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Everything posted by GoldRock
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[Issue 13] [Guide] How to survive a Railgun
GoldRock replied to GoldRock in [Issue 13] [Guide] How to survive a Railgun Newspaper Archive
Greetings, tankmen and tankwomen! So, you're up against a skilled Railgun user, who can leap from behind cover and pulverise your health bar in a matter of seconds. Many players would be defenseless in such a situation. Only those who can think on their feet, or rather tracks, would be able to pull off manoeuvres which could turn the tables, and leave the aforementioned Railgun outfoxed and embarrassed. Therefore, I've decided to share with you some of the best tips you could use when placed in such a situation, in order to encourage you to take a closer look at the tactics within Tanki. 1. Feinting - Use: Widespread - Hulls required: Any - Weapons required: Any - Difficulty level: Easy to medium - Effectiveness: Moderate This is a common trick used by many players. Basically, it involves poking your tank out of cover for a short period of time in order to make a Railgun believe you are leaving cover, and so he would shoot. You would then return the vulnerable part of your tank to behind cover, and the Railgun would inevitably miss. This is good as a moderately easy way of making a Railgun miss his shot. However, a skilled Railgun might manage to hit you before you can hide if you reveal too much of your tank to his range. As well as this, if you repetitively move part of your tank in and out of cover, a skilled Railgun might time your movements, and shoot as you leave cover, based on an estimate of when you'll do so. Therefore, it's always best to be erratic when practising this manoeuvre, or your timing can be predicted. 2. Using recoil - Use: Moderate - Weapons required: Smoky, Twins, Railgun, Thunder, Ricochet, Shaft. - Hulls required: Any - Difficulty: Medium to hard - Effectiveness: Very good This tactic is used a fair amount, especially in higher-ranked battles. It takes advantage of the delay between the charging up and shooting of a Railgun by using a weapon with recoil to knock the Railgun's tank off-balance, thus making his aim go awry. This is easier when against lighter/medium hulls, and more difficult to execute against heavy hulls such as Titan or Mammoth, as the recoil affects them less. Conversely, this tactic may be countered, or made more difficult to perform successfully, by a skilled Railgun aiming and charging his weapon by hitting space when behind cover, and then moving out of cover just before firing. Also, if you shoot too early when using a weapon with a longer reload time, a Railgun might have time to correct his aim before he shoots, even after having been thrown off-balance. Finally, it is harder to to throw a Railgun's aim off when he is backed up against a prop for stability. 3. Holding out - Use: Moderate - Weapons required: Close-ranged - Firebird, Isida, Freeze - Hulls requires: Any - Difficulty: Easy - Effectiveness: Moderate This is a tactic which involves one thing: patience. In summary, it involves you hiding behind cover, and a Railgun staring right at your position, waiting for you to show yourself. After maybe 15 or so seconds, the average Railgun user starts to lose interest, and turns away to fire at someone else, doing so soon after. That is when you leave cover, and obliterate the poor Railgun, who'll have forgotten you even existed and would be desperately jamming his index finger into his space bar to no avail. This tactic is not effective if you have any other weapon than those listed above, as the 'using reoil' manoeuvre would be a lot more helpful in that situation. Surprisingly, this tactic isn't used as much as you would think, as many close-ranged weapon users lack patience, and so Railgun users can usually out-wait these players, shooting them as they leave cover. In contrast, a decent Railgun user would simply need to try to back away and find cover if this tactic were to be performed successfully on him, and to be prepared to hold a stalemate or to charge a close-ranged player with low health in order to avoid the situation in the first place. Consequently, this tactic is only moderately effective. 4. Ramming - Use: Not often - Weapons required: Any, but Twins is very useful - Hulls required: Any, but hulls with tracks that stick out (Dictator, Viking, Hunter) can help - Difficulty: Easy with Twins, otherwise hard - Effectiveness: Good Similar to using recoil, the idea of this manoeuver is to throw a Railgun's aim off. But in contrast to the recoil tactic, ramming does so by forcing a Railgun to shoot above you. This tactic is pretty popular with Twins users, as Twins significant recoil when firing constantly makes this easier and more effective. What this involves is trying to push into a Railgun's side in order to tip him slightly, causing him to miss by shooting over you. Unfortunately, this is only really effective when against Wasps, Hornets, or Dictators, as the other hulls are larger and have flat bases with centres of gravity in the middle, meaning more stability. Also, this is rarely effective when ramming a Railgun's front or back, as the force is applied over a smaller area. 5. Using slopes - Use: Limited - Weapons required: Any - Hulls required: Any except Wasp - Difficulty: Medium - Effectiveness: Good Like ramming, using slopes involves using your hull to force a Railgun to miss. Unlike ramming, this includes the usage of the inclination of the ground, or put simply, slopes. You could always jump down to a lower level to avoid a Railgun shot, but that is often not an option. Back to the manoeuvre, there are two possible situations here. The first is that a Railgun is on a slope, and you are above. Here, you would face the ramp head on, and when the Railgun drives upwards to the point at which the ground levels out, you would push into the front of his tank, eventually flipping him over backwards. If the Railgun tries to fire, he will most likely shoot over you, and end up flipping sooner due to his own recoil. The second scenario is when you are on a slope, and a Railgun is on the level ground at the top. Again, you should wait for the Railgun to drive towards you to the top point of the ramp, and then you should push upwards into him, forcing him to fire above you if he tries to shoot. However, once the Railgun has fired, you should reverse back down the ramp away from pushing the Railgun so you can't be tipped yourself, and then counter-attack. Both of these methods are fairly effective, and rely on timing to get them right. On the other hand, a skilled Railgun would be patient enough to hold a stalemate, and so would avoid attacking first and ramming into you at the top of a slope, as his long-reload weapon just isn't suitable for close-up situations involving slopes of the terrain. 6. Balancing act - Use: Very rare - Weapons needed: Any but Isida for defending version, any for attacking version - Hulls needed: For defending version, heavy/medium hulls (except Dictator); for attacking version, light hulls - Difficulty: Very hard - Efficiency: Excellent So, where else is beyond a Railgun's range? We have discovered using cover, slopes, and ramming to limit a Railgun's range, but there is one place left. This is directly above or below the Railgun. Again, there are two scenarios. One is that you are defending an area at a lower level, and a Railgun jumps down towards you in order to finish you off. Here, you would drive towards the spot at which the Railgun will land rather than trying to escape, and so he would land on your tank. You could then use your weapon (not Isida, as this requires access to the enemy's turret) to attack the Railgun from underneath. The Railgun will try to get off you in order to fire at you, and so you should try to mimic his movements for as long as possible to prevent this. If the Railgun does fire, he will definitely miss, and you can simply throw him off you to make attacking him easier. The other situation is that in which you are attacking, and there is a Railgun below, waiting for you. Here, you should try to land on top of the Railgun, and once you have, you should balance upon the Railgun until he fires, which he almost certainly shall if you entice him to by moving on top of his turret. You could always lay a mine as soon as you land on top of the Railgun to damage him from beneath, but if he moves away too quickly, if it's a NS battle, or if you don't have mines, then this wouldn't be possible. Anyway, when he charges his weapon up, move away from his turret, and avoid balancing in a position in front of the barrel - he should miss by shooting below you. You can then drive off him, and attack. However, the Railgun in the defending situation would inevitably be using a light hull to attack you, and may use his speed to his advantage in order to move off you. In the attacking situation, the only limitation is that it will not work against a Wasp. As well as this, a very skilled Railgun would simply avoid firing when you are on top of him, as he would realise that neither you or him would be able to attack each other very successfully anyway. In summary, there are very difficult tactics to use, but can be extremely effective if executed well, and show a lot of skill. So, there you have it. I hope you found this guide useful, and try some of these tactics out. How many of them have you already used in their entirety? What do you think of each manoeuvre? Share your responses below!- 99 replies
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Well, if we ignore the possible prizes given by the OP, the idea's good. Basically a Daily Bonus being randomly selected, but more visual with the spinning wheel. Already been suggested.
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Already suggested somewhere in this topic, but not a bad idea.
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Areno. If I called you a junior, it'd be hypocritical if you compare our post counts :lol:
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You're welcome :) Your videos are always of a high standard, and I look forward to seeing the next one! Thanks for taking the time and effort to make them!
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Well, a double XP event for a day isn't a bad idea, it'd be a change from the usual sales. Post this idea on Feedback.
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Exactly :lol:
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Disagree. You can see how posts are received by the community, whilst removing the pointless incentive to get more votes.
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Why most of the special paints are a reward for Russian tournaments?
GoldRock replied to SlLVER in Archive
Awesome, thanks! But there'd be a clear winner of individual contests for Third Lieuts. and lower... ;) -
I wonder, why are they implementing this update in the test server? Is it because they are actually planning to put it into the normal servers? No, that'd be crazy...
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I would use Smoky to shoot things. Meh. :mellow:
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Congrats 'junior', as FBI would say :ph34r:
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Just so you know, ice was actually agreeing with the vagueness employed by the devs.
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Thanks, qinwan and ruchi :)
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Worth more than a gold box or two, to be fair.
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True, but what about those people who bought it because it was OP, *ahem* myself?
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In this case, it's 'cause the only reason I bought Freeze M2 was because of the extensive freeze effect. Though I get why some say there shouldn't be a refund, I didn't find it fair that there wasn't even a warning... And I'd prefer the refund, of course, Lieutenant_Me has a good point with his quote. You'd have to be a Freeze user to notice the significant impact this small change has actually made -_-
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Make sure there is a space between the chat command prefix and the number, or it will say "Chat command not found".
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Actually, I think it's a rare case of both drugging and skill. Some really excellent shots in there. Next time, leave the drugs out, your skill is enough for a good video :P
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You must be barking mad, the poor dog'll have a ruff time in there.
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Man, I get what you mean, but let 'em talk in their own language(s) here. I respect that they're doing so, it brings culture onto the forum. It's not like they're using different languages everywhere in the forum... They've restricted it to a single topic, which is great :)
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Yep, looks great! Next person will like Savanna.
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You made that video? :o Nice! (Edited my previous post)
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