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[Issue 3] It's Time To Excel In: Serpuhov (TWG)


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Tanki Online is one of the best MMO’s in the gaming world. It has a huge, a vast selection of maps, turrets, hulls and gaming experience to offer. Many of you haven’t even played on some maps because of their everlasting quantity, and don’t even have an idea of their mechanics as well as their dynamics.

 

That’s why I am starting this series for people from the very first rank to the mighty rank of Generalissimo in order to guide you to exceed your team and their expectations in every battle.

 

Each one of these guides will be heavily detailed and will contain the following:

1. Overview & Places

2. Combo Selection

3. Super Effective Combos

4. Sniping Positions

5. Modes - DM, TDM, CTF, CP

6. Gold Boxes!

______________________________________________________________

 

The Map Itself:

 

Serpuhov

 

A map available from the first rank in game – Recruit. Now you might think this maps name as some technical wizardry or, even better! A Hornet Potter spell right? Cuz it matches the noob destroying spell in Hornet Potter: Prisoners of Wasp, ‘nubkillergahsuperhovidociuos’. Or what if it doesn’t?

 

Nevertheless, this is one of the most popular maps in present-day Tanki.

 

History:

 

Hmm, we will get to that later. No? Kay. Present-day Serpuhov was added to the game on the 3rd of December, 2009 along with some other maps as well, including Siege and Short Bridge.

 

Retirement:

 

The map hasn’t retired yet.

 

******

So without further ado, here is the complete dissection of the map Rio, *ahem* Serpuhov.

 

Overview:

 Airborne:  

 

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Places:

                          

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  • 1. The Blue Base:

Blue Headquarters. Their supreme spawn ground, flag post, and the host of the point D. A good, fortified area.

 

  • 2. The Blue Residency:

The main residential area near to the blue base, where blue tank-families living in, hear noises of explosion on their roofs, mainly due to parkourists.

 

  • 3. The Middle:

The big, vast area between the two bases. Open area, not really for someone to venture out into.

 

  • 4. The Great Hillside of Serpuhov:

A hillside that runs from the blue base to the red base. Home to one gold box drop position. An excellent flag-hunting route.

 

  • 5. The Bridge:

A bridge. No, seriously, it’s a bridge. Interconnects the red residency and the blue residency.

 

  • 6. The Underpass:

Area under the bridge, the most used flag-hunting route. Also links the red residency and the blue residency. Also goes up to the great hillside of Serpuhov.

 

  • 7. The Red Residency:

Simple. Its where the red tank-families live! Home to a broken water, or whatever tower. Good position for a newbie sniper.

 

  • 8. The Red Base:

Do I even have to explain this? Yes I do. A well fortified area. Buildings, trees, only two routes, make it a difficult area to penetrate into. Lay some mines and start killing! Point E lives in this area, somewhere.

 

Combos:


Ratings will be according to its worthiness in each mode – DM, TDM, CTF, CP in x/10.

 

 – Which Turret?

 

  • Firebird:                                                                          150px-Turret_firebird_m3_2.png               

DM: An excellent choice for a DM. Firebird has a good damage output. In a DM, try firing at people who are grouped together or fire at people who are already hitting each other,never go for a lonely shaft sitting in the far most corner of the map. With luck, you might be able to destroy both by Firebirds afterburning effect.

 

TDM: Not so good for TDM’s. In TDM, the goal is to kill and NOT get killed yourself. So driving out to each other’s base is not really a good idea, especially if you don’t want to get killed in the middle. 

 

CTF: No, just no, no, no, no, you get my point. Do you? Firebird isn’t really the best turret to go flag hunting, if that’s what it’s called. You will get toasted even before you reach the middle.

 

CP: Should work a treat if under the right hands. In CP, when a group of tanks come to charge a point up, a Firebird comes from nowhere and deals damage to them, while friendlies take them out. This could mean win-or-lose for one’s team.

 

Ratings:

 

DM: 8/10

 

TDM: 3/10

 

CTF: 1/10

 

CP: 7/10

 

  • Freeze:                                                             150px-Turret_freeze_m3.png

DM: Good, very good. With its ‘freezing’ effect, you can swirl past any opponent without even getting shot. This takes skill though, and mastering it, will give you a huge advantage in a DM. It is best to pair this turret up with Wasp. Speed + Freezing effect = High D/L.

 

TDM: Not so good for TDM’s. In TDM, the goal is to kill and NOT get killed yourself. So driving out to each others base is not really a good idea, especially if you don’t want to get killed in the middle.  [Firebird]

 

CTF: A rather unusual but entertaining choice for a CTF. How entertaining? Get a pocket Isida, some drugs and wreak havoc in the enemy base, when they can’t even shoot at you!

 

CP: Awesome for CP’s. Freeze a group of tanks on a point, have someone with a medium range weapon – Thunder, to completely wipe them out. You now have the point.

 

Ratings:

 

DM: 7/10

 

TDM: 3/10

 

CTF: 8.5/10

 

CP: 6/10

 

  • Isida:                                                                                                          150px-Turret_isida_m3.png

DM: Isida is a bit popular is DM’s because of its quick energy consumption reaction damage output, if you know what that means. Under the controls of a skilled player, with plentiful of drugs, one can really make a beast out of this thing. It is best to mount it on either Viking or Titan. Now don’t go team with someone, because of your ‘Isida-instincts’ you might damage the guy thinking, ‘’Oh! Let me heal you!!’’

 

TDM: Good for TDM’s. How? Healing capabilities, you I guessed it! In TDM’s most of the players have medium to heavy hulls, so get a Hunter or Viking yourself and make a tanker invincible! Stick behind a drugging Mammy and make his day.

 

CTF: An excellent choice for a CTF. But do remember, this turret’s first priority is to heal others, so your job is to heal the defenders and especially the player who holds the flag, NOT go flag hunting yourself.  Keep healing a player until he arrives on the friendly base; don’t go like, ‘Oh you keep going, imma hold up these nubs’. Trust me, he will die.

 

CP: Eh, not good for CP’s. But if one of you desperately needs some experience points, then yeah, go heal a drugging Vulcan-Mammy at Point D/E.

 

Ratings:

 

DM: 6/10

 

TDM: 7/10

 

CTF: 9/10 (healing) and 0/10 (getting flag yourself)       

 

CP: 5/10       

 

  • Smoky:                                                             150px-Turret_smoky_m3.png

DM: Smoky is the most unpredictable gun in the game. It can land critical shots every now and then. Pair this up with a Dictator or a Titan, and you got the best tank in town. You can get D/L ratio of 6-7+ at all times if you have an unlimited supply of drugs. This makes Smoky an excellent turret to use in a DM.

 

TDM: In TDM, it is about the same as a DM, except that you shouldn’t get yourself killed. Hide behind a wall or so, and land ‘double-powered’ shots trying to flee your team’s fire. You will get a decent score.

 

CTF: Perfect, just perfect. Its low reload time makes it outstanding turret to use in a CTF. Mount it on either a Hornet or a Wasp to capture a flag. If you are playing as a Marauder/Draft (the one who distracts the enemy team), take a medium hull, such as Hunter or Viking.

 

CP: Spectacular for a CP game. In this mode your job is to keep a point captured as long as you can. Take either Titan or Mammoth and stay in an area close to the point you are guarding, gun down anyone who approaches.

 

Rating:

 

DM: 8.5/10

 

TDM: 8/10

 

CTF: 9/10

 

CP: 8/10

 

  • Hammer:                                                                         Hammer_m3.png

DM: Beyond imagination. Hammers remarkable impact force makes it resilient. But do remember, there are only a few cramped spaces in this map. It’s totally useless to shoot a tank that’s over a mile away. But, with double power comes double damage! Take Viking if you want to get most out of the 3 shots.

 

TDM: Satisfactory to use in a TDM, if you don’t want to go all the way over to the enemy base to get a kill. Stick to a long range weapon for this format.

 

CTF: Decent for a CTF match. Dais it on a small-medium hull, take an Isida with you and go capture some flags. And don’t forget those Repair Kits!

 

CP: Inadequate for a CP game. In Serpuhov, capture points are far away from each other, and Hammer is a short range gun right? Besides, your main objective is to capture as many points as possible. Capturing one point and shooting enemies at another simultaneously is not really a job of a Hammer.

 

Ratings:

 

DM: 8/10

 

TDM: 4/10

 

CTF: 7/10

 

CP: 5/10

 

  • Vulcan:                                                                                                      Vulcan3.png

DM: Hmm, not very good, but still operable. You should mount it on a heavy hull, such a Titan and take a paint that provides good Firebird protection, such as Loam or Zeus. Be careful, Vulcan turret turning speed is so low, that someone can circle around you without even getting damage. Best to camp in a confined space, coming out to steal a kill occasionally.

 

TDM: Good for a TDM match, as specified above, heavy hulls suit Vulcan. So take a  heavy hull, keep an Isida behind at all times and wreak havoc in the battlefield!

 

CTF: Meh. Not even a 10% chance to capture a flag with Vulcan. Capturing flags requires fast, maneuverable hulls like Wasp, not Mammoth. Vulcan is better off defending than attacking. Moreover, the enemies are restrained into small places in both bases, so a Wasp-Vulcan wouldn’t even escape the enemy base with the flag, let alone touch it.

 

CP: OK, I guess for a Serpuhov CP. As I said, take a heavy hull, an Isida, camp at point E or against The Great Hillside, lay some mines, and… and win maybe?

 

Ratings:

 

DM: 6/10

 

TDM: 8/10

 

CTF: 3/10

 

CP: 7/10

 

  • Thunder:                                                                         150px-Turret_thunder_m3.png

DM: Thunder is one the most used turrets in a DM. It does splash damage and has high damage. Thunders suits well for a Serpuhov DM. Be sure to mount it on a medium-heavy hull, and have drugs in case.

 

TDM: Also very good in TDM. The Bulldozer and the Raiden Kit come in handy in this mode, specifically for this map. Limit out your targets, execute them one by one. If tanks are grouped together, take use of splash damage.

 

CTF: Fantastic for a CTF mission. Use a light-medium hull and either go flag-hunting or provide midfield support to attackers. Best to drug constantly. Be sure that your turrets splash damage may inflict damage to your tank.

 

CP: Thunder is grotesque in Serpuhov CP, mainly due to its splash damage. When a team comes to charge a point, equip Double Power and kill them, the point is now yours!

 

Ratings:

 

DM: 9/10

 

TDM: 8/10

 

CTF: 7/10

 

CP: 8/10

 

  • Railgun:                                                                          150px-Turret_railgun_m3.png

DM: The Fear Machine has just arrived. By its name, everyone in the battle should be afraid of this turret. But… no. It is a very intimidating gun, with a high impact force. Enough to throw enemies off their aim. But, it has a long reload time, and thus, decreasing its usefulness in this mode. You can still try to camp somewhere and start stealing kills one by one.

 

TDM: Eccentric in TDM’s, because in this mode, you got to stay in your base, and snipe anyone who comes through the middle. A great sniping weapon, but remember, only with great skill comes a great kill.

 

CTF: Good, very good. But it is best to provide mid-field support with Railgun instead of actually going flag-hunting. Long reload time makes it difficult to escape the enemy base without doing damage in return.

 

CP: What a beautiful match! Long distances between points mean a sniper is in heaven! Well not exactly, since you got to keep up with score on the scoreboard. Under a skilled player, this match works a treat in mode. Equip it on a medium hull, such as Hunter, Viking or Dictator.

 

Ratings:

 

DM: 5/10

 

TDM: 10/10

 

CTF: 7/10

 

CP: 9/10

 

  • Shaft:                                                                                         150px-Turret_shaft_m3_2.png

DM: Not so very popular in Serpuhov DM, as there are no any well-fortified sniping positions. Shaft would be the last thing you want to use in a DM in this map. But if you do, make sure you remain behind buildings, only go out when you have a tank in site. Never, ever go sniping in an open area.

 

TDM: Well of course you want to you Shaft now eh? Shafts are popular in TDM’s because every player of a team is in his/her own base; many of the players use sniping/mid-range turrets in this mode. Select a suitable position to snipe that has at least 75% protection from a side.

 

CTF: So you think you can go flag-hunting with Shaft? Yes. Yes? WHAT?! NO! You can’t really go pick up the flag, aim down sight until someone comes up and then you shoot. No one will ever do that. They will come from your back and shoot you. Totally useless.

 

CP: Well… If you are Mammoth or a Titan with paints such as Tundra, Digital, Picasso etc. and you don’t want to go capture flags, then maybe yeah.

 

Ratings:

 

DM: 6/10

 

TDM: 8/10

 

CTF: 1/10

 

CP: 4/10

 

– Which Hull?

 

  • Wasp:                                                                           150px-Hull_wasp_m3.png

 

DM: Best to use with Freeze or Thunder. Otherwise, it’s not worth to use Wasp in a Serpuhov DM, you will get killed too easily.

 

TDM: Again, of no use. Railguns/Thunders/Shafts on the opposing team will two-shot you. But, you can sneak into the enemy base and provide cover while a larger tank takes them out.

 

CTF: Best. Match. Ever. Wasp is made to go capturing flags in this map, just take an Isida as a precaution, have plentiful of drugs and you got it in no time. But be careful of Shafts waiting to hit you.

 

CP: Again, two-shot make it too risky to go capture points in this map. You will get toasted in no time.

 

Rating:

 

DM: 5/10

 

TDM: 7/10

 

CTF: 10/10

 

CP: 6/10

 

  • Hornet:                                                                            150px-Hull_hornet_m3.png

 

DM: Hornet has slightly more health points than Wasp. This makes it a bit more useful in this mode. However, drugging opponents can still take you out easily. It just makes sense to use a medium-heavy hull on this map.

 

TDM: Remarkable performance in TDM. Throughout my career, Hornet has shown excellent performance in TDM Serpuhov matches. Just make sure that you use a long range turret with this hull, Railgun suits best!

 

CTF: Good in CTF, but lower speed than Wasp makes is a little bit difficult to escape the enemy defenders. However, good HP makes sure that you can reach your home base safely.

 

CP: Decent for CP. Stay near you base, and only capture points that are near to your base. Don’t go all the way over the enemy base jut to fill up half of the control point. You will get shot easily by spawning enemy defenders.

 

Rating:

 

DM: 6/10

 

TDM: 10/10

 

CTF: 9/10

 

CP: 8.5/10

 

  • Hunter:                                                                           150px-Hull_hunter_m3.png

 

DM: Hunter has a good number of HPs. Thus, making it better than both Wasp and Hornet. It’s fast, swift, sturdy and tall. The Redneck Kit (Ricochet M3+Hunter M3+Lumberjack) performs well on this map. But be careful of nub shafts that are constantly drugging on the corner of the map.

 

TDM: Hunter is great for a Serpuhov TDM. It can hunt down anyone that tries to shoot you or friendlies – hence its name. Moreover, Hunter is also a good hull to mount Isida on. With its speed, you will be able to troll heal anyone in your base even if they are on the opposite corners.

 

CTF: Hunter, hmmm. I think so. But you know what? A Hunter isn’t made for capturing flags in this map. It should provide mid-field support with either Thunder or Smoky to attackers.

 

CP: A good hull for a CP match. You can get to one point to another very quickly. Unlike Wasp or Hornet, Hunter has a good number of HP’s. Making it better to go from one point to another, without getting too much damage. But do take an Isida or mid-fielders with you.

 

Ratings:

 

DM: 7/10

 

TDM: 8/10

 

CTF: 8/10

 

CP: 7/10

 

  • Viking:                                                                            150px-Hull_vicing_m3.png

 

DM: Viking exceeds ones expectations in this map. It is so popular, that I, myself have seen at least 80% of the team as Viking users in every match. It has good amount of HPs and speed. Pair Viking up with Hammer or Thunder, get a good paint, have an overflowing amount of drugs and you got the ultimate killer on the loose!

 

TDM: Viking performs exceptionally in a TDM match in this map. It can act as an attacker, a midfielder, a defender or a sniper. Hence, making it one of the most useful hulls in this mode in Serpuhov.

 

CTF: Viking is just great for a CTF. It can easily go flag-hunting because of its speed, its HPs, agility and maneuverability. Take an Isida with you, have drugs at the ready and be ready to get some action going!

 

CP: While it performs decently in DM, TDM and CTF, it is just above the mediocre mark in this mode. In CPs, you need a heavy hull to win, but that’s not entirely true. You see, because of the larger distance between the points, Viking is used more than heavy hulls. Of course larger hulls stay behind and provide fire support.

 

Ratings:

 

DM: 9/10

 

TDM: 10/10

 

CTF: 9/10

 

CP: 7/10

 

  • Dictator:                                                                                150px-Hull_dictator_m3.png                                                                    

DM: An extremely useful hull. Although it lacks speed and has fewer HPs compared with Viking. It is tall and stable. However, Dictator might want to be the last hull you want to choose in a DM in this map

 

TDM: Dictator is decent for a TDM match. You can pair this hull up with either Isida or Shaft, depending on the position you play. It is tall which means you will have a higher sight and you will be able to snipe anyone in the distance.

 

CTF: Dictator is a medium hull. So you can't really capture flags with this. Instead what you can do is provide cover for attackers or be a sniper.

 

CP: A rather unusual choice. It lacks speed and therefore, isn't good enough to go charge some points up.

 

Ratings:

 

DM: 4/10

 

TDM: 7/10

 

CTF: 6/10

 

CP: 5/10

  • Titan:                                                                              150px-Hull_titan_m3.png

 

DM: Time for the big hulls now people! Titan…. The majestic, beautiful representative of the heavy hulls. It is made to conquer the enemies, wherever they lie. However, it is so not made to go lie in the center and shoot enemies wherever they come from. Just go hide someplace high, and has good cover from all sides. Come out frequently and steal a kill.

 

TDM: It is best to pair Titan up with Shaft or Thunder in this mode. Of course, have an Isida with you all the time. Ensure that you have a good paint equipped like Picasso, Prodigi or Digital, Tundra for low rankers.

 

CTF: Like seriously? You just need to stay in base, equip Freeze or something and defend. Or provide cover support.

 

CP: Goooood, very gooood. Not as good as Kevreds' Fried Chicken though. Has anyone eaten from there recently? Is the food great? Oh wait! I was getting off-topic. Equip Vulcan, Smoky or Thunder and provide support to attackers going to capture other points. Be certain that you do this from your home point.

 

Ratings:

 

DM: 8/10

 

TDM: 9.1/10

 

CTF: 0/10

 

CP: 9.99/10

 

  • Mammoth:                                                                      150px-Hull_mammoth_m3.png

 

DM: The beast of the beasts, god of the hulls. So fat, even a dead person could win a race against this thing. If you have a super combo like Vulcan M3+Mammoth M3+ Zeus, and a lot of drugs, then worry no more. You will be super hard to destroy. Even if you don’t have that, make sure you have a nice paint with decent protection.

 

TDM: It is basically the same as a DM. Just kill, no worries k?

 

CTF: Oh god! If someone pulls this ultimate challenge off, I will share my account with them reward them an egg from where a chicken would hatch, which will be sold to KFC, which further will be.....

 

CP: Awesome. Drug while camping on either Point D or E depending on your team, just keep killing and provide defensive support.

 

Ratings:

 

DM: 9/10

 

TDM: 10/10

 

CTF: 10/10 (joke), 0/10 (reality)

 

CP: 9/10

 

Super Effective Combos

 

Some combos really do excel in this map, of course when under the right player. Some do not. Since there are over 70 combinations available, many players make the mistake of choosing the wrong combo, So, I bring you the top 3 combos to use in this map.

 

  • 3. Hornet + Railgun + Long range paint

XP eh? The Fear Machine? Yes. Many players use XP on this map, some exceed and some fail, miserably. This combo is fast, agile, maneuverable and effective. It is best to use this when you are a Rail Sniper or a midfielder. Railgun is not made to defend whatsoever. Moreover, this is a long range map, so, you might want to equip some long range paints such as Tundra, Digital, Savanna or Picasso.

 

  • 2. Isida + Viking + Medium-Long range paint

Isidas... The most friendly people in the Tankiverse. Unless they aren't proud, selfish nubs. Since it is a long range map, mid-fielders and especially defenders need to be healed immediately when they are shot. An Isida goes decently with Viking. It has good HP's and speed. Hence, it can reach anyone in just a short period of time. Do your job as a medic only, no need to go out and kill or capture flags. And, just don't be afk. Equip a good medium ranged paint depending on the enemy teams combos.

 

  • 1. Thunder + Viking + Medium range paint

Thunder is an extremely powerful turret that can damage more enemies in a single shot because of its splash damage. It nearly becomes OP when it is mounted on a Viking and topped off with a medium range paint that has protection higher than 30%. But when it drugs.. *drums roll* it is nearly impossible to destroy. This is a super combo in every mode - DM, TDM, CTF and CP. Just remember one thing ~

"Speed, precision & skill. That's how we get a kill"

 

 

Sniping Positions

 

Snipers are the key to a teams damage output. Whether it be a TDM or a CTF, snipers are needed to defend and protect their team from enemy snipers. Many tankers make the mistake of sniping in the open and then they have to pay the price by getting killed. A snipers good sniping position must be camouflaged, cramped and should protect him from at least 3 sides. Here are some of the sniping positions in Serpuhov. You can use Railgun or Shaft in all these positions.

 

56289469df93e.jpg

 

Sniping Positions In Blue Base:

 

1. This is a great sniping position as you are able to shoot anyone that's approaching from the middle as well as the red side of The Great Hillside of Serpuhov. You need to have a medium hull for this position because the enemy sniper will 'time' your sniping intervals and might get you.

 

 

2. This is a sniping position for the ultimate camper. If you are using Shaft, you have to wait there and keep your finger on the Spacebar until you see someone or someone takes your flag. So it is best to use Railgun here. A wasp or a Hornet is required for this position.

 

 

3. This is also a great sniping position. It isn't cramped and doesn't have enough cover, but you can actually see the whole map from this position, well not whole, like 70% of the map. You need a heavy hull and some drugs to snipe perfectly in this position.

 

 

4. This is sniping position for snipers who want to protect their base from the left side (that's obvious). A medium hull goes best in this position.

 

 

5. Another sniping position on the left side of the map. If you aren't comfortable with 4, try 5. But remember, this position isn't protective and is vulnerable to fire coming from The Middle and The Hillside. A small hull such as Hornet is best to use here since you need to evade enemy fire.

 

6. A rather unusual sniping position. Heavily protective and cramped. You need a small hull in order to snipe effectively from this position. With drugs, skill no one will ever be able to kill you if not see you. Vulnerable to attackers coming from The Hillside.

 

 

7. The last sniping position in the blue base. This position doesn't protect from all sides and is vulnerable to enemy fire. For daretankers who want to risk it all and go all the way. A couple mines will protect you from attackers coming from The Great Hillside.

 

 

Sniping Positions In Red Base:

 

1. An excellent sniping position. It protects the sniper from all 4 side. All he/she needs to do is lay some mines on The Great Hillside and snipe enemies off!

 

 

2. A sniping position in the middle of the red base. Provides cover from 2 sides. It is best to use a medium hull like Titan or Dictator in this position. Beware of enemy snipers and attackers coming into your base from The Hillside.

 

 

3. Opposite to 2. if 2 doesn't charm you enough, try 3. It is basically the same, just the perspective is different.

 

 

4. This is also a sniping position for the camper. Mainly snipe enemies in their base or to the right, next to the Bridge. Any hull can be used here.

 

 

5. A sniping position that covers the whole map. But it provides cover from 1 side only. So, you have to be super quick and skilled to snipe from here. Vulnerable from enemy snipers and fire from the Bridge as well as the Middle.

 

 

6. Just next to 5 and beside the billboard. The bridge provides good cover. All you gotta do is equip Wasp or Hornet and 'peek-a-boo'. The enemies wont even know what or who hit them.

 

 

7. A sniping position for the newbies. Well a pro can snipe here too. Just move to and fro from behind the building to the tower and take a shot.

 

 

8. Most protective sniping position. Offers protection against all sides. A small hull will work best.

NOTE: After the self-destruct update, this place is useless. But if you want to troll enemies in parkour, then go ahead!

 

 

Modes:

This map is available on all 4 modes – DM, TDM, CTF and CP. Here they will be explained, but without going into too much detail.

 

DM: DM stands for Death Match. In a DM, you just need to have a super combo in order to succeed. Now don't come to me and say, 'Dude can we equip Wasp-Twins in this mode?" No, absolutely no. A Thunder/Smoky mounted on a Viking/Titan topped off with an apple pie excelling medium ranged paint such as Hive, Emerald or Irbis will help.

 

TDM: TDM stands for Team Death Match. In this mode, you need to be a skilled pro which drugs and leads a pocket Isida. If you have these assets, you can get a good D/L just minutes in to the game. The best suited combo for this mode is Thunder + Viking + Emerald or Shaft + Titan + Picasso/Savanna

 

CTF: CTF stands for Capture The Flag. A mode where you got to have skill, a fast hull and a suitable turret to capture some flags for your team. You have the skill, Wasp has the speed and Ricochet, Freeze or Smoky will provide support.

 

CP: CP stands for Capture Points. There are 5 charge or control points in this map - A, B, C, D and E. One is located in the Blue base, one in the Reds, while 3 are in the Middle. The distances between them are big except for B-C. See below for guidance to capture these points.

 

562b8bedab856.jpg

 

1. Point A

 

This point is located in the center of the map. There are several ways to capture this point, but the the main ways are only two.

  • Approaching from The Great Hillside of Serpuhov

You need a fast hull to cap this point. By fast I mean Hunter or Viking equipped with Double Speed. Jump down straight onto the pavement or in the Underpass, your choice. Make the cap and get out.

  • Succeeding from Point C

If you captured Point C and are going to cap Point A, remember two things. One, enemy snipers at position 6 and 7 as well as 1, 2 and 3. And two, be careful while going across the Middle, you will be vulnerable to fire from all directions. So, come from the bridge, go behind the little hills and cap.

 

2. Point B

 

This point is located on top of the bridge. There are also two ways to cap this point.

  • If you hail from the Blue Residency

If you are coming from the Blue Residency, keep in mind that enemy snipers and defenders will be at the ready to blow your turrets off. Get some of your snipers into positions 4 and 5 and make the cap. Don’t go alone, that will take forever.

  • If you hail from the Red Residency

This is basically the same as coming from the Blue Residency, except that you are the red team. Get some sniper support at the ready, go in pairs and cap the point.

 

3. Point C

 

This point is located just north of Point B and next to the Blue Residency.  The 3 ways to cap this point are as follows.

  • Coming from the Blue Residency

If you are the blue team, you will have no problem capturing this point. You will have enough firepower to cap, kill and get out before getting shot.

  • Coming from the Bridge/Underpass

If you are the red team, it will be difficult to cap this one. It is best to cap this point as soon as you cap Point B. Cap Point B and move onto Point C. Come from the Underpass, kill enemy snipers and make the cap.

  •  Approaching from Point A

If you are approaching this point from Point A, be aware of the enemy snipers and attackers, make the cap as soon as you can and retreat.

 

4. Point D

 

This point is located in the blue base. It is usually impossible for the reds to cap. There are two ways to cap this one.

  • If you are Blue team 

If you are the blue team, you should have absolutely no problem capturing this one. You will usually cap this one as soon as the battle starts.

  • If you are Red team

If you are the red team, it will be difficult for you to cap this one. As it is in the center of the blue base, enemy snipers will take you out before you reach this one.

 

5. Point E

 

The last point. Located in the red base between the T-shaped houses. There are two ways to cap this point.

  • If you are Red team

If you are red team, this point is a win-win for you. You will usually cap this point as soon as the battle will begin. Be careful of enemy team capturing Point D.

  • If you are Blue team

If the red team is afk, you might just cap this. But they will take it back the second they come back on. This point is not made for blues to cap. I’m sorry, but that is the reality.

(Tanki Reality Rights Reserved[Copyright Reserved –2k15])

 

Gold Boxes!

 

562b8ca599b7c.png

 

Serpuhov has 16 gold box drop zones. 3 are in the Blue base, 3 are in the Red base, 1 is on the Bridge, 1 is located in the Underpass, while the majority of them – almost 8 – are in the Middle. This means the chance of a gold box dropping in the middle and a gold box dropping elsewhere is same. The ratio of both is:

 

8:8

1:1

 

See? What I mean is you shouldn’t just into the Middle thinking that there are most gold box drop zones there. If you however go the Middle to check where the gold box is dropping if it is dropping, keep in mind that OP druggers will kill you if the mode is
DM or TDM, especially the team which is losing will kill the other team. In order to avoid this, I have drawn a gold box hunting route of this map which I will explain now.

 

- If you are the Blues:

 

You, the Blues, have more gold box drop zones near to your base. This means that you have most chances of getting a gold box. When the gold box siren sounds, you should self-destruct immediately to restore your health and the drugs cool-down period. If you just spawned and aren’t damaged:

  1. Check your own base; look with your eyes peeled where the 3 gold box drop zones are.
  2.  After you have checked in your base, drive over into the Middle, have a thorough look.
  3. Then go look on the bridge or in the Underpass.
  4. Finally, go into the Red Base.
  5. Make sure you do the 1st step; you will go into the Reds base while the gold is dropping in your own.

- If you are the Reds:

 

Well, you are a little bit unlucky, as most drop zones are nearer to the Blues. However, you have 3 gold box drop zones in your base too. No matter what, you should always self-destruct when that nuclear siren sounds and keep looking until you get killed in that 10 second period or self-destruct. Here is what you should do:

  1. First, check in your own base.
  2. After you done that step, Drive over the Bridge, you will be able to see the zone in the Underpass too.
  3. Then go look in the Middle. When you have checked the Middle and it is dropping there, move back into your bases’ front entrée ramp or jump into the Underpass, when it drops go!
  4. If it is not there, it is located in the Blues base. Don’t go into the opponent’s base until it begins dropping. If you wait for gold there, they will kill you.
  5. Make sure you do the 1st step; you don’t want the gold box to drop in your own base, while you are camping in the Blues.

_______________________________________________________________________________________

 

This is it tankers. Go capture some points, some flags, get some gold boxes and most importantly play in Serpuhov. Don't forget to say "It's time to excel in SERPUHOV!"

 

Good luck, and see you in the battlefield!

 

|| PDoX ||

 

 

 

Edited by Hexed
  • Like 14

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I run Wasp + Shaft and a railgun paint. After every shot I relocate across the map, so no one can wait for me in one spot. I hide my laser on nearby objects, and fire at Hornets that cross the middle. Great combo for red base. 

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I actually liked this - this is what one looks for in a guide. Concisely written, well explained, and excellent use of pictures. I liked the tips for the hulls, especially and adding the most suitable combos was a deft and smart touch. Keep it up! I'm waiting eagerly for the next installment ;)

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Nice but long

 

 

 

Nice but long

 

This is a very detailed guide, so...

Edited by Hexed

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I actually liked this - this is what one looks for in a guide. Concisely written, well explained, and excellent use of pictures. I liked the tips for the hulls, especially and adding the most suitable combos was a deft and smart touch. Keep it up! I'm waiting eagerly for the next installment ;)

Thanks m8, I'll be joining you Reporters soon ^^

 

No Dictator guide?

I left it out accidentally, updated.

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Tanki, sign this guy up as a reporter ASAP xD

 

This guide honestly impressed me man.

 

Very long, extremely well explained and you put a heck of a lot of detail into it. - It was everything a guide should be.

 

Good job man, keep up the good work :)

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1/10 for a Shaft in CTF?

Come on, I play a very important role sniping down the flag carriers from the hillside (your place 4)

 

Everyone knows Shaft sucks at stealing flags, but it's so important for the team to have someone killing the flag stealer when they get trough your first line of defence... especially in such an open space. You rated this as if people would actually try stealing a flag with a Shaft. :P

 

All routes that enemies need to follow will end up in an exposed area; which can be seen all the time by the Shaft who's at place 4. This is no task for Railgun with it's charging time. Shaft is the crucial weapon here.

 

It's a nice guide by the way. Very pleasant to read through.

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Whoaaaa its been a long time since I saw such great and fancy designing...

 

Kudos to the designer

 

as for the article I didnt read it so yeah

Edited by Kevred
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For CTF: You would be suprised how good shaft can be in ranks from Warrant officer to Colonel. If you know how to use it, you can capture flags with hunter and shaft.

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For CTF: You would be suprised how good shaft can be in ranks from Warrant officer to Colonel. If you know how to use it, you can capture flags with hunter and shaft.

Just Dark.Shado things

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