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Review [Issue 11] The Newspaper's First Anniversary!
Ranger7 replied to Ranger7 in [Issue 11] The Newspaper's First Anniversary! Newspaper Archive
Yes, it has been one year since the first issue of the newspaper was published! This is most certainly a very momentous achievement for the newspaper. I am going to go over some history and achievements of the newspaper, and then we will interview the chief editor of the news - Conanthedestroyer! History The newspaper initially was Tommy60's idea - he was the one that began talking to Les Alterman about his idea for an English newspaper. Tommy and Conan together picked the first reporters for the newspaper. These were Tommy60, Cablaz, Conanthedestroyer, and Skitee. The first issue of the newspaper had eight articles, but the last one, (Issue 10) had a total of 21 articles. The newspaper has really grown since it first started! The initial reporters aren't alone any more however - there have several new reporters that have been added to our ranks, including the ones most recently, jokjinari, Selena12121, Swagboy11, Valletta, and GoldRock. Before these joined, however, several others joined our ranks. First coming were Chriswu and Lhamster. Chriswu became our designer, and did a magnificent job, until he retired about three issues ago. Lhamster has done a few articles recently, but he has helped in other ways. Then, unfortunately, Cablaz retired from Tanki, and I was chosen to replace him. Dimmy also joined, after winning a designer contest. However, he had to leave, due to problems with his editing studio. ShadowVisions, the famous DJ, joined us as well. He did many informative articles after the rebalance, and essentially became our rebalance specialist. Recently, two other reporters joined us, FOG-LIGHT (who has become our new designer) and Loktinho, who has done an excellent job with his articles recently. Also, a special thanks to our foreign correspondents Mister_G and Raphael2. Unfortunately, one of our reporters, Skitee, wrote his last articles for the newspaper last issue. He has been with us from the beginning, so a special note of thanks to him. Interview with the Chief Editor Ranger7: Could you tell us how you joined the newspaper team? Conanthedestroyer: It was koolwalky who recommended that I look into joining the newspaper team. He had been in conversation with Bruce and thought I would be a good choice due to the fact that I am older and a school teacher. I spoke with Bruce and Les and was very excited to be a part of this new Tanki project. I looked forward to the opportunity to be a part of the overall community and help the project grow and develop. Ranger7: When did you become Chief Editor for the English Newspaper? Conanthedestroyer: I have been Chief Editor for the last five issues. Before that I was simply the editor and upon the departure of Les Alterman, I took over more of the leadership responsibilities of the newspaper. I enjoy reading all of the articles for each paper and sharing ideas and suggestions with our staff. I also enjoy the organizational tasks that go along with putting the newspaper together. It has been a pleasure to work with the reporters, they do a great job every issue. As a teacher, I have the experience (19 years in the classroom) needed for editing and proof reading. As an adult (43, ouch) I have the life experience and leadership skills to be effective in this role. It is something I enjoy a great deal, working with people in this manner. Ranger7: Do you think that the newspaper will continue in this format, or will it become more similar to the Russian one? Conanthedestroyer: I enjoy the current format of our paper. That doesn't mean it won't expand or change, nothing stays the same for long. I think the Russian paper does some great things and has wonderful writers and a fantastic layout. We are very similar to what they were in their infant stages of the Russian Newspaper, but I feel that our evolution will take us in a different direction. That isn't saying it will be a better or worse direction, just different. We will certainly reference the Russian Community, for they have more experience, but I believe we will put our own personal stamp on our version of the news. We have creative people with great ideas and, along with Bruce, we are having conversations where we have been discussing the progression of our newspaper. It should prove to be an interesting future for the English Community newspaper. Ranger7: Do you believe that the newspaper has improved since its first issue? Conanthedestroyer: Our last two issues have been incredible. Skitee has produced some of his best work and he will be sorely missed in the future. Lhamster and Ranger7 have really grown and developed as writers and I look forward to their continued progress. Hogree always produces quality articles and our newest reporter loktinho is growing quickly as a writer. Hopefully ShadowVisions will be back soon and Tommy60 will continue providing great contests for our readers. FOG-LIGHT has done a great job with the design and we have people like Lhamster who can help out in a pinch. The guys are always helping each other with pictures, designs and ideas. We have formed a tight knit group and everyone looks out for everyone else. We have grown over the last 10 issues and are looking at our biggest expansion yet, with the hiring of five new reporters. Our writers do a great job and I have been very proud of what they have accomplished. I feel it is time for us to expand in our variety and style and this should be accomplished with our new additions. We had 22 applicants apply to become newspaper reporters! I think that speaks very well for the quality and direction of our newspaper. People want to be involved with things that are well done. Ranger7: All of us know now that the "end of the English Newspaper" was a joke, but do you think that the newspaper will continue to be published? Conanthedestroyer: Absolutely. I think we have a good thing going here. People who care about the quality of work they do and strive to improve with every issue. And it isn't just about themselves and their own writing. Our reporters also care about improving and adding to the rich diversity that is Tanki Online. An overriding theme amongst our current writers and our new additions is "what can I give back to the Tanki Community? How can I be a productive part of something bigger than myself, to go beyond simple game play?" Our reporters care about this game and want to enrich the experience for the entire English Community. It is something special and I am proud to be a part of it. Conclusion Well, one year. We have tried to improve throughout this year, and I hope that we have had a successful attempt at it. I hope you enjoy this issue, and all issues to come. -
Thunder Hornet iz awesome.
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:3 Well u weren't bad hich. @Splitterpoint: ikr xD
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lol this is... old. Hich, wanna do another earning contest?
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No they shouldn't. All they did really was do the microsoft reflect thing. Anybody could do that. I think it actually takes away from the dance. The Iron Clads' entry, however, looked much more organized, and obviously was a lot harder to make.
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Was that really HD? I mean, if this is new mult secrets, you would at least think that perhaps it would be in good quality? Or perhaps the killing of two tanks in a period of 3 mins kills quality.
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Yes. Next person will like Microchip.
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If the dark side does not have free cookies, I'm outta here. Good luck. No dark side is truly dark without cookies.
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Does the dark side have cookies?
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Mary and Drugs. Yuss :P
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Edinburgh If you enjoy maps with baileys and castles like Fort Knox, you might have noticed a small change in the map list recently. Edinburgh is the new name for the latest and improved version of Fort Knox III. Here's my review and some interesting things you might want to know about Edinburgh. What is it? This map looks exactly as the old Fort Knox III appeared before the new change. It is really just an updated version of FKIII, with a slight increase in the amount of routes on the walls. The same old props, coloring, etc. are still there, but with an added route. Really, the only things that changed was the routes on the top of the walls, and the name. Of course, one other important thing changed - the game play. What is its game play like? Though you cannot play any Edinburgh Capture the Points yet, every other game mode is allowed, meaning that game play in Edinburgh is varied. This change really affected the CTF version the most, though DM and TDM are still affected. The main thing, of course, is the number of escape routes has suddenly increased, and now has twice as many escape routes than before, which surprisingly only had two. What affect does this have on game-play? Mainly, it means a small decrease in the amount of supplies usually spend in a normal supplies game that is played in most servers. Though it might not be much, still, the amount of supplies usually spent by the average tankman who played FKIII regularly is high. Basically, it is now a little less expensive to play this map. Another important thing for people who are eager to play this map in CTF mode, is the defense will now have to adjust slightly to fit in these new routes. Though most high caliber defenders probably won't have to worry about changing much, medium caliber defenders will have a whole new situation on their hands. This will probably mean that over time, medium caliber weapons will be used less and less over time in the defense, and higher calibers will definitely take the dominance in defending Edinburgh CTF. Lets go over some changes in DM and TDM though. One main note on the game-play in Edinburgh is that, unlike FKIII, the main battle has switched places. Originally, the main battle was fought beneath, since most of the tanks, unwilling to fight in the cramped corners on the wall, went below and fought there. However, in Edinburgh, many tanks will now go up the ramp to the battlements. There are several reasons for this. The first, of course, is that some tankmen will want to try out the new routes, and to test their efficiency, and perhaps just to fight on them because they are new. However, the main reason will probably be because now the battlements are a little more effective for getting kills. You see, if a team can control the battlements, they can fire down from the high ground to the lower ground on which the enemies spawn. Not only that, but they can also fire down with relatively complete protection. Battlements, as you hopefully know, are meant to be ways of shooting ballistics from relative protection. They are almost as effective in Tanki as they were in the middle ages. Now let's look at some of the major things for DM. Though you probably will not see many of these, we can still go over a few things. Because of the increase of space on the battlements, most tankmen will probably head up there. Making teams upon this battlement would certainly be dangerous, because it is very easy to hold the battlements, even if you only have two players. With only two entrances to these places, you won't have to worry much about anybody spawning below the battlements. However, the best idea probably would be to hold half of the battlements, and that way you would not have to worry about holding the other half. A divided foe is easily destroyed. However, if you are going to be a loner, the best idea is still to fight for the top. Most of the enemy tanks will still have more trouble than usual to kill you, and you will be able to avoid the bustle of tanks below you. Edinburgh outside of Tanki Outside the game, Edinburgh is a world famous city in South East Scotland. It is the capital of Scotland and where it's Parliament is based. Edinburgh is built around Castle Hill, which is named due to the fact it's castle, which is over 900 years old, is bulit on top of this hill. The hill is actually part of an extinct volcano and the road running from the Castle to Holyrood Palace, which is a Royal residence, is called the Royal Mile and is the main tourist area of Edinburgh. The city hosts the famous annual Edinburgh Festival, which is a series of separate events running from the end of July until early September. The best-known of these events are the Edinburgh Fringe; the Edinburgh International Festival featuring the Edinburgh Military Tattoo; and the Edinburgh International Book Festival. Conclusion So, now you know. If you see a person speaking a strange language playing Edinburgh, he probably is Scottish! Well, this is the end of my short overview of Edinburgh. I hope you enjoyed it, and learned something about Edinburgh. Good luck, and see you in the game!
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Guide [Issue 10] The Mid Fielder's Manual No. II
Ranger7 replied to Ranger7 in [Issue 10] The Mid Fielder's Manual No. II Newspaper Archive
The Mid Fielder's Manual No. II Introduction: This is a "field manual" for Mid Fielders in Tanki Online. We will review several different combinations popular among mid fielders, and we will also look at different protective paints, such as Clay and Picasso. We will also look at the best mid field positions for each map in Tanki! I hope this helps you become one of the best mid fielders out there. This edition is on Fort Knox. Paints Most mid fielders choose paints that have protections against guns that they commonly fight. It is a little hard to choose what to select, since sometimes they even have to dislodge campers, and they commonly fight attackers, and usually contest with enemy mid fielders. They really have to deal with a lot, and so it is tough to choose. Here are some good choices though: (Third LT and below) Storm: This is the first paint to have protection against two guns, and it is certainly a good choice for tankmen who have problems with short-ranged attackers. However, since it is ouclassed quickly by Carbon, some choose to wait to buy one of the stronger paints. Swash: This is a nice paint, with protections smeared out at around 10%, which some earlier tankmen like to choose. This is a good selection if you run into common attacking guns too much. It doesn't blend in too much, but if you like the colors, and dislike the guns it has protection against it, it isn't a bad choice. Since FK is a smaller map, these weapons will most likely be used. Corrosion: Though sniping weapons might not be as common in this map, if they are annoying enough to you, this paint is a good choice. Also, since Thunder is popular in many places, it is recommended that, if you have problems destroying Thunders, you should get this paint. (Third LT to Major General) Sandstone: Really, this is about the best paint you can get to protect against camping guns at this rank. If you have to dislodge campers way too much, then this is the paint to get. With about 15% protection against Rail, Shaft, and Thunder, this paint is a good choice for those who dislike camping guns. Rustle: Though Digital has a bit better camouflage for this map, Rustle still is a good paint for people who want a nice mixture. It has strong protections, with protection against Thunder and Freeze. This is good for mid fielders who commonly see these guns on mid fielder and attacker positions. (Major General to Marshal) Emerald: This is a really good paint, because not only does it have good looks, but it has good protection against Thunder and Twins, both of which are very common and dangerous weapons. Most certainly, if you dislike these weapons, Emerald is a easy, and relatively cheap answer to these weapons. Tagia: Since the rebalance, this paint has not increased in popularity, though it has increased in price and protections. Still, though it might not be popular, it is a good selection if you play smaller maps, like Fort Knox, where the enemies will constantly be sending short-ranged attackers. Camouflage is also good for this situation, unless you play winter. (My choice paint) Picasso: Though it is a new paint, this certainly hasn't stopped it from becoming one of the most effective paints, with good protection against so many guns that it can be effective for just about any tankman. Though it doesn't have protection against some of the shorter ranged weapons, its variety, color, and protection amount all fit this situation very well. However, the only downside is the price. It actually is the most expensive paint that crystals can buy. If you can afford it, and like a wide variety of protection instead of specialized protection, this is the optimum choice. Positions This is a good spot, since it seems to be able to guard every attack route. However, don't be deceived. Though it can, you need some of your team. At least one teammate needs to guard the ramp, as shown above, and another teammate needs to guard the other two routes with a higher caliber gun. Though Thunder could put some massive damage on the ground instantly, you would only have one or two shots, and that isn't enough for most tanks to be destroyed by Thunder. Overall, it is probably saver just to use Rail for this position. Remember, you will just be overwhelmed if you do not have the teammates needed to hold this tricky spot. This is a very simple, yet very effective position. It would take a very skilled enemy tankman to destroy you from your safe position here. It also covers most of the routes, but still enemies can sneak by you. However, it is really your choice. Whether you want your teammate next to you on the position above, or if you want your teammate below you guarding the routes there, that is your choice. However, I would recommend you choose the latter, especially if the enemy is either skilled or strong. If they are neither, though, you might want to go for the first choice. Your death/loss ratio is certainly going to look great in this spot though. As to weapons, I think that as long as you stick with higher caliber, you should be fine. Smokey might not be what you want in this situation, though it is usable. Thunder and Rail both suit this position fine. Overview and final notes This map really is a very fun one to play, I personally really enjoy it. A few things to keep in mind is don't be picky as to positions. Meaning, if you spawn far away from one of these spots mentioned, or if you cannot reach them either because the enemy is to strong, or for some other reason, don't worry. You can pick different spots. When you get the chance though, try these spots out. If you can hold them, you will have a secure center field, which is vitally important for the offense. Another note: adjust to your weapon here. Just as in any other position, whether you are an attacker, defender, or mid fielder, you still will need to have to adjust to your weapon. Don't get up close with Thunder, and don't get to far away with Twins. As long as you keep that in mind, you should do just fine in games with this map. One other thing - since this map is mirrored, I have neglected to post the positions for both blue and red team. Though when taking the images I was on different teams, both these spots are intended to be used on the same teams, and you can use both of them whether on red or blue team. Conclusion Well, here I come to the end of this little guide on playing mid field in Fort Knox. I hope you have enjoyed it, and that you will be able to win more games in Fort Knox than ever before. Thanks for reading! -
Contest [Issue 10] Spot the Differences
Ranger7 replied to Ranger7 in [Issue 10] 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. Good luck! -
Guide [Issue 10] The Campers' Guide No. IV
Ranger7 replied to Ranger7 in [Issue 10] The Campers' Guide No. IV Newspaper Archive
The Campers' Guide No. IV To be a successful camper, you have to know where to camp, and which guns to choose. This guide will give you some tips and hopefully will show you how to be a successful camper. This issue is about camping in Boombox.] Strategy key: Blue: Camping positions that are mainly for defense against a strong enemy team. (Blue team) Light blue: Camping positions, suggested for use against weaker teams. Best used when the camper does not have many targets in his normal position. (Blue team) Red: These positions are recommended for red team. They are specifically chosen for use against almost all enemy strengths. Dark red: This position is special because it is only recommended for use if the usual position that covers this route is not safe, or the blue team is overpowering your own. Tips 1. Watch out for enemy campers. They will be one of your worst enemies. The best way to deal with them is to get into your position first, and to fortify it. 2. The only way to be an effective camper is to adapt to your gun. If you have a self-destructing gun like Thunder, don't get up close to a ramp. 3. If you can't adapt to your gun, change it. It is worth it, especially if you do not feel good with your previous weapon. 4. Don't spend too much time getting into position. Choose the closest position to your respawn point, and sit there. 5. Don't be too cocky. You can't take a whole army by yourself. Sometimes, it is best to stay around your base with plenty of protection before moving forward, once the enemy is weaker. Paints This camouflage coloring for this map is going to be slightly different from the previous ones, in which summer had a dominant brown coloring. The recommended paints for Boombox will have a predominantly green coloring. (All for Summer) (Summer - Private to First LT) (Private) Forester: This paint is really a good selection for the camper that doesn't want to spend too many crystals on his "profession," and can be an excellent choice for the beginning tankman. With 10% Railgun protection, you will not have to worry as much about camping enemy Railguns, and this is good because Rail is a very dangerous weapon in the hands of a good camper. This paint is highly recommended for ranks from Private to Captain. (Summer - First LT to Colonel) (Captain) Digital: With a nice mix of green and brown, this paint really matches this map extremely well. One other very good thing about it is the fact that it has protection against both Rail and Shaft, both of which are very dangerous camping guns. This is a very good choice for the sniper, and even for the camper that has short-ranged weapons, because it protects them from these guns that are devastating to low-ranged weapons. It is the best combo of camo and protection for this map, and is recommended for use from Captain to Major General (Summer - Brigadier General to Generalissimo) (Brigadier General) Savanna: This is a second option besides Digital, but it isn't the most recommended here. Since Digital has better Rail protection, Digital is probably the choice that many campers should make over Savanna. However, it still has major protection against Smokey, and if you cannot stand Smokey, this is the paint for you. However, it is recommended to save your crystals for paints on a higher tier. (Major General) Emerald: This is an extremely popular paint, and for good reason. Since it has hefty protection against Thunder, and moderate against Twins, you probably will not have to worry about them as much as before. That is good too, because they are very common. However, one downside for the paint is that it doesn't exactly blend in as much as Savanna or Digital, and if you really are worried about camouflage, don't select this paint. (General) Tagia: Though it does not protect against rival camping guns, it does protect against almost all of the major short range guns. If you are constantly beset by short ranged enemies attacking you, this paint is a good one, because not only does it provide protection against these weapons, it also provides a very hard to see camouflage for this map. This is an excellent choice for tankmen that want protection against short ranged weapons, which will probably be common in this map. (Field Marshal) Needle: This is a good paint for most snipers, because it protects against Smokey, which can be really annoying, especially when they have the skill to knock off your aim. However, unlike Savanna, it also has protection against a camping gun, Shaft. Though it isn't as dangerous as it used to be, protection against it can be very handy sometimes. (Winter - Staff Sergeant to Lieutenant Colonel) (Staff Sergeant) Safari: Though it only has protection from Isida, it has very good camouflage. This is very good for the beginning camper, and can be useful if the camper comes across Isidas too much. This paint is recommended for use from Staff Sergeant to Lieutenant Colonel. (Winter - Lieutenant Colonel to Generalissimo) (Lieutenant Colonel) Winter: This paint has really good camouflage, and also has good protections. With protections from both Shaft and Thunder (both of whom are camping weapons), it can be really useful in a sniping battle. It has minuscule protection from Firebird and Railgun as well, though this probably will not be so useful. It is really good for a camper who does not want to spend a huge amount on a paint, but wants to get a reliable paint. (Major General) Irbis: Since it doesn't have any protection against sniper weapons, it isn't exactly the best choice for trench warfare. However, it does have protection against Isida and Freeze, both of whom are popular short ranged weapons. Really, it depends on what you want. If you like protection against short ranged weapons, Irbis is an excellent choice. Irbis also has very good camouflage. Positions When you want to be a camper in Boombox, it is always very important to have a team that you can rely upon. If you do, you will be very effective. This position can defend itself, however its right flank is very accessible if the enemy can go around. That is why it is important for your team to be defending your flank. Another important thing to remember here is make sure every shot counts, because in this situation, the entire system could collapse if you fail to guard your teammates' flank. Recommended weapons: Thunder, Rail, Firebird This is the second position for Blue team, and it is as important as the first. However, you can't use short-ranged weapons as well here, unlike before. The flank still is vulnerable, but it is rare for an enemy tank to come upon you from the flank, though they most certainly will if you irritate them enough, and hopefully you will, so it is always very important to have a teammate covering your flank. This is also a great position for covering friendly attackers. Recommended weapons: Thunder and Rail Though you can't exactly cover friendly attackers from this spot, you most certainly should be able to stop enemy ones. It is specially important here, because this is the shortest route to your flag (if it is CTF). However, you are specially vulnerable on your left flank here, and it is very important for that team member to guard his position. Remember, the key is not getting killed! Recommended weapons: Shaft, Rail, Firebird This position is very important to control for Red team, and the faster you can control it, the better. You will probably be dealing with multiple enemies, so it is important that the strongest member of the team takes this position (and hopefully that isn't a M0 Firebird). Another thing is that unless you can destroy your enemy tank quickly, you will have to deal with short-ranged weapons like Isida and Freeze, both of whom are common in attacking groups. Recommended weapons: Shaft, Railgun, or Firebird Though it may not be as popular as the center route, this still is an important sector to control. If you let even one route of attack be open to the enemy, your flag is going to be grabbed, because the attackers usually try every route. However, don't use a short-ranged weapon in this area, because you could easily be killed by a skillful Thunder or Smokey. Recommended weapons: Railgun, Shaft, or Thunder This is another position in which it isn't very good to use short ranged weapons. However, it is the second-closest approach to your flag, and it is very important to hold this position. However, Shaft's scope is a disadvantage here because of the many ways that enemy tanks can reach you. If you aren't strong, do not attempt to hold this position, because your flanks can only be covered to some extent, and it is possible for the enemy to attack you from the flanks. Recommended Weapons: Thunder, Twins, Railgun Conclusion I certainly hope that you enjoyed this article, and I hope also that you will be able to kill more enemy tanks because of it. Just remember, in this map, you really do have to work like a team. Though you should always work as a team in team games, it is especially important here. -
Guide [Issue 10] The Definitive Guide to: Twins
Ranger7 replied to Ranger7 in [Issue 10] The Definitive Guide to: Twins Newspaper Archive
The Definitive Guide to: Twins Twins really is one of the very unique guns in Tanki Online. This will tell you a few things about it, a few tips, and overall guidelines for using this dangerous weapon. History Actually, Twins was one of the first guns to be released. It was also a topic for debate before the rebalance. At first, several tankmen noticed that the knock back for twins initially was much too high, and in the end Tanki dropped the knock back. However, it still remained a cheap and effective gun, M3 only being 500 crystals (that was with the currency one tenth lesser than current currency). Several tankmen wanted it depowered again, but this failed and it stayed as it was. After the rebalance, it became one of the more effective weapons, for several reasons. First of all, it now had more power compared to what it had before the rebalance, when either Railgun or the tier 2 weapons outclassed it in respect to statistics. It now had enough power to compete. However, it had infinite ammo, and didn't slow down. This unique characteristic made it one of the first choices for hard-core supply users, and it effectively replaced Rico as the "Drugger's Choice" weapon. However, several protection paints are now selected to downgrade its power. We will go over those later. Statistics Game play Game play with this gun is really fast-paced, but it is very fun if you know how to use this fast-shooting, double-barreled plasma shooter. Most of the time, this gun is used in supplies games, and that is where it can really do some damage. However, it still is deadly in NS battles, and can be the turning point of the game. Due to its unique abilities, it can be both defense, offense and mid field. However, the area that the mid fielder sometimes has to guard is to large and sometimes Twins' range will not be able to play this position. How to protect yourself from it This gun is very powerful, and it is highly recommended to equip strong paints to protect yourself from it, especially if you are killed by them often, or seem to meet them many times in battle. Here is a guide to protecting yourself from this weapon, with suggested rank for its use included. Swamp: Private - Warrant Officer Five Roger: Warrant Officer Five - Colonel Urban: Colonel - Field Marshal Rock: Field Marshal - Generalissimo These are only the highest protection for their rank. There are several paints that also could pass, and work well like Emerald or perhaps Tagia. However, if you want massive protection from this very pesky gun, these paints would be the best choice. Most of them, as well, are top-class twins protection for several ranks, and you won't need to worry about getting new paints every five ranks or so. If you have the crystals, and want huge protection against this one gun, those paints above are the way to go. However, in selecting a paint, you might also want to consider including protections from other guns besides just Twins. Though it is dangerous, there are a lot of other guns out there! However, don't get protection against more than three guns. Usually, it spreads the protection out too much. which can lower the effectiveness of the paint. (Please note one exception, Picasso) How to use it Though it may be tempting, plunging into the fight is not exactly the best way to use this gun. Admittedly, it does have two barrels, but you always have to remember, when you have one barrel hitting one tank, and the other barrel another tank, your damage is cut in half instantly. This is exactly what we don't want to happen right? So, it is best to use all your damage on one tank, even though your two barrels may make it look like it can handle two enemies, or more. Deal with each enemy one-on-one, and you will be much better off. Another common mistake Twins' users make is the mistake of thinking that Twins can only be equipped with a big tank, and that equipping it with Hunter or Hornet is not good. This is a big error. Though maybe equipping it with Wasp is going a bit overboard (due to the knock back), Wasp and Hunter certainly aren't that unstable, and can be very dangerous to the enemies' defense if equipped. It can also help to back out of range of enemy Isidas, Firebirds, and Freezes, using Twins' knock back to push them away from you. Another thing to remember - four is better than two, and when you get a companion, you are nearly unstoppable. Conclusion As this is the only gun in Tanki that has two barrels, this is also one of the most unique ones. I hope you have learned a little of the basics about Twins, and I hope also that you will be able to use this information to grab more crystals than ever. -
Wat skit? D: And good job Fog Light, well done ;)
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Lets go IC.
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Guide [Issue 10] The Different Combinations No. II
Ranger7 replied to Ranger7 in [Issue 10] The Different Combinations No. II Newspaper Archive
The Different Combinations No. II Each combination has it's own skill and style. This article should give you a definitive guide to each combination, it's style and a few tips as well. Railgun Dictator This combination really has a unique history. In the old days, it used to instill fear in its opponents (and Railgun was even named the "Fear Machine"). However, when Viking and Co. came around, it was outclassed. Before the rebalance, many players had "Dictator Rail" battles, in which only Dictators and Railguns were supposed to take part. With the rebalance, however, it has become once again a competitor. Stats Style Like its history, its style is also very unique. Railgun is definitely a sniper's weapon, because of its long range and high caliber. Dictator, meanwhile, is a medium tank. It is a balance between health and speed, with health slightly having the upper hand. Its health is significant enough to make it a effective defender, but with so much speed, it is almost a waste to defend. Mid-field is better suited for this combination, because it allows it to utilize its health, high caliber, and good speed all at once. Tips CTF: Dictator, as mentioned above, is effective for middle field. Its speed is very useful because if the attacker can bring the enemies' flag into the Dictator's domain, it can be a highly effective with moderate speed and good health. It can also do another very important thing in CTF - cover attackers either grabbing the flag or escaping with the flag. It can be vitally important for an attacker to have a pestering Wasp knocked out by a Railgun. CP: This combo can be effective in this mode as well, because it can be the main force. With good speed and health, it can reach the points that need to be captured without much problem, and with enough health to be dangerous to the enemy defensive or offensive units. Another great thing with using this combo in CP is with a high caliber gun, you can knock out tanks that would otherwise get in range to attempt to capture the point. Even if it doesn't destroy the tank with the first shot, Rail can take enough health away from it to prevent it from becoming a major problem to its teammates. TDM: Though this tank does not have huge amounts of health, it still can be effective here. Railgun is literally a killing machine, and it can easily rack up points with its high-caliber shots. However, speed is not as important in TDM as it is in CP and CTF, so this isn't the best place to use this combination. The best way to use this combination in this situation is to work on securing important areas, from which Railgun can use its long range to greater effect. DM: Having no team really limits the power of this combination, and though it does have infinite ammo (it doesn't have to reload like Ricochet), it doesn't have a fast rate of fire, so it cannot take the multiple enemies that it would almost always have to deal with in DM. However, it can shoot through multiple enemies, which helps it to some extent. Isida Hornet With the unique ability to heal, Isida is one of the most unique guns. Combined with Hornet, it is the cheapest combination available in Tanki Online, yet it also is one of the most dangerous, and most definitely the most annoying. Stats Style With Hornet's high speed and low health, it is clear that the tank is geared toward attacking. The weapon (Isida) has short range, which fits well with Hornet, since it needs speed to get up close and personal. Isida is a special gun, because it can heal teammates. This is very important for the whole team, but can be specially important for attackers, since they always need some extra health, since they usually have speedier (and thus less healthy) tanks. Tips CTF: Equipped with the speedy Hornet, Isida is very effective attacking in CTF. With Isida's healing capabilities, the person who is running with the flag won't have to worry as much about being killed. This can be vitally important to any team, and in fact can turn the tide of the battle. Isida can also defend, running through its base healing the defenders and campers. However, it is agreed that this combination is best used on the attack. CP: Like with CTF, Isida is also important here. It can heal tanks defending important points, and it can also attack enemy points. Its self-heal capabilities make it a very dangerous attacker. It also can support the main attackers, and it is very good at this. Since it needs to be close to the enemy tank to hit it, Isida should not be used in maps like Stadium. TDM: This combination can be useful in TDM because the only way to get points in this game mode is to kill enemy tanks, and that is a lot harder to do if the enemy tank has a Isida behind it. In a pinch, though, this combination can also defend itself well. Its always best to stay behind friendly tanks until you are close to the enemies' tanks though. DM: Though this isn't the best option for Isida because it isn't possible for Isida to heal anyone but itself in this game mode, this combination can still be dangerous because Isida can heal itself. However, it is always recommended to stay away from this mode and to play in team games if you have Isida equipped. Freeze Viking Freeze Viking used to be a very important combination before the rebalance - it had been one of those combinations that was very commonly used by almost all tankmen. However, after the rebalance, it now has more competition than before. Statistics Style Though its stats and perhaps popularity have changed since the rebalance, its style certainly has not. With moderate speed and good health, Viking makes a good companion for Freeze. Since Freeze's freeze ability is very useful for the defense, it is almost always used for this (though certain speedy attackers prefer to use it for attack). Viking's speed is useful for Freeze because it allows it to use the freezing ability of Freeze for avoiding the enemies' shots, because with viking you can usually out-maneuver a frozen tank. Tips CTF: Since this combinations' style is defense, its role here is going to be just that. With this combination, most of the time, you can let the enemy grab the flag before killing him. Not only will this get you more points, but sometimes it is best to wait, so you can intercept both the isida (and most attackers love to use these to back them up) and the attacker himself. CP: This game mode is very unique, and Freeze is probably best used to defend the base. You would be surprised at the amount of enemies that will come at you. Most of the time, the enemies take for granted that their base will be taken care of, and most random teams don't have good defense, and focus on offense. TDM: Since Freeze doesn't have self-destructing capabilities, it isn't most people's first choice when it comes to a gun used in TDM. However, when it is used, it still can rack up kills. Its Freeze ability can make it very hard for the frozen tank to move the turret to compensate for enemy movements, and that can save your team a lot of trouble. DM: When playing this mode, it is always best for Freeze not to have to worry much about long range guns. It isn't good for Freeze to go into open spaces, and it is highly recommended to stay out of these. Because Thunder is very popular in this game mode, many Freeze Vikings will have problems with them if they go into the open areas. -
guide [Issue 10] Crystal Drops - The Guide for Crystal Getting Tankmen
Ranger7 replied to Ranger7 in [Issue 10] Crystal Drops - The Guide for Crystal Getting Tankmen Newspaper Archive
Crystal Drops - The Guide for Getting Crystals Hello fellow tankmen. I am here to tell you a little about crystal drops, and a few tips, suggested maps, and things not to do. Don't worry, I do not think this will increase the already high number of "Crystal Campers." At least, I certainly hope not. As many tankmen well know, it is destroying tanks that raises the fund, and increases the amount of drops. Without fighting tanks, there are no crystals dropping. What not to do As most of you hopefully know, waiting in the tunnel under Iran or some such place is one of the most dreadful things to do, both for yourself, and for others. Rule number one for gathering crystal drops - don't let it interfere with your ability to get kills. Simply put, without experience, crystals are relatively useless. And really, who wants to spend hard earned crystals on experience. Another dreadful thing to do is to block other tankmen who want to play, simply because you want to gather crystal boxes. Really, that is just rude. And especially rude when you are on the ramp in Silence II, where there is no way to get around a greedy tankman who wishes to get all the crystals himself. It is OK if you miss one box. It is really hard not to stress the importance of this. As some of you may know, the "10" on the boxes make them look like they are really worth more than before. Probably, if Tanki took off the 10, several tankmen would stop fighting for them. Really, they are only worth about 1 crystal. Most tankmen did not gather all the crystal boxes with 1 crystal on the sides of the box. (Excluding, of course, tankmen who make it only by gathering these boxes. This is another thing not to do.) No matter how many crystals there are in the box, unless it is over 500, (new currency), it isn't worth very much, and probably should not be dived for. What should I do if I am lower than Warrant Officer 5? Crystal drops are a quick way to get crystals down below Warrent Officer 5, and sometimes even up to First LT. Instead of just camping for crystals, fight a little for them. Kill two or three tanks for every box. I would not recommend playing CTF games though, since they require you to get the flag. Though this is really fun, it isn't as effective for getting crystals at these ranks. Especially because it is harder to assault the defenders with lower speed, since you will not be able to get a fast enough tank to get the flag until around First LT. Play DMs and TDMs. Both of these are good choices, because you do not have to worry about moving away from the drop areas to be effective. Take for example Farm. Since the crystals drop in the middle of the map, you can work on getting kills, AND gathering crystals. Just be careful - the center of the map is also the only entry into the enemy base, and some tankmen like to enter there. Be careful not to block your team. Crystals also drop in your own base. Instead of running around and gathering these, pick a medium tank and a medium range gun and kill some tanks at that range. That way, you can both be first (if you try hard enough, and pick the right ranks to play against) and you can also gather a few crystals on the way. This is the best way to play games if you are lower than Warrent Officer 5. Crystal drops are really the main way to get crystals, because the fund does not move up as fast as it does above Warrent Officer 5. What if I am between Third Lieutenant and Major? Once you get up to the higher ranks, and especially once you are in the Lieutenants, you will see that the fund increases better. You will be able to purchase M2 Hornet, which is a good flag-grabbing tank. However, you will not be able to upgrade your more healthy tanks until higher ranks, unless you buy Hunter or Dictator. Otherwise, it is probably best now to stay away from DM and TDMs. The simple reason is this - you just will not have the upgrades to compete on that level until you are about Lieutenant Colonel. However, if you do get these upgrades, you will probably see a lot of Hornets in these game-modes, and you can be very effective if you are the only Hunter or Dictator M2. However, it is best just to wait. These tanks are not available for upgrade to M3 until Field Marshal and Generalissimo. If you are fine with that - go right ahead. However, as to getting crystals, just be flexible. If the fund isn't how you like it, grab a few out of your way. Otherwise, it is probably better to begin focusing more on the game than the drops. The drops still are important, and so it still might be effective to gather a few extra ones, but overall, the fund is going to be a better way to get crystals now. What if I am between Lieutenant Colonel and Marshal? Here, the fund will increase a little better, but still, drops will be an important "side dish." Though there is a slight decrease in them, they are a quick way to gather crystals. However, funds will just be increasing, and the "main course" will only get better from here. Drops will still be a good way to get a few extra crystals, but I think that past Major, your funds will be a much better way to get your crystals. Some games might take a little while to actually earn over 700 crystals by the fund, but, if you add a few extra crystals from the drops you picked up on your way to the flag, or whatever, you get a good amount. One other thing to remember - because M3 sets will now be available for purchase, you can now spend some of your saved crystals on the M3s you have chosen to buy. Though some good combos are not purchasable till later, this will get you off to a good start, and will set you well on your way to Generalissimo. However, one thing to remember, now that you probably have at least one M3, you probably want to exploit its strengths as much as possible, by playing games that fit your weapon's style. What if I am between Field Marshal and Generalissimo? Here, the main way of getting crystals will definitely be grabbing the fund. However, as the fund will increase, so will drops. Though you probably shouldn't focus on drops, grabbing two or three bunched together every now and then can have a good effect on your income. Focusing on these, however, is not a good idea. Since you can get most (if not all) equipment, it will probably be best to use these to do what they are meant for - win games. Admittedly, drops will still be tempting. However, picking up drops shouldn't take away from your getting points, since that will only hinder you. One important difference between the lower ranks and these higher ranks - there is a much increased chance of seeing a gold box. Gold boxes are a little exception to our rule "don't let it take away from your getting points." It isn't a problem to go for the gold box, everybody does. Once one falls in the battle, however, there probably won't be another soon after, so you will definitely not be defined as a "mult" if you go for the gold. The Gold Box The gold box really is the most looked-for drop that Tanki has developed. If you see one, you will probably run like crazy straight towards it. The gold has been a subject of controversy, however. Once, it was dropped at the 700 fund. However, this had a double effect. One problem with it was that gold box hunters would go into a game just for the gold. As you can imagine, this was not fun for everyone who was busy playing. So, Tanki changed this, and made it drop at random times. This was better for the game playing tankmen, since it allowed them to have a chance at getting the box, and also a much better chance of them having fun. The gold hunters, though, weren't happy. However, since the update is here to stay, I think I should mention a few words on golds before I conclude. Golds, unlike normal crystal boxes, are to be dived for at once, as soon as they drop. If possible, it is recommended to "full drug," or to use all your supplies that you can to grab it. It is worth it. As mentioned above, you probably won't be considered a "mult" for diving for it. However, don't stay in the spot that it drops, and you won't be disappointed. It doesn't drop very much, and it is best just to play the game, and hope you get lucky. Conclusion I hope you enjoyed this article. You should find the advice given in this little guide to suit your rank, but if you have anything else you would like to say about crystal drops, please do so. -
Guide [Issue 9] An Attacker's Guide No. II
Ranger7 replied to Ranger7 in [Issue 9] 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 Noise. Routes for Noise Key: Light Blue: These attack routes are distractions, but they can be used as main attack routes. However, it is suggested to just use them as distractions - to keep the attentions of the enemy defenders whilst team-mates go for the flag. Dark Blue: These are the main attack routes, this is one of the best because it doesn't expose you to enemy fire as much as the other two routes for blue team. Red: This route probably should not be attempted unless you are trying to distract the enemy or you have Nitro. Dark Red: This is probably the best attack route for red, it exposes you to the least amount of enemy fire possible Orange: This route is only good if you have a weapon that has recoil, such as Smokey, Thunder, Rico, Rail gun, and Twins. This is for Red team. Paints Though you do not necessarily need good camouflage to be a attacker, you still should choose a good paint. Here is a guide to selecting the best paints for your situation. Rock: This is a very good choice for this map. It does have handy camo which can be useful when sneaking by enemy sentries guarding their base, but it also provides healthy protection against Twins and Isida, two very powerful guns. It also gives a little protection against Freeze, one of the most powerful defensive weapons. Zeus: Though its dark blue stands out, it does have good protections. With a good amount against Freeze (usually the defense's most popular weapon), and protection against both Firebird and Smokey (both of which just were on sale for 50% less than the normal price), this paint is is a good choice for tank men who like good protection. Picasso: This is the most expensive paint in Tanki for a reason. It has hefty protections against several irritating guns including Thunder, Rail, and Freeze, plus 30% protection against Shaft, this paint is a good choice for tank men who really dislike these sniping weapons. Emerald: Like the gem, it also stands out. But, it is rather cheap compared to the other paints mentioned. It also is unlocked at a much lower rank (Major General). However, despite the price it is a reliable paint. With protection against the widely popular guns Twins and Thunder, you probably will not regret buying this paint. Escape Routes Red: This route is the best in several situations. Though it does have a turn, which can slow you down, it is a swifter route than the other climbing ramp. However, if you have enough speed, it might be best to go up the tunnel. This area is good in supplies battles because you can drop a mine right on the narrow end of the ramp. In no-supplies battles, it is good because that narrow part of the ramp makes it harder for enemies to turn their tank around to shoot you. However, this is a downside for you too, since you will also have a little bit of maneuverability problems. However, the thing this hinders most is the aiming of the turret at the level above, so it is more of a problem to the defense. Blue: The tunnel is the best choice here, because not only does it protect you from fire (once you get there), it also provides one of the swiftest escape routes. You could, of course, tumble down across several enemy spawn points, but you would almost certainly get killed or knocked over. The best thing about it is that once your inside, enemies from the flag area are probably not going to intercept you if they try to dive into the tunnel. Remember though - its always best to have a teammate next to you so he can protect you from fire, and knock of any that try to pursue you. Review of Hulls Wasp: This tank is exceedingly fast, but it is a much better choice for big maps. Its low health prevents it from having a very good chance of escaping the many spawn points in each base. Though it can be used to sneak the flag while some tanks are re-spawning, this takes a very experienced tankman, and I would not recommend doing this unless you can manage this tricky tank. Hornet: This is probably one of the best choices for this map. With more balance than Wasp, it is easier to handle and manage. Though it does have less speed, it still can sneak away from the enemies' base very fast. It can also manage any turns it has to make easily, which is good. Only watch out - Thunders are very, very dangerous to this tank. Hunter: Like Hornet, this also is a good choice for this situation. However, it leans toward health more than Hornet. Which of these you choose really depends on your style and your weapon. Hunter has excellent agility and speed (though it does have less than Hornet) and combined with increased health, it can be a very dangerous attacking tank. Thunders aren't as dangerous to them, and your main worry will probably be Freezes. Dictator: This is a very good choice here. The only problem is it's shape, which prevents it from sneaking out as easily if it were on Red team. However, on Blue, it does not have to worry about not fitting into the main escape route. It also won't have to worry about being knocked over by high-recoil guns while it is making its escape (at least for a time). With a higher amount of health than Hunter, it probably won't have to worry to much about Thunders (though groups of them could be a problem). Review of Guns Smokey: Small, yet dangerous, Smokey is a very good gun to attack with, especially in this map. Though it has lower range than Thunder, it does not matter in this map because of its size. You really don't have to worry about your range in a map of this size. What makes it a good attacking gun though, is its lack of self-destructing capabilities, and its Critical Hits. These massively destructive hits can knock out many a defending Freeze. Firebird: This is a excellent attacking weapon, but it is not to be used as the flag-grabber in CTF. It is, however, to be used when the attacker needs a cold-repelling teammate. It allows the attacker to get away without being frozen, which is vitally important, especially in CTF. However, its burning power is a very useful tool to a experienced tankman. Twins: Like Smokey, it doesn't have a very long range. However, this is not so big a problem because of the size and form of this map. It is very powerful, and can (as it says in its description) "will melt enemy tanks in seconds." It is best equipped with hulls like Hunter or Dictator, because of its knockback. Isida: This weapon can be used to be the main force, or it can be vital support. With its self-heal ability, and a experienced tankman, this weapon is virtually unstoppable. But it also has another unique quality - healing others. Like the unfreezing ability of Firebird, the healing ability in Isida is very important for attackers. An attacker with an Isida following it is like an attacker with his hand on the number one. Freeze: With its ability to freeze up tanks, this weapon can be very useful to the experienced attacker. Making an enemy miss is priceless. It is a extremely cheap solution to a good attacking gun. It is best equipped with either Hornet or Hunter. Rico: Though this weapon lost its former glory before the rebalance, it still packs a punch when there are places to shoot its ricocheting plasma balls to hit the enemies' defense. However, with its limited ammo and minimal damage, it is not recommended. Conclusion I hope you have learned how to be an effective attacker in Noise, and I wish you luck in all your battles! -
Moar tanks and weapons. Me wantz moar xD
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Tell GetReadyToDie to post a new topic for your clan, and a moderator will close the old topic. (Don't forget to tell him to change the leader's name to "GetReadyToDie") Hope this helps, Ranger
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Contest [Issue 9] Spot the Differences
Ranger7 replied to Ranger7 in [Issue 9] Spot the Differences Newspaper Archive
Spot the Differences! 1. 2. 3. Requirements: Send Tommy60 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 - He 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. Good luck! &
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