curious to know of any suggestions for augments on Railgun, especially for the Scout and Large-Caliber round augments. Thanks in advance.

 

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Just now, TheCongoSpider said:

That doesn't mean they're bad. 

No no, I agree with you completely that Adrenaline is very good, especially for the melee turrets, however I did hear about a bug that wasn't fixed for a while, though I don't remember the exact details of the bug, other than that it caused Adrenaline to deal less damage than it should.

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On 5/17/2021 at 5:13 AM, N3tralRE said:

So I'm thinking about Railgun to my garage for some depth. Granted, I already have Shaft as my primary long-range weapon, but I believe it's time I play with Railgun to mix things up. That being said, I'm curious to know of any suggestions for augments on Railgun, especially for the Scout and Large-Caliber round augments. Thanks in advance.

Large caliber rounds?NO. Never go for it especially the way it is now. 20% increase in damage is way too low for 60% increase in reload. Top 3 augments for Railgun right now are Round Destabilization, Electromagnetic Accelerator Scout and Death Herald(This one only if you are planning and willing to use Booster non-stop!).

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13 minutes ago, Ironmantonystark said:

Large caliber rounds?NO. Never go for it especially the way it is now. 20% increase in damage is way too low for 60% increase in reload. Top 3 augments for Railgun right now are Round Destabilization, Electromagnetic Accelerator Scout and Death Herald(This one only if you are planning and willing to use Booster non-stop!).

And Adrenaline. ?

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11 hours ago, LambSauce said:

No no, I agree with you completely that Adrenaline is very good, especially for the melee turrets, however I did hear about a bug that wasn't fixed for a while, though I don't remember the exact details of the bug, other than that it caused Adrenaline to deal less damage than it should.

It's not bugged so hard that it's unusable. If you like the gameplay or statistics of your stock turret compared to the other augments, you should use Adrenaline. Turrets were balanced with particular damage numbers in mind. There are barrier/limits for different turrets, that can be broken with the extra damage Adrenaline gives it as it simulates a modification advantage. 

 

Some are more noticeable than others. Thunder and Striker will be able to one-shot light hulls/2-shot heavy hulls when at low HP. Adrenaline Vulcan may not be noticeable on paper but in practice you will see it working wonders. Magnum and Gauss will start one-shotting unprotected light hulls when at half HP, without boosted damage. Adrenaline Ricochet gives you more damage per shot in a heated engagement, which makes you use fewer projectiles per engagement, effectively increasing the size of your ammo clip. 

 

Smoky was an interesting case. Smoky at endgame suffered a bit due to the passive protection that drones used to give prior to the recent update. A barrier for Smoky was created with drones, because Smoky's average damage would drop below 500 and as such, would require an extra shot to kill full HP targets, often wasting their critical hits on the target that has 5% of their HP left. Adrenaline solved that issue when injured as it took your average damage once again above 500, breaking the barrier that was artificially created by the drones. 

 

Then there were turrets where Adrenaline was not an option if you wanted to be the most effective. Said turrets were Hammer and Railgun (before 2021). 5 of Railgun's augments before the critical hit update increased its total damage output, much more than Adrenaline could have possibly done. All of Hammer's augments except Duplet increased its total damage output in some way, with negligible downsides. 

 

 

If you were to ask me which Adrenaline augments at endgame are worth buying (in 2021) over other augments, I would say Freeze, Isida, Ricochet, Smoky, Vulcan, Railgun, Shaft, Magnum (if you don't like Harpoon), and Gauss (if you didn't get lucky with the "your chances are better" boxes).

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