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Everything posted by Ranger7
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I meant the latter xD
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Contest [Issue 8] Spot the Differences
Ranger7 replied to Ranger7 in [Issue 8] Spot the Differences Newspaper Archive
Spot the Differences! 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 1000 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! Ranger7 & -
Guide [Issue 8] An Attacker's Guide No. I
Ranger7 replied to Ranger7 in [Issue 8] An Attacker's Guide No. I Newspaper Archive
An Attacker's Guide 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. Routes for Silence II A very popular map, it does not have near the attack routes as people playing the map on each server. However, we will go over the attack routes for each side: 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: The main attack route, 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 is probably the best attack route for red for the same reason that dark blue was the best attack route for blue - it exposes you to the least amount of enemy fire possible. Dark Red: This route probably should not be attempted unless you are trying to distract the enemy or you have plenty supplies you can use. 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 paint is a great paint, because not only does it provide good camouflage - which might be useful at some times, it also has excellent protection against popular defensive guns - such as Twins and Freeze. Emerald: Though it does stand out, it does have very good protection against Thunder, which is a popular camping weapon for this map. However, though it does have some protection against Twins, it lacks protection against Freeze, which is a essential defensive weapon. Iribis: It is excellent camouflage for Silence II in the winter, and it is a good choice for a tank-man who dislikes Isida. It also has some handy protection against Freeze, which many attackers love. Picasso: This paint doesn't exactly blend in, but it doesn't stand out as much as Emerald. However, it has a excellent array of protections that fit attackers in this map very well. With handy Freeze and Thunder protection, you won't have to worry as much about these popular guns when you are trying to attack. It also has a good chunk of protection to ensure that Shaft and Rail will take at least one-fourth less damage to your tank. Escape Routes A quick guide to escape routes for the blue and red team: Blue: This route - the central route - is probably the best. It allows you to get in reach of friendly forces the fastest, and avoids the most spawn points. The key, however, to making sure your team will be able to meet you and to stop the enemy from getting the flag that you are racing away with is to have plenty of campers to rival the enemies camping area which is right behind you as you attempt to flee. This camping spot must be covered by either the campers or the mid fielders, who should have control of this sector. Red: This is officially the shortest escape route fo ther red team. It is a very safe route once you get to the ramp (for the most part), and enemy tanks cannot reach you from their spawn points. However, it is best to watch out - once you get to the bottom of the ramp, there is a common sniping position you are exposed to. Its always best to knock out whoever is there before you grab the flag! It is also best to have a camper covering this route, so you don't have to worry about pursuing Freezes! Review of Hulls Wasp: Though it is extremely fast, and some tankmen might recommend it, this probably is not a good attacking hull in this map. The reason being, first of all, that the best escape routes for both red and blue team require sharp turns, and these turns can make this tank flip, which is deadly for any driver. Secondly, in this map you probably will want to have a hull with more balanced health-speed statistics. This map is small, so it slightly downplays speed. Simply stated, your 7.0 speed will be like a 10.00 speed for this map, and if you have low health, the small, cramped spaces around the flag are filled with re-spawn points - a dangerous place for a small and vulnerable tank like Wasp. Hunter: This is a okay choice for this map. Being more balanced than Wasp, it can navigate the turns with a much better chance of... staying on its tracks. The only problem with hunter is that, even though it has a little better statistics for use in this map, it still leans towards speed, rather than health, which can be deadly for you in some situations. However, it is a good backup tank for the main strike, and can, when needed, flee with the flag after a stronger tank has gone in and grabbed it out of the enemies' hands. Hornet: Many a tankman uses Hornet after update 114, but it is not a good choice for this map. Like Hunter, it is more stable than Wasp, and should be able to take the turns in stride. However, it, (again like Hunter) leans toward speed, rather than health. This is a better choice for a bigger map, but with these concentrated spawn points everywhere, its best to stick with a hull that has more health. Dictator: This tank is a subject of much popular debate. Many, seeing its size, and, of course, its back-heavy form, will think that it is not a good choice here. However, it does have some excellent statistics. In fact, it is only .3 less than Hunter's speed, and has a whopping 39 more health than Hunter. This makes it an excellent attacking tank - on paper. However, what about its not-so-shapely shape? This is the problem that confuses many strategists. However, my recommendation is - use it. Its shape is a huge problem in some instances, but it still can destroy many tanks - as long as it is equipped with the right gear. Review of Guns Smoky: The "little brother" of Thunder, as it was called before the rebalance, is now very unique - because it does not have to worry about close quarters combat (which will most likely happen more than once when you are playing Silence II as an attacker) unlike Thunder. However, it does not have as much damage as most of your normal guns, and relies upon its critical hits to make it a serious opponent. However, critical hits are not anything to sneeze at. If you want to get a serious chance of getting to the enemy base and back again with some kills in your belt, this is the gun to use. Twins: This is one of only two rapid plasma-firing guns in Tanki. Its range is a little less than some guns, but you probably won't have to worry about that in Silence II. Fixed to a balanced hull, you will have a solid chance of both killing several enemy tanks, and grabbing a flag despite the defense's best tries. It is superior to Ricochet because Rico now has a much smaller ammo cartridge. This is a serious problem when you are up against ten enemies in a cramped space, like Silence II. Firebird: A unique weapon, it can be used to deadly effect when you are attacking. However, with limited ammo and extra short range, you will be extremely vulnerable to enemy campers. If you can manage to light a few tanks up, you will probably not have to worry much about them anymore. Isida: This is an excellent choice if you prefer to help other attackers get the flag. It is a must have for any attacking team, but it isn't as useful if it is on the enemy team! If you equip this weapon, you will become a very important attacker, and you will be able to stop an enemy tank from killing the attacker with the flag. Freeze: A dangerous weapon if you know how to use it, it can now freeze enemies for a slightly longer time after update 114. Though most attackers look at this weapon with disgust, it still can be used to your advantage. If you are able to freeze up your pursuers (this only works on tanks that don't have Freeze), you will be able to ensure that they will have a hard time catching up to you once your gone! Though it does have short range, that matters little in this map. It is a very dangerous weapon in both attack and defense. Conclusion I hope that you have learned more about the art of attacking in Silence II, and now you should be able to pick out your combination, and start winning in this very popular map! -
Many can see my victory And hopefully so can you but if you don't, well I don't too! :P I may enter, but idk. :lol:
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M3 Thunder - M3 Viking - Cedar before. Now M0 Smokey M0 Wasp xD
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You too :P No offence personally though..
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:fire_r:
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Guide [Issue 8] The Campers' Guide No. II
Ranger7 replied to Ranger7 in [Issue 8] The Campers' Guide No. II Newspaper Archive
The Campers' Guide No. II 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 Silence II. Tips 1. Hide in the shadows. This could make it harder for the enemy to notice you, allowing you to get a few extra kills. 2. When you want to discharge your shaft without being heard, it is best to hit the pause button, or "p." This will safely ensure that the enemy tank will not hear your Shaft going off. However, it cannot guarantee good accuracy. 3. Know your data. Don't forget that since the rebalance, it is harder to know what tank has what amount of health. Do not worry, you won't get to know all the data in a day, but get used to remembering how many shots it takes per tank: that is a good start. 4. Select your camouflage wisely. For example, don't use Green paint in a winter Tribute, and don't choose Winter paint in a summer Noise. 5. When you have low health, it is usually best to go find a teammate with Isida. Not only will this save your D/L, it might also allow you to kill the next tank as it comes up to attack. Strategy Key: Purple: These positions are good positions for a camper on red team. These are basic, but still are very effective on the long run. Some of them even reach into blue team's spawn points. Green: These are basic spots for blue team. Notice how on blue team there are a lot more choices of defensive areas, but only one reaches into the enemies' spawn points. Red: These are emergency positions for both blue and red team. Notice there has to be a strong attacking enemy to make these defensive positions useful, but they are nearly untouchable from the enemies point of view and are very good defensive positions. Camouflage If you want to be nearly unnoticeable when playing this map, you are in for a disappointment. No matter how hard you try, you probably won't be as unnoticeable that a tank will mistake you for a pile of sand. It is especially hard for some tanks to become camouflaged among big piles of sand, especially in maps where almost everybody knows where almost everything is. Still, sometimes camouflage can save your D/L. The best thing is to be prepared. Summer: Desert: The basic paint, and maybe the paint that most snipers will use in this case because of its cheapness, it is hardy, reliable, and is good for - you guessed it - desert operations. Rustle: Though it is not a perfect color combination for this map, it certainly is a good cover. It is a handy paint, and trusted by several tankmen. Its protections from Thunder and Freeze also make it a good choice for a dynamic firefight. Dragon: Not exactly your normal paint, but it does have a good color for this map. Sandy brown, with grey lines matches most areas of this map well. Plus, it is very cheap. For the beginning sniper, this is a great choice. Sandstone: This is probably one of the best colors for this situation. Unlike Dragon, it has a camouflage theme, instead of the dragon scales. Its price is rather low for most tankers, but it isn't a good choice for beginners. Most intermediate snipers pick this color. Rock: Many of your high-ranked campers pick this color. Though it is not quite as good as Sandstone in coloring, it makes up for it in protection. It is good for most campers at the rank of Field Marshal and above. Winter: White: The basic color of many winter campers, though it does lack protection. It is good color for the new tankmen. Irbis: This is by far the best paint for these conditions. Unlike Winter, it does not have that dark shade which stands out in this map. This is the choice of many an experienced tankman. Note: I left out several normal paints in the "Winter" section because of a lack of a lighter hue for Silence. It is vitally important not to wear a dark color when playing a Winter Silence. Positions Recommended Weapons: Railgun or Shaft Recommended Paints: (Summer) Sandstone, Desert, or Rock (Winter) White This position is not very popular, though it has extremely satisfying protection against many guns. The problem is, one of the more popular guns, Thunder, does not have as hard a time hitting a tank in this spot then most guns. Perhaps this is a reason. However, if you are accurate, you can become very dangerous in this spot protecting a vital path to your flag. Recommended Weapons: Thunder or Shaft Recommended Paints: (Summer) Rock or Dragon (Winter) Irbis This is a good position, but it isn't as good as the one above. If a enemy Ricochet takes control of your base, you will probably be killed. It also has less cover than most positions. Recommended Weapons: Thunder or Railgun Recommended Paints: (Summer) Rock or Dragon (Winter) White This is a good position, able to cover all of the routes to your flag - that is, if you could equip two guns! It is great to have a teammate cover the route that you are not covering from this spot - it would make your base nearly impenetrable, though it might be better to find a more inconspicuous spot. Recommended Weapons: Railgun or Shaft Recommended Paints: (Summer) Sandstone, Rustle, or Rock (Winter) Irbis This is a great position, and hopefully you will be able to destroy the enemy before he can even reach you. It also has moderate protection, probably making it the best position to cover this route to blue base. Recommended Weapons: Shaft or Railgun Recommended Paints: (Summer) Rock or Sandstone Though it might be boring if the enemy is not attacking ferociously, it is great when they are. With good cover, (as long as your teammate is covering the other entrance, that is) you will be sure to stop at least some of the enemies assaults. Suggested Weapons: Thunder or Shaft Suggested Paints: (Summer) Sandstone or Desert (Winter) White This is a very popular position, and it is good for a mammoth, because it allows you to hide some of your bulk behind a convenient wall. Suggested Weapons: Shaft or Railgun Suggested Paints: (Summer) Sandstone, Dragon, or Rock (Winter) Irbis This is a very good position, but you probably need a teammate or a mine watching your back on this one. It is very deadly, and there are several variations. Recommended Weapon: Shaft Recommended Paints: Rock, Desert This camping position is very effective, and can stop many a blue attacker from reaching your base. Not only this, it also provides very efficient cover. The only downside is - there has to be a blue attacker. Recommended Weapons: Thunder or Rail Recommended Paints: Rustle, Dragon, or Sandstone This is one of the best camping positions for red team. It can effectively stop both attacking routes, and it is probably the best camping position for red team in Silence II. -
Guide [Issue 8] The Different Combinations
Ranger7 replied to Ranger7 in [Issue 8] The Different Combinations Newspaper Archive
The Different Combinations 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. Smokey Wasp Before the re-balance (update 114), it was only useful in the first few ranks. Though it still is not used by many of the tankmen out there, it still is a very interesting combination. Stats Style Its high speed, and small form definitely fit the style of "Attacker." But Smokey's abilities are also useful is short range, yet deadly "Critical Hits" can make it a dangerous foe. Unfortunately, because of its smaller range, it is limited to attacking modes, and because of this, some do not use Smokey. Another plus for Wasp - its small size allows it to fit into places that some tanks are too fat to fit into. This can be useful in some maps (like Brobruisk) when it pays to attack from unused paths. Tips CTF: In this game mode, it can be extremely useful, speeding by opponents and knocking out tanks that stand in its way. This is capitalized by the fact that in CTF the main goal is to capture a flag. It always gets tankmen many points if they are skilled enough to get one - if it is against an entire enemy team. Wasp's size is small, and that is why it is recommended to attack at places most tanks can't get to - the enemy might not be guarding it. Also, it's health is lower than most tank's health, so it is important not to get caught in a battle with two "healthier" tanks. On the other hand, it's speed is great, which is why it is helpful if you can do some evasive maneuvers (giving the enemy a harder target to hit), just be careful - it is easy to flip over. CP: In this game-mode, Smokey-Wasp might not be the most popular combination, but it certainly can be useful. Although you won't be able to stand and fight off groups of enemies, you still might be able to attack weak and lightly guarded Points back in the enemy's base - the place he least expects an attack - and retreat before the enemy tanks come to attack you. Hopefully, you will have captured that point by then. It also can be useful by supporting a team attack on a heavily guarded point, with Critical Hits, you can be a powerful force in this game mode when Smokey Wasp equipped. TDM: If you decide to use your Smokey-Wasp in this game mode, don't expect to be successful. Your health is against you here, and your lack of a self-destructing weapon does not help you. However, if you find it amusing, it is always fun to try to speed up and make your enemies miss with Smokey. If they don't have Freeze or Firebird (with them it is best just to run away from them) you should be able to out match their own tanks speed. Not only that, but making them miss may also annoy them. Even so, it is probably best to stay away from TDM. DM: This mode is a bit of an unusual choice for this combination, but you can still have some fun. Smokey's critical hits are still very dangerous, but your Wasp's health is very low, and you probably won't have a 100.00 D/L. However, if you can get to normally unreachable areas, and hit at enemies in easy range, you might have a chance of doing well. Firebird Hunter Just like Smokey-Wasp, this combination was generally unused above the rank of Sergeant-Major. But with the re-balance, it was quickly brought up to the spotlight. In fact, Firebird's new stats made it a deadly weapon, and Hunter is now one of the fastest rides in the game. Stats Style Firebird now has the unique ability to burn. This ability allows Firebird to keep damaging a tank that it has hit without continuing to "fire" at it. Though it is passive, and can be stopped by a Freeze "firing" it's gun, it still might help us find which style is best for this combination. However, let's first look at Hunter. Its speed is more than Viking, which means that it is also slightly more versatile. This also makes it a unique match for Firebird because of its range - which is rather small, and it needs Hunter's speed to make up for it. However, we need to look at which style will fit this. Defense seems to be a bad choice, because it does not utilize the speed of Hunter well. There is a problem with using this combination in mid-field - Firebird simply does not have the range to guard most map's middle fields. Therefore, this combination is probably best used as an attacker because of its good speed, though moderate health. Tips CTF: Hunter's agility can be extremely useful, especially in this game mode. When you have to grab the flag and flee at high speed, and still stay alive, Hunter suits most of your needs. Though it is not the fastest tank, it is one of the speediest tanks, but still is balanced with moderate health. However, when charging the enemy base, you always must remember you have to get close to the enemy to hit him, due to Firebird's low range. So it is always best to remember sometimes you won't be able to get up close without being destroyed - in this case, always remember it might be best to go another way. CP: With the object of this game mode being to capture points, and to guard them from enemy attack, it might be best with Hunter to attack the most heated places of battle. With Firebird, you are able to knock out groups of enemy tanks, and it can really help your team if you destroy the enemy tanks around a vital point. It is important to remember that Hunter has a limited amount of health, and most of the time it is outmatched in health by other tanks, so its probably best not to remain alone on defense. Use Hunter's speed to your advantage. TDM: Though this combination does not have a good amount of health, and neither does it have a self-destructing capability, it still can be useful in this mode. Attacking groups of enemies in this mode may get you killed, but you still might be able to destroy more than one of them with your burning ability. In this mode, it is best to strike from cover, and to avoid head-on attacks. Though Hunter does have a moderate health, again, it does not have as much health as most. DM: Hunter's health does not help things, but you may be able to get into the top 5. Like with TDM, it is probably better to strike from shady areas. If you go out into the open, you will be easily picked off by Thunders and Shafts. Remember, use what you have to your advantage. Make the enemy miss by speeding around him, and ensure that you will kill a few enemies by striking groups of enemies fighting - you might be able to take one or two kills. Titan Twins This combination is unusual, and most people choose other guns when using one part of this combination, but nevertheless, it still has good potential. This combination has a lot less speed than those mentioned above, but a lot more health to replace that weakness. Stats Style As I mentioned above, the combination's speed is enormously lacking, because at it's best Titan only has 5.8 speed, which is almost nothing when compared to, for example, Wasp's 10.8. Because of that, it is clear that this combination does not have the speed to be an attacker. But what about being a mid-fielder? The problem with being amid-fielder is that most of the time, when you are mid-fielder, you need to have a longer range than 59m. After all, the mid fielder should cover the attacker, and it is very hard to cover the attacker with Twins. Ultimately, the best style for this combination is defender (or attacker - as long as you have plenty of supplies, but we will not discuss that). Tips CTF: Titan, whilst faster than Mammoth, does not quite have the speed to be a successful attacker. Even so, Titan's speed should not to be underestimated. It is good enough to get to the mid-field area of most maps with ease. But Twins do not have a long enough range to defend the mid field area in some maps (though in the maps it does have long enough range, the mid field position is probably going to be the best for you). Most of the time however, you might have more fun, and be more effective, if you are the defender whilst using this combination in CTF. Titan's speed can be used to chase after attackers with the flag. Though you might not be able to catch up, you still have a good chance of knocking out the enemy tank with your powerful gun, "Twins." CP: Twins' short range is a hindrance in this mode, but nevertheless, you can still attack the enemy's points. The best thing to remember is to stay in close-quarters. Do not go into wide, open areas. Even with Titan's large amount of health, you still won't be able to do much. Make sure you will be able to deal with each enemy that could possibly attack. Once you find a point that can be covered easily by Twins' short range, you should be able to hold this point easily. TDM: Here, as in CTF, it is probably not the best idea to attack. Though it may be boring at times, it is probably best to defend with this combination. Whilst in some maps, such as Island and Farm, it is probably best to attack, in most maps it is not. Attacking can be dangerous to your team because that allows the enemy to have "home field advantage." Simply put, when you attack then they would be able to pick their choice out of the best defense areas in their base, and most times that is deadly. DM: Without having a team, it is a bit harder to use this combination, and here you rely predominantly upon your own skills. It is best to stay away from Thunders. Fixed to a faster hull than your own, that could be a deadly encounter for yourself. Try to strike from behind. As with Wasp's lack of health, your lack of speed may make you vulnerable to speedier enemies. Though you might not be able to break into the top five, this mode still can be very fun with this combination. -
Rebalance discussions, Keep them here! Avoid making new threads!
Ranger7 replied to r_AdvocatusDiaboli0 in Archive
Hunter vs Viking... My choice is Hunter because of its speed. Viking isn't as good as it used to be. -
Rebalance discussions, Keep them here! Avoid making new threads!
Ranger7 replied to r_AdvocatusDiaboli0 in Archive
I love this update - finally I can buy my rank cause I am a buyer, and I can also get M3 items no worries. Gonna be fun xD -
They are working on it. Hopefully, it should be fixed before the time that Opex Ra has given you.
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It is a small problem and it should be fixed soon - be patient.
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Two questions - whats the prize amount and who won last time? And skit, are you sure I should change the images? If they really are easy, then okay, but just making sure.
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Contest [Issue 7] Spot the Differences
Ranger7 replied to Ranger7 in [Issue 7] Spot the Differences Newspaper Archive
Spot the Difference 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 1000 crystals! Note: The contest judge(s) are not obligated to respond to every entry sent to thier PM. The winners will be notified, and given their crystals by the time the next issue is published. Good luck! -
Other [Issue 7] How an Article Gets Published
Ranger7 replied to Ranger7 in [Issue 7] How an Article Gets Published Newspaper Archive
How an Article Gets Published Hopefully most of you read many of the articles published in this newspaper, but have you ever wondered how each article gets published? This article should give you a good idea on how each article gets started... This article is not exactly accurate on most things - it may sound like it is, but in reality, it is not. The Images Each image has to be specially checked. First of all, we have to choose one person to develop all the images for us. If they don't, Bruce then comes in with Dingus and threatens them with a huge ban hammer. The person I chose was "Don't-choose-me". Apparently, word had already gotten out that the newspaper needed image editors... oh well. Skitee tried to pick Dingus, but that didn't work to well - lets just say that Dingus doesn't like image editing, and try to forget the fact that Dingus can ban Skitee forever. Koolwalky wanted to leave his mark on the paper, so he insisted that on the reverse side of every image, a picture of him complete with his long-cherished afro was a must. So, if you look on the reverse side of any of the images used for this paper, you will find that same mark. The Words This part was tough for all of us. We had to number the words, then go to a random number generator, and slowly type out the words from there. We saw that this might make a tiny problem in the amount of words you can stuff into an article, so we got the idea of making the best spammers on Tanki to help. But who should we call upon? We finally decided that it was best that half of us use Contaminated to approve our articles, because this would ensure that they had plenty of spam in them, and the other half use FederalBreauFBI to approve them. So don't worry - all your articles have been properly approved by your favorite spammers. The Spelling As usual, it was up to us to do something that we knew was nasty... to spell. A spelling-bee was held secretly, which most people didn't attend anyway, but we still had one contestant. Thankfully, it was all we needed. Selena12121 quickly became the lone spell-checker for our little newspaper. Though it was a little bit of a hassle - Selena constantly correcting reporter's bad Grammar (and yea, Selena got mad at me for spelling that word wrong) - we still managed. Besides, its much better than having to do it yourself! It seems that without Selena, our newspaper would have many grammatical mistakes... at least that's what Selena leads us to believe. Each time Selena goes through and reads each reporters article, and yells at any reporter making grammatical errors. So, there you have it - the secret to good spelling is having a Selena near by. The Process So, we have mentioned how we get our proper approval, and how we get most of our spelling right, but what about how it all fits into the big picture? Well first of all, I would like to remind you that no matter how big the picture, it still has an image of koolwalky on the reverse. Now, lets talk about the front side. First things first, the reporter gets together an idea. Then he gives it a short sketch - giving just the basics. Then up comes Dingus, who scans the entire thing - and you know what happens if he doesn't like it. Then Selena pops up, and gives each reporter an hour briefing - its kind of hard to listen to everything you can possibly do wrong to each word for an hour, but somehow, most reporters manage. Next they add on, and then listen to a five hour talk on their bad grammar, then they move on to the next department - this is kool time. He quickly stamps his image on each picture, and hands it over to the reporter. Then, the reporter Googles what he wants, and yes, each reporter image is also a Google image. Then it rolls off to the editor, who crumples it up and throws it back to the reporter - time to try again. Eventually, a few articles get through, and those are the ones you read. Conclusion So there you have it. Next time you see some reporters work, you will know how it got there. -
Guide [Issue 7] The Campers Guide No. I
Ranger7 replied to Ranger7 in [Issue 7] The Campers Guide No. I Newspaper Archive
The Campers Guide No. I To be a successful camper, you have to know where to camp, and which guns to choose. This will give you some tips and, hopefully, will show you how to be a successful camper. This issue is on Fort Knox III. TIPS 1. Don't stay still. When camping in real life, you generally don't move your tent regularly. However, when camping online, its best to move around. Don't stay in one spot. Your enemy will try to find ways to avoid you, and kill you. Eventually they will get lucky. 2. Use mines. Mines are your friend. When you aren't playing no-supplies battles, its best to use them to cover your back, and in crucial places. 3. Get comfortable with the damage of your gun and the health of the enemy tanks. When you are a camper, this is very handy information. It just adds to your knowledge of likely enemy strategies. 4. Don't take risks. That's for the attackers. You don't need to. Stay safe, and you will be able to be a whole lot more effective... plus, your D/L will look good. 5. The early tank catches the fund. When you are a camper, especially when you are talking about CTF, you want to be early. Don't play games that you have little chance to catch up with the leader. This is especially true with CTF, because you probably won't be able to get big points by capturing the flag... you rely on kills. Strategy As a camper in this map, it is good to have some sort of strategy. As you can see, each of these positions can cover different areas. However, its best to use only two or three of them. Those with the green lines are recommended for normal defense. The one with the blue is recommended for a attacking stance, and the one with the red is suggested for a more secure stance, which is best for a stronger enemy team. Camouflage Though it is true that camouflage in Tanki doesn't matter as much as in hunting, camouflage is still important to some extent. Rail-gun is unfortunate because it allows the enemy to trace exactly where the shot came from. However, most of the other camping guns will not allow your enemy to do this. With this issue we will be reviewing what camouflage is best for Fort Knox III. Summer: Forester: A trusty paint, this cheap and reliable camouflage won't let you down in most of your maps. This map is one of many of the maps in which this paint can be very useful for the normal tank-man. Urban: This paint is especially handy, especially with this map with the mix of grey and green colors. Though it does have a good price attached, it also comes with protections that can be useful. As with all maps with grey and green, it is highly recommended. Taiga: This paint is good for hiding behind bushes in this map, and this also comes with a package of protection. Its only downside - it isn't cheap. Needle: As it says in its description, "All snipers know that pine needles are the best camouflage," it is very good for this job with a good protection, and good camouflage. Winter: White: A simple, yet reliable paint, this can be relied on when you are short on crystals. Winter: This paint has a special winter color scheme, and can be relied upon if you need a hiding place. It also comes in handy against certain guns because of its protections. Irbis: This paint is a great example of excellent camouflage. Its white and black makes a good mixture, and its tone is lighter, which matches most of the maps' color tones. This is a good paint with good protection, and is highly recommended for the winter sniper. Final note: Some paints have been left out, either because of the fact that they are bad for camouflage, or because of the fact that they look like some of the paints mentioned. Be warned: If you plan to camp on the fort itself, get a different paint besides Needle, Tagia, or Forester... these paints won't work for that. Tanks: When choosing your tank, you need to have a good idea of what kind of style you want. If you want to be able to move quickly, your best choice will probably be Viking. However, Mammoth has much to offer. Though it has little speed, and much bulk, it certainly has a good measure of health. It is good for hardcore camping, and being a one-tank army. Viking is more of an offensive campers tank, with moderate speed and health. Positions In this section, we will give examples of some of the positions that can be used to snipe off the most enemy players: Recommended Weapon: Shaft A simple, yet effective defensive position, this will ensure that the top route will not be easy to get through. Recommended Paints: Urban, Metallic. Recommended weapons: Shaft, Thunder This position is best for an offensive team, when you have more friends than enemies. It will allow you not only to take pot-shots at enemies respawning, it will also allow you to guard the bottom route. Recommended Paint: Urban Recommended Weapon: Shaft This spot is very good because it allows you to have a little protection. With the "fat" mammoth, this will be especially useful. Not only this, it ensures that you will be able to shoot all who come by the bottom route... That is, if you don't get killed. The only downside is that a smart Rico can easily take you. Recommended Paints: Metallic, Urban Recommended weapons: Shaft, Thunder This position is a good spot, especially if you have more enemies than friends. It will make certain that no tank will easily enter by this route. It is another version of the one above. Recommended Paints: Tagia, Clay, Needle Conclusion In conclusion, we mentioned a few things: Fort Knox III is a campers dream. With plenty of sniping positions and only two routes to get to each base, campers will be able to dominate the field if they have the right equipment. With the tips mentioned above, you should be able to win. -
Selena, its "your", not "you topic". I had to write other articles during that period, so no, I couldn't read my article.
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Good call O.O I was like, What the... Anyway guys, Im sorry, somehow the other article got here o.O
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Sorry guys. Anyway, thx again
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lol Thanks guys :D
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TTS vs DD final game. Its going to be one of those.
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lol thanks :D
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