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I'm getting to the high ranks and I need some Mk7 turrets. I'm definitely going for Twins and Gauss Mk7 but I'm thinking of one more. Which one shall I choose? Firebird Mk7 or Railgun Mk7? Many have protections against Railgun as well as Firebird but they both still seem very strong.

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3 minutes ago, Russty said:

I'm getting to the high ranks and I need some Mk7 turrets. I'm definitely going for Twins and Gauss Mk7 but I'm thinking of one more. Which one shall I choose? Firebird Mk7 or Railgun Mk7? Many have protections against Railgun as well as Firebird but they both still seem very strong.

do you mean Mk8? MUing Gauss is probably a good idea, and Twins is probably a medium tier turret in this meta, I usually use it in 30% of my games. 

Mk8 Firebird+Mk8 Hornet + Incendiary Mix + Defender drone is the bane of my existence. If you decide to MU Fire this will be a deadly combo, especially if the stupid hornet OD stays as is. I'm not the biggest fan of Rail, but a Mk8 Rail with scout seems to shoot as fast as my smoky, so both of these options are very good.

Personally, I'd advise you to do Gauss first, then Fire, then Rail before Twins, but it's up to you. Consider MUing a lot of things at the same time, over a longer period of time, without paying for SUs (if you have the patience for it). Allows you to slowly improve your equipment whilst saving a ton of crystals. 

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21 minutes ago, D.A.R.K.N.E.S.S said:

do you mean Mk8? MUing Gauss is probably a good idea, and Twins is probably a medium tier turret in this meta, I usually use it in 30% of my games. 

Mk8 Firebird+Mk8 Hornet + Incendiary Mix + Defender drone is the bane of my existence. If you decide to MU Fire this will be a deadly combo, especially if the stupid hornet OD stays as is. I'm not the biggest fan of Rail, but a Mk8 Rail with scout seems to shoot as fast as my smoky, so both of these options are very good.

Personally, I'd advise you to do Gauss first, then Fire, then Rail before Twins, but it's up to you. Consider MUing a lot of things at the same time, over a longer period of time, without paying for SUs (if you have the patience for it). Allows you to slowly improve your equipment whilst saving a ton of crystals. 

Nah I mean Mk7. I'm talking about my low account, I3rutal. Thanks for the advice though. I'll buy Gauss first and then buy the other turret later on someday.

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24 minutes ago, Viking_Thunder_EN said:

Quick question: what turret and hull combo is the best at any rank/modification? This combo always delivers.

Vulcan + Incendiary Band 

Hunter + Heat Immunity

And drugs.

At the beginning of the match, just fire into a wall until your ammunition bar is empty. Now your ammunition is heated without receiving the afterburn penalty. Your shot will now have regular damage and afterburn damage. Then (while holding down the spacebar) go on a cross-country trip firing at everything in red. Once you see the damage is 300 or so a couple of times, find another target. That 300 damage signifies the afterburn has ignited the target. 

Yes, I am lazy.

Spoiler

MIWSe4P.jpg

 

Spoiler

WnCVnRF.png

 

 

 

 

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6 hours ago, Viking_Thunder_EN said:

Quick question: what turret and hull combo is the best at any rank/modification? This combo always delivers.

Thunder/viking is a very famous combo which can be seen at all ranks.

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Just now, E_polypterus said:

Thunder/viking is a very famous combo which can be seen at all ranks.

At mid to high ranks, it's best to use Sledgehammer rounds, so that you can shoot relatively fast, and get past all the prots.

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9 hours ago, Russty said:

Thunder Mk7 (with Sledgehammer rounds) or Gauss Mk7?

Gauss. Tho if you like thunder gameplay you could go for that.

Edited by E_polypterus

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12 hours ago, Russty said:

Thunder Mk7 (with Sledgehammer rounds) or Gauss Mk7?

well  sledgehammer .gauss is good and all but sledgehammer is a beast in small-medium maps 

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On 6/28/2020 at 1:24 AM, Russty said:

Thunder Mk7 (with Sledgehammer rounds) or Gauss Mk7?

Gauss. Grizzly prots at high ranks is absurd making Thunder less effective. Overall, Gauss is best at longer ranges while Thunder does better in medium-ranged combat; Sledgehammer on the other hand is superior at close-range. 

It depends on your preference for gameplay - I would buy Gauss, but that's personally

 

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So I have defender drone upgraded to 95% additional power. But with the incoming nerf it's gonna go down to 43%. Is it even worth it to spend to upgrade it anymore? Or should I go for something else?

I think I should just complete my module collection and completely upgrade defender by the time I reach legend using only 50% sales.

Any inputs?

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21 hours ago, fghjkl54 said:

This is also confusing but can i add magnum hunter kit to wish list or no?

Well... sure. If you like it, go for it. Remind yourself that it is very difficult to get the hang of Magnum so you will need to practice alot before seeing the results. Or you could just buy RGC, but my standard advice is to only buy a weapon if you like the stock version; don't buy a turret solely for (one of) its augments. 

I will probably buy Magnum soon too, because I received the XT-skin for it - unwanted - and won 2 shot-effects - also unwanted - so I have to make use of it, haha

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6 hours ago, BloodPressure said:

Well... sure. If you like it, go for it. Remind yourself that it is very difficult to get the hang of Magnum so you will need to practice alot before seeing the results. Or you could just buy RGC, but my standard advice is to only buy a weapon if you like the stock version; don't buy a turret solely for (one of) its augments. 

I will probably buy Magnum soon too, because I received the XT-skin for it - unwanted - and won 2 shot-effects - also unwanted - so I have to make use of it, haha

On the other side, however, I think that some Augments turn the turret into something worth using. Right now, I'm not using Freeze at all, but if I buy / get its Shock Freeze Augment, I'll definitely start using it more ?

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51 minutes ago, T879 said:

On the other side, however, I think that some Augments turn the turret into something worth using. Right now, I'm not using Freeze at all, but if I buy / get its Shock Freeze Augment, I'll definitely start using it more ?

Trust me SHOCK FREEZE does nothing of the sort,it used to but after the (shock) nerf it took it is now nothing as they(devs) describe it.

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Can I get some opinions on the viability of Smoky at the Legend rank? I have an m1 smoky in my garage currently, and I am considering buying mk7 at the sales on the Fourth of July. I have 449K right now, and I plan to MU it also (all the way to m4 probably). I would use it with Titan, Viking, or Hornet.

Here are the benefits I see with Smoky currently:

  • It doesn't appear to be a turret which many players use protection against.
  • It has relatively strong dps and great range.
  • I have experience with it on my alt account.
  • Going as far as checking update history, it has almost no changes in the past few years.
  • It seems to be quite well rounded against most opponents, and pairs well with all my mk7 hulls.
  • It doesn't suffer from a lot of the problems which Thunder does these days.
  • Instant hits.

Here are the cons I see:

  • It's a very expensive endeavor to buy and MU a turret because of the MK system.
  • I already have Thunder mk7 with like 13/20 and sledgehammer.
  • Possibility of more protected tanks than I thought in battle. 

Anyway, once again, any feedback is helpful.

- KamiGT

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58 minutes ago, KamiGT said:

Can I get some opinions on the viability of Smoky at the Legend rank? I have an m1 smoky in my garage currently, and I am considering buying mk7 at the sales on the Fourth of July. I have 449K right now, and I plan to MU it also (all the way to m4 probably). I would use it with Titan, Viking, or Hornet.

Here are the benefits I see with Smoky currently:

  • It doesn't appear to be a turret which many players use protection against.
  • It has relatively strong dps and great range.
  • I have experience with it on my alt account.
  • Going as far as checking update history, it has almost no changes in the past few years.
  • It seems to be quite well rounded against most opponents, and pairs well with all my mk7 hulls.
  • It doesn't suffer from a lot of the problems which Thunder does these days.
  • Instant hits.

Here are the cons I see:

  • It's a very expensive endeavor to buy and MU a turret because of the MK system.
  • I already have Thunder mk7 with like 13/20 and sledgehammer.
  • Possibility of more protected tanks than I thought in battle. 

Anyway, once again, any feedback is helpful.

- KamiGT

Smoky is a neat turret, it has not undergone much changes throughout the years and its everyones first turret, so every player has some bond with it. I used Smoky on my main account for many years, but since I started this account I didn't feel the need to play on my bigger account, so I haven't played with Smoky for a long time. 
I mainly used the Stock version and the augments HPAS and AR, together with Wasp, one of my all-time favourite combinations. 

So I haven't played with smoky anymore since and I am not that up-to-date with the turret. But based on what I know, I tried to make clear as many of your points as possible:


Upgrading Smoky from mark 1 will cost you 433 000 crystals, not taking into account the costs of micro-upgrading. You are most likely better off buying a kit that has Smoky included since you get both a hull and Dolphin-module with it as well, all for a lower price. 

Sledgehammer has slightly more reload than Smoky, but also more damage. However, Sledgehammer loses damage over distance and its projectile travels rather slowly. Not to forget that Thunder has splash-damage while Smoky has the unique feature of dealing critical hits. Besides, Smoky has a larger arsenal concerning augments than Thunder so you can try out different ways to play with smoky. 
To remind you, Incendiary Rounds and Autocannon are mainly used in the high-ranks, hence Heat Resistances/Immunities are not uncommon. I am not sure when I say that not many tankers equip Dolphin modules nowadays, but I can tell you with certainty that Smoky-protections are not that common, especially compared to Grizzly-modules, so I am convinced this is not something to worry about. 

However: developers have spoken about turrets receiving changes in projectile speed - Thunder and Vulcan have gotten this change in their firing-mechanics: next up is Smoky. So even though you can enjoy the instant-hit feature of this turret at the moment, it is going to be removed soon. Leaks from the Russian Wiki stated that the newly added projectile-speed of Smoky is going to be 500 m/s, which is a lot faster than Thunder, Vulcan and arcade-Gauss. When this update is taking place is not known, but it can be assumed that Smoky will function differently compared to the version you know today. To what extent this update is going to change Smoky or affect its augments is unknown as well, but you can compare it to the update Thunder has undergone. 

Edited by BloodPressure
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1 hour ago, KamiGT said:

 

I see you're also a Generalissimo. I have two accounts at GIsmo and run into Legends 4 out of 5 matches. From what I've seen, Smoky protection is on the rise due to two factors: Autocannon and Incendiary Rounds. Each of these are being used to the point where they are becoming overspammed. Due to this, I recommend sticking to another turret, because Smoky is just too common nowadays. Also, it was scheduled to have a tracer fire change, just like Thunder and Vulcan, and was actually supposed to have the highest velocity at 500ms-1(excluding Striker). However, that has been delayed indefinitely for some reason, so there's no way of knowing when that'll take place.

As for Thunder. It's fun but has even more protection modules against it. Sledgehammer is useful at close range but really drops off quick.

So, what can I recommend to you? Throughout the last year or so, I've come to love four turrets that have flown under the radar at one point or another, and they are the following: Hammer, Vulcan, Striker, and Shaft. Each of these is excellent at their job and very versatile too, and I see you're already familiar with two of them. I wish I could recommend Vulcan to you...but I have to admit it's just not in a comfortable place right now.

That leaves one contender: Striker, the ever-powerful king of medium range. It's powerful, accurate, and easy to learn..but not so simple to master. It's been flowing under the radar for quite some time now, and that's a good thing, as it likely won't be getting some huge buffs or nerfs anytime soon. I'd go so far as to say that it's the best turret without any augments (beside Gauss) because of its simple yet deadly lock-on feature as well as no range dropoff, which will deal more damage than even the most powerful long-range turrets, such as Shaft. But, if you want to make the experience different, then you're in for a treat, because Striker has really good augments for it. You can choose to:

  • snap on to targets instantly and chip away from them at a distance
  • literally double your lock-on damage so that you can take out heavy hulls and people with Striker protections easily
  • increase your damage drastically while sacrificing some medium and long range accuracy
  • render cover such as walls useless by gaining the ability to blow up your rockets manually
  • or to just stay with the base version, which still performs beautifully.

The possibilities are huge - not endless, but still huge.

In the end, I'd hold off on upgrading your Smoky and would instead invest in Striker. As a result, Striker protection would be recommended but not compulsory. Also, I'd recommend you to let go of Viking and Titan and instead give Hunter or even Dictator a chance (with Striker, that is). They are both much much better for accurate turrets such as Striker and have much better Overdrives. Keep your Thunder close, though - you never know when it might come back to be OP again.

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