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Guide to CTF


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Welcome fellow Tankers, to my guide! Anyone who would like to change anything, PM me, or just post it on the forum and I'll take your suggestions into account. That's it with the introductions then! Let's Begin!!

 

The Basics:

 

1) Choose the correct hull.

Viking or below is usually suitable for capturing a flag. Dictator or above is good for defending. Although roles can be reversed, this is usually the best kind of match-up. 

 

Viking can be good, however it's low speed can usually get you in trouble! Hunter is probably a much better choice than Viking, as it has just 7 less protection, but one more speed point. This can mean the difference between 50 or 500 crystals at the end of a battle. Keep that in mind!

 

Hornet is, by far, one of the best flag capturing hulls in tanki. Good health with DA, and the second fastest hull in the game! Wasp is better than hornet if the map has a lot of walls, or else on a wall-less map you're a sitting duck. Highest speed in the game comes with the lowest health too..One shot from high-powered guns means instant death!

2) Support.
You must have teammates who support you. Remember, unless you're an M3 fighting M0s, you're NOT a one-man army. Have an Isida behind you, or at least someone who will be able to take out targets that you can't.

For example, if you are on Serpuhov, it is wise to keep a Railgun beside you if you have a gun like ricochet, or a gun like Isida beside you for healing, provided you have a long range weapon to take out those pesky snipers.

3) Walls.
Unless the opponent has a ricochet or a Thunder on the team, walls are you best friends.
Get behind them with wasp/hornet, and you're practically invincible. However, watch out for other people moving in for the kill! They can take you out too, if you don't have much health.

4) Always be on the move.

When people come into your base, and try to return the flag, they usually find out your location. They reveal it to the rest of the team, and then there is a very high chance of an ambush. If you keep moving, and hide, there is a small chance that the flag will be returned. If you are good at dodging, move and dodge as much as possible!

 

5) Teamwork.

Remember, you're not alone in CTF. If you're a good player, you'll trust your team enough to know that they'll do their job well. Work as a team, not as individual units. Take their help, don't shun them.

 

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Okay. so, the new parameters are out everyone! Time to continue the guide!

Also, remember, there are lots of methods to deal with weapons. I just use some simple methods, mixed with some of mine. If you want to contribute, feel free to do so! Also, I need some help with Vulcan.

 

Playing against the various weapons:

 

 

1) Firebird:

Since the damage that Firebirds inflict has been reduced, but the afterburn damage increased, you have to be very wary of Firebirds, especially in CTF.

If you start getting burnt, chances are you'll die. The simplest thing to do is either engage it head on if you have the protection and power to do so. If you have a mid or more range weapon, just stay away and kill the Firebird. Always run away if you cannot do this.

 

2) Freeze:
Since Freeze does not stop the hull anymore, the moment you take the flag, just face towards the Freeze. The Freeze slows down your turret, and while it does that, you can kill it if you have the power to do so. Say, if you have a Viking/Smoky combo, just go back and keep firing. If you get caught by the Freeze, either fight it head on, or just try to take help of nearby teammates.

 

3) Hammer:

To fight this gun, is a very big challenge. Hammer's power is extremely high. so the only way you can deal with it is by striking it from behind, or mid or more range. Hammers are dangerous. They have high impact force, high damage, but LOW RANGE!!

Remember that.

 

4) Thunder:

Due to the update, Thunder's damage has been increased drastically, but it's reload time has also increased!

So, the way to deal with this weapon is to just hit the hull when the Thunder is about to shoot. 50% of the times, the Thunder will miss, and you get almost 3 more seconds to run away! However, this is not as simple as it sounds. It can be hard to deal with Thunders at times, so beware. Ambushes with Thunders are particularly hard to fight off, since they have splash, and decent range. They can support others from a range..Watch out.

 

5) Isida:

Most of the times, you won't find an Isida attacking. If you do, however, the simplest thing to do: move out of range. However, if you can't, just run in the sight of another teammate. 2v1 the Isida, and destroy it.

 

6) Smoky:

Due to the recent update, Smoky's critical damage has reduced, although it's normal damage has increased. At a long range, Smoky is not that much of a threat, although, beware when it comes closer. Decent damage and high rate of firing causes it to be very dangerous at mid or less ranges. The best way to avoid it is to get behind walls, or just keep moving, as Smoky is hard to aim. Or, confront the Smoky head on and try to make it miss, or just ambush it.

 

7) Twins: 

Ahh...Twins. The ideal hull for suppressing enemies. We've all seen them guarding flags, or just attacking all out while leading an ambush. However, with an unlimited firing rate, comes low damage. However, Tanki devs increased this damage, so Twins has become deadlier than ever at close range. When facing this turret, just stay out of range. One of the only ways to deal with a Twins user is an ambush, or a flip tactic. For example, if the twins is driving off a height, just when it jumps, hit the bottom of it's hull. The momentum will increase, and it'll probably flip. Twins is dangerous if allowed into your base. If it comes in, drive away as fast as possible. 

 

8) Ricochet:

Ricochet...walls are their best friends. Most of the times, when you hide, you hide behind a wall. Then, a ricochet gets an easy flag return because of that. A way to avoid ricochet is pretty simple, yet dangerous too. Just go and hide, and face a wall with an irregular surface. If this happens, the ricochet shell with not deflect towards you, and you remain safe. However, the problem is when you start to move...you are an easy target. Keep it in mind to stay in front of such a wall as much as possible.

Ricochets are not that dangerous, but with DP, or with help from teammates, they are a threat. If you find one, hit it continuously, and make sure it does not get a chance to go by you.

 

9) Shaft:

Shaft - A sniper. The highest power packed in one shot in the entire game. NOTHING survives an M3 with DP without protection. But, thanks to the laser scope, it has become easier to hide from it. Just move out of sight of the laser scope. But, sometimes, chances are that, you won't see anything, and you'll just die all of a sudden. To prevent this from happening, just go behind any obstacle that hides you completely. Chances are, you'll get away, scot-free.

 

10) Railgun: 

Railgun is one of the most well known weapons throughout Tanki. The most troubling fact about this gun, is it's high Damage Per Shot, and it's impact force. There are three ways to get away from this gun:

i. Drive away as fast as you can, and stay behind obstacles.

ii. Make the shot miss by hitting the turret. 

iii. Drive straight at the tank and make it miss. High risk, high reward, or death.

 

11) Vulcan:

Vulcan is mainly a defensive turret in Tanki. Although the shots that Vulcan fires are not that powerful, the rapid, not to mention, unlimited, firing rate can be fatal. To avoid Vulcan, DO NOT SHOOT AT IT. It's gyroscope effect will prevent it from missing. Simply move out of the Vulcan's firing range. If it is firing straight at you, move quickly to the right. Since Vulcan's turning speed while firing is very slow, you can avoid it, with minimal damage.

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Well, that's it for going against the weapons! Now we start with what to do when YOU'RE the one using the turret. Let's begin!     :)

How to use the different turrets in CTF:

1) Firebird: 

As defense: If someone comes into your base, you can burn them, and while they are going back to their base, they will be destroyed because of the after burn. So, you can follow the person, and get the flag back in such a situation. Also, be wary of mines.

 

As offence: When you go into the enemy base with Firebird, it has mainly one purpose : Returning the flag. 

When you go into the other team's base, be sure to have some support, as when you burn them, the tanks will take serious damage, and be destroyed quickly, resulting in a quick return by your teammates. 

 

2) Freeze: 

As defense: The best way to stop attackers, is to sneak up behind them, and Freeze them as quickly as you can. They will not be able to turn their turret, and will lose some maneuverability, which will give you an amazing opportunity to destroy the enemy.

 

As offence: In this case, Freeze is mainly used to capture flags. If you are able to get a decent amount of damage onto the enemy, it will result in them freezing, and being unable to chase after you. Simply use a diversion, Freeze them, and take their flag, and go in for the capture! 

 

3) Hammer: 

As defense: Hammer has good durability as a defensive turret, if it is grouped with a heavy hull.

People will not be able to destroy you so easily, and if they come closer to use firebird or something of sorts, you can fire them back with a full powered Hammer shot. 

 

As offence: Hammer is mainly used as a supportive turret in CTF rather than an all-out attacking one. When you use up the 3 shots, you can stay on the side lines and reload, and once you're done reloading, you can go back to stopping the pursuers. 

 

4) Thunder: 

As defense: Thunder has just around the same use as hammer, only with a lot more range. Therefore, the range helps it take out attackers from afar, or weaken them greatly. However, people might start running into you to take advantage of your splash, so make sure you have some mines handy!

 

As offence: Thunder can go as a capturing turret, provided you have a fast hull. The splash helps you take out multiple enemies at once, and you can fire at a decent rate. Thunder is deadly if people start chasing you all at once, because the splash will hit everyone, and with DP, there is a high change of one-shotting. Thunder is one of the ideal capturing turrets in Tanki.

 

5) Isida:

As defense: Isida is a rather good defending turret, judging by the fact as to how it can heal others. If you have a teammate with you, and you are an isida with a medium or heavier hull, it will be very hard to take you out, provided your isida is of fairly high modification.

 

As offence: Isida does not have much use for offence, as it can only hit one hull at a time. The true use of isida lies in supporting while attacking, which means that you follow behind an ally and heal the tank when the tank gets weaker. It's fairly obvious. 

 

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Edited by Death705
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Add more good attractive pics and fonts and colors.

 

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Want me to spam? so this will be active? xD lol

P.S Dont ban me its just words ;-;

 

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Good Luck on ur Topic :D

 

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Good Luck on ur Topic :D

 

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Edited by samuelmanasseh
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Good Luck on ur Topic :D Want me to spam? so this will be active? xD lol

P.S Dont ban me its just words ;-;

 

 

Add more good attractive pics and fonts and colors.

 

 

Oke im doing it right now :D

 

Sol, don't spam it, please post something sensible..

Samuel, i trust you not to spam either. Also, i'll do the colour thing when I have some time.

Edited by Death705

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Thanks guys, this is my first guide, so I would appreciate any tips you have for the next guide.

The next guide will be about CP, and it will be out in a week or something like that.

The guide to CP will mainly be based on 's tips, who got me interested in CP in the first place. :)

Good Luck ! ;)

Edited by thunderousrailgunner

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Thanks for the good reviews guys! I just wanted to know, which one should I do first (both are around the same amount of work)

Guide to TDM (Upvote for this)

Guide to CP    (Downvote for this)

And in this guide, and the upcoming two, I will be covering what to do in case of every single weapon encounter, except maybe vulcan, as I don't encounter many of these.

Edited by Death705

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Okay, by Sunday I will have updated this guide, using the things that some of you have told me.

I'll try my best, and if this works out, then i'll continue writing! :)

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