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Everything posted by S.C.Y.T.H.E
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These threads are probably adequate to help you: Current Music What's your favorite band?
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If you have an idea for a new turret, post it here: Ideas for New Turrets. Try not to create an entire topic for an idea like this, and use the search function to look for duplicate ideas and topics.
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Review [Issue 33] Vulcan or Hammer: My Thoughts
S.C.Y.T.H.E replied to S.C.Y.T.H.E in [Issue 33] Vulcan or Hammer: My Thoughts Newspaper Archive
The New Turrets Recently two new turrets have been added to the game-- Hammer, and Vulcan. This article will cover the pros and cons of each turret, how to play them, and finally... which is better. Hammer Hammer; It is short range, long loading and quick firing. It has the ability to damage multiple enemies at once; Its damage decreases at distances. I have Hammer M2, and it has been my primary turret from Major to late Colonel. Many people call this a 'noob turret', but really this is not quite the case. This turret does take skill to use effectively. There are many reasons that Hammer is superior to other close range guns. This turret can do a lot of damage in an extremely short amount of firing time. If an enemy peaks out from behind a wall for a quarter of a second, you can still cripple them. You can't do this with any other close range gun, or any turret, for that matter. Railgun has a warm up, Shaft has a warm up, and Thunder doesn't do quite as much damage as Hammer. With a firebird, you will do little to no damage if you are only burning an enemy for a quarter second. This applies to Freeze and Isida as well. Surprise tactics won't work very well on Hammers, since they fire so instantaneously and with so much damage. Another thing that gives Hammer an advantage over other close range guns is its impact force. No other close range turret has any impact force whatsoever. If they fall sideways, they can't use their recoil to get back upright. They can't flip enemies or use impact force to knock of enemy shots. Hammer excels at flipping people and knocking of shots. This is one of Hammer's finest points. Also, protection paints against hammer are quite rare to be seen, currently. This gives Hammer a pretty huge advantage. However, Hammer has some disadvantages to other close range turrets. For starters, Hammer is the most vulnerable if it runs out of ammunition. Once a Hammer has fired its three shots, there is about a seven second reload, in which it can not deal any damage at all. This makes it about as vulnerable as a reloading Railgun. Enemies will likely hunt you down if they think that you have fired all of your shells. Also, Hammer doesn't quite have the Damage per Minute or Burst Damage of other close range guns. Also, all close range guns have a unique ability; Hammer does not. Its unique ability in my opinion is a combination of three round burst and impact force. Hammer does best when paired with a relatively fast hull, that can make quick escapes, and pop out where no one will expect it. When using it, stay covered at all times. In the open, a Hammer will be scrap metal in a few moments, due to long range guns. Use alleys between buildings, walls and plants to stay covered. Don't charge into the center of an enemy base, but be stealthy. If you are ganged up on while driving Hammer, you will most likely die. If you fire two rounds into enemies, and it looks like there won't be any enemies attacking you for a while, fire your third round so you can attack with all three rounds. Use peek-a-boom tactics. Poke out from cover, fire, then disappear behind cover once more. Wasp: 7.0 out of 10. A Wasp/Hammer can be very fun to drive. Wasp's maneuverability and speed make for great ambushes and escapes. Wasp complements Hammer's peek-a-boom-ish-ness, but it can require some skill. In all, this is not a bad combination, but it is not always practical. It can do well in big yet close range maps, such as Polygon or Dusseldorf, but in many maps it will fail miserably. Hornet: 7.5 out of 10. Hornet can excel with Hammer for the very same reasons as wasp; It has high speed, letting a Hammer get out of tricky situations quickly. But Hornet has significantly higher armor value. This will make a big difference in your survivability. If you use Hornet and Hammer, be sure to make use of your quick speed. In all, this is a very decent combination. It can do well in most maps. Hunter: 8.2 out of 10. Hunter and Hammer is a very good combination. It is known as 'Pitbull' after the product kit. Hunter has great speed and great armor. Hunter is pretty quick, but Hunter can still hold its own in a brawl. It is also fairly high to the ground. Because of this you can flip enemies and take goldboxes a lot easier. Hunter and Hammer can be used in just about every map, and it will do very well. Hunter's compact size lets it fit in tight spaces, and attack where enemies are weakest. Viking: 7.5 out of 10. Viking and Hammer is a decent combination. Viking is slightly slower than Hunter, but it is a lot more armored. A Viking and Hammer will preform very well in close range squabbles, but in more open, wider maps it may not do as well. Viking's speed is still quite fast, but it isn't always adequate when facing insistent enemies. Viking is very low to the ground. When a Hammer/Viking shoots, it will not be able to flip enemies as easily, since it is striking the hull, not the turret. In all, I would say that this is a good combo, but personally I prefer Hunter. Dictator: 7.55 out of 10. Dictator and Hammer will do great in the right hands. Dictator's high health pool allow it to stay alive for quite some time. This combination can deal a lot of damage each life. But Dictator can feel sluggish compared to lighter hulls. Frequently you will find your health quickly devoured while you are retreating and reloading. Dictator is very tall. When it shoots, it nearly always hit enemy turrets, nearly flipping them. This is a major advantage that Dictator has over the other hulls. Dictator and Hammer is a combination that many Gold Hunters enjoy. In all, I would say that this is a decent hull, perfect for tankers who want to live a long time yet destroy enemies. Titan: 6.6 out of 10. Titan is just too slow to be very good with Hammer. In certain maps, Island or Ping Pong for example, Titan and Hammer can excel, but in the majority of maps it will sometimes preform miserably. If you are really, really into very close range maps, this may be your combination. But its slow speed and inadequacy in many maps will frustrate lots of players. Mammoth: 5.8 out of 10. Mammoth and Hammer can be torture. Mammoth's turtle-like speed combined with a fairly fast paced gun is not a good mix. In close range maps, it will do well, but in most maps it will honestly be terrible. Mammoth's gigantic size adds more to its awkwardness. Sometimes it feels like Mammoth is so big and slow that enemies can't even get close enough to receive significant damage. I would not recommend this combination at all. Vulcan Vulcan is the antithesis of Hammer. It is long range, quick loading but slow to fire and low on instantaneous damage. At first glance, it appears a lot like a Twins but with the addition of over heating. It is very intimidating to behold. This is one, big gun, and not something to be messed with. Ever since I have started using it, I have realized that this is not a duplicate of Twins. In fact, I think it is more similar to Ricochet than Twins. Twins' main feature was that it never had to reload. Vulcan needs to stop shooting to avoid overheating. This is very similar to the way a Ricochet can shoot out its entire loading bar, and then keep shooting twice as slow, or reload its clip. But Vulcan is on a much faster level than Ricochet. In a brief few seconds, you can begin to overheat. You can stop firing, and start all over again in about three seconds. Or you can choose to continue shooting, but risk overheating. Vulcan has a warm up before it can shoot, while the barrels begin to rotate. This is comparable to Railgun's warm up, but slightly longer. Because of the risk of overheating, and Vulcan's slightly lengthy warm up, a Vulcan user must be very observant. You have to be watching the whole map at once, knowing exactly when to begin shooting. If you think an enemy will pop out from behind a building, you should begin your warm up before you can even see them. If you are coming out from behind a building, you should begin shooting before you are exposed. To continue shooting, or not to shoot: This is the classic dilemma of a Vulcan user. The answer is simple; both. If you think that an enemy is very near death, continue shooting. If an ally is damaging an enemy simultaneously as you, keep shooting as this enemy will be dead in no time. If you are very close to death yourself, I would try to deal as much damage as possible with my last few breaths, so I would continue shooting. BUT, don't continue shooting for longer than a second and a half, unless you are shooting at an enemy with your flag. If you have killed one enemy, then started shooting a second enemy in one clip, don't continue shooting. The second enemy shouldn't be very close to death, and you will damage yourself for litter reason. Be sure to damage as much as possible. If you killed an enemy, but still half half a clip until you overheat, keep firing even if no enemies are in sight, until you are on the brink of overheating. You never know when an enemy will appear out of nowhere. DO NOT go into close range situations. Vulcan's gyroscopic effect and other characteristics give you a large disadvantage in close range squabbles. However, you don't want to be a mile away from enemies. Try to find a secure location at a medium distance from enemies. Remember, Vulcan's damage decreases with distance, so there is no need to go very far out. There are two quick strategies that I use with Vulcan: Blazing, and Active Camping. With the Blaze strategy you attack an enemy base from the front, preferably with allies. Try to stay in relatively open territory, because in close range you will not do well at all. Active Camping: Choose a secure and safe position fairly close to enemies, and stay here. But don't be a rock, you can still move a few feet back and forth. It is relatively simple; keep a very good eye on the map, and shoot enemies whenever possible. Vulcan will never flip enemies unless they have gone airborne or jumped off a small cliff or building. If they do jump off a cliff, they will be easily flipped upside down by Vulcan. Vulcan can be very fun to use. Its high damage and long range make it effective in many maps. I personally prefer other turrets in most cases, but that is just my opinion. Vulcan certainly takes skill to use. If you are an experienced tanker looking for something brand new to try out, I recommend Vulcan. Wasp: 6.5 out of 10. Wasp will almost never do well with Vulcan. Vulcan does sometimes need speed to escape, but Wasp is simply to low on health to be very effective. Wasp is more suited to peek a boom tactics with higher instantaneous damage and flanking strategies. Vulcan is the opposite of peek a boom, and its gyroscopic effect does not allow it to circle and flank enemies with ease. So I really wouldn't recommend this hull to be used on Vulcan. Hornet: 7.2 out of 10. Hornet is a decent hull to be used with Vulcan. It does well when using the Blazing tactics mentioned earlier. Hornet's higher HP than Wasp makes a significant difference. Hornet may lack some survivability, but a skilled fighter should do very well with Hornet. Hunter: 8.5 out of 10. Hunter and Vulcan is a very good pairing. I call this combination 'Spock'. Hunter's quick speed and moderate armor are the perfect combination for Vulcan users. Hunter has the maneuverability to survive in tight situations. It can advance or retreat very fast. You can respond to enemy movements very quick. It has enough armor that it will survive a while-- long enough for you to be very useful to your team. This is my top pick for Vulcan. Viking: 7.9 out of 10. Viking feels a lot like Hunter. It has slightly higher armor, which is a good thing. If you are planning on camping in Vulcan, Viking is a better choice than Hunter. Viking is low to the ground. This is a good thing; Vulcan doesn't have enough impact force to flip people. But with Viking, you will usually be hitting enemies below the turret. This is good, because there is are bugs in which Vulcan doesn't damage Hammer turrets and occasionally others. Viking is a good fit for Vulcan. Dictator: 7.5 out of 10. Dictator is a lot slower than Viking and Hunter. It has much more armor than either. Dictator doesn't quite match with Vulcan's playstyle. Vulcan isn't meant to be an in-your-face turret, unlike Dictator's tyrannical tendencies. Vulcan is kind of a whiny, annoying mosquito that is actually a lot more dangerous than you expected. Dictator and Vulcan can do well, but it doesn't quite use Dictator's full potential. Titan: 8.2 out of 10. Titan is quite a good combination with Vulcan. It is very well armored, but lacks some speed. This doesn't matter so much. Titan has very high survivability. A Vulcan/Titan can still do well in close range scuffles because of Titan's sheer HP. I really recommend Titan to be used with Vulcan. It preforms quite well. M1 and M0 values of Titan may be too slow to be effective with Vulcan. My experience is based on M2 Titan. Mammoth: 7.0 out of 10. Mammoth and Vulcan isn't an amazing combination. It can still do well, but Mammoth is too slow to fully utilize Vulcan. I would highly recommend using Titan in place of Mammoth. If you are trying to use Vulcan and Mammoth, the easiest strategy is camping. But Vulcan isn't a solely camping turret, and this is why Mammoth may not be the best fit. Vulcan vs Hammer: Which should you get? Hopefully you should already know after reading the above guides to the turrets. To sum everything up: Vulcan is a fast loading but slow to fire turret. It is a longer range turret that will frequently be devoured in close range skirmishes. If you like Shaft, you may enjoy this turret. It feels similar to Railgun and Ricochet. It requires a lot of observance over the map. Vulcan is the polar opposite of Hammer. Hammer is a long loading, quick shooting and high damage turret. It is best in close and medium ranges. It responds very quickly to enemy movements and attacks. If you want a fast paced and exciting turret, Hammer may be just the thing. What is my opinion? I like Vulcan better. Vulcan is a very unique turret. Playing with Vulcan is not like any other turret and it requires different thinking and tactics. I prefer other close range weapons to Hammer, but nothing is comparable to Vulcan. -
There is already a topic that perfectly fits your question: What to buy? Which is better?. Next time ask questions like yours in this thread. XP and XP-BP battles are very fun, so I think that this combination is worth it. But personally I think that the Hornet/Rail combination, in regular battles, is a bit weak.
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Everyone grows taller, leaving you two feet shorter than average. Everyone laughs at you and calls you a dwarf. I wish that I had bought the Legend kit.
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The cieling
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None is the best, it is up to your personal opinion and playstyle. Next time ask questions like this in the What to Buy? Which is Better? topic. Personally I would say Railgun.
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Shadoz r darq, kay und I skayrd of de darq.
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Don't insult people's writing style! Everyone has their own unique poetic style and it is not up to you to decide what is good or bad. At least he didn't post this in Ideas and Suggestions (like his other topics). Hooray!
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^ If there was a candidate reporter avatar, we would have it. But such an avatar doesn't exist yet, so we don't have any avatar. But I believe that the new reporters are just as much staff as a candidate forum moderator. (I am not sure of this)
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-7 (I am a candidate reporter, check in my profile)
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I find it interesting that all of the new reporters weren't mentioned in this thread.
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0 I think that I can say this now although I don't have an avatar.
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Story [Issue 33] Decay - Part 1
S.C.Y.T.H.E replied to S.C.Y.T.H.E in [Issue 33] Decay - Part 1 Newspaper Archive
Part One: The boy opened his eyes. Wind whipped across his face. The stormy sky billowed around him, and a massive spire of rock stabbed the heavens. He appeared to be on top of a hill. Three hundred yards away was a grove of cedar trees, lurking in the malevolent darkness of the hill’s shadow. Forbiddingly, a group of vultures whirled in the wind. He tried to remember how he had gotten there. His memory was a dead end-- totally blank. What had happened before this? A distinct feeling of terror filled his mind ever since he had awoken. He could very dimly remember a dream, something to do with caves of ice and an underwater, sunless sea. Obviously it was just a dream. He stood up. His muscles were extremely stiff, as if he had been in a twelve hour car ride. At least I can remember cars… he thought. He realized that his hand was clenched around a wrinkled piece of paper. The boy unfurled it. It was slightly torn, but the words were clear. My name is Ozymandias, King of Kings. Look on my works, ye mighty, and despair. It was familiar, from some poem he had read… once. It didn't hold any special meaning. He knew that his name wasn't Ozymandias… that would be too weird. But what is my name? He asked. His memory provided him with exactly nothing. He had to figure out where he was. His surroundings were bleak and empty of life, besides the vultures. There was dying grass on the sloping ground. The single spire of rock looked natural. A rolling hills and cedar forest expanded around him. A black strip seemed to touch one of the hills, and an old wooden windmill stood atop the same hill. It looked to be about half a mile away. It was the only sign of civilization, so he decided he should head over towards it. After half a minute of walking, he entered the forest. The smell of dead animals filled his nostrils. A few feet away, he made out the shape of a month dead cow. He avoided several spiderwebs, and trudged onward. A barbed wire fence almost tripped him, but he jumped over. Fifteen minutes later, he made it to the black strip, which was in fact a road. The windmill clearly did not function. Beside is was the ruin of a wooden building, maybe a house or a barn. It was half burned and looked like no one had lived in it for more than a decade. But the road had fresh tire tracks in the gravel. There was some litter on the side of the road. There was also a sign, which read US HWY: 192. So apparently he was in the United States. But there was something very odd; The speed limit was 15 miles an hour. That was a ridiculously slow speed, he thought. Maybe aliens kidnapped me, he thought, only an eighth serious. He looked for crop circles, but saw nothing. Hopefully a car would come. He could hitch hike is way… somewhere. It was getting dark, and the boy realized he was starving. He knew he would be waiting quite a while, so he investigated the ruins of the windmill and building. The building had four walls. Half of the roof had collapsed, and the boards making up the walls were crooked and out of place. The door had fallen from its hinges. Gingerly, the boy stepped over fallen shingles inside the building. It was less destroyed on the inside, half burnt picture frames on the ground. Inside the frames were faded photographs, some in black and white. Mostly there were pictures of people. But there was also a picture of the windmill. To his surprise there was a picture of an artillery piece... in front of what must be the building before it was burned. Why would there be people with an Artillery cannon living here so long ago? It made no sense. He found a cabinet, half of which was burned and lying upside down on the ground. Inside of it were three dozen cans, containing jelly and peaches. There were also bags of very, very old flower. Suddenly, the boy got an idea. He checked the expiration date of the flower. It was July 23rd, 1994. The boy thought that the current date was mid 2010s, so this expiration date was not surprising for a very old, destroyed house. He opened up a can of jelly, and tasted it. It seemed edible, but it was definitely not fresh. It was better than nothing, so he picked up five cans, putting a few in his pockets. Suddenly, he heard the rumbling of an engine outside the building. He ran out, and saw a jeep with several men in the back hurtling at a breakneck pace down the road. He waved his hands and shouted. The men turned, but the jeep did not turn. To the boys complete surprise, they lifted rifles and pointed them at him. They fired! The gunshots pierced the air, and instinctively the boy ducked. The gunshots continued, and he ran for cover inside the house. The jeep had stopped. He peered through a broken window pane, and saw what looked like an RPG being lifted, and aimed at the house. Pure terror. He wanted to bolt somewhere. This situation felt all too familiar. The RPG was fired. The grenade flew through the air, and missed its target. It hit the windmill. With a deafening bang, the base of the rickety windmill exploded. The windmill slowly toppled, and landed directly on top of the jeep with a sickening crunch. The boy was stunned. What should he do? He cowered in the house for ten seconds, but decided to risk going outside to see what happened. The windmill had collapsed across the jeep. The jeep was on its side, and badly damaged. There was no movement from within. He was filled with a macabre curiosity, and he approached the jeep. There were some quiet gasps. Blood gurgled. He could only see two people in the wreckage, with twisted limbs and bloody gashes. They wouldn't make it. One of them noticed the boy, and lifted a pistol. Lightning-fast, the boy snatched it, and ran back twenty feet. He didn’t go close the the jeep again. But after he went back inside the ruined house, he saw two figures clambering out of the jeep. They limped forward into the cedars and disappeared. Twenty minutes later, the sound of helicopter blades broke the silence. It was now almost totally dark, and the sun had vanished behind the hills long ago. Suddenly, the boy heard a creaking noise. Shuffling footsteps filled the small house. The boy hid behind the sideways cabinet in the corner of the room. A quiet voice said, “I know that you are inside. No point in hiding. Come out! I am not your enemy. I was sent here to help you.” The boy heard these words. He thought about not coming out of his hiding spot, but the man sounded pretty sure of himself. He stood up, and demanded, “Who are you! Where am I?” “Who am I? I am just a doctor. Where you are I do not know.” The man answered. “What do you mean you don’t know?” The boy demanded, infuriated. “You don’t even know where you are. But, you can get lost behind enemy lines. This is the case with me. Anyway, I was told to tell you-- you should get on that helicopter.” The boy now had a clearer look at the man. He was in a camouflage army uniform. He had a helmet on, masking his face. “So I should get on that helicopter?” “Yes, they are on our side. Now go, or they will pass you! Run!” The doctor said with extreme urgency. The boy left the destroyed building. A helicopter glided a hundred feet in the air, a searchlight scanning. He waved, and shouted. Sure enough, the search light pointed at him, and the helicopter drifted closer. The boy turned around, expecting to see the mysterious army doctor. No one stood near. I am sure he left the burned building, the boy thought. There was no where the man could have gone save the forest, which was a hundred feet away. The boy would have noticed. A long ladder was lowered. The boy had no choice but to ascend the ladder. The helicopter was only thirty feet in the air. The noise and wind was deafening, but had firmly grasped the ladder and climbed. But, twenty feet in the air, two men burst out from the forest. The pilot of the helicopter noticed this, and went higher in altitude. But, the armed men launched another RPG directly at the helicopter. This time they did not miss. The helicopter burst into flames. The blades twisted and turned with a terrible screeching noise. The helicopter began to plummet, the ladder tangling in the helicopter blades. The rope was now caught, pulling the boy towards gnashing black limbs. He had no choice but to let go. The boy plummeted towards the ground. Time slowed, and his fall was stretched out for an unnatural space of time. The ground seemed to fly into his body, and then all was darkness. To be continued.... 'I met a traveller from an antique land Who said: Two vast and trunkless legs of stone Stand in the desert. Near them on the sand, Half sunk, a shatter'd visage lies, whose frown And wrinkled lip and sneer of cold command Tell that its sculptor well those passions read Which yet survive, stamp'd on these lifeless things, The hand that mock'd them and the heart that fed. And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains: round the decay Of that colossal wreck, boundless and bare, The lone and level sands stretch far away.' -
Guide [Issue 33] Polygon CP
S.C.Y.T.H.E replied to S.C.Y.T.H.E in [Issue 33] Polygon CP Newspaper Archive
Polygon CP Polygon is a very popular map. It has been in the game ever since I have started playing. This map remains one of the most classic and unchanged maps. You can find polygon battles for almost all ranks and battle types. It is beloved by gold hunters and all tankers alike. To start off, lets look at an ariel view of Polygon: It is a very diverse maps, with numerous altitude changes, alleyways, and even tunnels. The East Side: This is a great position for snipers, such as railgun. You can get a good firing range across almost half the map, and the wall offers good cover. Just duck behind the wall, reload, pop back out and shoot. If you have mines, you can barricade yourself in so that it is almost impossible to kill you. If there is someone on the other side of the wall, you can hit them through that little nook designed perfectly for you to shoot through. Be warned: There is a spawn point right next to you, and then another spawn point on the other side of the wall. This can be good or bad. This is another great position, very close to position one. It is great for all turrets. A ricochet can sit here, getting great shots all over the map. In this position, a ricochet can even use its ricochet to hit the death pit. If you are using railgun, you can reload on the backside of the house/building. If you drive out a bit further, almost to the ramp, you can get shots to the left side of the map, by the short bridge. But be careful, there are two spawn points behind you, so always be looking over your back. If you need to run away fast, go to your right and take a jump into the alleyway. The first of the alleyway positions, this is a good place for short range guns. To your front and to your left, you can frequently hit enemies. It is great for ricochet, as you can get great ricochet angles all over the place. Here is a great place to shoot your ricochet: Ricochet is a great pick for this position, but any turret can do. I would not advise staying long in this position, because there is limited options for hitting enemies. A firebird will also be good for killing enemies in close ranges. Beware of enemies jumping on you from above, it will happen quite frequently. If they are smart, they will drop a mine on you. A good position for making long range shots with a railgun or longer loading gun. Pop out and shoot, and then reload behind the ramp, closer to position three. You have a great view for people hiding up the big ramp, or in position five. Enemies won't suspect you of being here, and it is a good defensive position because it is easy to hide by position three and four. A double damage drop zone is located right in front of you, and there are few spawn points nearby. This is a great spot for peek a boom tactics. Good for most turrets. A railgun can hide down closer to position three while reloading, and then jump out and shoot. A hammer can use a similar tactic. Twins can just camp here. Unfortunately, it doesn't have a very good angle into the 'death pit'. A ricochet can hit the alley between the two small building to the right of where my turret is pointing, and hit practically anything on the other side of those buildings, and thunders splash damage can also hit many enemies. There is a spawn point directly ahead of you, so be careful. Also, make sure no one is sneaking up on you from position three. There is easy access to a health box drop, in case you are running low on health. A fairly decent spot. If you have a long range gun, like a railgun, you can hit enemies camping at the top of the big ramp. If you can also easily hit enemies in the death pit. You have a great view of position 9. Enemies spawn right next to you, by the short bridge. If someone is shooting you from the other side of the map, hide underneath the ramp. If you have to run quickly, either go up the ramp or continue to position 11. I wouldn't stay here for long, as there are limited opportunities for getting shots, and sooner or later a firebird or freeze will kill you. The North Side: A fairly good spot, but it is pretty exposed. I would recommend not staying here for long. The bush offers pretty good camouflage, and there is a double armor drop right next to you, in the other corner of the walls. You have a good view of almost half the map, but unfortunately half the map has a good view of you. I would recommend ducking between position four and position five if you want to survive the longest in this position. It is best for long range weapons since this is such an open spot. The West Side: This is an ideal spot for a thunder or railgun. You can hide underneath the ramp while reloading and for cover, and jump out and shoot across most of the map. You have easy access to killing people in position 1, 2, and 5. Also you can easily make shots into the 'death pit'. It is extremely hard for enemies in the 'death pit' to shoot you back. On the other side of the ramp, you can also hit lots of enemies. There is a spawn point right next to you on the right side of the ramp. If you want to have unlimited access to the death pit while still remaining close to it, this is an excellent spot. This is a great position if you are low on health. It is a very safe place, as you can hide behind the ramp and pop out on the other side. You have a decent view of the map. I wouldn't recommend being here unless you are extremely low on health, or if there is a firebird coming down the ramp. You can hide underneath the ramp, and pop out and shoot him before he can turn his turret and shoot you. This is the position on the other side of the ramp: This is a great position if you have a fast loading, high damage and long distance gun, like thunder, ricochet or smoky. You can camp up here, and get shots all over the map. It is fairly rare for enemies to shoot back at you, and it is almost impossible from the Death Pit. If you have a ricochet, your ricochets will even ricochet down the tunnel and hit enemies hiding down there. There is a spawn point directly behind you, so be careful. If someone spawns, just drive into them and prevent them from spawning. If you are smart, you will have dropped a mine right on the spawn point. Eventually they will be forced to drive down the big ramp, and usually they will ignore you from there on out. Enemies will also attack you from your right side, but you can just back up and they will be unable to hit you. This is a decent position. You spawn up here, as well as right underneath you. You can get great hits into the alleyway. If you drive ricochet, you can get ricochet hits into the Death Pit. Position number 12, atop the big ramp, is usually better. A double damage falls on the level below you. Unfortunately, if you try to get this supply you will be unable to get back up. This is an extremely good spot. It is good for thunders, railguns, smokies and sometimes even hammers. You can pop out on the underside of the big ramp, on either side. You can hide behind it while reloading, and be practically invincible. This is a great spot for protecting the control point, and hitting enemies approaching it. No one spawns near you. Beware of snipers in position 1 and two, on the 'island', as well as people in position number five, by where the double armor drops. If someone attacks you, you can drive off of the ledge onto the main level. One thing to look out for is 'dive bombers'. They will jump from the ramp onto you, dropping a mine in the process. The South Side: This position is ideal for sniping the snipers up on the big ramp. It also has a good view for the 'death pit'. This is a great spot for any long range guns. A short range gun can also pop out here from behind the building to kill enemies that have spawned right next to you. Beware of enemies sneaking up on you from behind! This is another good spot. It is ideal for getting shots into the 'death pit, or hitting enemies popping out of position 4 and position 5, and enemies that are hiding behind the house in position 2. There are two spawn points nearby; directly in front of you, and on the other side of the bridge. I would suggest this position for longer range, fast loading guns like smoky or thunder. If someone dangerous attacks you, you can slide behind the building, to position eight. You can even keep going farther if they are very determined to kill you. The Middle: This is a pretty good position for destroying enemies in the 'Death Pit'. Twins, hammer, thunder and smoky are best for this position, as they have high damage per minute. Twins and thunder are probably the best option; Twins will just overwhelm enemies with their constant rate of fire, and thunder's splash damage will nearly always damage multiple enemies. But beware, you are a sitting duck for firebirds of freezes from behind you. If your team loses the control point, but there are few enemies, you can drive into the Death Pit and capture the control point. This is a very good position for Isidas, or just about any gun. Hide deeper down in the tunnel, and pop out and kill enemies, heal your friends, and capture the control point in the process. If you use a ricochet, you can hide farther down in the tunnel, and shoot the side of the wall. Your bullets will ricochet up the wall and hit enemies. There is a spawn point at the bottom of the tunnel, so watch out. If you are smart, you will drop a mine back there. Also, beware of enemies jumping on you from above, by position fifteen. They can 'dive bomb' you as well as shoot you. Close range guns can deal a lot of damage, and the Death Pit is a very confined space, so I would recommend a short range gun. But any other weapon will do well down here. Unfortunately, it is easy to get cornered. If a powerful enemy confronts you, it is very hard to run away. This is a great position for an extremely high damage turret, and preferably a high healthed hull. If you want to capture and keep the control point, this is a good position. You can hit anyone entering the Death Pit, and also hit enemies in position four and other places. But don't go here without team-mates, as you will die shortly. Once again, beware of 'dive bombers' jumping on you and dropping mines. There is a double damage drops zone a few feet away. These positions should give you some ideas on where to go and how to use turrets in polygon. I will reference them later on in this guide, so you will probably have to check back and look at them. Tactics: Control points are the most common type of polygon. This is also probably the most common control point battle. It sounds simple; spawn on the edges, and drive towards the middle and take the point. Die, then repeat. Unfortunately it isn't. For your information, there is one control point, in the very center of the map. I call it the 'death pit'. There are two steps to winning control point battles: 1. Capture the point 2. Keep the point. If you can't capture the point, you are out of luck. If you can't keep the point, you are also out of luck. Even if you capture the point frequently, but only keep it for a few seconds, you won't earn many points. Capturing the Control Point: 1. Charge If you have four other allies charge into the point, you will likely take it. The sheer number of tanks will out push whatever defenders are defending. It is very rare to see five tanks defending a control point that they already have, you are most likely to only encounter one or two defenders. Charging is one of the most effective methods of capturing the point, but it will end with a lot of your allies dead. This tactic usually works best with short range, high damage guns like firebird. An isida is also extremely useful, after your charge takes the point, most tankers will be severely wounded. 2. Kill defenders, then take the point. This is relatively simple, stay out of the death pit, and shoot at defenders until they are dead. Then take the point. Usually people sitting in the death pit have close range guns, so they won't easily hit you. A good spot for killing enemies is position #15, between the two houses. Insistent, longer range guns like thunder, smoky and twins are best used for this tactic. This tactic also is very good when combined with a charge. While high damage closer range allies charge, smokies and thunders can stay on the outskirts, un-noticed in the distraction of the charge. They can deal a ton of damage. If you are driving a railgun, a good spot for killing enemies in the control point is position #4. You can peek out from the alleyway, and get great shots into the point, usually penetrating multiple enemies. Keeping the control point: This is a crucial step. Once you take the point, clear out of the death pit besides one or two close range guns. You can take positions facing the point, but not too close to it. A great camping spot for longer range guns is #12 and #14. You can easily damage enemies attacking the control point, and you will go unnoticed and undamaged. If you are one of the tankers inside the death pit, an amazing hiding spot is position #16. Wait for enemies to attack, pop out and kill them while they are bombarded by allies surrounding the pit. If you see enemies beginning to charge, be sure to help out. You can charge into the point as well, so long as you have at least another ally with you. If you go alone, you are dead meat and will do practically nothing against a charge of five tankers. Border Patrol: If you have the control point, you can go on what I call border patrol; patrolling the outskirts of the map, killing spawning enemies driving towards the control point from behind. This is what a good, closer range border patrol will look like: (follow the red line) Crippling the Snipers: There will always be enemies that completely ignore the point, and just snipe from the outer reaches of the map. This is how to kill them: (follow the yellow lines. When you see an enemy sniper, circle them and kill them with a faster high damage gun. So in short, when you capture the point, keep it by killing enemies before they even get a chance to capture the point back. XP-BP: By @mcmonkey25 There are many P's to this format... But the match itself is simple enough. It happens in XP/BP Format (Rail with Wasp or Hornet for those who don't know) in a Polygon in CP mode. Not that difficult really. In my opinion is has become the latest fad, like when XP was starting up, or fire and wasp battles. However, these games are notorious for mults who are looking for the quite frankly frequent golds that drop. I made this guide because when I've played these matches, my team always seem to lose, and obvious trends are occurring as to why that is. This guide will make sure that you're not mistaken for one of these mults and that you can get the most out of not only the gold-hunting but the battle itself too. Rule 1: Getting the Point You are playing a CP match, therefore, should you not be trying to capture the point? Then why is it that 50% of the time you fail to see players actually going for the point. Even players who aren’t being inactive or waiting for the gold will just sit at the edge taking pot-shots. Therefore, my first rule is that in almost every circumstance, you should be going for the point. Already been hit once? Go for the point. Trying to snipe this annoying guy? Go for the point. Attempting to keep a spotless kill to death? That’s ok I suppose, HELL NO, go for the point! Too many players expect to be able to stay on the edge and still be able to win the battle despite not getting the point. It isn’t even like you get more xp when you camp at the edge. The last three matches I played, I won all of them despite getting a total of just 8 kills across all three battles. Your team can’t and won’t win if every player isn’t throwing themselves headlong into the middle. So, if you want to get xp, or to get a reward at the end of the battle, I implore you to follow this first, most simple and obvious rule. Go for the point! Rule 2: Keep the point: So, using Rule 1, you’ve taken the point (yay!) but there isn’t any time for celebrations. What are you going to do now? Again, using logic I can tell you that as it’s a CP, you need to make sure you keep the control point. The most common thing I see my teammates doing once they’ve got the point is leaving the point. They think that now the point has been taken, the action will happen elsewhere. Trust me, it won’t. Your enemy’s next most likely move is to try to recapture the point; therefore, the point will be the place to be! I suppose that staying just outside the point (around the edges of the centre) is alright, as you can easily re-join the centre, but the best thing to do is stay where you are. If you really don’t want to die, remember the hiding hole in the middle, just stick in there, make sure you are still connected to the point and take some shots at invading enemies. Using this rule, your team should be able to rack up the points against the enemy team. Even if you die, the likelihood is that you’ve marginally slowed down the enemy team, which can’t be a bad thing in the end. So, once you’ve got the point, keep the point! Rule 3: On the subject of tipping After the most recent update, it may have become harder to tip players, but it is still possible. Therefore, you must know what to do when you are tipped. One must remember that when you play XP in a non-XP map and in a different format, most of the rules basically go out the window. In a normal XP game, you should never kill a tipped enemy, but the rules are slightly bended in this situation. Essentially, if an enemy is tipped anywhere outside of the point, don’t kill them; and if you’re tipped outside the point, self-destruct a.s.a.p. However, if an enemy has been tipped and is still connected to the point, you have two options. Option 1: Kill them; they would only slow down your taking of the point or aid the enemy team capturing. Option 2: Push them off of the point. This means that they can’t aid or hinder attacks, but also have to take longer to be able to get back into the game. This small decision doesn’t really have much of an impact on the game so don’t dilly-dally when making a decision. If you’ve been tipped but are still connected to the point, I advise that you don’t take any chances and so self-destruct. However, if you are in a profitable situation (i.e. you are stopping the enemy team from capturing), then hang on in there as long as possible. You’ll probably just get accidentally killed in the chaos anyway! A couple of other things… Don’t stand behind or next to a teammate so that you can be killed simultaneously. Try not to enter into small 1 v 1 situations, you’re just wasting your time over one kill If you’re lagging badly, just get out. There’s no point in even trying. Drive towards the centre as soon as you spawn, but you can perhaps take a shot at an enemy on the way. I hope you’ve learnt something from my guide which should help you to get the most of these matches. But remember, these are high fund, high gold dropping and high speed battles, so have fun! Goldboxes: By @S.C.Y.T.H.E Getting goldboxes in Polygon is fairly complex. These are the current locations of where the goldbox can drop: Picture credit to @a7x_Pedro48, @emrakul @lukey0 and Polygon is a nice map, because about 90% of the time, you can find the symbol in time before the goldbox drops. There are two strategies: Get on top, or be directly on top of the symbol. The best strategy is to climb on top of the goldbox pile, and take it before it even gets near the ground. More than half of polygon's drop zones can be taken in this manner. This is my image: Yellow: Get on a ramp just below where the goldbox will drop. Put on a nitro and probably a double armor, and jump on top of everyone from the ramp a few seconds before the goldbox will touch the ground. It sounds simple, but it can be tricky to pull off. Red: Get on to the high ground, and jump onto the goldbox. Make sure to wait until the last second, otherwise you could miss the goldbox. Green: This means that there are no ways to get on top of people. There are two strategies to getting goldboxes in these green areas. Dictators are best in these areas. Strategy one: Camp underneath the symbol. Find it, and stay directly on top of it. Use supplies to stay alive. Chances are, you will be pushed from all directions, so the pushing will cancel itself out. This is risky, as everyone will be trying to kill you. Strategy two: Hide from the sidelines. Then, when you can see the goldbox, pop out and push as hard as you can. This is best with a titan, because of its excellent pushing power. If there are relatively few people that have found the gold symbol, this tactic may be the best.- 30 replies
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Congrats to McMonkey, Electro, Shedinja and one other guy who looked like a nug (I forgot his name).
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Why i am not getting promotional tank at my rank and others getting
S.C.Y.T.H.E replied to JAGGURAJ in Archive
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I believe that us humans have free will and make our own choices. I don't believe that our lives are entirely predetermined. But personality and genetics certainly influence the course of your life. Time isn't linear, so perhaps everything has already occured in some manner. Also, it is my fate to rule the world.
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What I hate is when I see a definite fly hacker (who is flying on top of buildings and stuff) so I open up my recorder, get five seconds of footage, and then the server detects their hacks and kicks them out. I can't report them because I don't have a long enough video, and they will just log back in and keep hacking in other battles.
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That is 70% of battles for me right now.
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That trick doesn't work unless you have pretty bad ping or are slightly lagging. Me and my friend did an experiment.
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Besides Karma, when someone joins the staff, an administrator goes through their entire content to decide if they are good enough. This is a big factor that goes into choosing a staff member.
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I use White or Traceur. If I ever join the staff I will use one of those special paints depending on which position I enter. Hopefully Reporter paint.
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@GeneralPie
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