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On 12/8/2022 at 10:48 AM, mahad30 said:

Which drone should i upgrade ? (Booster, trickster,defender or camper )which one is best current?

It depends on your playstyle. If you are offensive or even a camper with Shaft or Magnum, you can use Booster. If you use medium or heavy hulls but enjoy speedy gameplay, buy Trickster. If you use a light or medium hull and want to prioritize lifetime over damage output, take Defender. Camper is very risky because it is insanely strong but ridiculously easy to disable. My advice is to treat Camper as Brutus instead of a replacement for Booster or Defender: It is Brutus with a shaky boost on your armor and damage and reduces RK cooldown. Statistically, there is no disadvantage at all (other than price) compared to Brutus, but it is weaker than Booster or Defender when it comes to engagement.

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Not sure if this fits the thread, but I'd like to hear people's opinions on Shaft Rapid Fire Mode. Is it good or bad? What's the best playstyle with it?

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Hello There,

Is there a reason why there is a huge purchasing or price difference w/ real money in the shop to get tankoins??? When I went to the shop under the section "tankoins" the first four options are fine, but after the fourth option it jumps an extra $110 for 16,000 tankoins. Any reason why? Im thinking of possibly buying or purchasing something but I need an explanation why there is a huge gap between the $65.99 for 6000 tankoine bundle all the way to $175.99 for 16,000 tankoine bundle. I can more than can afford $65.99 bundle, but I can not afford the $175.99 bundle. So I was wondering is there any options to go around $100-$120 for maybe like 11,000 tankoins??? Thanks.

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As for the spacing of the bundles, I honestly have no idea. Maybe the biggest ones are to corner the hugest spenders, I dunno. I agree that it seems weird.

Do you already buy the Daily Tankoin Pass? You can get 5000 Tankoins for $20.99 (albeit spaced out over 30 days) which is a better value.

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Hey,

Thanks for getting back to me, I do not have the Daily Tankoin Pass, do you think i should do that whenever the offer is up and available and use my money to get that value rather than getting the bigger bundles? Thanks.

 

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On 12/20/2022 at 2:49 PM, ekf said:

Not sure if this fits the thread, but I'd like to hear people's opinions on Shaft Rapid Fire Mode. Is it good or bad? What's the best playstyle with it?

If you have maxed out shaft + offensive drone then it can be useful

Its best with a medium hull, play a support role, in ctf for example you can quickly destroy tanks that charge your flag carrier, same for ASL

In TDM you can get easy kill steals with it

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On 12/20/2022 at 5:49 AM, ekf said:

Not sure if this fits the thread, but I'd like to hear people's opinions on Shaft Rapid Fire Mode. Is it good or bad? What's the best playstyle with it?

It's pretty good but somewhat niche. You get to release 3 shots almost instantly and reload faster than stock. In return, your 3 shots take up all your energy and your sniping mode is nerfed to the ground. It's a good pick if you enjoy playing aggressively with Shaft arcade. Camping of any sort with this augment is discouraged. Personally I love using it a lot in small/medium maps or sometimes attacking on large maps, but I prefer Short Band Emitters when it comes to more casual play.

Edited by Me0w_XP

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On 12/20/2022 at 6:12 PM, Me0w_XP said:

It's pretty good but somewhat niche. You get to release 3 shots almost instantly and reload faster than stock. In return, your 3 shots take up all your energy and your sniping mode is nerfed to the ground. It's a good pick if you enjoy playing aggressively with Shaft arcade. Camping of any sort with this augment is discouraged. Personally I love using it a lot in small/medium maps or sometimes attacking on large maps, but I prefer Short Band Emitters when it comes to more casual play.

it's just not very good though? you cant even take out a light hull with 3 shots. You are supposed to play aggressively with it if you do end up getting it. 

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On 12/20/2022 at 6:45 PM, LoveDealer said:

it's just not very good though? you cant even take out a light hull with 3 shots. You are supposed to play aggressively with it if you do end up getting it. 

At MAX Shaft, you do 670x3 damage = 2010 which is just enough to down a light hull. With double damage, that's 4020.

With RFM, you have to drug often and/or use damage boosting drones to stay on top. You should pick your fights somewhat carefully and take out damage enemies. RFM might not seem too strong, but (especially with supplies/drones) it's effective at taking out damaged opponents/weakening targets.

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On 12/21/2022 at 12:12 AM, Me0w_XP said:

It's pretty good but somewhat niche. You get to release 3 shots almost instantly and reload faster than stock. In return, your 3 shots take up all your energy and your sniping mode is nerfed to the ground. It's a good pick if you enjoy playing aggressively with Shaft arcade. Camping of any sort with this augment is discouraged. Personally I love using it a lot in small/medium maps or sometimes attacking on large maps, but I prefer Short Band Emitters when it comes to more casual play.

Some have said that SBE isn't a good augment because it barely changes Shaft's capabilities while being as costly as any other augment, but I've used it myself and it seems to me that the slight changes to the arcade shot is actually really helpful in closer range combat when you use peek-a-boo tactics- you can pop out of cover less while doing the same amount of damage. It seems like SBE compensates somewhat for Shaft's weakness, close range combat, and makes it quite a bit more versatile. And because Shaft's shots travel instantly it can have an edge against many other turrets when you're in shorter range combat.

But what do you like about it?

Edited by ekf

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On 12/21/2022 at 3:20 AM, ekf said:

Some have said that SBE isn't a good augment because it barely changes Shaft's capabilities while being as costly as any other augment, but I've used it myself and it seems to me that the slight changes to the arcade shot is actually really helpful in closer range combat when you use peek-a-boo tactics- you can pop out of cover less while doing the same amount of damage. It seems like SBE compensates somewhat for Shaft's weakness, close range combat, and makes it quite a bit more versatile. And because Shaft's shots travel instantly it can have an edge against many other turrets when you're in shorter range combat.

But what do you like about it?

+35% damage boost isn't little, and it's quite helpful. The critical damage with it is also very strong. Like you said, it makes Shaft's arcade shots viable in close to medium range combat. Long range critical hits are also satisfying. The quickscopes you can pull off with the boosted minimum sniping damage is also useful. Even though your arcade reload is longer, the increased arcade and minimum sniping damage makes Shaft more aggressive with quickscopes and close combat.

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On 12/21/2022 at 3:28 PM, Me0w_XP said:

+35% damage boost isn't little, and it's quite helpful. The critical damage with it is also very strong. Like you said, it makes Shaft's arcade shots viable in close to medium range combat. Long range critical hits are also satisfying. The quickscopes you can pull off with the boosted minimum sniping damage is also useful. Even though your arcade reload is longer, the increased arcade and minimum sniping damage makes Shaft more aggressive with quickscopes and close combat.

Thanks for the reply, I appreciate hearing your opinion ?

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On 12/21/2022 at 3:28 PM, Me0w_XP said:

+35% damage boost isn't little, and it's quite helpful. The critical damage with it is also very strong. Like you said, it makes Shaft's arcade shots viable in close to medium range combat. Long range critical hits are also satisfying. The quickscopes you can pull off with the boosted minimum sniping damage is also useful. Even though your arcade reload is longer, the increased arcade and minimum sniping damage makes Shaft more aggressive with quickscopes and close combat.

What do you think about Magnum, specifically an Magnum-Ares combo? Is Magnum versatile?

And also Scorpion, again with Ares. Is it OP and will it probably be nerfed? Is it better than Shaft SBE, if you want a long range yet versatile turret?

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On 12/29/2022 at 4:12 AM, ekf said:

What do you think about Magnum, specifically an Magnum-Ares combo? Is Magnum versatile?

 

Magnum is a pretty interesting turret. It's meant to be long range, yet I have seen it used effectively at closer ranges. At the same time, it might take a while to find a sweet spot to hit at long range since you often can't see the spot you're targeting; however, once you manage to find a place in an enemy base to aim at, the artillery is deadly in your hands if you don't miss. Ares' slow strafing means you can fine-tune your aim, and its overdrive means you can teamwipe enemies with a well aimed ball. Also, Magnum + Ares is a good attack combo from behind the front lines in Siege mode since both your turret and OD can take out multiple enemies.

On 12/29/2022 at 4:12 AM, ekf said:

And also Scorpion, again with Ares. Is it OP and will it probably be nerfed? Is it better than Shaft SBE, if you want a long range yet versatile turret?

I've also seen Scorpion used very well with Ares. Scorpion will probably be nerfed in the future, but for now it's still the meta. It's already been nerfed a couple times yet it's still strong. In terms of versatility, it's probably better than Shaft. Shaft is in a strange spot right now as devs seem to be trying to place a little more emphasis on arcade shots rather than constant sniping. They want you to take advantage of energy retention instead of spamming scoped shots. I honestly don't really like Shaft + hovering hulls since you slide a bit too much for my taste, but of course there are people who are able to manage that better. But in general, I'd say hover hulls' strafing mechanism is better suited for Scorpion. Lock on to someone, then slide around to keep aiming at them until you can fire your rockets. Throw an OD ball at the enemy base when you feel like teamwiping.

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On 12/29/2022 at 2:48 PM, Me0w_XP said:

Magnum is a pretty interesting turret. It's meant to be long range, yet I have seen it used effectively at closer ranges. At the same time, it might take a while to find a sweet spot to hit at long range since you often can't see the spot you're targeting; however, once you manage to find a place in an enemy base to aim at, the artillery is deadly in your hands if you don't miss. Ares' slow strafing means you can fine-tune your aim, and its overdrive means you can teamwipe enemies with a well aimed ball. Also, Magnum + Ares is a good attack combo from behind the front lines in Siege mode since both your turret and OD can take out multiple enemies.

I've also seen Scorpion used very well with Ares. Scorpion will probably be nerfed in the future, but for now it's still the meta. It's already been nerfed a couple times yet it's still strong. In terms of versatility, it's probably better than Shaft. Shaft is in a strange spot right now as devs seem to be trying to place a little more emphasis on arcade shots rather than constant sniping. They want you to take advantage of energy retention instead of spamming scoped shots. I honestly don't really like Shaft + hovering hulls since you slide a bit too much for my taste, but of course there are people who are able to manage that better. But in general, I'd say hover hulls' strafing mechanism is better suited for Scorpion. Lock on to someone, then slide around to keep aiming at them until you can fire your rockets. Throw an OD ball at the enemy base when you feel like teamwiping.

Thanks for the interesting reply. ?

What's your opinion on Mammoth's OD, compared with the other heavy hulls? Also is it a bad fit with long range turrets, such as Scorpion and Magnum?

I think Mammoth's OD is very fun to use but I don't use it because Ares seems like it's much better, at least with the turrets I use, like Scorpion and Magnum. I wish Ares was nerfed so I didn't feel dumb for using Mammoth though, hah

Edited by ekf

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On 12/29/2022 at 9:11 AM, ekf said:

What's your opinion on Mammoth's OD, compared with the other heavy hulls?

It's definitely the most front lines offensive option.

Instant heal plus 15 seconds of extra speed, full status immunity, mine immunity, and 9990 true damage/sec to anyone who's unfortunate enough to be near you. The extra time buff puts it closer to old Hornet or Paladin. This longevity lets you go on better killing sprees, but at the same time you should keep close track of your HP and supplies. I've seen many Mammoth ODs taken out by distant enemies, and I've actually tackled a couple at melee range; I was able to finish them because they didn't pay attention to me. The speed you get is impressive for such a hefty hull, so it's actually really effective for attacking a flag in small map CTF: take out the mines, take the flag, and get out quick. Usually you'll last halfway through the map before your OD runs out, and even longer depending on the terrain. Dead bodies are not an issue either, however there is a bug where you might get launched into the air if you land on top of one.

On 12/29/2022 at 9:11 AM, ekf said:

Also is it a bad fit with long range turrets, such as Scorpion and Magnum?

You're able to camp really well with long range weapons, but in general I see people combine stuff like mid-range weapons. This is because the faster firing rate makes it a bit easier to use them with the OD. With something like Scorpion or Magnum, it's harder to take advantage of all of your weaponry during an OD spree. Heck, Isida/Mammoth is actually a combo infamous for being impossible to take out in close combat. Take Vampire Isida to screw up an enemy base, or stay with a Juggernaut and use your OD to fend off an enemy wave.

 

On 12/29/2022 at 9:11 AM, ekf said:

I think Mammoth's OD is very fun to use but I don't use it because Ares seems like it's much better, at least with the turrets I use, like Scorpion and Magnum. I wish Ares was nerfed so I didn't feel dumb for using Mammoth though, hah

Mammoth and Ares are both rapid-damage ODs. The difference is that Mammoth requires you to be up-close which is somewhat discouraged in today's meta. Ares lets you teamwipe from a comfortable distance. Mammoth allows you to be in the front lines as a heavy hull, while Ares should stay in the back and launch the ball through teammates to heal them before it decimates the enemies.

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On 12/29/2022 at 6:10 PM, Me0w_XP said:

It's definitely the most front lines offensive option.

Instant heal plus 15 seconds of extra speed, full status immunity, mine immunity, and 9990 true damage/sec to anyone who's unfortunate enough to be near you. The extra time buff puts it closer to old Hornet or Paladin. This longevity lets you go on better killing sprees, but at the same time you should keep close track of your HP and supplies. I've seen many Mammoth ODs taken out by distant enemies, and I've actually tackled a couple at melee range; I was able to finish them because they didn't pay attention to me. The speed you get is impressive for such a hefty hull, so it's actually really effective for attacking a flag in small map CTF: take out the mines, take the flag, and get out quick. Usually you'll last halfway through the map before your OD runs out, and even longer depending on the terrain. Dead bodies are not an issue either, however there is a bug where you might get launched into the air if you land on top of one.

You're able to camp really well with long range weapons, but in general I see people combine stuff like mid-range weapons. This is because the faster firing rate makes it a bit easier to use them with the OD. With something like Scorpion or Magnum, it's harder to take advantage of all of your weaponry during an OD spree. Heck, Isida/Mammoth is actually a combo infamous for being impossible to take out in close combat. Take Vampire Isida to screw up an enemy base, or stay with a Juggernaut and use your OD to fend off an enemy wave.

 

Mammoth and Ares are both rapid-damage ODs. The difference is that Mammoth requires you to be up-close which is somewhat discouraged in today's meta. Ares lets you teamwipe from a comfortable distance. Mammoth allows you to be in the front lines as a heavy hull, while Ares should stay in the back and launch the ball through teammates to heal them before it decimates the enemies.

What weapons fits best with Mammoth?

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On 12/29/2022 at 12:22 PM, ekf said:

What weapons fits best with Mammoth?

Not a lot of them. The problem is that it's too slow. Some people use it at the higher ranks with speed bonus drones (crisis/trickster) and using such a drone opens up some possibilities. But if you're f2p and are just using brutus, i'd say only the longer range weapons work well with it. (ex. shaft/mammoth)

 

And even then, i wouldn't recommend pairing scorpion, magnum, or railgun with it. Mid range turrets like thunder, striker, smoky, and vulcan could pair with it but I would not rate those as good combinations by any stretch of the imagination (there are much better pairing available for those turrets). 

Lastly, forget the short range turrets, you'll get eaten alive by the longer range turrets unless it's a small map and you're just going to sit in 1 place and defend it (but then why not just use titan). 

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On 12/29/2022 at 6:55 PM, LoveDealer said:

Not a lot of them. The problem is that it's too slow. Some people use it at the higher ranks with speed bonus drones (crisis/trickster) and using such a drone opens up some possibilities. But if you're f2p and are just using brutus, i'd say only the longer range weapons work well with it. (ex. shaft/mammoth)

 

And even then, i wouldn't recommend pairing scorpion, magnum, or railgun with it. Mid range turrets like thunder, striker, smoky, and vulcan could pair with it but I would not rate those as good combinations by any stretch of the imagination (there are much better pairing available for those turrets). 

Lastly, forget the short range turrets, you'll get eaten alive by the longer range turrets unless it's a small map and you're just going to sit in 1 place and defend it (but then why not just use titan). 

It sounds like Mammoth isn't a very good hull unless you have a speed-boost drone. And since Ares OD is so powerful and practical and dangerous at long range, it seems like Mammoth is not a very valid option for a f2p player.

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On 12/29/2022 at 1:12 PM, ekf said:

It sounds like Mammoth isn't a very good hull unless you have a speed-boost drone. And since Ares OD is so powerful and practical and dangerous at long range, it seems like Mammoth is not a very valid option for a f2p player.

That sounds about right. Don't get me wrong, Mammoth is  powerful hull and has its uses. Ex. ctf, juggernaut, rugby, general camping. It's just that it *can be* powerful if you're able to use the OD offensively. However, if you're using brutus with normal speed boost/double armor, you'll die 50-70% of the time before you ever reach the objective because it's so slow. 

 

Or maybe i have skill issues ?

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On 12/29/2022 at 2:22 PM, Newnewnew said:

1-10 how important is armadillo 

I would only upgrade it if I had enough crystals. Otherwise, as a F2Per it's not quite worth the investment IMO.

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On 12/29/2022 at 7:55 PM, LoveDealer said:

That sounds about right. Don't get me wrong, Mammoth is  powerful hull and has its uses. Ex. ctf, juggernaut, rugby, general camping. It's just that it *can be* powerful if you're able to use the OD offensively. However, if you're using brutus with normal speed boost/double armor, you'll die 50-70% of the time before you ever reach the objective because it's so slow. 

 

Or maybe i have skill issues ?

Hm, why would Mammoth be a choice for camping over Ares, with its long-range OD, or Titan, with the shield?

Well it seems like even skilled players can have very different opinions. "Destro tank", who was probably really skillful, judging by the advice they gave on the forum, thought that Mammoth/Smoky (with the old 9 sec OD!) with Trickster or Defender was very powerful, almost OP.

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On 12/29/2022 at 9:59 PM, ekf said:

Well it seems like even skilled players can have very different opinions. "Destro tank", who was probably really skillful, judging by the advice they gave on the forum, thought that Mammoth/Smoky (with the old 9 sec OD!) with Trickster or Defender was very powerful, almost OP.

I'll give you a quick and simple answer. High profile Legend players never use Mammoth, unless there is a very specific reason to do so (Sandbox, Crisis or Trickster with Vampire Isida for example)

As long as Ares keeps being so overpowered, there really is no reason in using any other Heavy Hull. Ares is top 1 by far, followed by Titan which is somewhat good in Siege, although it gets countered by a ton of stuff, and slaughtered by Ares OD. Mammoth is easily in last place.

 

As you can see, there isn't really much to discuss about. Either you pick Mammoth because you like its OD, or you pick Ares because it's broken, or Titan for camping with AP immunity. 

 

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