Jump to content
EN
Play

Forum

Remaine

Tanker
  • Posts

    8 638
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Remaine

  1. Remaine

    Newspaper Requests!

    I'll see what I can do.
  2. Remaine

    Product kit gift packages

    Prometheus: Bulldog (M1 version): Anyone have any ideas for the gift packages in Atlas?
  3. Nice - I think I'm going to purchase that. Not the most fair rank unlock though.
  4. Remaine

    What really grinds your gears?

    Cowardice.
  5. Freeze-Wasp-Taiga... Not even bad.
  6. Hmm, potentially - it generally goes better with Ricochet than Wasp would. However, Wasp is cheaper, faster, and Smoky-Wasp can put in work.
  7. Remaine

    [Issue 37] Flipping

    We'll let it slide.
  8. Remaine

    How to prevent a Nightmare

    Let's define a dream in the context we're using it: a succession of images, thoughts, or emotions passing through the mind during sleep. According to two sources (being Wikipedia and a ASAPScience video I watched on this a while back), dreams occur during rapid-eye movement - the stage of sleep where brain activity is high. Based on what I've seen, I would say they're dreams, as opposed to random brain activity.
  9. Remaine

    How to prevent a Nightmare

    The average person has three to five dreams a night - just that in most cases, dreams are forgotten.
  10. Remaine

    Names Of The Maps [InGame]

    Unfortunately, that's the only reason why most of the community posts these days...
  11. Remaine

    GJ tanki on ruining missions

    In our subconscious, we all knew this was coming.
  12. Remaine

    Why is this forum so boring?

    This sums it up. Emphasis on bold.
  13. How long does Predator have left?
  14. Remaine

    [Issue 37] Chronicles of a Nug - the luck is real

    Greetings, tankers! Chronicles of a Nug is back for another issue - with new updates hitting the game, it's time to progress and start making decisions that will end up being fundamental to the playstyle of this account. Due to having more time at present (my alt reached Marshal; beat GoldBlock; cough cough) this article will consist of me playing on more than one day. NOTE: All opinions on daily missions were written prior to its nerfing. Just after being greeted with the nofitifcation that daily gifts went live, I noticed that I received a friend request; however, a friend request is far from the right terminology, in this case. 13 friend requests? In all seriousness though, it's nice to be greeted with such a thing - especially all at once, which was more convenient for me since this enabled me to decline every single one of them at one point since I could simply click the "Decline All" button as opposed to declining each one separately socialise with people I've never met before! That was a nice save; right? Now, the prime topic for this month Tanki-wise has been the aforementioned Daily Missions. A lot of people were complaining that we're not going to receive free stuff - oh, the horror! However, I personally don't see this side to the story purely because I almost never get anything good anyway. I'm looking at you, DCC. Fortunately, DCC is now a completely separate variable. Whether you like the daily missions or not, everyone can take solace in the fact my photoshopping skills are pretty amazing this is NOT a thing. This is the one way Tanki Online could successfully ruin what is otherwise widely deemed as the first decent update in a while. Moving on, here were my missions for the day: Not too shabby for today - with missions, one thing you should aim to do is kill two birds with one stone - for instance, the best course of action, in regards to me completing these missions, is to go into a Brest TDM or a Brest CTF. That way, I can get more than one mission completed in one battle. On this account, crystals are a lot more important than supplies. Therefore, my aim was to look for a Brest TDM. You may think this map is unpopular, but in actual fact, at the lower ranks, at least, it isn't too difficult to find one. I proceeded to look for a Brest TDM. Two minutes later, I was in a Brest TDM - it was nice that I was able to find exactly what I needed, but it was tainted by the fact we were getting bopped. This round didn't have long left, but Railguns and Shafts were set up at the top, which meant we were at their mercy all the time. In some cases, I tanked the hit, only to be hit by another shot immediately after, which is never a good time. Toward the very end of the game, I figured how to avoid the long-range turrets - this was by progressing down the sides of the map, rather than appearing as fodder in the middle. You see, normally, I would have a strategy in which I would use to establish my presence around a map, but because this map is popular at low ranks, I didn't have a strategy walking in. My overall placement wasn't bad despite such circumstances, but it's still not a game to remember. Much better this time around, as you can see - the enemies were completely unsuspecting of me! Now, as a Railgun user or a Shaft user in Brest, the top of the map poses as a safe haven. Numerous walls for cover, stationed well away from society, garnished by clueless enemies waltzing down the center of the map makes for a pretty good day! Unfortunately for them, I had other ideas. They couldn't detect me because I travelled down below, and during my travels, I obtained quite a few dropped supplies, which made me a more annoying individual. I eventually made it to their base unnoticed, and attacked every opponent from behind. Since I had Double Damage, it was easy - some of them even got spawn-killed after! One thing I realised in today's session is that I would like an account that actively uses Ricochet. @Remaine obtained Ricochet M2 only because it was a good Ricochet sale, and by then, it was way too late. @I3rilliant ranked up way too quickly for Ricochet to be any use of me. Therefore, this might just possibly be the account for it! 2 missions done - that's pretty satisfying. I aim to complete the remaining mission another time, even if the reward is quite underwhelming. After claiming my rewards, I was left with 17959 crystals - for a Staff Sergeant, that's nothing to sneeze at! It's been only a day since I last visited the account - I wasn't planning to visit the account until later on today, but some news grabbed my attention. It was that the "Keeper" kit has made a return to the game, and it's retained the 60% discount it had the last time. Upon finding out about this, I was under the mindset that I needed to rank up once more. I entered the garage just to confirm what was said was true. It was, indeed - and it unlocked at Staff Sergeant! Interesting that I received more mines than any other drug, which I'm not going to complain about. I'm disappointed by the amount of Double Damages I received though - 10 of them isn't going to do much for me here. I'm happy with this kit - a solid-hitting turret, a hull that can tank hits for days, finished up by a 23,000 crystal paint, only for 16,000 crystals! That's better than what any Tankman's Day sale could ever provide. Due to the fact I've purchased this kit, the account feels a lot more accomplished, and with this, the desire to play has gone down. Before I was made aware of this kit, I was planning to complete today's missions and earn some crystals in the process, but due to this tank-changing purchase, the need has decreased. Therefore, I think I'm going to hold off using Keeper for a day or so, because of this achievement. I didn't really envision this account obtaining a M1 combination for a while. The nug account is still no longer a nug account! What am I to do now, though? I'm poor as of now, so it's quite abundant that earning some crystals is my top priority. Perhaps for Ricochet M1? I could potentially nab Firebird M1 at the Tankman's Day sale - it's definitely still an option! Today's session was rather inactive, in terms of experience - but pretty great in terms of my garage and where it's headed! Here we are, 3 days later, and I'm ready to use Keeper! Well, not all of Keeper - you see, whilst I would have happily purchased Keeper any day of the week, I'm not too big on heavy hulls - therefore, I will limit my usage of Titan M1 to tough deathmatches. Otherwise, I think I'm going to stick with my M0 Hornet, which, of course, maintains our "nug" rating! I decided to use my free change on the central mission - collecting repair kit boxes aren't too much of a hassle. However, is it just me, or does it feel like the drop boxes have decreased in frequency? They seemed like pretty easy missions at first, but for each time I've completed a mission of this calibre, it takes longer than I previously imagined - this is even taking into account the fact that other players could potentially be completing a similar mission. It looks as though it's in my best interests to enter a Brest TDM - perhaps I'll be able to get all three done in one game! The problem with these missions are that they're not very diverse. It's roughly the same sort of thing each time around - although I do very much like the update overall, some innovation would be nice. I'll give it time, as it's just starting out! I proceeded to look for that Brest TDM. Hey guys - so you know how I said that Brest TDMs aren't so difficult to find at the lower ranks? I was wrong. I visited over 15 servers and NOTHING - NOTHING AT ALL. I still wanted to try out Keeper, and prevailing in Brest wasn't obligatory for completing all of my missions - simultaneously, yes, but I can still get some another missions out of my way for the future. We can also bear in mind that, as aforementioned, the crystal missions don't involve me entering Brest; not even bad! I wanted to finish this one, but our opponents decided to leave the battle. After they had done this, there were still eight minutes on the clock, and I didn't want to wait that long for what would be a unsatisfying payoff. Bearing in mind AninkaAnulik was a hardcore drugger - on top of activating Double Damages as soon as he/she possibly could, he/she set up mines in their base. It gives you a taste of the domination in that match, if anything. Perhaps it makes our enemies leaving the battle potentially justified? As for me, I was sitting comfy behind the house, grabbing over 15 kills before being destroyed once. Although there's nothing to show for it, reward-wise, I was able to complete one of my missions, and contribute to the completion of another. Therefore, this battle wasn't a waste of time. Whilst it was a decent game, I made a misplay that perhaps cost me the lead. There was a Shaft-Titan-Lava (LAVA FIGHTER) that was sniping us all, and quite effectively, at that! The misplay was me not bothering to change to Lead after he sniped me. I guess it wasn't all that bad, judging by the fact I was destroyed only three times, but I still should have been aware of the situation, and acted upon it accordingly. Other than that, I used the props below the high roads to my advantage, sucessfully executing the peek-a-boo tactic on unsuspecting opponents. I guess it didn't really matter though; some of the opponents were aiming at their teammates! I have managed to complete the missions worth my time - I didn't leave today's session at that. The new aim was to reach 15,000 experience points (which would leave me with 5,000 points from ranking). After accepting the rewards, I had 3,309 crystals. It's making that Firebird M1 seem more desirable, although that's purely due to its pricing at a 50% sale, given that Firebird M1's afterburn is awful - that's something I should bear in mind. People say Firebird is severely overpowered, which is arguable, but only for the M2 and M3 modifications - there's no case for that when referring to M0 and M1. With 1265 experience points left to go, I looked for another battle. Unlike tanker538N, my score was that low in comparison to everyone else because I joined extremely late. I didn't look at the time left before joining, which wasn't very clever - unsurprisingly, there were three other Keeper kits in that very match, two of them on the blue side. It was a highly dominated game before I got in, which meant the mark I made in that battle wasn't as explicit as it would be in the average game. However, I'm pretty happy that I had a solid side - these days, you cannot say that very often, with mults running rampant everywhere. Contrary to what the finishing picture portrays, for the duration of the game, they had 7 players, and we only had 5! Fortunately, we were a decent defensive unit, which meant that despite the imbalance in sides, they couldn't cap. Of course, the numbers game meant that we could not cap either. Toward the end of the game, the sides started evening out, which meant it was a level playing field, and the tide turned in our favour - Our Vulcan-Viking captured the first flag, followed by a swift second capture from me. That's right! Me. Excluding format battles, I'm not really the offensive type. I prefer to play midfield - providing that support for my fellow offensive players, or simply dealing with enemies before they get near the team flag. I couldn't tell you what vastarpara was using - it's fair to say that whatever it was, it was working! After this game, I realised that Vulcans are a problem. They were responsible for all but one of my deaths - I feel like it's a hole in my garage that I need to sort out. I'll consider buying Invader to improve my paint diversity, but not right this second. I'll see how it goes, and if Vulcans continue to give me trouble, I will buy Invader. Other than that, it was a pretty smooth-sailing game. Smoky M1 put in the finest of work throughout the course of this battle. Apart from the Vulcans, none of the enemies really stuck out to me as decent opponents - the Shafts couldn't aim, the Hammers landed one or two pellets per shot, and the Isidas couldn't latch on in the way they desired. In this case, it's more that our enemies were particularly bad, as opposed to our team being particularly good. What really made it a good game was this: The first gold box I've ever seen on this account ever was the first gold box I've taken on this account. It fell in quite a common position, but fortunately, nobody realised that in this battle! I gave my teammate a false sense of security; making him think the gold was his to take. At the last moment, I pushed him out the way (he's a Wasp; what's he going to do?) and took it for myself. Was he mad? You bet. Can I post the butthurt messages down below? I wish! I reached my goal of 15,000 experience points - nothing too special, although I aim to rank pretty soon. I have a M1 combination! I was thinking I opt for Wasp M1 as opposed to Firebird M1. I could potentially save up for Ricochet M1 too, or even Hornet M1. Which path do you think I should take? See you around.
  15. Remaine

    [Issue 37] Flipping

    Greetings, tankers. This issue, we're moving onto the subject of flipping, which is pretty self-explanatory - the point where your tank isn't right-side-up. It isn't exactly something you see intentionally done in battles; when it happens, it's more due to your own serendipity, or, to be blunt, awful maneuvring from the opposing team's part. How can it affect battles though? That's what this article aims to tell you - it also aims provide an insight on the importance of flipping, the situations in which a player can flip another player, and whether you should kill a flipped tank. A flipped tank is one less active tank on the battlefield, which means, for a short period of time, there are more players on your side contributing to the ultimate goal; winning. You may be thinking that 10 seconds (less than that, in the average circumstances) isn't a lot, but when racked with the time it takes to respawn, and the time it takes to get back into the action, it becomes a lot more substantial than initially thought. There's a reason why people complain when people continue to play despite the sides not being equal - it's because so much as one less player, even if temporary, makes the difference, as it takes a chunk of the team out. I'll use an example - the player flipped is a defender, and when unable to move, that defender cannot help out in the way that they'd like to. This leaves the defence largely exposed, which makes it much easier for the opposing offence to successfully attack. It's the numbers game - something that the team with the advantage can turn into a real problem, if handled correctly. For the XP readers, you'll know that when an opponent is flipped, you may see "-1" pop around the chat - this implies that there is a flipped player on the battlefield and that you can capitalise. That's what a flipped tank can enable you to do - it provides that opportunity for you to gain momentum and seize control of the match. When you've flipped, after pressing Del, type in "-" (in your team's chat, I'll add) to let your teammates know that you're down. In sum, a flipped tank is a lot more fundamental than meets the eye, in regards to how it can affect the future of the game; when you see a flipped tank, definitely look to capitalise. There are a few ways in which you can deliberately flip people - one thing to note is that it's not easy to flip someone, and that in the average situation, you won't be able to do it. You'll only be able to flip an opposing side in particular scenarios - it will involve capitalising on an enemy's actions, and in most cases, you will need to be swift in doing it, otherwise you'll miss the opportunity to do so. The first method is via taking advantage of an enemy jumping off a cliff. This is one of the more common methods of flipping someone, since jumping off cliffs are frequently used to get to a specific destination faster. Another thing I would like to mention is that most of these methods will not work if you have a turret such a Freeze, Firebird, and Isida - the reasoning should speak for itself. The shot from your turret will be the way you go about getting the flip, for the most part. It's also pretty easy - in most cases, all you're going to need to do is hit the tank, which, needless to say, isn't so much to ask. Railguns will do the job with a single shot, if handled correctly, but with weapons like Smoky, Thunder, and Hammer, one shot will only get them side-up, which isn't all doom-and-gloom, due to the fact it's going to take nothing more than another shot to get the full flip. Be careful how you go when facing higher cliffs - whilst there's a higher chance that it will take a single shot to flip completely, since there's more space between the cliff and floor, you need to remember that it's possible the tank can land right-side-up - never think that because you have managed to get the shot, you've got the flip, as that might not always be the case. The solution to this is to wait - don't shoot as soon as the opposing player has jumped. Hold it off for just a bit; this means there's a lower chance of the enemy landing right-side-up, due to there being less space between the cliff the enemy jumped from, and the floor below. Don't leave it too long either - if you leave it too late, from your position, you might not be able to land the shot, and the result of the flip might not be what you expected! Examine the length of the cliff and time your shot accordingly to ascertain the flip. Using your impact force - I already know what you're thinking! In the average scenario, this is not going to work unless you're using a Railgun against another Railgun user. At the same time, this Railgun user will ALSO need to be a Wasp user. You would be right in saying that, and they're pretty specific circumstances too; however, I've decided to include it here because it is also common (XP/BPs and the like). Bear in mind it won't be the easiest method to conduct. After you're done admiring my absolutely amazing BP combo, take a look at the arrows and what they're pointing at. They're supposed to illustrate where you want to be shooting at. The reason why you want to be shooting for the opposing player's turret is because your impact force works strongest there - the shot will have a much more detrimental effect up top rather than down below. Here's the problem, though - that won't be enough! Due to recent updates, a Railgun-Wasp will be able to remain right-side-up after the shot. In order to get the flip, you'll need to play the mind games - in other words, you will have to predict your opponent's shot by shooting before them, which isn't easy, by any means. Although it will give you a match advantage, getting the prediction alone won't give you the flip! Your shot and your opponent's shot will need to work in tandem, in order to get the flip. If you play XP/BP commonly, as you improve in the format, the opportunities will come. You know there are incompetent tankers out there that cannot drive to save their lives, and will find themselves side-up, waiting for their weapon to reload (or if they're using a Firebird, Isida, or Freeze, to selfdestruct), and you can capitalise on it! Don't be afraid to do so. As my GIF exemplifies, you want to be shooting the top of the hull to guarantee the flip - any turret that shoots out as opposed to spraying out will work here, and provided you shoot at the top of the hull like I've said, it will only take one shot! One thing I'd like you let you know, though, is that if the opposing player is using Firebird, Isida, or Freeze, you won't always need to bother. This is because they cannot do anything to revert their catastrophe - in essence, it's like the tank is fully flipped. Of course, you can argue that enemies can unflip their teammates with their longer range turrets, effectively solving the problem for them. Therefore, whether you should do it comes down to priorities of the user, the tactical awareness of the enemy, and the turret you're using - the turret matters because the reload varies! Finally, here's the last method that I'd like to show you here, when it comes to flipping a tank - pushing. Hey! No one said you cannot push your enemies! You know what they say - giving them a nudge in the right direction! However, I certainly haven't saved the best for last - it's not the most effective way of getting the job done. You should only bother if your opponent is on the edge of a cliff or incline - it'll be easier if the opponent isn't aware of your presence either. Although there are incompetent tankers out there, opponents still have their eyes on you, watching your every move like a hawk! That's why this method isn't the best way to go about things - it isn't common, and it isn't always reliable. However, if you're able to creep up on a unsuspecting enemy, who just so happens to be near a cliff or incline, do it. Do it for all of us. By now, we have established that a flipped tank can be fundamental to the outcome of a match - however, this article isn't encouraging you to go into battles, finding the opportunities. In actual fact, these opportunites should be finding you. If the opportunity presents itself, go for it - the advantages will pay off. I don't want you to think flipping is all that it's about, although it is pretty important! This is the ultimate question - when a tank is flipped, do we destroy it? Now, given the advantages a flipped tank gives, the answer to that is No. I know it can be tempting to do so, bearing in mind you get free points, which can make the difference between one's position on the leaderboard, which will lead to more crystals. However, I believe that you should control yourself and not do it - forget the five points you'll get, try to nab the flag, or simply take out other enemies! One less player leaves the enemies in a much more vulnerable state! Those five points will seem like nothing when taking into account the points you'll get. In destroying the rank, you'll be cutting off the time the enemy is out of action, which isn't the right play to make. Don't get into the perception that the respawn time will be enough - whilst it's possible it will be, you want to take advantage of this opportunity as much as possible. Leaving them stuck there maximises the advantage you'll get! This is definitely fair - you're on your own in the battlefield, with no one to rely on, and getting kills are the key to winning. Let's not sugarcoat it here - when we go in a battle, the general aim is to win. Any advantages simply do not apply when in the deathmatch scenario - does that make it okay to destroy a flipped tank? Is this the one circumstance where destroying a flipped tank doesn't end up hindering you in any fashion? To be honest, yes - however, before doing so, take into account a couple of things. How much health points does your enemy have? How much protection does your enemy have against your turret? It wouldn't be so wise to bother using up your charge, or wasting a shot on an ememy that you know has hull HP, as it leaves you dry for enemies that aren't flipped. Enemies with good protection against you might not even get you the kill, if they're bulky, which they tend to be in deathmatches - once again, this can leave you dry for enemies that aren't flipped. You're a bit more free if you're a Smoky, Twins, or Thunder as the reload isn't as much of an issue; however, you should definitely still be aware of your surroundings. In a team situation, do not waste your time destroying a flipped tank. In a solo situation, it's acceptable, but you've got to make sure it's worth doing so. That's it from me - hopefully you've learned about how fundamental flipping can be, and the ways it can be done - feel free to comment below on what you do when you've flipped someone, and feel free to share what experiences you've had where a flipped tank made a difference. See you around.
×
×
  • Create New...