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Hey guys, so right now I'm looking to buy incendiary mix for firebird. I've seen that the damage (and critical damage) is overall increased dramatically as well as a sizeable decrease in energy consumption. Though this augment eliminates the burning effect, most people I see have heat immunity or the heat resistance augment so that shouldn't be a problem anymore. Should I get this augment? It seems pretty powerful atm. 

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1 hour ago, raze_avenger said:

Hey guys, so right now I'm looking to buy incendiary mix for firebird. I've seen that the damage (and critical damage) is overall increased dramatically as well as a sizeable decrease in energy consumption. Though this augment eliminates the burning effect, most people I see have heat immunity or the heat resistance augment so that shouldn't be a problem anymore. Should I get this augment? It seems pretty powerful atm. 

Hi, yes sadly Firebird is currently the weakest turret at Legend because of Heat Immunity - unless you are using this augment. Incendiary Mix is an absolute must-have for Firebird at high ranks, so if you plan on using Firebird then get it for sure above all other augments.

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3 hours ago, raze_avenger said:

Hey guys, so right now I'm looking to buy incendiary mix for firebird. I've seen that the damage (and critical damage) is overall increased dramatically as well as a sizeable decrease in energy consumption. Though this augment eliminates the burning effect, most people I see have heat immunity or the heat resistance augment so that shouldn't be a problem anymore. Should I get this augment? It seems pretty powerful atm. 

I bought Incendiary Mix at Major General when augments were rank locked, and it's been my main Firebird augment ever since. Its DPS is absolutely OP, and the extra energy just adds fuel to the fire (pun intended). Meanwhile, afterburn is pretty much useless at the Legend ranks thanks to the prevalence of Heat Resistance/Immunity and the fact that (almost) everyone has a good amount of supplies so a Repair Kit gets used practically instinctively at the first sight of afterburn.

Edited by GrayWolf8733
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5 hours ago, GrayWolf8733 said:

I bought Incendiary Mix at Major General when augments were rank locked, and it's been my main Firebird augment ever since. Its DPS is absolutely OP, and the extra energy just adds fuel to the fire (pun intended). Meanwhile, afterburn is pretty much useless at the Legend ranks thanks to the prevalence of Heat Resistance/Immunity and the fact that (almost) everyone has a good amount of supplies so a Repair Kit gets used practically instinctively at the first sight of afterburn.

 

7 hours ago, DestrotankAI9 said:

Hi, yes sadly Firebird is currently the weakest turret at Legend because of Heat Immunity - unless you are using this augment. Incendiary Mix is an absolute must-have for Firebird at high ranks, so if you plan on using Firebird then get it for sure above all other augments.

 I just got it before the server restart and its absolutely amazing! Thank you for the advice guys. All I can say is that I have no regrets. ?

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7 hours ago, raze_avenger said:

 

 I just got it before the server restart and its absolutely amazing! Thank you for the advice guys. All I can say is that I have no regrets. ?

Glad if we were of help :) . Yes, if you're a Firebird user I'm sure you don't regret it - it's the only choice. Enjoy lol

Edited by DestrotankAI9
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3 hours ago, hadicoding18 said:

Hello guys, need some help with advice again. I did as you told and now am up here. Thank you so much again. I have saved 300k+ crystals and I also have Turtle Mk6 kit. Am doing quite a good job. Now am stuck again. I was thinking of buying Mk7 kit when I reach lieutenant general rank. But which one??? I don't like short range turrets and heavy hulls cuz they are completely useless in maps like Highways, Berlin, Dusseldorf, Brest etc. (or more likely i just suck). I want a kit suggestion that has a turret which is least protected against cuz in the higher ranks these guys use 50% protection and that bothers me. I also want you to suggest me an augment for that turret. (again...NO HEAVY HULLS OR SHORT RANGE TURRETS). Thank you!

Maybe Dictator + Striker?  People own most of the protections in high ranks anyway, but both Dictator and Striker are quite versatile especially after they have shortened the lock on time of Striker.

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Well right now I'm having trouble deciding what combo to main especially at higher ranks. I see people with a lot of different equipment regarding augments, turrets, hulls, protections, and drones. I would like to ask what is your meta combo and why?

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21 hours ago, hadicoding18 said:

Hello guys, need some help with advice again. I did as you told and now am up here. Thank you so much again. I have saved 300k+ crystals and I also have Turtle Mk6 kit. Am doing quite a good job. Now am stuck again. I was thinking of buying Mk7 kit when I reach lieutenant general rank. But which one??? I don't like short range turrets and heavy hulls cuz they are completely useless in maps like Highways, Berlin, Dusseldorf, Brest etc. (or more likely i just suck). I want a kit suggestion that has a turret which is least protected against cuz in the higher ranks these guys use 50% protection and that bothers me. I also want you to suggest me an augment for that turret. (again...NO HEAVY HULLS OR SHORT RANGE TURRETS). Thank you!

Turrets to avoid (due to the abundance of the respective protections):

Thunder. Grizzly modules are common, nothing else to say.

Gauss: Armies of Owls because how EZ it is to use and making it popular.

Railgun: Even after the Critical Damage update, armies of Falcon are still everywhere (despite of dealing 1.6k module-piercing damage 50% of time).

Magnum: Back then, protection against it was rare. But after Alternativa decreased its reload time and making it capable of rotating horizontally, it became easy to use, which mean Maggies are everywhere and armies of Griffins as a response.

---------------------

Turrets that can be considered:

Stick to your Hunter-Smoky combo. Though Hornet works well with Smoky, especially with Supercharged + Autocannon. Dictator works too, OD gives you free supplies (if you don't use manual supplies), supercharge, and able to earn points and EXP when shared with at least one ally. Viking for that speed + HP as medium hull.

Striker: Be careful, after it received several buff, you might expect players using Orka module more often. Regardless, a decent choice. Pairs well with Hornet (pst, you can deal 2x of damage if scored crit hit), Hopper, and all medium hulls.

Vulcan: Remnant of HI-IB abuse... you might see Shark modules less often if lucky. I'm more on that with Dictator. 

Shaft: Eagle module is used fairly often, but it shouldn't annoy you too much if you happened to 2HKO a Shaft-resistance tank. Pairs well with all light (Wasp is tricky but you can give it a try if you want) + medium hulls. Unpopular opinion but HC can be used for both camping + dynamically.

Edited by FrozenRailgun
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1 hour ago, sythos said:

Well right now I'm having trouble deciding what combo to main especially at higher ranks. I see people with a lot of different equipment regarding augments, turrets, hulls, protections, and drones. I would like to ask what is your meta combo and why?

Main hull: Hornet with AP Immunity. I used Hornet even before Scout Radar (I nickname it Shinkai Radar <3 )becomes a thing, mainly becauses it can zoooom. AP Immunity to protect myself from other Hornets AB'ing my tank. But seriously... the OD needs rework IMO.

Main turret: Shaft with all auggies except RFM and Healing Emitter. Now I mainly switch between HC/Adrenaline/LC. I find that they all can be used for camping and dynamically. 

Drone: Brutus. Used it before it got reworked, that 10% damage boost/reduction really helped but ate away my batteries quite fast (even though it consumed 1 per min). And it was balanced (still is BTW)

Tried out Booster today spending 140 grands of crystals (me being impatient to try it out), and it is OP (won't use it again until distant future). Need nerf.

Module:

  • 50% Eagle + 49% (soon to be 50%) Spider.
  • Not only I main on only 2 modules (even though I have 5 Mk7 and 2 Mk5), but also the choice is weird to most players. Reason is when I use Shaft, expect others OHKO my tank, especially on a light hull. But whenever I get into Shaft vs Shaft fight, my mind goes berserk and be like "Ya ain't touching ma teammate tonight when I am around" (ended up tanking a sniper shot and getting clapped).
  • And why Spider module? Here is the reason.
  • Why no other modules? I know that I become an EZ target (especially on my Hornet) to other turrets but at the same time I will feel bad if I use modules against them. 

But if I face Shaft, Railgun, Gauss and Maggy where getting OHKO'ed is inevitable regardless, I'd rather to eat Shaft's (sniper) shot than others due to: I am a Shaft myself. Secondly because itcan only affect one tank, it means that tanking a hit (or even getting clapped) for my teammate is worth it.

Edited by FrozenRailgun
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5 minutes ago, FrozenRailgun said:

Main hull: Hornet with AP Immunity. I used Hornet even before Scout Radar (I nickname it Shinkai Radar <3 )becomes a thing, mainly becauses it can zoooom. AP Immunity to protect myself from other Hornets AB'ing my tank. But seriously... the OD needs rework IMO.

Main turret: Shaft with all auggies except RFM and Healing Emitter. Now I mainly switch between HC/Adrenaline/LC. I find that they all can be used for camping and dynamically. 

Drone: Brutus. Used it before it got reworked, that 10% damage boost/reduction really helped but ate away my batteries quite fast (even though it consumed 1 per min). And it was balanced (still is BTW)

Tried out Booster today spending 140 grands of crystals (me being impatient to try it out), and it is OP (won't use it again until distant future). Need nerf.

Module:

  • 50% Eagle + 49% (soon to be 50%) Spider.
  • Not only I main on only 2 modules (even though I have 5 Mk7 and 2 Mk5), but also the choice is weird to most players. Reason is when I use Shaft, expect others OHKO my tank, especially on a light hull.
  • And why Spider module? Here is the reason.
  • Why no other modules? I know that I become an EZ target (especially on my Hornet) to other turrets but at the same time I will feel bad if I use modules against them. 

Hey, thanks for the tips dude! good news is that I have shaft with adrenaline and heavy capacitors. I find that shaft itself is a really strong weapon against higher ranked players and HC lets me rip through protection easily. Tho i do get why u wanna use hornet cuz people have defender drone which is super annoying and AP status is good with shaft in general. thanks!

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10 hours ago, sythos said:

I find that shaft itself is a really strong weapon against higher ranked players and HC lets me rip through protection easily.

Whenever I encounter Eagle module(s), I switch to Heavy Capacitor to get that extra damage. Especially for this (photo was taken when I was FMarshal):

One-Shaft-vs-5-Eagles.png

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8 hours ago, FrozenRailgun said:

Whenever I encounter Eagle module(s), I switch to Heavy Capacitor to get that extra damage. Especially for this (photo was taken when I was FMarshal):

One-Shaft-vs-5-Eagles.png

yup have been seeing this alot lately

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21 hours ago, sythos said:

Well right now I'm having trouble deciding what combo to main especially at higher ranks. I see people with a lot of different equipment regarding augments, turrets, hulls, protections, and drones. I would like to ask what is your meta combo and why?

If you want to know what's meta, have a look at this Russian youtuber (https://www.youtube.com/c/MrBaHbKa123/).

He's also a Tanki Esports player, IIRC he plays for Team Pointers, and regularly streams TO for a few hours on most days.

Edited by LambSauce
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4 hours ago, sythos said:

yup have been seeing this alot lately

Just from that picture I took, I still remember that time using my Mk8 HC + pre-reworked 20/20 Brutus, ended up 2HKO'ed that HI-IB dude who was using that classic 50% Griffon T-A module setup (which is today's equivalent of Eagle + Falcon + Grizzly combo).

If I am the only Shaft on my team but facing several Eagles, I tend to not changing my turret and do what I mentioned above. But... if there are several Shafts on my team and facing several Eagles, then I change to other turrets b/c.... more turrets means protection against it is more likely to be used.

Edited by FrozenRailgun
Me have to clarify several times...
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2 hours ago, FrozenRailgun said:

Just from that picture I took, I still remember that time using my Mk8 HC + pre-reworked 20/20 Brutus,

Wow mk8!? I probably will never get there ?. Also im thinking of getting the booster drone since that thing with HC is insane.....

2 hours ago, FrozenRailgun said:

2HKO'ed that HI-IB dude who was using that classic 50% Griffon T-A module setup (which is today's equivalent of Eagle + Falcon + Grizzly combo).

Jeez, now we can fully appreciate the power of shaft 

2 hours ago, FrozenRailgun said:

If I am the only Shaft on my team but facing several Eagles, I tend to not changing my turret and do what I mentioned above. But... if there are several Shafts on my team and facing several Eagles, then I change to other turrets b/c.... more turrets means protection against it is more likely to be used.

Yup when I find myself useless against legends, I usually switch to isida which is surprisingly powerful and used to be my main turret back in 2016. Never hurts to heal your stronger teammates lol 

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9 hours ago, sythos said:

Wow mk8!? I probably will never get there ?. Also im thinking of getting the booster drone since that thing with HC is insane.....

Me was a (light) buyer back then that's why.... Got the Centaur kit (which equivalent to today's Piranha) back when I was Brigadier on June 2019 (pst, I don't have the 4th module slot). Despite of me walking with my Mk8 even on Lt General, my K/D was consistent 0.99 back then.

9 hours ago, sythos said:

Jeez, now we can fully appreciate the power of Shaft. 

I don't know if Shaft should get nerfed to wind down the number Eagles in a battle or keeping it as it is....

10 hours ago, sythos said:

Yup when I find myself useless against legends, I usually switch to isida which is surprisingly powerful and used to be my main turret back in 2016. Never hurts to heal your stronger teammates lol 

*Armies of Ocelot modules intensifies*

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4 hours ago, FrozenRailgun said:

Me was a (light) buyer back then that's why.... Got the Centaur kit (which equivalent to today's Piranha) back when I was Brigadier on June 2019 (pst, I don't have the 4th module slot). Despite of me walking with my Mk8 even on Lt General, my K/D was consistent 0.99 back then.

I don't know if Shaft should get nerfed to wind down the number Eagles in a battle or keeping it as it is....

*Armies of Ocelot modules intensifies*

It’s sad in a way because, back in the day, Shaft was widely regarded as a turret that required great skill (and thus not many players used it) but it was incredibly powerful when mastered.

 

Today, Shaft is almost universally disliked (to go up against, I mean) and labeled a weapon of campers. I think part of the problem is that there are a lot of long-ranged turrets that fill the sniper role (*cough*Gauss*cough*) and the game has become extremely fast-paced. Shaft no longer holds the sole sniper status and, although it is indeed very strong, its reputation has suffered terribly in the last few years.

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21 minutes ago, LambSauce said:

It’s sad in a way because, back in the day, Shaft was widely regarded as a turret that required great skill (and thus not many players used it) but it was incredibly powerful when mastered

Yeah I wish this the case again, hoping that would wind down Eagles. I thinking a way to tackle camping if that could help... 

21 minutes ago, LambSauce said:

Today, Shaft is almost universally disliked (to go up against, I mean) and labeled a weapon of campers.

Camping wise on ANY turrets requires no skill for sure. Using HC for dynamic sniping is possible but hard. LC can do that but just less damage.

Quote

 I think part of the problem is that there are a lot of long-ranged turrets that fill the sniper role (*cough*Gauss*cough*) and the game has become extremely fast-paced.

You mean... too long-ranged dependent? 

Gauss seriously need more drawbacks NGL.

 

 

Edited by FrozenRailgun

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9 hours ago, FrozenRailgun said:

Me was a (light) buyer back then that's why.... Got the Centaur kit (which equivalent to today's Piranha) back when I was Brigadier on June 2019 (pst, I don't have the 4th module slot). Despite of me walking with my Mk8 even on Lt General, my K/D was consistent 0.99 back then.

Yeah I totally get that. Gotta few kits (old kits) here and there but never really focused on maining a single turret. I also was kind of a noob back then so my kd was negative lol

9 hours ago, FrozenRailgun said:

I don't know if Shaft should get nerfed to wind down the number Eagles in a battle or keeping it as it is....

*depressed railgun noises*

9 hours ago, FrozenRailgun said:

*Armies of Ocelot modules intensifies*

*creates low lvl alt with isida mk8* ?

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4 hours ago, FrozenRailgun said:

You mean... too long-ranged dependent? 

Gauss seriously need more drawbacks NGL.

I mean there are too many turrets that are preferable to Shaft at long ranges... just look at Gauss and Magnum (if it weren't for the no-damage bug), these two outclass Shaft in almost everything but damage. Sure, Shaft has infinite range, but so does Railgun and that has a critical hit rate that's through the roof. Simply put, gameplay is too dynamic for Shaft to reach its full potential imo, and there are other more useful choices to cater for this more fast-paced gameplay.

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17 minutes ago, LambSauce said:

I mean there are too many turrets that are preferable to Shaft at long ranges... just look at Gauss and Magnum (if it weren't for the no-damage bug), these two outclass Shaft in almost everything but damage. Sure, Shaft has infinite range, but so does Railgun and that has a critical hit rate that's through the roof. Simply put, gameplay is too dynamic for Shaft to reach its full potential imo, and there are other more useful choices to cater for this more fast-paced gameplay.

You really think so?

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49 minutes ago, LambSauce said:

Simply put, gameplay is too dynamic for Shaft to reach its full potential imo, and there are other more useful choices to cater for this more fast-paced gameplay.

I think Shaft on Hornet is suitable for fast-paced gameplay, but too many Shaft users just want to equip a heavy hull and camp

Which is fine for defense / goalkeeping, but that isn't a requirement in every battle mode

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