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Everything posted by Ranger7
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That's true actually. There are a few mini farm matches without those pesky generalissimo's. However around my rank it is rare to find a good Farm match, so I have given up looking :lol: I only play with generalissimo's if it is a NS battle.
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Let's discuss "Mister Tanki Online - Summer 2013"
Ranger7 replied to semyonkirov in Contests Archive
Sounds cool! -
Consultants and Reporters should have their own colours on the forum
Ranger7 replied to Remaine in Archive
Reporters get pink :wub: -
totally, lots of times Have you ever raced a wasp with nitro?
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I already got a top of the line bike, so I guess I'd rather have a top of the line pair of roller blades xD WYR have a wart or miss a gold box?
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No. Have you ever used a fully upgraded combo on the normal server?
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^ exactly. If they players that happen to be on are pro, well let's just say that I make roughly 1,000. :blink: Otherwise, it can go up to 4,000. :D
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Hunter is nice, but overall Viking will probably be the more popular tank. Though it has nice stats, M3 is unlocked at a very high rank.
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Obv, that is some boy scout's account :lol:
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Guide [Issue 14] Railgun - for the Pro
Ranger7 replied to Ranger7 in [Issue 14] Railgun - for the Pro Newspaper Archive
Railgun - for the Pro Most of you have probably read my "Definitive guide to Railgun," but I didn't go into much detail as to how to use Rail. This guide will go in-depth into strategy and tactics for using Rail, and I hope that it will help some of the more experienced users, especially if you plan on joining my team in battles! When to fire If you are trigger-happy, this is not the gun for you. Patience and accuracy are required. Most enemies think that they can get you to shoot prematurely by moving the corner of their tank slightly out of cover, then quickly taking cover. Always be on the alert for this trick, since this will be a popular one. Make sure that the enemy won't be able to dodge you for the seconds that your weapon takes to shoot after hitting the space bar. Now remember that sometimes you can get them, especially when they do a specific pattern of in and outs, that way you can predict when they will come out of cover again. Another trick is waiting until someone has begun damaging the tank that you are about to shoot at, then firing. That way, you get all the points. However, this only works in CTF, DM, and CP. In TDM this will not work, and though you might get most of the points, you will only get one or two points more that you would if you just shot before the tank was damaged. I wouldn't recommend bothering over them. One other thing to remember is that Thunder has splash damage - get up close, have him hit you a few times, then knock him out in one blow! As shown above, firing without any cover can be disastrous. Not only can an enemy player make you miss, but you can also be easily destroyed by enemy snipers. Always look for some cover before shooting. Even if it is only a few scraggly bushes, it is better than trying to shoot in the open. Shooting from above - shooting from below It's important to master all of the tricks to shooting, especially when it comes to Railgun. Silence is a well-known and easy example of shooting up and down with Rail. The first rule to shooting from above or below is to angle your tank slightly towards the target. That way you are more likely to hit it. One more important thing to remember when shooting, especially from a high or low position - always watch out for obstacles that might obstruct your shot, like billboards and roofs. It will be harder to see if they are obstructing your way when you are shooting at a different angle than normal, and you might overlook obstacles at first glance. How to be an effective team member with Rail When playing CTF and CP, always shoot at the enemy tanks that can effect the score of your team, for example in CTF it is always important to hit the tank that has your flag, or the tank that is attacking your team's flag-grabber. Another important thing to do is to decide on your job and if possible notify your team of what your chosen job is. If your team has few offensive snipers, be an offensive sniper, etc. Changing your job every five minutes is not a good idea unless the situation changes every five minutes. Adapting to the situation is another important thing. Don't be an offensive sniper if your team only has two players and the enemy has eight. Communication is definitely important, if possible. Letting your team know the location of an attacking tank, or the location of a camping tank is very important and sometimes can be the deciding factor in a game. Try to find out if your team speaks your language, and if they do you will be able to communicate through the team chat. Conclusion I hope you have enjoyed this article - if you have any questions that you feel have not been answered by this article, please ask them. Good luck, and see you in the battle! -
Contest [Issue 14] Spot the Differences!
Ranger7 replied to Ranger7 in [Issue 14] Spot the Differences! Newspaper Archive
Spot the Differences! _ _ Requirements: Send me (Ranger7) a PM with only the names of what maps these pictures are found on and the lists of differences between the photoshopped images and reality. All entries should contain the screenshots, with some sort of marking on each difference. All text entries will not be considered! No conversational comments - I will not respond to them! Only the first five completely correct applicants will be rewarded for their efforts, in the form of 10,000 crystals! Note: The contest judge(s) are not obligated to respond to every entry sent to their PM. The winners will be notified, and given their crystals by the time the next issue is published. IMPORTANT: Please send in your entry before August 25th. Good luck! -
Guide [Issue 14] When to Join a Battle
Ranger7 replied to Ranger7 in [Issue 14] When to Join a Battle Newspaper Archive
When to Join a Battle Sadly, some tankmen do not know when to join a battle. I hope to help some of you out by giving you a few pointers regarding when to join battles. 1. Maximum Rank Rank is important, not only because of experience, but also because of the fact that most of the time those above you in rank have superior weapons and equipment. So, before joining a battle, always look at the maximum rank available. It's always best if your rank is the highest rank allowed, or close to the highest rank. Now, it doesn't necessarily mean that they will be superior to you, or that you will be worse than them when you have a lower rank - but it is always a nice advantage to have over the other tankmen. 2. Players When deciding whether to join or not, it's always a good idea to look at the players. That way you will be on the alert if you know of any strong players in the battle. Another thing to check if you don't know the players in the battle is their rank. The higher their rank, the most likely that they will have more effective equipment. I recommend staying away from those that you recognize as strong players unless you're an Isida, since you will have lots of problems killing those skilled tankmen. 3. Remaining Time The amount of time that is left in the game is an important consideration. Always compare the amount of time in the game you are planning on joining with the amount of time that you currently have to spend. If you only have 5 minutes, then it probably isn't a good idea to play a 50 minute game, unless your main goal is not to end the battle but simply to destroy a few tanks. 4. Score This is another important one. When looking at the current score of the game take into consideration the remaining time as well. That way you will know whether you can win the game or not in the amount of time remaining in the game. Also look at the score of the first player, since if it is over 700 you probably will not be able to catch up, unless it is a long game. 5. Game Mode Thanks to a recent update, you now can select the specific game-mode without much hassle. Simply click the type of game-mode that you do not want to play and it will be removed from the list of battles. To view them after blocking them, simply click the game mode again. 6. Amount of Players Joining a battle also depends on the amount of players. Of course, if the teams are full you can't join. However, there is another side to that. If the teams are practically empty, especially when it is a big map, it probably won't be a good idea to join. It will take a little while to load the bigger map, for one thing. But also, some players might prefer to play the more numerous amount of medium maps. 7. Supplies If you are looking at not spending many crystals, or if you don't have much time, you definitely do not want to join a No-Supplies battle, unless you have a No-Supplies (NS) battle pass. They are really only a good battle when you have plenty of time and you know that the battle will last for at least an hour or so, this way you can earn back your 500 crystals spent on the battle. If you have a NS pass, it doesn't matter as much though, since you can join practically any battle you want without worrying about having to change battles or leave before you earned 500 crystals. 8. Winning or Losing It is important to consider whether you should join the winning team or the losing one. If you carefully analyse the stats you will probably soon know the situation. If several high-ranked players joined the game recently, and have low score because of that, then it might be best to join their team even if they're losing. Depending on the amount of high-ranked players on the enemy team you should be able to find out if the current team is able to take them. However, some games, because they are excessively long, may attract a lot of strong players over the course of the game. That is why I do not recommend joining a team that is losing a 100 flag match - unless you are the highest rank allowed, you probably won't be able to turn the game around. One thing to be careful of though - don't join a winning team that obviously is winning. The losing team will soon leave, and you will have to choose a new match without gaining many crystals. Conclusion I hope that this little guide helps you a little, and maybe has taught you a few things about when to join a battle. If you have any questions, comments, feedback, and such - please feel free to post them. See you in the battle! -
Well I timed the freeze effect, it seems as though it lasts for 25 seconds.
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I love it, because it allows me to play with some of my lower-ranked friends :) GJ Tanki :D
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If you have a complaint about moderator's actions, just send an email to help@tankionline.com :)
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Guide [Issue 13] The Attacker's Guide No. III
Ranger7 replied to Ranger7 in [Issue 13] The Attacker's Guide No. III Newspaper Archive
An Attacker's Guide No. III Most of the time, you probably don't exactly have a plan when you are attacking. However, the best attackers know that it is always a good idea to have a plan for their attacks. This will hopefully help you to become a great offensive player - by giving you a plan for your attack in each map. This issue is on Barda. Paints Regarding paints for this map, what you really want is something with a mix of grey and green. Since there are plenty of props in this instance, we will see that it is slightly easier to go about unnoticed. However, the easier it is, the better. That's why I have included a brief overview of paints for this map here: (Captain - Brigadier) Digital: This paint is one of those great choices when it comes to big maps and long-range combat. Even the Smokey protection is useful do to Smokey's power. Unfortunately, it is not enough to make a difference when it comes down to Critical Hits. Still, the massive Rail protection makes it a popular choice among the ones who play big maps. Urban: Though it doesn't have long-range protections like Rail and Shaft, it still is useful because of its Twins protection. If you run across Twins often, then Urban will definitely be the best choice for you. Though it might only be good for camouflage in this map, it is good for other things in other maps, and if you like a "One paint works for all" kind of paint, then this might be a better choice than Digital for you. (Major-General - Generalissimo) Tagia: Here we come again to a short-range protection paint, and it even looks a little like Urban! This paint is useful in this situation mainly because it has a good color that fits well with much of the greenery in this map. However, its protections might not be as useful when it comes to actually attacking. Still, if you have a bigger problem dealing with short-ranged defenders then you do long-ranged ones, this is obviously the best choice. Prodigi: When it comes to camouflage, Prodigi has it. When it comes to protection from long-ranged weapons, Prodigi has it. Again, you have to make a choice between protection from long-ranged weapons and short-ranged weapons. I suggest when looking at a paint to consider your main weapon and your style. Basically, if you have a harder time defeating short-ranged weapons, get Tagia. Otherwise, Prodigi will definitely fit the bill. Other options: Emerald: Though it probably isn't as good as the ones that are mentioned above, Emerald still is a good choice if you see lots of Thunders. But if you can't afford, or just plain don't like some of the other suggestions, then this might be the way to go. Needle: Well, the Smokey protection certainly is nice, but it isn't nice enough unless you have a serious problem with Smokey. The Rico protection is useless, and though the Shaft protection can be useful in some situations, this paint is plain to expensive for the low quality of protections. Attack routs and overall strategy This is usually the safest route - most of the enemy tanks do not look past the bridge, and many first-time Barda players have no idea it's even there for a long time. The main thing is not to be noticed. If you can get an Isida to sneak in with you, all the better. Just remember to get some team-mates to attack the center and the left while you sneak up this way. Though this route looks great to many tankmen, it also looks great to the defense. Which generally means that this route is almost always covered. Plus, since it is slap in the middle of the map, it is also wide open to flank attacks from either bridge. Still, it is a great diversion, since it is easily seen, and many times it isn't hard to attract attention when trying to create a diversion for another team-mate. Just try not to be too obvious, or the enemy might get a bit suspicious. This route is great, since it has plenty of cover coming up to this point. Also, because of the building that sits nicely right next to the attack route, it is hard to see from anywhere but the actual base. This is good, because it lowers the chances of getting hit by enemy snipers. Unfortunately, you still have to deal with the enemies that lurk in the base, so don't get over-confident. As with any well-planned attack, there still needs to be a diversion. In this case it is easy to make one since there is a wide spot right in the middle of the map that easily attracts the eye of defenders. Actually, it is the same attack route as the Red diversionary route, but from Blue's perspective. Escape Routes This escape route is perfect if your team has control of the bridge that dominates the area of the escape route. So long as your team has control of that bridge, this route is the safest one, not to mention the quickest one. Just be careful - because if your team doesn't control that bridge, or looses control of it, you could be in trouble. Once you get down behind the building shown above, you are pretty safe. Just make sure that your team is covering you well beforehand, and you should easily get out. Be careful though, because there usually is a sniper or two on the bridge. If you notice one, duck under the bridge before he can shoot you and wait for your team to knock him out. Conclusion Well, I hope you have enjoyed this edition of "The Attacker's Guide." I wish you good luck in battle! If you have any suggestions, comments, and feedback, please reply to this topic. See you in battle! -
That's one tasty looking cake there :D Happy B-day Tanki :) It's been a great year ;)
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Yay :D I hope you guys like it ;)
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Guide [Issue 12] An Attacker's Guide No. II
Ranger7 replied to Ranger7 in [Issue 12] An Attacker's Guide No. II Newspaper Archive
An Attacker's Guide No. II Most of the time, you probably don't exactly have a plan when you are attacking. However, the best attackers know that it is always a good idea to have a plan for their attacks. This will hopefully help you to become a great offensive player - by giving you a plan for your attack in each map. This issue is on Kungur. Paints Though you might think that camouflage is not necessary for an attacker, it can be very helpful, especially in this kind of map, since it is large, and it is best not to attract the notice of the enemy. You probably won't regret choosing a nice camouflage paint to match your surroundings. So, I have included camouflage in considering which paints should be included in this little guide. (Summer - Major and below) Flora: This is a great paint for this situation. It really matches most of Kungur's greenery, and with a nice mix of brown that is common in Kungur. Though it only has 10% protection against Smoky, we really shouldn't look at protections until later on. Forester: Really, this paint is almost the same as the one above. However, it has some major differences. It has protection against Railgun instead of Smoky, which is a bit better than the latter, since Rail is more likely to be used in Kungur than Smoky. Due to low amounts of this protection, it might not matter as much. Still, if you think that the green is better than the green and brown, this is a great choice. Digital: This is an excellent choice for this map. With excellent camouflage, you will have a much decreased chance of being spotted trying to sneak and grab the flag, or to kill some defenders. Digital also protects against some very effective defending weapons, including Rail and Shaft. This is probably the best choice overall for this situation. (Summer - LT Colonel and above) Savanna: Many tankmen view this paint as a highly effective answer to Smoky. Since this weapon is swiftly growing in popularity, and because many tankmen argue that Smoky is more effective than Thunder, several English Community members would highly suggest this paint. In fact, it is quite useful, if you run across enough Smokys. It also has a nice green in it, making it hard to spot. But it doesn't stop there - it also has a very useful 20% Rail protection. My recommendation is - buy this, if you don't like defending Smokys. Otherwise, stick with Digital. Emerald: As Savanna is the answer to Smoky, Emerald is the definite answer to Thunder. Due to the immense popularity of Thunder, this can be a highly effective paint, especially in Kungur. Though it might not hide you as well as Savanna, it still has a lot of green, so it isn't as easy to spot as orange. Prodigi: My personal choice, Prodigi is highly effective in many situations. This is no exception. Due to the size of Kungur, many tankmen choose long ranged weapons such as Rail and Shaft. And due to Thunder's immense popularity as a mid-fielder weapon, Prodigi's protections against Thunder, Shaft, and Rail can be exceptionally useful. Not only that, but due to its relatively low cost, and good amount of camouflage, this is probably the best choice when it comes to attacking in Kungur. Notes: I left out several possible paints, and I will tell you why here. Needle is good, but it has problems competing with Emerald and Prodigi because it has a useless 20% Rico protection. Though it was good before the rebalance, after the rebalance Needle is very ineffective. Clay is OK, but as with Needle, it has a unappealing Rico protection. Simply put, you probably won't be fighting Ricochets in Kungur. As to the final one, Picasso, each of the possibly useful protections can be bought at a cheaper price with Prodigi. Escape Routes This route can be exceptionally effective, due to the armors that are dropped virtually right in front of you as you try to escape. Trust me, they can be very, very useful when you are trying to escape with the notoriously low on health tanks like Wasp or Hornet. Just be careful, and don't let the enemies get it before you! Though the previously mentioned route can be extremely dangerous, this one is a bit more dangerous and risky because you will not get into your base very quickly. However, many of the enemies will not expect the attacker to take this route, and they might not see you as you go around their spawn points to your base. Since the actual distance traveled is practically the same, though, you might not have too much trouble. This is the most direct escape route for Red team. Though the enemies might expect it, this trusty route can always be relied upon in a pinch. It is definitely the best way to get out of Blue's base. If you can contact the others on your team to cover you while you cross the middle of the map, you will definitely have a good shot at capturing the flag. This route is the best if you do not want to be hit by opponents on the bridge. By virtually going straight under the bridge, you should have little problems with enemies on it. However, you risk being spotted by a spawning enemy tank. I recommend using the first escape route, because most of the time the bridge is so dangerous to be on, that most tankmen don't even go there. Closing Notes Instead of actually reviewing all the hulls and weapons, I decided to go over some of the best combinations here before closing. As to your hull, it probably should be either Hornet or Wasp, depending on which you have the higher upgrade on, or which your style fits best. Either of these are great tanks for the attack. A final note on hulls - though Hunter can be useful as an attacker in many other maps, in Kungur it simply isn't fast enough to make a successful attacking tank. Weapons are a bit more tricky, since you probably want to be able to knock out a few of the enemy tanks when you are attacking - either to keep up a good D/L, or simply to keep up your points. The weapon I suggest for this job is Smoky. Though, admittedly, it might rely on luck a little bit, what do you rely on to make sure the enemy doesn't spawn right in your path of escape? Well, I look at it this way - if you have enough luck to get out of the enemy base with the flag, you should have enough luck to have plenty of critical hits with Smoky. However, if this doesn't fit you, then Twins might be another option to look at. Freeze is useful, if you can use it right. However, if you can't handle dodging in and out and making sharp turns, you will probably not have any fun playing with it. Some friendly advice - don't use Thunder. Though it might have a nice amount of damage per second, it certainly isn't a good choice for an attacker, due to the splash damage. Conclusion Thanks for reading. I hope you have enjoyed reading this little guide to Kungur, and I hope to see you in battle, fellow tankmen. I wish you good luck in all your battles, and may you win many funds! -
Review [Issue 12] Beauty in Tanki - Ranger's View
Ranger7 replied to Ranger7 in [Issue 12] Beauty in Tanki - Ranger's View Newspaper Archive
Well, you guessed it. Admittedly, both Lhamster and Hogree have nice choices, but, in my opinion, they certainly aren't the most beautiful. Here are my views on what looks the best. I will review the weapons first, then hulls, then paints last: 3. Shaft Personally, I like the looks of Shaft. It really does look like a futuristic weapon, and I love its barrel, since it is much different from your normal barrel. Though Rail is a nice weapon, Shaft really does look better than it. Before the rebalance, Shaft was most definitely the coolest looking weapon around. However, though the barrel may look nice, the thing that the barrel sticks out of isn't as nice. 2. Isida Though it doesn't have the nice red colour like Rico, in my opinion, Isida is still pretty good looking. It really is graceful in my opinion, unlike the rough parts of Rico. It gets even better when green or red lightning shoots out of it, and I think that is part of what makes this gun so interesting to me. Though it could be argued that Freeze has a much smoother turret, Freeze can only shoot out snow, which isn't as good to look at as green or red lightning. 1. Rico Yup. This is one awesome looking weapon. Though Shaft lost some of its color, Rico certainly did not. I really like how the red light stands out from the inside of the weapon, and I think it complements it well. Though it does have a bit of a stubby barrel, the red makes it totally worth it. I especially like how the red comes out of the vents in the back. Not only does this make it look cool, it also makes it look very dangerous. Unfortunately, due to the rebalance, Rico has been significantly nerfed. It will never be the same weapon that used to dominate many of the battles before the rebalance. 3. Titan Though it may be bulky, I still enjoy how it looks. I have noticed that Titan is shaped so that whatever paint you equip it with, it will have the same things on each side of the tank (starting on the armor that covers its tracks). I really think this adds to it. Though it does have some rough parts, it still looks great with most paints in my opinion. Some may argue that it looks ugly, but if you look at it with a nice paint on, it isn't as bad as it looks with say, green. 2. Hornet I have no choice here but to agree with Lhamster. This tank really does look great. I love how it is small and sleek, and at M3, it really looks extremely beautiful. The blue lights really look good on it too. I especially love the good-looking contour lines all over it. From the side, slightly tilted so that the blue lights can be seen, this tank really does look nice. Still, I have to put it at No. 2. 1. Dictator Though some argue that this is a bulky tank, it is really beautiful. It uses its bulk to the best, which means more room for smooth armor and graceful armor plates. If you look at the sides, you will notice air intake areas, which really make it much cooler than most of the other tanks. The lights are also in an excellent position, which really makes it look good. Like Lhamster, I also like the front part of the tank, which, like he said, "look like paws". 3. Mary Some of you may disagree with me, but I think that this is a truly beautiful paint. Though it doesn't look quite as beautiful as Emerald or Zeus, it certainly still stays high in my list of beautiful paints. Personally, I really enjoy wearing this paint. Thing is, many newer players might gasp at seeing this paint, so it must be doing something right. 2. Emerald I really like this paint, and I love how it uses the green. Unlike most paints, which have green camouflage, this paint is the only paint that is green that is beautiful. In my opinion, it really looks very nice on relatively any combination. Still, though green goes very well with Rico and the blue lights, I have to put this paint after Zeus. 1. Zeus I really think this is the best looking paint. Though it only has two colors in it, unlike Spark, which has a bit of purple, it still looks great. Since Spark has had its color a bit darkened, it certainly doesn't look as nice as before. Though I like the red of Electra, I prefer Zeus over it since it has more lightning. Though the red is nice, it has way too much black in it. Before the rebalance, when someone saw a person with Zeus paint equipped, they knew this was a very strong tankman. Though its protections may not be as good after the rebalance, its looks haven't changed. Still, you might see some famous tankmen using this paint, such as Reiki12345. Well, there you have it, as Bruce would probably say. I hope you have enjoyed my little review of the most beautiful tanks, weapons, and paints. Do you still agree with Hogree or Lhamster? -
Guide [Issue 12] The Different Combinations No. III
Ranger7 replied to Ranger7 in [Issue 12] The Different Combinations No. III Newspaper Archive
The Different Combinations No. III Each combination has its own skill and style. This article should give you a definitive guide to each combination, its style and a few tips as well. Thunder Mammoth Before the rebalance, this combination was very dangerous to everyone it opposed. After the rebalance, however, it has lost a little of its popularity to Mammoth Twins. Still, it is a very dangerous combination. Stats Style Since Mammoth is the slowest tank in game, it is probably a good choice to use this combination as a defender. Whether in DM, TDM, CP, or CTF, this combination can really defend itself. However, in some maps and game modes this combination can also be an excellent mid fielder. For example, in Sandal, Mammoth's speed is not as important because of the relatively small size of the map. Overall, however, it will probably be most seen defending. Tips CTF: This combination can be very effective at guarding the flag in this game mode, and it can also be very effective at knocking out enemy campers at moderate range from good sniping positions. Either way, it probably isn't best for this combination to be used as an attacker, unless you have a Nitro. As a defender, this combination is usually best in sniping positions. Though sitting on top of the flag can be great for the team, it might not be best if you want to get any kills in this mode. CP: Though this mode is newer than Thunder Mammoth, Thunder Mammoth can be extremely effective here. Since big Mammoths sitting on the points are very effective, this combo is excellent at it. The only thing that you might want to watch for is small maps. Thunder's splash damage certainly won't be very effective close up. However, if it is used in Kungur CPs for example, it can be very effective. TDM: Thunder Mammoth really is good at several different game-modes. With Mammoth's huge amount of health, the defense in any team will be much improved when a Mammoth is on it. This is especially true in TDM, since the main goal in this game mode is to get kills. Using Thunder's splash damage to self-destruct once you are almost dead is an excellent way to prevent the enemy from scoring. This is really the ultimate combination for this game-mode, and it is probably best to play Thunder Mammoth here. DM: Though a Thunder Mammoth is effective in team battles, it is also moderately effective as a loner. The splash damage can be doubly useful here, since there will probably be a whole lot more enemies in DM than there will be in TDM, or any other team game mode. Taking out multiple enemies, as well as self-destructing, can make this combo a very annoying, yet effective combo, especially in this mode. However, it is best to stay away from Island or Farm TDMs, since they are much too close-quarters for Thunder. Smoky Hunter Though this combination probably won't be the combo that you might think of first to choose, most likely you won't see it very often, it still is a very interesting combo. Though Smoky used to be a very minute gun, it has certainly gotten a lot more power than it had before. Stats Style This combination certainly isn't going to be a defender. Hunter's speed is to great, and Smoky is a bit more geared to attack. Mid field is okay for this combination, but since Smoky does not have the range that some other guns have, it might be best to stick with the attack. Hunter is really effective when used with Smoky since it can get up close and personal with tanks, something that Smoky is very good at. So, the style for this combination is attack. Tips CTF: This combination can be very deadly here, especially because of Hunter's speed. It is best to use this combination as a back-up attacker for most CTF games. With another team-mate, you can be devastating to the enemy defense. Just be sure to go ahead of your partner, since most of the time, your critical hits will be able to clear out a few defenders before getting the flag. CP: Smoky Hunter is really effective at attacking enemy-controlled points. With just the speed enough to get to the enemy point within a reasonable amount of time, and enough health to survive several enemy shots, you will probably be very effective. However, use the critical hits in the best possible way, and be careful not to get to close to enemy Freezes! TDM: With Smoky's critical hits, you will probably be killing several enemy tanks if you decide to play this game-mode. However, Hunter's health is not enough to prevent you from being killed often, and in this game-mode, you will probably see more high-caliber guns than you normally do. Still, you can use that to your advantage. By making Rails and Thunders miss, you can really decrease the damage that they do to you. Still, because of Hunter's health, it might be best to choose a different hull. DM: Though you might not have much success here, since you will be facing multiple enemies (Something Smoky normally cannot do effectively), you can still have lots of fun. Making individual tanks miss, and giving out critical hits plentifully is always fun. One important thing to remember here, try to stay away from large maps, and stick with the smaller ones. The fewer enemies that you have to deal with, the better. Firebird Titan This combination used to be a popular combo for those who liked to use supplies 24/7 below the rank of Warrant Officer 1, but now (after the rebalance) it has become a very rare, but very interesting combination. Stats Style Though Titan does have moderate speed, it isn't enough to allow it to become an attacker. I recommend this combination for use as a defender. The speed is just enough to return the enemy flag once the enemy attacker who took it has been killed by the burn effect. Even mid-field is not a good choice for this combination due to the low range of Firebird. Though you can still attack in Farm or Island, in most other maps it isn't a good idea. Tips CTF: This combination can be a very effective defender in this game-mode, and you will have a bit of success here. However, don't try to attack, or even to advance (the latter mostly concerns bigger maps). Use your burning effect well by firing at the enemy tank before it can reach the flag. If it manages to get a few feet from the flag, don't worry. CP: Firebird Titan is really good at this mode, since it can hold most points very effectively. However, watch out, since you might have problems with your range. In this mode, it might be best for this combo to stay relatively near the spawn points of its team, since this will allow it to constantly be capturing points while holding down the base while the attackers strike at the enemy. TDM: Though Firebird Titan is a better choice for CP, this game-mode is fine for it, as long as you choose a smaller map. It (Firebird Titan) is not very effective in big maps. If you find a good game, try shooting more than one tank at a time, this will allow you to kill many more tanks than if you only try to shoot one. DM: Since you will be battling many more tanks in this mode than in some of the others, you will have a much better chance of hitting more than one tank with your flame-spitter. This combination can be deadly here, if you choose the right map. As long as the engagement will probably be in close-quarters, this combo will do a ton of damage. Just watch out for long range weapons! -
Guide [Issue 13] The Definitive Guide to: Hornet
Ranger7 replied to Ranger7 in [Issue 13] The Definitive Guide to: Hornet Newspaper Archive
The Definitive Guide to: Hornet Essentially, Hornet is a light tank. However, it has a long history, and in the right hands can be a deadly foe. My guide here will review some of its qualities, a few things to watch for, and a short history of this amazing tank. I hope you enjoy it. History Hornet was officially released April 24th, 2010. As soon as it was released, it became the fastest tank available for purchase, at 10.00 speed. Far faster than its predecessor, Wasp, which had previously been the "speedy tank." Interestingly enough, three days later Mammoth would be released, which became the most healthy tank that was available at that time, with 200 health. To the dismay of many tankmen, Hornet's top speed was decreased by .9 with the rebalance on December 17, 2012. Now it only has 9.1 m/sec. However, its health was increased. The speediest tank then became Wasp, with a whopping 10.8 m/sec at top speed. Tricks This is a bit hard to get initially, but don't worry - once you get it, it's a hard thing to forget. When trying to get off a high area in a hurry, try jumping off while turning. It may take a few times to master, but that is easily done by creating a private Silence match. Jump off the high ledge on blue team, and you'll be sure to get this trick down. It's very handy in many situations, especially when trying to get the enemy flag, or going for crystal boxes (as shown above). You really won't need this if you use recoiling weapons like Smoky or Thunder, but with Firebird, Isida, and Freeze this trick is invaluable. Though this doesn't work with most guns, sometimes this can be useful. First of all, get into a nice position as pictured, then start shooting. It probably isn't a good idea to try this unless you have Rico, since Thunder seems to have lost much of its recoil with the rebalance. I wouldn't recommend trying this with Wasp, since that is a very unstable tank. Since hornet is very small it can fit into places that other tanks can't. However, sometimes you have to drive slightly to the left so that your tank can get up enough to fit through the tight space, as shown above. Don't try shooting if you have Thunder, since it isn't necessary. If it makes it easier on you though, you still can do it with weapons that don't have splash damage like Thunder. What never to do when using Hornet Hornet isn't Viking or Hunter - it can't do everything. There are a few things that you will probably need to remember when using Hornet. 1. Don't expose your side to constant fire from the sides. You are more than likely to tip over. 2. Defending is definitely not your job. The only exception to this is when you are using Isida, and in that case you can stay in the base a little if the defenders need some support. 3. Getting a little fancy is always nice, but with Hornet one tiny mistake can be deadly. Make sure you know how to effectively preform all the tricks before trying them in actual battle. 4. When attacking, don't just rush forward. Test the ground first, make sure that there aren't any mines or other such things. 5. When using high-recoil weapons like twins refrain from shooting sideways. As mentioned in the first tip, it's not a good thing to be tipped over in battle. What to do when using Hornet 1. Make sure that you have an Isida close by when storming enemy bases. Since you have low health, it's always a good idea to have one on hand. 2. Try to stick with CTF matches, since there you have the most importance, unlike in other game modes. 3. Stick to attacking. If you don't like attacking, simply buy another tank. Hornet is definitely an attacking tank. 4. Use your speed to your advantage. It is very handy when out-running a Freeze or an Isida 5. Stay on the alert. Many tankers like to go after Hornets because they are supposedly "easy to kill." Prove them wrong! Notes Selecting a hull is a massive choice - it will affect your entire career in Tanki. Hornet is not one of the tanks that satisfies everyone - and it is never a good idea to just pick it up and run. It takes a lot of time and skill to master it fully, and even for masters there are new things to learn. Hornet opens up new game-play possibilities because of its speed. Trying it out on Moon Silence, with virtually 0 Gravity, is an amazing experience. However, it isn't for everyone. The speed usually makes beginning Railgunners foolish. Adjusting to Hornet's unstability can be very hard for Viking and Mammoth users. I do not recommend suddenly changing your main hull to Hornet, especially if your main hull is a stable tank. However, former Wasp users sometimes change to Hornet if they dislike how hard Wasp is to manage. Another thing to consider when you are choosing your tank is your weapon. Shaft and Hornet, though effective pre-rebalance, is not quite as effective now. One last thing before we move on - if you love Hornet, but you can't seem to win battles with it, never fear. Practice, practice and practice some more. Eventually, you could become one of the most pro Tanki players around. Conclusion Well, I hope you have enjoyed this guide. For further information, you can ask me here, or ask any other veteran tankman out there for advice regarding Hornet and choosing your hull. See you in the battle! -
Awesome job to the staff ;)
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