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Remaine

Tanker
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Everything posted by Remaine

  1. Remaine

    Let's Discuss Thunder!

    That's not a Dictator M3, but okay.
  2. Remaine

    Tanki Picture of the Day - Have any?

    It doesn't, as of yet.
  3. Remaine

    Tanki Video of the Day - Have any?

    ^ Was that supposed to be funny?
  4. False. Viking M4 = 300 Dictator M4 = 330 Unless you were comparing Viking M4 to Dictator M3, which isn't a valid comparison.
  5. Remaine

    Let's Discuss Hornet!

    I recall when Wasp had slightly more HP than Hornet at M2 - that was rectified a long while ago, however.
  6. Remaine

    Let's Discuss Hornet!

    *sigh* If you're not going to defend Wasp with validity, don't defend it at all - you're only making it lose more credibility.
  7. Remaine

    Tanki Picture of the Day - Have any?

    She's doing the same to me - it's incredibly childish but just leave her to do it; you expressing your bother means what she's doing is working.
  8. Remaine

    Let's Discuss Hammer!

    Think of something else to say.
  9. Remaine

    Newspaper Requests!

    Yeah...not yet. I'm thinking of doing it for Issue 31.
  10. Remaine

    Let's Discuss Hunter!

    You're finally looking good for your rank. Nice job - use it well.
  11. Remaine

    Merry Christmas!

    It's now just hit 25/12/2014 here - Merry Christmas to all that celebrate it.
  12. Remaine

    [Issue 30] Stalemates

    Some of you may be thinking "What does Remaine mean by the term 'stalemates'? To answer this, I've defined stalemates as when both teams have successfully taken the opposing side's flags to their respective bases - to provide more understanding of this, it's when the red team has successfully taken the blue flag back to their base, and when the blue team has successfully taken the red flag back to their base. Whether it should even be called stalemates is debatable alone, but by asking around, I've found that some people refer to it as a "flag exchange" (such as @Fen-Harel) - and thanks to @Tommy60, I've also found out that the entirety of the Russian community also refer to such situations as a flag exchange - however, the consensus of the EN players, at least from what I've seen is "Stalemate" hence the title. It normally takes place when both of the sides have awful defense but great offense, or in maps where it's rather easy to enter/escape, due to there being a lot of pathways in comparison to the amount of players, for example. In a stalemate situation, people have two tasks to do synchronously, those being: - Returning your flag - Retaining their flag Depending on how you go about doing these tasks, a stalemate situation could last from a minute to the rest of the entire battle. The longer stalemates tend to be No-Supply battles. Here are some tips for ending a stalemate situation, some being a given, but all often disregarded: Do not go about returning it on your own; go with an abundance of teammates - going on your own is pretty much suicide; the opposition will take you out with no problem. Go with a few teammates to increase your chances of success. Grasp your role - there may be a specific enemy which your turret is specially great at facing. Have an idea of that; if you don't know what to do, either communicate with your team, if possible, or stay behind with the flag holder to prevent them from dying. Diversify your invasion entrances - I won't dispute that invading their base via the very same pathway will never work; this is because it can be pretty effective if the pathway's rather large, or you have Isidas handy. However, if you come in from all directions, you can make life difficult for your enemies, given that you'll be attacking from all directions. Bear in mind this won't always be possible. You should also bear in mind that there needs to be a balance between how many people invade which pathway - you don't want to leave one right open. Do your best to stay active throughout the stalemate situation - stalemate situations are generally very intense, and going AFK (away from keyboard) will do a disservice to yourself, and your team. If you must go, try to leave the battle; but if you have a higher score; one that's higher to the extent you don't want to abandon it, make your departure quick. Have vampires as a regenerator of Health Points - it should be quite obvious as to what I mean by this, but if not, I mean that you should keep Isidas nearby - it will enable you to stay in the ring for longer, given that you'll have a source different to the dreaded respawn that replenishes your HP. It also helps in the sense that if you get rid of attackers, the source of HP can keep the flag holder going. Isidas will prove vital in stalemate situations. Do not abandon your flag holder - your flag holder is pretty much always going to need someone by them - they're not to be left alone; whether accompanied by an Isida, or just another teammate, the flag holder is the person all the enemies are after - therefore, they'll need someone. Be inconsistent with your tactics - if possible, don't opt for doing the same thing every. single. time. Otherwise, the enemies will catch onto what you're trying to do, and you being predictable isn't going to assist. If it didn't work the first ten times in a row, it's probably never going to work. If you're the flag holder, hide in an inconspicuous position - bearing in mind that, as aforementioned, the flag holder is the person all the enemies are after, if possible, it will help to hide in an elusive position given that the enemies may know how to get to you. However, do not hide somewhere that's too far from your flag - otherwise, when you're looking to return, it might prove difficult. Achieve the balance between who goes and who stays - if there's a significant lack of balance, you're going to have a problem on one end of the spectrum, whether it be keeping their flag or getting your flag back. I'm not suggesting that you split it down the middle; that's the sort of thing that's circumstantial to the map you play in. You just need to make sure there's enough people to do both parts effectively. A shorter article from me here - hopefully some of the tips benefited you in one way or another. What do you refer the stalemate situation as? What tactics do you use when in a stalemate situation? Feel free to comment below!
  13. Remaine

    Newspaper Requests!

    I believe that's already been done, either by or @MusicJam19 (video interview)
  14. Remaine

    Tanki Picture of the Day - Have any?

    If you're going to answer questions, answer them coherently and correctly - what you said was incoherent and incorrect.
  15. Remaine

    When did you start playing Tanki?

    TECHNICALLY in 2011, but I started this account early 2013.
  16. Remaine

    Tanki Picture of the Day - Have any?

    I don't know why - especially given that both words can be used there. Leave the grammar corrections to people that know what they're doing, eh?
  17. Remaine

    Tanki Picture of the Day - Have any?

    That's a relatively tough ask - but good luck.
  18. Remaine

    [Issue 30] Effective Mining Positions: Rio

    Greetings, readers. The duration of us have a boatload of mines ready for usage in combat - but how can one use them effectively and lucratively? This series namely Effective Mining Positions will attempt to make you aware of great mining positions, which will ultimately thwart your opponent's attempts at penetrating your base. This issue, I will be examining the Rio map. The mining positions will be illustrated via a GIF, and will be hidden under spoilers to prevent any lag attacks whilst reading. Keep in mind that the positions I've included are purely just examples - in some cases, mines can be plotted effectively in places around that area as opposed to that specific spot. These positions are particularly effective because it pretty much disables the opposing side from entering without taking damage. This is especially true regarding the slimmer pathway, since not even the slimmest of hulls can navigate past the mine damage-free. The same cannot be said for the latter pathway, however. Hornets and Wasps are capable of sliding through, even if you were to place it smack-bang in the middle. That being said, it's probably worth placing a second mine to accompany your first mine - this will ascertain damage to the speedier hulls on the proviso you've put them in places which give opponents little room for maneuvre. Given that opponents will try to sneak into your base most commonly through here, I'd say it's one of, if not the most effective methods of keeping enemies out. Bear in mind that, due to the fact enemies like to go for the flag via these pathways, you may notice that your own teammates are controlling these areas in an attempt to make sure opponents have limited options. In light of that, it's possible that you'll need to slightly alter your mine's position in the pathway, so that it hits before your teammate gets to your enemy. You can keep it as back-up in case your opponent owns your teammate - just make sure nothing happens to you before that. It's certainly useful for getting the opponents that are trying to be sneaky, or perhaps it can even pose useful if you're a camper with a long range turret. Especially if you're using Shaft, they could very well be coming toward you, and you could be oblivious to that. Therefore, a mine that stops them in their tracks can be useful. In addition to this, depending on your opponents' tactical prowess, it's possible these entrances can be escape routes for those who successfully wield your flag. Granted, this is uncommon, but if you feel like you're against a side that know what they're doing, tactics-wise, as opposed to entering all guns blazing, it's something to think about. These three positions provide a barrier for the most common ways of infiltrating the red base, and no matter where you place it on the ramps, there's nothing your opponent can do to successfully navigate around the mines. This leaves your opponents just one way of getting to the flag itself, which will, chances are, be guarded by teammates. If combined with Mining Position #1, your base has the potential to be impenetrable, plus it's a great way to rake in points since opponents tend to enter here very often, but make sure you're prepared to use a load of mines. You'll find that enemies will have stepped on them frequently. This position is good for stopping those that attempt to escape with your flag. Depending on where you put it, it may be totally useless at stopping speedier enemies from getting in since they'll just jump right over it, effortlessly. This works both ways in the sense that it may be useful for stopping enemies from getting in, but it'll be useless at stopping speedier enemies from getting out due to the same reason; jumping straight over it - it will need to be placed somewhere in the area that disables enemies from entering and escaping, which may prove difficult, unless you're using more than one mine. In addition to this, enemies like to come through this way pretty often but teammates will be all over this area. Therefore, it may be wise to plot your mines in other positions if it's heavily guarded. I'll start off by saying it's debatable in regards to if it should be in the red team or the blue team - it's right to say it can be correctly utilised on both sides, however. Given that it's one of the common pathways, enemies, no matter what role they play, will have trouble with it, especially if more than one mine is placed - and that's probably what's needed, given that the pathway is quite large in width. In essence, getting a mine successfully placed here will give enemies a hard time, and when in cohesion with your turret and teammates, you'll be a force to reckon with. Some of the pathways listed here are more popular than others - however, I've put them together given that they're the same sort of thing. One of the pathways is also bigger than the others, as the gifs clearly illustrate, and you will need more than one mine for it to be effective - it won't do too well on its own. In regards to the others, it's handy if your enemies opt for an uncommon escapade. Otherwise, it's not all that - you'll be better off placing it somewhere else. They're both common pathways, which are especially used for entering your base. The first pathway illustrated is particularly long; a good three mines are required for it to be effective - even with two, medium hulls aren't going to have too much trouble getting through damage-free. Three will prove effective, but you will need to pay attention to it. Regarding the latter position illustrated by the gif, given that it's quite lengthy, if you place it toward the lower end of the ramp, even speedier enemies, provided they're not equipped with a Nitro, can't get away from the mine. One problem with it is that it's easy to avoid, given enemies can jump off the cliffs sinistral and dextral to it. Something to think about when using this position. The first position is probably the most common entrance of all. Given that it's quite small as well, enemies will have a problem getting through. It's easy to evade when looking at the other options readily available for use there, but the inconvenience should give you and/or your teammates time to do something about it. The second entrance can mostly be used well when combined with the first entrance shown. It can also be used well in regards to stopping enemies from escaping. One mine will likely suffice for both of them, although speedier enemies can get through; it will take relatively intricate maneuvres to get past, and that will take time. What positions do you use in Rio, when mining? What map should I examine next? Feel free to comment below!
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