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Interview [Issue 34] Product Kits: Your Viewpoints
Remaine replied to Remaine in [Issue 34] Product Kits: Your Viewpoints Newspaper Archive
Greetings, readers. It has been announced by , one of the game designers of Tanki Online, that he's experimenting on the product kits in game. Previously, we had a system where a kit could only be obtained if you were a rank that's identical to or higher than the unlock rank of the equipment in question. For example, if you wanted a kit with Thunder M2 and Mammoth M2 in it, you had to be a Major. Recently, that's all changed - it's temporarily possible to have Thunder M3 at Major, or M2 Viking at Second Lieutenant. Therefore, this article aims to illustrate the sentiments of the public on this matter. Do you like the direction the product kits are going? aniketsharmarocks098 Personally, I liked it the way they were before and gave items available at your rank. But now, they give items that are available to you before your rank and that, in my opinion, is really OP and the kits should be removed. dilsharox some kits keeps repeating & they contain popular hulls like mammoth m2 & viking m3 in bulldozer which i think titan should take its place & unlock at brigadier its ok to have kits which unlocks turrets & hulls before a rank at m3 but kits which contain m3 equipment should not unlock before brigadier this might affect the balance of the game but buying a turret & a hull at 50% is better rather than to buy both for 35% after it unlocks fighter309 Ok so the product kits are there for the people who would like to gain an advantage over their opponents. Despite being discounted items, they are usually quite expensive, thus, it is usually those who buy crystals get them. Many months ago, the product kits give way too much of an advantage, thus spoiling game balance heavily. Not too long ago, they changed the kits so that they would not be destructive to gameplay. It turned out, they were not really all that useful. Recently, the kits were changed once again. It follows the recent kit system (such as, rotation, gifts, and discount). But now, some items are given out *way* before they are unlocked... such as the Mosquito kit which gives those who buy it Wasp M2 at 3rd Lieutenant (6 ranks apart!). It is not as 'broken' as the old kits, and certainly more useful and fun than the recent kits. In a way, I like the direction the kits are going. The only thing I am worried about is that I hope they do not blow things out of proportion and drive some us up the wall >_<. It is fine to have some of an advantage if you are willing to pay the price, but generally, too much of anything is bad. I personally believe kits should not go away as they do encourage people to buy crystals and support the game. Papaya14 Short answer: No. Long answer: If you take a look at some of the V-Logs announcing changes in parameters of turrets and hulls, you'd see that developers are supposedly focused on keeping games balanced. But by releasing these kits, they go back on everything they've said. Why? Take a look at the Bulldozer kit. Now, some of you might remember the "good old days" of the Light, Medium, and Heavy kits. Do you remember how unbalanced this made the gameplay in some battles? Tanki removed these kits, promising to make equipment in kits available only at the rank you unlock them. Again, they've gone back on the promise. Again, I ask why? The Bulldozer kit allows you to play with M3 Thunder, at Major. In case you forgot, Thunder M2 unlocks one rank earlier. Where is the logic in that? Could you imagine, you've worked hard for many months - through blood, sweat, tears, and hackers - to earn the crystals you need to unlock M2 Thunder. All that work is made null by this kit. You've got a player running around with expensive M3 equipment at a rank when most tankers are still working hard to get past the M1 phase! Again, where is the logic in that? Where is the "balance" in that? Why would Tanki allow such a monstrous tank to come and destroy the balance that developers promised in removing the original kits? I won't even begin to dabble on the Mosquito kit. You all know how that went. Only the developers know the answers to the questions I've asked above. But I wouldn't doubt if their financial department played a hand in this decision, by giving an edge to tankers who could easily purchase more crystals to obtain the kit. And to me it makes a sickening amount of sense. So to answer your question, no Remaine. I do not like how these kits are going, not one bit. As someone who's enjoyed Tanki since 2011, adding these kits makes me hearken back to the days of WO5s running around with M3-M3. Sure, they are fun to people who can afford them. But to the layperson, like you and I, they're just the opposite. I agree with fighter309, and believe that kits should remain in the game. Just not the way they currently are, by giving rich tankers earlier access to equipment and allowing them to become "king of the ring." Kits should contain appropriate equipment for a rank. Perhaps one rank earlier, at most, like the Eyjafjallajokul kit, that's alright. But nothing like Mosquito or Bulldozer, with equipment 4-7 ranks earlier. michael470 I like the current kits as they add a little twist to the game by allowing the equipment to unlock earlier. Personally, I think it is great that the kits include less popular items, such as Vulcan and rarely used paints, in order to encourage diversity of gameplay. Nonetheless, everything in the kits should not unlock more than three ranks earlier, enabling the buyers to have a slight edge over others while not being overpowered. For example, the fact that hunter m1 unlocks at WO2 is nice as it certainly has a reasonable advantage over another medium hull available at this rank, Viking. On the other hand, I regard the kits are a bit overpriced. In fact, the kits should be at least 35% off. Think about it, most players are buying the kits, to be frank, just for particular items, like thunder m3 in the bulldozer, and I am pretty sure no one will bother about mammy. Therefore, when buyers are forced to buy a bunch of equipment together, they deserve more discounts (if it is the drugs in the kits that make them overpriced, drugs may as well be removed). In this sense, more non- buyers can take the kits into account and view them as buying options, instead of treating them as a biased prestige exclusively for buyers. duck100101 Well to start off with a quick answer, I do like the way the kits are going, here's why. I like how the kits have a well thought out gift it makes them a bit better. Also they only have one paint, instead of 3, which cost less, I like this because, in the old kits some tankers never used some of the paints in the kits I also like the combos tanki is using in these kits, like for example the bulldozer kit, which includes "Mammoth and Thunder" which is a very good combo! Also the "Mosquito Kit" which has Wasp and Railgun, which is also a very fun and cool combo, and the kit firewall is also very good! So I like the way tanki is make these kits more fun and useful.. The only thing I don't like in the kits is, the fact that you can get some of the kits at very low ranks, like the kit Mosquito which you can get at 3rd Lt. This is stretching it a bit I think, because you can't buy Wasp M2 till Colonel. But other wise I think the new kits are great, keep up the good progress tanki! Lord-of-the-Snipers Product kits can be benificial for both players and Tanki Online 's economy: if they don 't unbalance the game too much. Underneath the spoiler an example of a former Product kit: As you can see older Product kits were extremely overpowered. I have two accounts (with now partially active parts) with these no longer available Medium M2 kits. With this kit you own for example the paint Prodigi at the rank of First Lieutenant and that 's ofcourse way too early. The normal rank for Prodigi is Marshal. So it was already available nine ranks earlier! At a sidenote: discussing the "ethics" of owning such an OP Kit is a neverending story so I would rather lay down the question: what would you do if Tanki Online makes it available, and you like the combo in the kit and would have the means/crystals to get it? Besides skills are never included in a Product kit or drugs. If you get and use these items to camouflage your own weak spots: you will be into a nasty surprise when you rank towards higher ranks and face more and more players who did their "homework". Quite understandably this Medium M2 kit was a very popular kit and I guess only the Light Tank M3 (XP) kit surpassed it in popularity. Though TO life is sweet for the owners of such a kind of overpowered kit, you don 't need to be a genius to understand what this meant for the game balance and most non-buyers. That 's why it 's good that Tanki Online decided that this was too much of a "good thing" and they (too) radically changed their policy to Product kits with items that only contained equipment that was available at your current rank. This may sound sympathic, but I am pretty sure this also meant that most Tankers lost their interest in these renewed Product kits and a majority would rather wait for the next major 50% sale. So now we see Product kits appear that again have equipment with "rank benefits" and resemble a bit like the old OP kits. Though I think that 's a good thing on one hand because now these kits have become enticing again: I really hope TO won 't continue to be heading the same way as they did with the overpowered old kits. The Devs say they are just experimenting, but kits like the "Mosquito" with a Wasp M2 available at Third Lieutenant instead of Colonel (six ranks earlier) don 't look promising. In my opinion Product kits with at most three ranks earlier avaible equipment till Brigadier and from Brigadier onward at most two ranks earlier available equipment (because of the greater gap between higher ranks) would be more than enticing enough. More importantly that wouldn 't unbalance the game itself that much. You can sell many way too strong new Product kits again and make a good fast profit, but we also only have just one Tanki Online. TO should stay an easy accessible game for buyers and especially non-buyers who one day could decide to also spend a little. Let 's become and stay Unityd! Flappy1233 I think that Product Kits are VERY useful for us Tankers, however, they are somethings that I hate about the Product Kits, so here it is: Items are unlocked earlier. Like, the Mosquito Kit, which is unlocked at Third Lieutenant. M2 Railgun, unlocked at First Lieutenant, and Wasp M2, unlocked at Colonel. Now, I do appreciate the fact that Tanki is making Kits having items unlocked earlier. However, this is the same situation with the old kits, but they were MUCH overpowered. For example: Now, here's the Light Tank M3 Kit, starting from Brigadier. It has equipments and paint which is unlocked later on, as you rank up. Like Wasp M3, usually unlocked at General, but instead, this kit made it available starting from Brigadier. Also, making paints like Zeus available 6 ranks lower is bad, since Zeus is a powerful paint, having 50% protection from Firebird. Other paints like Winter and Loam included in it are unlocked before reaching Brigadier so, that's a good thing that Tanki included items unlocked before Brigadier. However, a new recent kit came out with the name of "Bulldozer" starting from Major. Including Thunder M3, Mammoth M2. Including a M3 Turret 3 ranks to unlock it is good. However, it is a bit unfair since players'd have advantage in M1-M2 battles since M3 is quite overpowered for those rankers. So, that is why, it was a bad thing Tanki made a M3 Turret available at the ending of the M2 Stage ranks. Now, here's the part that I like about Product Kits: From buying Product Kits, you can actually save-up crystals, which is a good thing since with the crystals you have left, if you want to buy something else, you can start saving up for it and in no time flat, you can get it. Also, from buying Product Kits, you can get Supplies as gift, which is pretty good especially when you're broke at Supplies, so that's something. Overall, I'd get Product Kits a rating of 6.5/10. 6 Marks for being able to get supplies as gifts and able to have some crystals left in your pocket. .5 For making equipment available at early ranks. genak138 Well, the product kits have always been a controversial topic for many tankers. Some people think that they are overpowered, while others want them to be more powerful. A couple of recent kits considered to be OP were the Mosquito kit, containing Wasp M2 and Railgun M2, and the kits released on April Fool's, all containing Vulcan, a hull, and a paint. Now, my assessment of the Mosquito kit is this: Although it does give Wasp M2 6 ranks early, this is not not that much of a problem. Having played against users of this kit many times, it is actually not that much of a challenge as buyers of this kit don't know how to use that speed because they are simply not used to it. Also, the chances of a normal player having enough crystals for this kit when it came out were very low. Of course, those who buy crystals could purchase this kit, but if they were buying crystals, it would be extremely likely for them to be buying M2 equipment already, such as Vulcan M2, which could easily take out the wasp before it got too close. And anyways, the developers were only planning to let it be bought for a while, so it will not be able to be bought anymore. Overall, this kit was not that big of a problem. Now, for the April Fool's kits containing Vulcan: I only had experience fighting against one of the kits, containing M1 Hunter, M1 Vulcan, and Sakura. This was not that much of a problem, as it did not make the equipment available at a large number of ranks early. The piece of equipment that was most ahead of its time was the paint Sakura, but the effect of that would not be immensely noticeable to many enemies as it provides protection against Hammer, Isida, and a bit of Vulcan. The protection of this paint that is most useful would be Hammer. The reason is that Isida rarely attacks, so that protection won't be useful a lot of the time. It's one of the least-used turrets for DM and in team battles, it mostly heals. The Vulcan protection won't be that useful either because of the low amount of protection this paint offers against it. So this kit wasn't really a problem either. Now, the other April Fool's kits I haven't seen in action, but I have heard numerous complaints about them being too OP for their ranks. While these kits might be overpowered, they were only intended as an April Fool's prank, and won't appear again. After all, the April Fool's gold boxes did more good than bad (the chances of getting over 1000 crystals was higher than getting less) and it can't be April Fool's without some sort of prank that lots of people dislike, right? Well, the Vulcan kits were that prank. Now, for the advantages of kits: Getting a discount is a always a good thing, and people don't seem to realize that product kits are a never-ending discount. Not only do you get a discount on the actual equipment, but there are free supplies as a bonus. And when you think about it, that's another discount, only this time it's 100% off! (of course, you never can get away from those "with purchase" statements, can you? :P ) Plus, the supplies help make up for your skills lacking in your new equipment due to your not using it for a while. If that didn't make sense, let me explain: Say you have a mainly M1 garage. However, you have M3 Railgun, Thunder, Mammoth, and Dictator. You decide to buy a kit with M3 Wasp and Isida. Of course, since you have not used short-range turrets or light hulls for a while (or else you would be obliterated: M1 doesn't last against M3) you find it difficult to get used to this style again. The supplies would help make up for you getting a low score. Also, the fact that you get the equipment a few ranks early never hurts. So long as it doesn't get too bad such as the old kits. And there is yet another advantage to kits: You don't have to buy previous modifications of a piece of equipment if you buy it in a kit! This means that you can jump from M0 Mammoth to M3 if you buy the right kit. This adds more money to the amount you save from free supplies and a discount. So I would say that Tanki is doing a great job on product kits, and so long as they don't go back to having the OP kits, then full speed ahead! :) What's your opinion on the product kits? Feel free to comment below!- 29 replies
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Interview [Issue 34] Ask the Community 10
Remaine replied to Remaine in [Issue 34] Ask the Community 10 Newspaper Archive
Greetings, readers. Welcome to the tenth edition of Ask the Community - this article involves asking a variety of users random questions, for their answers to be included below. If you have any suggestions for questions I could ask, mention them below. Without further ado, let's crack on! The question for this issue is: What is your favourite turret-hull combination of all time and why? Strapzkiller My favourite combination of all time has to be Isida-Hornet. It was my first m1 and m2 combo and hopefully will be my m3 combo. I use it a lot in Noise CTF's and Polygon CP's it gives ridicules amounts of XP. At M1 there isn't much to notice. Your power becomes slightly better, You get a different beam colour and you heal faster as well. (Healing color becomes turquoise and attacking color becomes orange). It's turning speed is faster as well. It can also destroy M0 modifications faster without much need of a defensive hull. At m2: This upgrade really reveals the power of the Isida. It receives more power, speed and healing capability together with more nanite capacity, which means you can shoot longer as well. You can heal yourself and your team mates faster and without using too much ammunition. The beam changes colour; blue-green for healing and orange for attacking. Bad thing: it needs more time to reload, even more than Isida M0 ! I don't have a clue about m3 xD. HUGHIY For me, my favourite combination of all time has to be Wasp-Isida. It's a flexible combo which is suitable for all modes apart from DM, because of the low health provided by Wasp and the fact that Isida's main benefit is, of course, the healing aspect. In TDM you'll be a vital part of your team zipping through and providing support at an amazing pace. If this combo appears on your team in this mode then you're going to win, because its unmatched speed is going to be one of your great assets, especially in large maps. The self-healing aspect will also come in useful, if you're desperate, and the little health that Wasp has fits perfectly with this feature. This combination will also excel in CTF. If you're one of those who enjoys going into the ever-present Noise CTF, then you'll find this combination useful both for killing and healing. Given that there are many players in Noise in a small area, it's quite quick to find teammates to heal; for the red team you will be able go across and quickly heal those going down the ramps, although admittedly it's easier on the blue team--since all the spawn points for the blue team are on the bottom layer and the blue team in Noise is infamous for parking the bus, you'll be able to find a teammate to heal very quickly. There are a few opportunities to grab health in Noise, for example a stray player in the middle zone, and there is a reasonable chance you could nab the flag in a quick getaway--but this will probably be short and unsuccessful. In Polygon CP, the most popular game type nowadays, Isida is not as invaluable to the team as turrets which deal area damage are better here--although it can still work. It can especially help the Thunders which are bound to be on the team, as it's not under very heavy fire there. Unfortunately, when capturing the point it isn't as useful as it could be--it will be destroyed quickly and not provide significant health, especially due to Firebird's high damage. To summarise, this is why I think Wasp-Isida is a great combo--particularly in TDM, and also pretty good in CTF. freestylefrost My favourite combination at all-time is "Thunder and Viking M3". It's a very power full combo and most likely combo used by big ranks. It deals a good damage to the enemy. And it's "splash damage" ah!. If players use "Thunder and Viking" carefully then it will be the most powerful combo in the game. You see GodMode_ON how he uses Thunder! So I prefer to choose "Thunder and Viking". RamzanTheGreat It is Freeze + Hornet ...... :D If u use M2 Hornet along with M2 Freeze along with 100% Score Multiplier Pass, It becomes a monster and u will rank like crazy. It increases score rapidly and when attacking a crowd of enemy Tanks using double damage while they are trying to catch a gold box is amazing, it rapidly annihilates every tank standing before you in a blink on an eye. Hornet... Hornet is great for playing with Freeze. This way you can destroy several tanks guarding the enemy flag using mass damage of your turret and quickly leave the enemy base. Superb tank to use with Ricochets, Isidas and Freezes. High speed combined with spread damage would make it a deadly tank combo. Hornet's high speed and small dimensions are its best armor.All the above makes Hornet a perfect tank for CTF. Covertly advance to the enemy base, capture the flag and use all your speed to leave the base. It's competitor Wasp, which is faster than it has a low health allowing it to be killed easily. Hornet is highly used in XP battles with Railgun. It is good for parkour. Hornet is a very loyal hull. It grants you high speed as well as high manueverability. Hornet is very unstable when turning and may tip over if shot with high recoil turrets like Ricochet, Railgun or Shaft. Hornet can't turn fast enough to get effected by one turret. It will need multiple high recoil turrets to successfully tip over. Hornet jumps off the ground due to reduced weight when the tank is killed. Hornet also has a high survivability percentage as compared to other fast hulls because of its speed and agility. It is hard to kill when it reaches it's full speed thus limiting the chance of a Shaft killing it. It gets even better when used with Nitro and Double Armor. It is better than Wasp because it has more health. It is also heavier than Wasp which successfully makes it stable enough to not roll over when shot. Hornet: PROs and CONs (+) PROs Best tank for capturing enemy flags in CTF. High speed in straight hands makes it almost invincible. Good for parkour (-) CONS Lacks protection, especially in DMs. Slightly unstable, very bad when dealing with ambushes. You're not going to have much of an advantage when using Double Armour or buying protective Paints. When going up on ramps and using a knockback weapon it can knock you back too. Freeze..... Freeze is a great gun for both DM and CTF modes. It inflicts massive damage from short distance and immobilizes enemy tanks, killing them in mere seconds. Moreover the same as its predecessor Firebird it inflicts mass damage to all tanks in the firing cone, which makes Freeze player a serial tank killer. Just choose groups of tanks standing close to each other, sneak up close and kill 'em all! Massive damage combined with freezing effect leaves enemies helpless till they die. When attacking an enemy tank try staying out of its line of fire. Immobilize the enemy tank and circle around it, rotating your turret after your target. Avoid frontal attacks, save your health points. Freeze is a very popular weapon. At M0 it's already very powerful. It is best used with Hornet (best if M2 of M3) Viking and Mammoth. It deals 30 damage per second at M0 which makes it very powerful with the added effect of freezing and slowing down your opponent. The best tactics are to wait and camp and wait for flag rushers. Or find an opponent and fire while circling around them so they can't attack, move, or turn their turret fast enough. The worst opponent if you are using Freeze M0 or M1 are Isidas, and at your rank the Isidas will probably be M0 or M1, which is very strong so avoid them if possible. You can, however, take down extremely fast tanks like Wasp and Hornet. If you freeze an Isida from behind they will not be able to get you in time. It slows your enemy. It is better to use this at short range maps, in long range maps, it could be destroyed by long range weapons like Shaft, Thunder, and Railgun. However if the Freeze is able to sneak up on them they become unable to fight back especially because Freeze slows them down. The freezing of this weapon is a huge difference when used on you, it can overpower firebird when they are fighting each other circling. They are very easy kills if not guarded by other team members. Freeze M1 Freeze is a strong turret, even at M1. So you will be satisfied if you upgrade the Freeze, as it will still continue to be able to freeze and kill enemies. It gets a few performance and power tweaks to increase amount of damage, freezing and swing speed. There is not much to wait for M2. Just from Warrant Officer 1 to Warrant Officer 5. Freeze M2 Freeze gets a bigger upgrade, this time it's power goes a lot higher than before. It freezes tanks in mere seconds and is deadly in the battlefield. However it is prevented from killing newbies by the rank at which M2 is unlocked at. In short this monster cannot kill newbies. ( Warrant Officer 5 can fight minimumly Sergeants, they are still low ranked though) So new players are safe and can progress their game without interference. It get's an engine replacement and a few other changes which all totals into even more damage, faster freezing and higher swing speed. Freeze M3 This time Freeze gets a massive upgrade, it gets huge amounts of power and doesn't need to use up an entire reserve of energy to kill a tank. The turret is changed inside and out. The only recognizable parts of the tanks are the nose and the back. It is very powerful like almost all other turrets in Tanki Online. It gets massive power, extreme freezing and quick swing speed. Although Firebird M2 has almost the same damage as Freeze M3, remember that the circulating tactic is Freeze's bonus. Omar_Enze My favourite combination is (Railgun+Horrnet) or as the old tanker know it "The light kit". its the first turret and hull i have got it m3 with the light kit, i do really like to above average speed without completely trading off on armor. with its tendency to skid around corners, and its working very well in the parkour and to hunt some gold boxes, so i prefer Hornet as the best hull . Let's talk about the Railgun who doesn't like it ?. It is perfect to kill enemies from cover at great distances . The only situation when Railgun is not the best choice is when you try to steal the enemy team’s flag in CTF mode but in other modes you can have a great score with it . This gun deserve to name it the best gun ever in TankiOnline it's legendary gun . In my opinion this combination is the best and the most popular in TankiOnline. 1stsuperwhitedragon My favorite combination is Railgun m2 and Wasp m2 because I love traveling fast and like some players said, it become dangerous when very skilled players use it and sometimes, my Railgun is kinda powerful when I use this with Wasp m2 (this combination is the Mosquito)!! Maestro.Italiano My Favorite Combination of All Time is: M3 Hornet + M3 Railgun + Prodigi. Why?: Mostly nostalgia, Even though I like M3 XP, it is not the best, IMO Thunder + Viking is awesome. But it is my favorite because, XP is the face of Tanki or eSports. Besides with a decent amount practice it is possible to get insane numbers with this combo. I really love this combo and rarely switch to any other. Many us XP in non-format battles at the wrong time, XP can only be used in certain situations. But I totally recommend it. Darren4Turbo Ok, my favorite combo is Ricochet M1 and Wasp M1 Ricochet M1: It's so good in Parkour, You can flip yourself more than once, and also brilliant in killing that you can turn the enemies Hull sometimes :D. Wasp M1: It's the fastest Hull in Tanki Online. It's small sized and very good from escaping the enemy, it's the weakest one as well but when it comes in the right hands it becomes very dangerous. newrohan My favourite combination is Hornet railgun. It's just unique and the best! It gives feel of being a professional ( :P ) and a chance to show off skills! Just right speed and medium protection with high damage makes an awesome combo. It's speed proves to be a great help when you have to hide for reload while health doesn't allows to get easily killed. Royalworld Well, Tanki has a variety of guns and hulls. Each combination makes a different playing style. The combination I like the most is Viking + Smoky. Viking is a medium hull and a nice balance of speed and HP. Smoky is an ideal weapon for medium sized maps. When these two are combined, they make an excellent combination for me. Smoky's fast reload and viking's health allows me to stay alive while I deal a good amount of damage and impact force on the enemy which can also make it miss some shots. Another important feature of smoky, that is, critical hit is crucial to deal some heavy damage. This comes in handy when I am defending. Person seeking to run away with my flag while he is low on heath and planning to use a repair kit can be destroyed by my unexpected critical hit. So, with Viking-Smoky, I can defend as well as I can support the attack, which definitely supports my playing style. Thus, Viking-Smoky is my favourite combination. What's your favourite combination? Feel free to comment below!- 37 replies
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Guide [Issue 35] Dream Team: Garder
Remaine replied to Remaine in [Issue 35] Dream Team: Garder Newspaper Archive
Greetings, readers. Dream Team is back with a new map! This essentially involves me offering my viewpoint on the ideal combinations that I would like to see on my team when playing in this specific map. Let's crack on! TDM Combination #1 The first combination I'd like to see is Ricochet-Hunter. That's right, Shedinja, you called it - you can have your five bucks later. The reason for this is that the turret in particular can take advantage of the tunnels at the bottom of the map. A Ricochet with vision can quite easily fire plasma balls out of nowhere and take out unsuspecting enemies. All of this is garnished with the perfect mix of speed and acceleration, namely Hunter, which is always a good thing. Combination #2 The second combination I'd like to see is Railgun-Hornet. The ideal plan would be for the combination to hide behind any one of the walls at the top of the map and pierce the HP out of opponents before they can even get near it. I've also chosen Hornet for quick maneuvering when using the good ol' peek-a-boo tactic. Wasp can also fulfill this role well, arguably even better, but Hornet is my hull of preference. Combination #3 The third combination I'd like to see is Hammer-Viking. The plan would be for it to keep to the bottom of the map, which means it won't have to worry about shooting from range, since the tunnels result in the aforementioned area of the map being cramped, and needless to say, Hammer hits hard, and hits true - enemies will look to avoid this monster. Finally, I've equipped Viking so it can survive, yet move around at a decent pace. Combination #4 The fourth combination I'd like to see is Smoky-Titan; despite having tons of HP, the plan isn't to get close and personal. Its aim is to deal with the turrets that have range, looking to deal damage from more elevated points of the map, and the high amount of bulk will enable to live hits. As a result, it should be able to fulfill this purpose. Combination #5 The fifth combination I'd like to see is Thunder-Hunter. The plan wouldn't be to get too close to enemies, but to take advantage of the cramped quarters below and connect with multiple enemies, or to assist the Smoky-Titan established in Combination #4 and deal with enemies who are using turrets with range. Regardless of the situation, it appears as though this combination will have some sort of utility. Combination #6 And lastly, for TDMs, the combination I would like to see is Firebird-Hunter. The aim is to connect-and-run, and this can take place since a little something known as afterburn will be left behind to finish the job. It's arguable that this can be done better with lighter hulls, but they lack the Health Points required to do this correctly; Hunter has speed and protection. CTF Combination #1 The first combination I'd like to see is Railgun-Hornet, who, in this case, can be a handy defender. The aim is for it to rid enemies of health points before they can even reach the base by shooting from range. Although it won't always be able to land 2 shots, a single shot alone will be enough for other teammates to deal with the remains of the invader. Combination #2 The second combination I'd like to see is Vulcan-Viking, who will reside at the elevated points or at any of these points: Depending on where the enemies choose to attack, this combination will reside at the top or those specific points at the bottom, on the edge of the cramped quarters. The aim is to deal damage to enemies before they can even reach our base, and the combination will move around between sides to make certain that enemies do not think they're safe by entering via the other entrance. This is the reason Viking was chosen over Titan. Combination #3 The third combination I'd like to see is a Thunder-Hunter; the aim would be to utilize the splash damage to either aim for enemies residing in the base, or down below in the cramped quarters. It's to have more of a midfield role, making it easier for attackers whilst also dealing with those trying to invade. It would reside at the top area of the map. Combination #4 The fourth combination I'd like to see is a Freeze-Viking, who would reside at the bottom, immobilizing any enemies, putting their attempts at invasion to a staggering halt. It would hide in tunnels in order to initiate surprise attacks from behind, disabling enemies from even getting an attack on it and it would switch tunnel each time to prevent predictability. Combination #5 The fifth combination I'd like to see is a Firebird-Wasp. It seems a bit ridiculous bearing in mind there's already a Freeze on the team, but in an ideal battle, which is what we're referring to here, these two shouldn't cross paths. Once the base has been cleared by other teammates, this combination rushes in, nabs the flag, and goes straight back out in the blink of an eye, using whichever appropriate escape route. Combination #6 Finally, I'd see to see an Isida-Hornet, whose job is go around and heal everyone in the team, enabling them to continue doing their respective jobs for as long as necessary. Whether it's the Vulcan Titan, for unlimited hardcore firing at long ranges, or the Thunder-Hunter for consistent attempts at whittling down the defensive enemies, this Isida will prove vital in keeping this team going. CP Since this map has just the one control point, combinations are going to appear more than once, since the sole aim is to retain. Combination #1 and 2 The first two combinations I'd like to see are Isida-Titans; they'll be part of the many heavy hulls that swarm in the base, regenerating the health points of our teammates enabling them to go on and retain the point for as long as possible. I've included two, since it might possibly be difficult for a sole Isida to heal five teammates. If one thing's for certain, two Isidas healing four teammates is much easier. Their presence will be felt. Combination #3 and 4 The second two combination I'd like to see are Twins-Titans. The turret has has an unlimited firing rate, so when coupled with an Isida, it will make it very difficult for it to be subdued. They'll remain on the outskirts of the point. Combination #5 and 6 The final two combinations I'd like to see are Vulcan-Mammoths. When a Firebird-protective paint and Isida are in tandem, the overheating problem isn't present, and this will provide the team with perpetual dominance throughout the battle. What dream would you use when in Garder? Feel free to comment below! -
Guide [Issue 35] Effective Mining Positions: Serpuhov
Remaine replied to Remaine in [Issue 35] Effective Mining Positions: Serpuhov Newspaper Archive
Greetings, readers, and this is a continuation of my series namely Effective Mining Positions. As always, all mining positions will be displayed via an animated picture, also known as a GIF, hidden in spoilers to prevent lag. This article will be examining Serpuhov - let's crack on! Mining Position #1 All these positions are actually quite common - therefore, although it's quite unlikely that you'll be able to get a mine up in all positions due to the placements of them in the map itself, depending on where you choose to reside, any one of these positions can be beneficial to you. It's a basic obstacle which whittles down enemies when coming to or escaping from your base. The first position is probably the most useless of all four of these but I wouldn't rule it out - if you see a tactical enemy make the jump in an attempt to make an inconspicuous escape, go for it. Generally, these positions will stop enemies in their tracks frequently due to their popularity. Mining Position #2 In the GIF, it's fair to say I got carried away, but the point stands. You should be going all out when covering that pathway; it's huge and the most common entrance in the map. It's preferable to have bulk if you plan on doing this, since this will leave you exposed to longer range turrets - the bulk will enable you to live a hit. If you have this entrance blocked up, your enemy's chances of winning are slashed. It's the quickest means of invading and escaping there, and in most cases, time is of the essence. This position is for the true miners and campers in the game, and this will certainly prove useful. Mining Position #3 The first position is certainly more useful than the second position, since it's a more commonly used entrance. It's more of an entry hazard than an escaping hazard, due to the cliffs that enable easy dodging, and the fact there are other routes of escapade that will do a better job at keeping you inconspicuous. When your base is suffering attack, it's without a doubt something to bear in mind. The second position is more for the Shaft users who don't want to be destroyed by a close ranged enemy, although you shouldn't rule out tactical entrances and escapades here, despite the fact that isn't common, even at the higher ranks. I wouldn't waste my time using the second position unless you're a Shaft user. Mining Position #4 This position is mostly useless except for in two situations: players tend to jump off this cliff when a gold box drops near here, so despite the fact they'll live due to Double Armour, forcing their First Aid can only be an advantage on your part. Unfortunately, there aren't enough gold positions here for you to count on such a thing, but if you're scouring for the gold down below, leave a mine in case anyone is close behind. The other situation is when a flag holder is jumping down to make himself inconspicuous. This is mostly done when a wrong turn has been made (escaping with the wrong route) or when the other routes of escapade aren't actually an option due to good defending. All in all, this position shouldn't be high in your list of priorities. Mining Position #5 These are more mining positions for those that like to reside around the same area, whether it be a Firebird/Freeze midfielder dealing with potential invaders (the first position) or Railgun/Shafts shooting from afar (the second position). They're your basic means of assistance when you've ran out of charge or you've taken your shot. They probably won't just be left there; you'll need to predict the path of the enemy and do it whilst he's chasing you. Mining Position #6 To finish off, these positions are relatively common and are potential routes to look out for. Again, you will not be able to use every position in this set at once; it's purely because they've got the same purpose that they're together. In essence, they're simply small but common roues - nothing that a sole mine cannot successfully block. If you're on the blue side, with careful planning, you can secure three of these positions since they're close together, and this prevents entrance to the base on one whole part of the map; it's certainly something to consider. The other two positions can't really be used in tandem due to the distance - use one of them; that'll be circumstantial to where you'll be residing in battle. Where do you commonly mine when in Serpuhov? Feel free to comment below! -
Guide [Issue 34] Effective Mining Positions: Polygon
Remaine replied to Remaine in [Issue 34] Effective Mining Positions: Polygon Newspaper Archive
Greetings, readers, and this is a continuation of my series namely Effective Mining Positions. As always, all mining positions will be displayed via an animated picture, also known as a GIF, hidden in spoilers to prevent lag. This article will be examining Polygon - let's crack on! Mining Position #1 These are probably one of the more useful mining positions out there, given that it's a common way of getting around the map, and the sole control point resides in between all of these positions - this can make a useful blockade for swarming enemies; it's probably a good idea to place the mine more inward in order to increase the chances of your mines actually connecting. When looking to seize the point, as you enter, lay a mine to surprise unsuspecting enemies, but it cannot be too close to the point, otherwise the mine will not be planted. Overall, this mine can prove useful in tough combat. Mining Position #2 This position is generally less useful, overall, since it's nowhere near the point, and Control Points are by far the most common game mode for this map. On the other hand, this can be useful for the Capture the Flag mode. The blue team in particular will navigate their way through this path in order to get back to their base unnoticed. It's a narrow path, so a simple mine should do the trick, and due to the aspiration of successfully getting away, a lot of the time, enemies won't even notice this projectile on the floor. In deathmatches, this spot also has a usage. Longer range turrets can use the peek-a-boo tactic on each side of the building, and the mines can be used to prevent close range enemies from getting near them. Mining Position #3 This position isn't one that involves you just leaving a mine there; although that could be beneficial since it's almost impossible for an enemy to dodge it, I see them as places to lead your opponent, particularly Isidas that latch onto you. Twins and Thunders can certainly take advantage of this. In other situations, the second positions is a relatively common entrance to the sole point, and the first position is a relatively common gold box location; there might not be enough space for that to always function, however. Mining Position #4 This position is useful since it can do a great job at preventing an enemy from capturing your flag; since Polygon CTF is a reverse CTF, this position can function as the very last hurdle. If your flag is at risk, place the mine there - it may potentially make the difference between a flag capture! Mining Position #5 This position is, like Mining Position #2, designed to be a hindrance to the shorter range turrets that wish to stop your attempts at sniping, depending on where you put it, of course. The nearer it is, the higher the chance you'll actually sustain damage. You'll need to keep the mine well away from you, in order to completely deny attackers. It's better to put more than one mine if you can, since it's not impossible to live a sole mine. Unlike with the other positions where you could just escape, apart from falling off your sniping position, potentially wrong-side-up, you don't have anywhere else to go. Two mines will ensure death since it's fair to assume the heavy hulls will attempt to get you from distance, as opposed to making the effort. The gold box can occasionally drop on the prop with the black top as well, which can hinder an enemy's chances - "occasionally" isn't enough to rely on such a thing, however. Mining Position #6 Finally, this is yet another position for our snipers, and probably the best one of the common three. It's the highest point in the map, and given the amount of room you have there and the props available, it's not too difficult to dodge shots, which means all turrets will have a problem getting you. Be weary of enemies that respawn at that point in the map, though. Bearing that in mind, it's a safe bet to place mines much nearer to your sniping spot as well. What mining positions do you use in Polygon, if any? Feel free to comment below! -
Greetings, tankers! Do you want to make your sentiments known? Enlighten people on a particular subject? Or even just to promote something? Well, look no further since the Editorials are back in business! Simply send in a private message to Editorials (you MUST send it to that account, NOT this one) with your piece. In order for it to be published, it will need the following qualities: - To be appropriate - To be well-written - To not contain any profanity or obscene content of any sort Your private message MUST be titled "Editorials" You can send me up to two articles per month. ATTENTION - ALL ARTICLES SENT TO ME WILL BE PUBLISHED IN ISSUE 36. Happy writing! Submissions for this issue (buttons are clickable):
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You mustn't tell me what I need to do, especially when the reason for me not doing so was out of my control.
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The TanksTestingTool.
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Contest [Issue 33] So... you think you know a lot about Tanki Online?
Remaine replied to Remaine in Newspaper Archive
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Issue 33 of the newspaper is out!
Remaine replied to Remaine in Issue 33 of the newspaper is out! Archive
We're out, forum-goers! Hope you enjoy it! - Check out this issue's Main Topic here - - Check all of our previous works here - - Post any ideas for articles you have here - - Find out how to submit your own articles here - -
I'm considering buying the Firewall kit on my old 2011 account I plan to rank up. Any idea what the standard discount is on that?
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Gives you Dictator M1 and Hammer M1. Correct me if I have the wrong name.
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Excluding Anvil, are there any Hammer kits?
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That is simply ridiculous.
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TANKI ONLINE SPY COMMITTEE BOOK I PART I: The Attack by @Rodhlann My name is Gordon Reese, and I am a Third Lieutenant for the Tanki Online Spy Committee, or as we like to call it the TOSC. In the TOSC we work very hard to make sure there are no bugs and glitches in the online world of Tanki Online. Nobody on Tanki knows about us, and that's the way we keep it. Now why do they call us the Spy Committee? That is something that only our Captain knows. In our organization there are 12 positions, including Third Lieutenant. The Captain is the largest of them all, followed by the Lieutenants. The First Lieutenant is always the one who lost in the election the previous time there was one. In this organization there are elections to become Captain every time one retires. The last one was last year in May, and the current Captain George A. Hasavall won that election. That left us a grouchy Lieutenant to deal with to lead us. We only have one of them, while for some reason we have four Second Lieutenants and five Third Lieutenants, including me. The First Lieutenant comes to work every day, grouchy and dressed in a suit and tie. Every time he walks by my friend Bill and I in the morning on his way to his desk he grunts at us and glances briefly in our direction. Though forced to salute to him, Bill and I think he is a total jerk and shouldn't even be in that position in the first place if all he does is whine about how he didn't win last year. After his morning grunt, he goes to his desk, Bill goes to his and I go to mine. There, we get e-mails on how Tanki is doing and if we need to go in. You may think that by go in, we go onto a computer and type in some code stuff. Well you're absolutely wrong with that one. Each day two of us are shipped off to a certain map and destroy all of the little bugs that appear in the game. By destroy I mean with our railguns, shafts, and smokies. Personally I absolutely hate smokies, and I don't know why the little Recruits (the lowest rank in the TOSC) put them on my tank sometimes anyway. I don't report it, because then they'd get put into combat, which would destroy them in one second. It was 26 May, 2007 on the day Bill and I were selected to be the "attackers" today for the Lieutenant committee. I was incredibly exhausted and when I saw my name on that email I really didn't want to go. Supposedly there were twelve smokies with no micro upgrades that we had to destroy. You may think this would be hard, but considering that all of them were Privates and none of them had the slightest idea on how to destroy somebody like us, it was a piece of cake. We were told we had to get our equipment on, which consisted of a helmet and a bullet proof vest. Bill and I then went down to our garages. As I was getting in my tank the last of the Recruits scampered off. I checked my turret, and once again saw the Recruits gave me a smoky turret again. Great, just great, I thought to myself. Though I did not know it, the was going to be the start to one of the longest days of my life. Bill and I have radios in our helmets to communicate with each other. After I was in my tank and strapped in by some more Recruits, we tested our audio to make sure we were good to go. Our First Lieutenant, Joseph Backtoral, appeared on our visual screens, looking grouchy as ever. "Alright guys," he said. "You're going to be set up in Monte Carlo today for your first mission. The garage is elevating to the Monte Carlo map now, kill the twelve smokies, blah blah blah." "Enthusiastic as ever today, aren't you?" I heard Bill whisper sarcastically into the audio piece. I chuckled a little bit at that, then Joseph realized he hadn't put on his headphones. "You know what happens when the garage opens by now I assume," said Joseph. "Screen turns off, audio is disconnected between us, emergency button turns on, and you know the rest, so I don't need to tell you." "Yes sir!" we both said really loudly. This was enough to make Joseph mad at us, but who cares? He turn his volume down on his computer, glared at us, and put his headsets back on. "Just do your job," he said, and the garage opened at the bottom of the hill of Monte Carlo. Our 197th mission had started. Bill laughed when he saw that all of the bugs were smokies. Of course they had no protection, only having red paint on their automatic tanks controlled by nobody but themselves. Usually, though, there were twins too. All of them were the rank of Private, and none of them knew they had joined. A group of six was congregated on the lowest part of the map under the bridge, and Bill destroyed them with his railgun (lucky for him) in the amount of time it takes one to say, "Destroy." "Go to the top, there are four up there," Bill instructed me. That's exactly what I did. I destroyed all of them in four shots, one for each. "Now what?" I said in my audio piece. "There are some under-" Bill started, then it was cut off. All I heard was static. "Hello?" I said in the microphone. At first I assumed it was another audio problem that Joseph was too lazy to fix, then I heard a ringing sound. I didn't know what was happening. Suddenly, I heard footsteps that were getting louder and louder. Had Bill's tank been destroyed? Of course, I thought Bill used the safety precaution and activated his eject button. I heard someone climbing the tank and picking up the audio receiver. "Bill, are you-" "We have destroyed the tank," said a deep voice into the audio receiver. "And we are coming for you next."
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SECRETS OF THE NANOBOTS PART ONE by @TriNitroToIuene All my life, I've been dreading this moment. One moment. One second. One impulse. Albeit a moment that could alter the course of my life. I'm cornered in the alley, gasping for breath after that long chase. Four mean Railguns, mounted on aerodynamic Hornets are thrust into my face. I slump down against the wall. There's no escape route. I'm done for. Their leader cackles wickedly, a sound which sends shivers down my spine. He demands the scroll. A scroll which is in my possession at the moment. A scroll containing the secrets of the nanobots. A secret, which, in good hands, can spell development and prosperity. A secret, which in wrong hands, can cause an apocalypse - a civil war, causing massive loss of life. I muster my courage and spit into his face, telling him that I'd sooner die than giving him the scroll *** They had accosted me the moment I'd left my house, planning to go over to the government to hand over the fruits of my research - hidden properties of the nanobots, which are used to boost the parameters of our country's brave sentinels, who risk their lives to ensure our protection. A property, which could make them almost invincible. I should have known they wanted to get their hands on it. They always do. The bowels of the human race. They think everything is theirs. Don't give a damn for the nation. My Hunter was no match for their Hornets. And here I was, cowering in the streets. *** I might have felt brave, spitting into the leader's face, but the moment I do, my knees start quaking. It was my duty to get the scroll to the government, if not myself, at least through someone else. Their faces are inscrutinable, I just hear murmurs and laughs. At last, the leader turns to me and tells me to suit myself. In desperation, I do something no government intelligence employee is supposed to do - applying their secrets before they're tested. I implemented some of the nanobots into my tank, rationalizing myself saying that it is a test to see if the nanobots work. I brace myself, wishing I'd not told the leader of the thugs that I'd rather die before giving him the scroll. His Railgun lights up. ***
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RAMPS - GAME CHANGERS by @TriNitroToIuene A Freeze comes round the corner. You look around, furtively glancing at anything that may give you temporary safe haven. A bush? Too small to accommodate your Dictator. The building? Too narrow for your hull. You're stumped. You're going to be killed. And then you glimpse what is soon going to be your salvation - a ramp. Scaling it with the agility (figuratively speaking) of a rally car, you lie in wait, smug with the knowledge that you have the 'upper hand'. Your assailant comes into view. You lean over and start showering him with pellets from your Hammer. He tries to shoot, but is hampered by the obvious fact that Freeze can't shoot at angles like Isida. Also, your turret's impact force keeps his Hornet from coming at attacking you from close quarters. At last, when your clip runs out, he seizes his opportunity and starts his climb. However, he fails to notice the mine you planted along the way and with a boooom! he becomes yet another poor soul to add to your repertoire of kills. Conclusively, a ramp can alter the course of the game, for better, or for worse, though only if used properly. What exactly is a ramp? A ramp is a passage which, unlike normal pathways, takes you to a different altitude, either higher or lower. In the case of Tanki Online, a ramp is merely a sloping surface, albeit one which can take both the teams by storm. Mostly neutral, a ramp can serve both teams extremely well except for the cases where one team has gained dominance either by placing drug addicts at the top, or by planting mines. Types of ramps Ramps come in various guises - From the straight, no-nonsense ramps in Silence to the long, winding ones in Madness; from the narrow, barely driveable ones in Factory to the wiiiiiiiiide ones in 2042, there's a vast range of them. One can even go further to classify ramps as 'artificially surfaced' and 'naturally surfaced,' suitable examples being the ramps in Future, Atra and Chernobyl for the former ; and the slopes in Hill, Combe and Highland for the latter, or as 'in-map ramps' and 'tank-formed ramps'. Yes, they're abundant in the game. Some going upwards, and some going downwards, but they all essentially serve the same purpose - ferrying tankers to different altitudes. However, it's not the type of ramp that matters ; both of them produce the same results. It's the way they're used which matters. How to use a ramp There are various strategies to use a ramp. ranging from flag capturing, shortcuts, gold box catching and of course, parkour. Following are the various methods involving ramps through which one can improve his or her gameplay. 1. Adjacent platforms - using Firebird and Freeze This trick isn't very difficult to master - it just needs a light hull, either Firebird or Freeze and a map in which a platform is directly adjacent to the ramp, for example, Silence, Fort Knox or Wolfenstein. What you have to do - in case there is a sniper or some other tanker placed on the platform atop the ramp, one simply needs to go around three-fourths of the way up the ramp, and turn his turret so that the enemy is in the line of fire. Do not consider any wall or blockage in your path. The Firebird or Freeze shot will simply pass through any obstacle. However, one must note that this won't work with Isida. 2. Gaining a better angle - Any turret If someone is below you or above you, tantalisingly above or below your turret's range of fire, and even swinging your hull, doesn't help, the best solution will be to find the nearest ramp and blast the living daylights out of him. Sounds easy, right? Well, it's not. It takes days, sometimes weeks, to master. However, mastery means complete domination of the map you're playing in. Even the miniscule ramps in Sandbox can be deployed under this tactic. 3. See-saw : Even better angles Well, the trick is to balance your tank so it can swing freely. the middle of your tank must be on the middle corner of the ramp, and moving your arrow keys gives you even better angles. The concept is similar to that of a see-saw. You're free to balance anywhere you want, and turning your turret gets you the desired angle. It's a hard concept to familiarize yourself with, but the reward - lots of kills. It's especially useful when someone has taken your flag in Silence and is at a different altitude. 4. Chasing Mines This trick relies fully on your intuition and timing. Say someone is chasing you on a ramp going upwards while you're on a flag, wait till you exit the ramp and place a mine. You see, placing it on the ramp itself will hardly work as your opponent can see it and will move out of the way, but when people exit a ramp, they have a tendency to jump into the air. It's not often you'll see people braking ; they'll just fly out and have no control over their tank's movement, making them ideal mine targets. Simple, yet effective. Even if they don't die, you'll still be buying yourself valuable time. 5. Gold boxes Ah, the gold boxes. What to say? One can either launch himself onto another tank by going down halfway and abruptly going in the opposite direction, which will propel the front of your tank upwards. Also, the most basic tactic. Find the ramp nearest to the spot, and then jump like a Hollywood stunt artiste. But mostly, I'd recommend you find your own ways and means of getting it, because these tactics are not so reliable, and leave you exposed to damage. 6. Parkour Basically the same ideology as gold boxes - stand on another tanker, drive up the ramp, shoot backwards at the same time as the one underneath you hits your tank, and then reach the place you want. Honestly, I'm in no position to comment about this - I basically restrict myself to One-man parkour, and you'd be better suited if you asked the leader of some parkour club about it. But still, this is a basic trick everyone should know. Caution while driving on ramps Avoid shooting whenever possible. There's a high chance that you'll flip over and die in the chasm or just lie there, a sitting duck to your enemy's shots. Also, don't turn your turret more than ten degrees. There's a high chance you'll lose awareness of your surroundings and........ heroically fall off the ramp. And? Oh yes, be careful while ascending, descending and exiting. Always brake and then exit the ramp, and don't try too many stunts on them. You don't want to be labeled a mult, do you? *** That's it for this guide, folks, I hope you learned some good tactics as well as enjoyed this article. See you next time!
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Greetings, tankers! Do you want to make your sentiments known? Enlighten people on a particular subject? Or even just to promote something? Well, look no further since the Editorials are back in business! Simply send in a private message to Editorials (you MUST send it to that account, NOT this one) with your piece. In order for it to be published, it will need the following qualities: - To be appropriate - To be well-written - To not contain any profanity or obscene content of any sort Your private message MUST be titled "Editorials" You can send me up to two articles per month. Happy writing!
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This is where it starts. Goodbye for now.
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Recommending a currently banned person for chat moderator.
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Friday. I'd also like to announce the following articles won't be around due to my laptop breaking around at the time I was about to write them: - Chronicles of a Nug - Dream Team - The Contrasting Combinations - Effective Mining Positions
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