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34 minutes ago, Isidamama78 said:

@i.Alfi 

Thanks for your answer. I secured my acc the two ways you said.

What i wanted to know about opening containers was, if I miss out on something if i open them right away. But from what your answer seems like that isnt the case.

You can open them whenever you want. Either save them and open a lot of them at once, or open them right away. It's all up to you. ?

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As an FTP player with 900 Tankcoins, m7-5 Freeze, only max Brutus (no Trickster or Crisis), and only interested in the Freeze Jammer augment, is this battle pass worth it? 

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13 minutes ago, Fuchsia said:

As an FTP player with 900 Tankcoins, m7-5 Freeze, only max Brutus (no Trickster or Crisis), and only interested in the Freeze Jammer augment, is this battle pass worth it? 

Based on my experience in legend battle, those buyer normally run with paladin on trickster or criss, they take turn using OD, means immu everything including jam immu, 

Freeze jam only good against 1 vs 1 , not battle group

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28 minutes ago, wild001 said:

Based on my experience in legend battle, those buyer normally run with paladin on trickster or criss, they take turn using OD, means immu everything including jam immu, 

Freeze jam only good against 1 vs 1 , not battle group

Rather than focusing on killing everywhere, use that jammer ability to disable those high quality drones from time to time, single tick and mission accomplished, and as for freeze turret itself, it is very much effective in MM nowadays with crit, and it's status effect in general.

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4 hours ago, Fuchsia said:

As an FTP player with 900 Tankcoins, m7-5 Freeze, only max Brutus (no Trickster or Crisis), and only interested in the Freeze Jammer augment, is this battle pass worth it? 

If I were completely F2P (which I’ll admit I’m not) I would probably stick to mid-long range turrets. Which means I would probably camp.

Now let me get one thing straight. Normally I would detest camping and those who do camp generally piss me off. However with all the ridiculous crap F2P have to go through in every battle (OP augments, drones, Overdrives, gimmick after gimmick) I don’t blame them anymore for doing so.

In the past year I have seen a lot of players camping, especially with Shaft, and not really paying attention to the objectives. While this can be annoying, I simply see it as a natural reaction from the F2P to the increasingly unbalanced matchmaking. 

Does a completely F2P player stand a chance in a 1v1 engagement against a heavy buyer? I would say, absolutely not. So what does the F2P do to get around this? Simple, they increase the range of the engagement and play smart. In other words, they camp.

So my message here is simple. If you’re not a buyer consider using a longer range turret if you want to have a decent chance at scoring well in battles. That doesn’t mean you can’t do well with melee and short range turrets, it simply means you won’t be opening yourself up to nearly as much incoming damage. Play smart, use mines to your advantage, and rather than staying in one spot the whole time, move around to desirable spots during the battle. But above all, know the maps well and play smart.

Edited by LambSauce
Grammar
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On 5/4/2022 at 6:04 AM, LambSauce said:

If I were completely F2P (which I’ll admit I’m not) I would probably stick to mid-long range turrets. Which means I would probably camp.

Now let me get one thing straight. Normally I would detest camping and those who do camp generally piss me off. However with all the ridiculous crap F2P have to go through in every battle (OP augments, drones, Overdrives, gimmick after gimmick) I don’t blame them anymore for doing so.

In the past year I have seen a lot of players camping, especially with Shaft, and not really paying attention to the objectives. While this can be annoying, I simply see it as a natural reaction from the F2P to the increasingly unbalanced matchmaking. 

Does a completely F2P player stand a chance in a 1v1 engagement against a heavy buyer? I would say, absolutely not. So what does the F2P do to get around this? Simple, they increase the range of the engagement and play smart. In other words, they camp.

So my message here is simple. If you’re not a buyer consider using a longer range turret if you want to have a decent chance at scoring well in battles. That doesn’t mean you can’t do well with melee and short range turrets, it simply means you won’t be opening yourself up to nearly as much incoming damage. Play smart, use mines to your advantage, and rather than staying in one spot the whole time, move around to desirable spots during the battle. But above all, know the maps well and play smart.

Any personal recommendations for turrets /w augments?

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5 minutes ago, Fuchsia said:

Any personal recommendations for turrets /w augments?

A good F2P combo is freeze adrenaline hornet Brutus. If you can afford better drone, then freeze dictator trickster.

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1 hour ago, Fuchsia said:

Any personal recommendations for turrets /w augments?

In terms of garage turret augments, RRE Striker and Hyperspace Rail are exceptional at the moment.

In addition, Plasma Torch Rico, Minus-Field Stabilisation Rico, Duplet Hammer, Adaptive Reload Hammer, Supercumulative Rounds Smoky, SBE Shaft and basically anything Adrenaline are good crystal augments.

A good rule of thumb is if there is no particularly great crystal augment then Adrenaline is always a safe bet for F2P players. In fact I would say that when it comes to short and melee range turrets, in many cases, Adrenaline is outright better than the rest (e.g. Isida/Freeze Adrenaline).

There are of course other crystal augments that are considered good however I would defer to @TheCongoSpider for a detailed analysis of the most effective ones in the current meta.

Edited by LambSauce
Grammar

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1 hour ago, Fuchsia said:

Any personal recommendations for turrets /w augments?

The game balance has been volatile for the past 8 months. With container rewards being reduced, you'd need to make an informed choice that would pay off. What I recommend today may not be the best choice next week/next month for newer inquirers. You'd have to look at the patterns of changes in the Patch Notes and make your choice. A rework for a turret may come into effec suddenly that makes one high-tier augment drop to the lowest, or a low tier one going up. 

 

If you're on a budget and want a safe pick for augmets of each turret with the current game balance:

 

Firebird - Adrenaline

 

Freeze - Adrenaline

 

Isida - Adrenaline

 

Tesla - Adrenaline, Acceleration Protocol (up to your preference in gameplay)

 

Twins - Any (up to your preference in gameplay)

 

Ricochet - Plasma Torch, Beserk (they do the same thing in different ways)

 

Hammer - High-Capacity Ammo Clip, Adaptive Reload (they have similar outputs, up to your preference in gameplay)

 

Smoky - Adrenaline, Cryo Rounds

 

Striker - Remote Rocket Explosives

 

Vulcan - Adrenaline, Shooting Speed Regulator, Reinforced Aiming Transmission (up to your preference in gameplay)

 

Thunder - Any (up to your preference in gameplay) 

 

Railgun - Round Stabilisation, Round Destabilisation, Electromagnetic Accelerator "Scout", "Death Herald" Compulsator, Hyperspace Rounds (up to your preference in gameplay)

 

Gauss - Adrenaline

 

Magnum - Any except Reinforced Gun Carriage (up to your preference in gameplay)

 

Shaft - Adrenaline, Short-Band Emitters (they do the same thing in different ways, up to your preference in gameplay)

 

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On 5/7/2022 at 1:16 PM, frederik123456 said:

A good F2P combo is freeze adrenaline hornet Brutus. 

Really. I didn't expect this since @LambSauce recommended medium to long range turrets above your comment... I've been overall disappointed in my decision to get Freeze M7 for my AP augment, but I don't think I'll give up on it entirely. 

On 5/7/2022 at 2:35 PM, LambSauce said:

In terms of garage turret augments, RRE Striker and Hyperspace Rail are exceptional at the moment.

In addition, Plasma Torch Rico, Minus-Field Stabilisation Rico, Duplet Hammer, Adaptive Reload Hammer, Supercumulative Rounds Smoky, SBE Shaft and basically anything Adrenaline are good crystal augments.

Duplet Hammer, huh? Wasn't expecting this since at M7, facing M7+ hulls using just my Brutus takes 3 sometimes 4 shots. I tested Duplet on Test Server, and even at M7+ the clip reload was vert lengthy... I would've expected maybe Slugger for crystal augments. Supercumulative? Wow... Am I missing something? I wouldn't think to lower the critical change percentage... Incendiary or Cryo is better, no?

On 5/7/2022 at 3:03 PM, TheCongoSpider said:

Firebird - Adrenaline

Freeze - Adrenaline

Isida - Adrenaline

Tesla - Adrenaline, Acceleration Protocol (up to your preference in gameplay)

Twins - Any (up to your preference in gameplay)

Ricochet - Plasma Torch, Beserk (they do the same thing in different ways)

Hammer - High-Capacity Ammo Clip, Adaptive Reload (they have similar outputs, up to your preference in gameplay)

Smoky - Adrenaline, Cryo Rounds

Striker - Remote Rocket Explosives

Vulcan - Adrenaline, Shooting Speed Regulator, Reinforced Aiming Transmission (up to your preference in gameplay)

Thunder - Any (up to your preference in gameplay) 

Railgun - Round Stabilisation, Round Destabilisation, Electromagnetic Accelerator "Scout", "Death Herald" Compulsator, Hyperspace Rounds (up to your preference in gameplay)

Gauss - Adrenaline

Magnum - Any except Reinforced Gun Carriage (up to your preference in gameplay)

Shaft - Adrenaline, Short-Band Emitters (they do the same thing in different ways, up to your preference in gameplay)

The thing about Adrenaline is, it just boosts damage. Sure, boosting damage to kill faster is nice, but that's not what I'm most after. I'm most interested in augments that give something more to the turret. Take for example my favorite augment, Striker's RRE. You can continue to lock on to enemies, and you've now got the ability to detonate the missiles whenever you want. Brilliant! Now take for example an augment on the opposite side of the scale, Fire's Incendiary Mix. It amplifies damage, but removes the core mechanic of burning enemies. Boo!

I'd like to bring up a few augments that I'd like some input on after reading your list.

Shock Freeze: Excellent for defending, excellent for objective running (CTF, RUG,), excellent for circling 1v1s (and crowd control)

Slugger: There're always moments when you want just want a little more range or your pellets don't connect somehow

Assault Rounds: Back when Smoky's shot insta-hit tanks, I loved spinning tanks around by shooting the corners. Now, Smoky has projectile physics which can be frustrating at times, but 200% projectile speed should greatly improve your accuracy

ML Hunter: Excellent for light hulls because of impact force while being fired upon will throw you off salvo lock-on with any other augment, or vanilla for that matter

ML Cyclone: Excellent for Juggernaut hunting, SIEG and other campers

Mortar: Mines disappear after 30s and splash is greatly reduced -- pass?

Harpoon: Splash is removed -- pass?

Heavy Capacitors: 100% energy consumption per shot sounds painful because if you lose your target in your scope, to relocate, you need to shoot to get out of your scope! And you have 15% slower recharge rate! Pass?

Light Capacitors: Sounds good on paper for an aggressive Shaft -- pass?

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9 hours ago, Fuchsia said:

I'm most interested in augments that give something more to the turret. Take for example my favorite augment, Striker's RRE. You can continue to lock on to enemies, and you've now got the ability to detonate the missiles whenever you want. Brilliant! 

You're not going to get many of that, then. 

 

9 hours ago, Fuchsia said:

Now take for example an augment on the opposite side of the scale, Fire's Incendiary Mix. It amplifies damage, but removes the core mechanic of burning enemies. Boo!

This is the template for most augments, you have to live with that. An increase in one place, a decrease in another. Each augment has a purpose for the turret's gameplay. Whether or not that nets you higher score on average than Stock will vary. 

 

9 hours ago, Fuchsia said:

Shock Freeze: Excellent for defending, excellent for objective running (CTF, RUG,), excellent for circling 1v1s (and crowd control)

Slugger: There're always moments when you want just want a little more range or your pellets don't connect somehow

Assault Rounds: Back when Smoky's shot insta-hit tanks, I loved spinning tanks around by shooting the corners. Now, Smoky has projectile physics which can be frustrating at times, but 200% projectile speed should greatly improve your accuracy

ML Hunter: Excellent for light hulls because of impact force while being fired upon will throw you off salvo lock-on with any other augment, or vanilla for that matter

ML Cyclone: Excellent for Juggernaut hunting, SIEG and other campers

Mortar: Mines disappear after 30s and splash is greatly reduced -- pass?

Harpoon: Splash is removed -- pass?

Heavy Capacitors: 100% energy consumption per shot sounds painful because if you lose your target in your scope, to relocate, you need to shoot to get out of your scope! And you have 15% slower recharge rate! Pass?

Light Capacitors: Sounds good on paper for an aggressive Shaft -- pass?

Shock Freeze - Gimmick Freeze. You lose out on a lot of your damage potential, which is Freeze's main draw. Not ideal when on a budget and looking for something for general gameplay.

Slugger - The thing about Slugger is that its range increase is not really worth it. Only +25% of the minimum damage range. Your damage fall off is still quick and you have a 4.4-second reload to contend with. Slugger'smain draw used to be forced accuracy on targets at range. Now that all Hammers can do that and then some, Slugger has fallen down to the lowest. Not ideal when on a budget.

 

Assault Rounds - Not much harm in buying it in a sale. It is only 96,000 crystals outside of it. I would suggest you maybe try to get this one as soon as possible if you're really looking forward to using Smoky. In the near future, it will be turned into a 245k augment and will have its own new balance to adust with whatever change they make to Stock Smoky and its other augments. 

 

MLH - No longer worth the price after its recent (and long-needed) nerf. It no longer has any unique features and now serves as a springboard for AP and Stun Striker to directly powercreep in a way that is not over-detrimental to game balance. Not ideal when on a budget, go for RRE instead. 

 

ML Cyclone - Gimmick Striker. 4 missiles are usually enough. Not ideal when on a budget and looking for something for general gameplay.

 

Mortar - Gimmick Magnum. Splash isn't greatly reduced, it is completely disabled. You either hit direct hits or you place a mine on the floor. Very bad, do not buy. 

 

Harpoon - This is the augment that has the reduced splash damage. Going into numbers, its splash damage distribution is 2, 5, 20 - 100, 25, 5. It will deal 100% of total damage at 2m from ground zero, drops linearly to 25% of total damage between 2m and 5m, and drops linearly to 5% of total damage between 5m and 20m. For comparison, Stock Magnum is 2, 5, 20 - 100, 50, 5. This augment is a horzontal Magnum that locks it to 3 degrees, limiting its range. However, the range being limited means your accuracy against close range targets will be at near 100%, which allows you to make 100% velocity shots comfortably, decreasing your overall reload. Decreased splash damage distribution and critical splash damage radius decreased to 2m means it is meant for high-accuracy shots and not to rely on the splash. Magnum itself is not ideal when on a budget or looking for something for general gameplay. Avoid this turret for now. 

 

Heavy Capacitors - If you're going to be seriously playing Shaft, pretend that this augment does not exist in your garage, that is all. 

 

Light Capacitors - Good enough in a vacuum. The problem is that the current template of Shaft does not favour Light Capacitors in the damage-dealing department. There is a very slim margin in quickscoping in which Light Capacitors is superior to Adrenaline/Short-Band Emitters. When you pass that margin, you start getting more damage with Stock and SBE relative to the reload coming afterwards. It's nice if you got it for free in the challenge or in a contaier, but for purchases on a budget for general gameplay, Adrenaline and SBE exist. 

 

Some of these augments are gimmicks. Unfortunately with the way the game is set up today, what's powerful comes first in your journey. Gimmicks/fun augments come after as a luxury when you have enough of the essentials. If you're fortunate enough, an augment may be both a gimmick and powerful, like Plasma Torch, Beserk or RRE. 

 

9 hours ago, Fuchsia said:

Supercumulative? Wow... Am I missing something? I wouldn't think to lower the critical change percentage... Incendiary or Cryo is better, no?

It's not worth doing that when Cryo Rounds and Adrenaline exist. It's another example of essentials vs gimmicks. 

Edited by TheCongoSpider
Fixed typo.
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6 hours ago, Fuchsia said:

Really. I didn't expect this since @LambSauce recommended medium to long range turrets above your comment... I've been overall disappointed in my decision to get Freeze M7 for my AP augment, but I don't think I'll give up on it entirely.

 

Duplet Hammer, huh? Wasn't expecting this since at M7, facing M7+ hulls using just my Brutus takes 3 sometimes 4 shots. I tested Duplet on Test Server, and even at M7+ the clip reload was vert lengthy... I would've expected maybe Slugger for crystal augments. Supercumulative? Wow... Am I missing something? I wouldn't think to lower the critical change percentage... Incendiary or Cryo is better, no?

Short and melee range turrets can still work well for a completely F2P player (especially with Trickster) and with the right augments, but you’ll have to expose yourself to a lot of damage doing so which usually means that your survivability is extremely limited and therefore your score. This is even more true in the current climate where burst damage is king.

However, out of the melee range turrets, you’ve made the right choice in using Freeze. It has great DPS which is made even better with Adrenaline.

I believe Duplet Hammer was made viable again in a recent patch which is why I mentioned it. But HCAC and AR are overall more effective Hammer augments.

For Smoky Cryo rounds does seem to be the way to go, as @TheCongoSpider hinted at. I don’t use Smoky much but I assume it’s simply due to the nature of the Freeze status effect (although, I must say, I was under the impression that it was nerfed recently, or was that Incendiary rounds?..)

I personally like SR Smoky with Hornet/Dictator and Booster/Crisis for those high-damage crits. And yes, it is gimmicky, so it may or may not fit your own playstyle and preferences.

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2 hours ago, LambSauce said:

For Smoky Cryo rounds does seem to be the way to go, as @TheCongoSpider hinted at. I don’t use Smoky much but I assume it’s simply due to the nature of the Freeze status effect (although, I must say, I was under the impression that it was nerfed recently, or was that Incendiary rounds?..)

It disrupts the flow of damage between normal and critical hits, unless you're really lucky. It is much more costly when you kill that 3% HP target with your long-awaited crit. Cryo Rounds keeps the TTK buff of Stock while also applying 10 seconds of speed and damage reduction on crits. 

 

Supercumulative Rounds was one of those augments most negatuvely affected by the price hike in 2020. It was worth its previous cost of 30,000 crystals, but it has never been worth as much as 245k.Maybe that will change when Smoky gets its balance change soon. 

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worth to buy for developers/youtubers bundle? if you don't get the winning 30 UT container prize it's a big bummer

 

Edited by Fuchsia

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4 hours ago, Fuchsia said:

worth to buy for developers/youtubers bundle? if you don't get the winning 30 UT container prize it's a big bummer

 

You get:

One paint - Imo nothing special, has little value given how many paints there are now in Tanki.

One Nuclear energy - again, not much value, it's just one OD use

64 Regular Containers - okay reward, you get 50 directly plus at least 14 from daily Premium mission, but given how unpredictable and nuked regular containers are, it can be pretty underwhelming

14 days of premium - gives you aforementioned 14 containers at minimum, access to one more[or two if next weekend is also special]| UC and NE supply during special weekends, double crystals and stars..

Premium is probably the best reward here, but it depends on how much you will play, if you desperately need crystals, and you are willing to spend a lot of time playing, sure. Double stars aren't too necessary given you can still complete challenges fairly easily.

You can get 30 UCs as well if your team wins, but again it is 50/50 that you will get nothing. So it really depends on how much you want to risk that your team wins and that those 30 UCs will actually give you something worth it.

But, I believe that for that amount of Tankoins, you can get almost 3 Battle Passes, which provide basically the same if not better value, plus you can actually pick which battle pass you will purchase, and thus you have also a guarantee of getting augments, paints and potentially skins of your choosing.

 

All in All:

Do you like risking for potentially getting extra UCs and milking that double crystal premium this and potentially next weekend? Go for the deal.

Do you prefer guaranteed rewards - rather buy 3 BPs of your choosing

Edited by krokorok
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7 hours ago, Fuchsia said:

worth to buy for developers/youtubers bundle? if you don't get the winning 30 UT container prize it's a big bummer

I don’t think the devs have any chance of winning. But if they do somehow win I’m calling it nonsense because who knows what secret hacks Hazel could have available.

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1 hour ago, LambSauce said:

I don’t think the devs have any chance of winning. But if they do somehow win I’m calling it nonsense because who knows what secret hacks Hazel could have available.

They whole match will be streamed so any type of cheating on either part would be easily picked out.

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50 minutes ago, frederik123456 said:

They whole match will be streamed so any type of cheating on either part would be easily picked out.

How do you know he won’t somehow have perfect aim (aimbot)?

Or have wall hacks on his PC that isn’t visible to anyone else?

He is a developer after all.

Edited by LambSauce

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1 hour ago, NikmanGT said:

Okay, Is Sledgehammer currently worth buying ?

No. It is worth using provided you have no relevant legendary augments to use, you have an mk8 Thunder, and you have Sledgehammer. Is it worth buying an mk8 Thunder and Sledgehammer to use as an F2P option? Absolutely not.  

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Just now, Abellia said:

No. It is worth using provided you have no relevant legendary augments to use, you have an mk8 Thunder, and you have Sledgehammer. Is it worth buying an mk8 Thunder and Sledgehammer to use as an F2P option? Absolutely not.  

Then what augment for Thunder you suggest in MM ?

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Just now, NikmanGT said:

Then what augment for Thunder you suggest in MM ?

See that's the killer part - Sledgehammer. All the others just are not worth using or getting. Sledgehammer is at least worth using, but not getting.

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