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Everything posted by greyat
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He said 'eh'. I'm from the same state as DTY.
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Interesting idea, good luck with your article. We are not Canadian, however.
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And everyone around me just keeps calling me paranoid...
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Thunder got bumped to 45/50, not bad. Still is rather weak against the plethora of excessively common Thunder-protection paints out there. I still use my 21/50 Smoky more...
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Not bad, I may partake.
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I would like to reciprocate that sentiment.
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Incorrect. And we refer to the energy expended in avoiding enemies here.
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Dearest Toluene, Enclosed, lots of love. Yours truly, Cat (KIT!)
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You saw nothing.
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Hats off to him.
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^You'd best remove the picture as it contains profanity.
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Guide [Issue 43] The Definitive Guide to: Hunter
greyat replied to greyat in [Issue 43] The Definitive Guide to: Hunter Newspaper Archive
The Definitive Guide to: Hunter Description Hunter is literally Tanki's most popular hull; every tanker has it, though perhaps many un-upgraded. Hunter is the lightest and weakest of the medium hulls, but makes up for this gap with its superior agility. In terms of profile, it is one of the taller hulls, but also rather short; thus, Hunter proves to only be an average sized target in enemy gun sights. As would be expected, its weight lies between that of Hornet and Viking, which unfortunately leaves it rather unstable in the face of enemy fire. Mobility Driving this hull proves to be at worst… interesting. At best, it can be a very pleasurable experience. Analogous to Hornet, Hunter experiences some degree of drift during high speed maneuvers, though it is less pronounced. Even so, it is necessary to take some actions to prevent Hunter from repeatedly nudging walls and obstacles and impeding movement. For one, it is vital to adjust for drift when turning. If you’re trying to make a 90 degree turn, start the turn slightly before reaching the desired ramp or path. If you’re traveling fast, the rear of the hull will swing out relative to the front, so that you’ll be aligned with the ramp. If you turn too late, the rear of the hull will still do the same thing, except it will likely hit a wall or slide off the side of the ramp – never a pleasant situation. Be careful when traveling on the edge of a ramp or path, or a thin bridge (such as the overhead ones in Arena). While certain hulls, such as Viking, can traverse these paths with part of the hull suspended over space, Hunter fails to perform this sufficiently. I find that once on the edge, Hunter has an unfortunate tendency to turn towards the edge in a manner such that you fall off and flip, even when no turn is being inputted. If driving on an edge, it would be recommended to steer in the opposite direction while going forward, or simply taking a less precarious route. It is also possible to use your turret’s recoil to correct the turning tendency. A certain contradictory character mentioned that Hunter sometimes handles like a box. I find this to be the most true when leaping a cliff with Hunter; it feels hopelessly top-heavy. If you fail to gain sufficient speed while jumping off the edge, it is almost certain that you’ll flip unless you employ turret recoil. A key method of avoiding ending up upside down after jumping is to rotate your hull while in the air. Thanks to Tanki’s convoluted set of physics, rotating your hull leaves it almost level while in the air. However, this is less effective on short jumps, and most visible on long falls (for example, Madness is an excellent map for practicing this). After jumping an edge, your hull is inevitably pointed downwards, and its angle of attack, left unchecked, only steepens with time (unless it was a ramp pointing up, which is somewhat rare). Perhaps it’s just me, but I find that with Hunter, this occurs at a higher rate. Avoid this by firing your turret, unless you’re using Firebird, Freeze, or Isida, in which case you’d have to just rotate your hull and pray. Combat A medium hull pairs well with most turrets. Unfortunately, its lack of weight makes it relatively easy for enemy fire to impair your aim, particularly with high precision turrets such as Thunder, Railgun, or Shaft. Even friendly Twins fire can disrupt your aim, which I was unfortunately enough to have experienced. Considering these fallacies, it is vital to learn how to practice hit-and-run, as well as correcting your aim after it is thrown off. Hit-and-run is a rather basic concept; simply shoot, hide behind an obstacle, and reemerge to fire again once you’ve reloaded. As Hunter is rear-mounted, with a turret closer to the back of the hull, it is better to do this while driving backwards, which minimizes exposure. Correcting your aim rapidly takes a bit of luck; you must need to anticipate in which direction you’ll be knocked towards. Particularly with Railgun, try to maximise the time between when you are struck by enemy fire and when you discharge your shot, without delaying too much after you’ve reloaded. It is important that you minimize the exposure of your hull corners; shots that impact there cause the hull itself to swivel, significantly affecting your aim. When confronting an enemy, direct the front of your hull in a manner such that it is perpendicular to the direction of their turret, so that maximal rotation is necessary to aim their turret at Hunter’s corners. Also, stay on the move while firing; although your aim may require slight adjustments, it is better than being struck in the corner and missing entirely - doing so, it is far more difficult for your opponent to land a shot on the corner of your hull. Final Word It’s not for everyone, and it’ll produce some frustrations, but Hunter is an excellent hull that anyone should try out beyond those first moments as a Recruit. At the very least, have it in your thoughts as you plan your next purchase. Gigantic thanks to sonofchrysalis3 for the first three pictures :D- 37 replies
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Going about business as usual... Then...
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Apologies for not being present; I had an unexpected orchestra rehearsal this morning. At any rate, it's been a productive day; caught 6 golds so far. Only got one picture, unfortunately. EDIT: Got one more just a few minutes after, that makes 7!
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My first gold was a 3k Halloween gold 2 years ago... haven't caught any Halloween golds since...
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Darn, Minotaur is back pretty soon... I was hoping to get it on my alt next time around but now it seems I won't rank up in time.
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[Issue 42] Why a 40% Off Sale is Better than 50% Off
greyat replied to sonofchrysalis3 in Newspaper Archive
Certain people seem to want this style of articles from us... -
Not sure if I have 2-3 hours... I might just join like halfway through in that case.
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[Issue 42] Why a 40% Off Sale is Better than 50% Off
greyat replied to sonofchrysalis3 in Newspaper Archive
My apologies - I don't usually get very worked up about anything (I also do think a 50% sale would've been better :)) but to see so many hate-filled posts (especially by that one guy - @LaserShark) that seem to be aimed at suppressing a very valid point made by my colleague, rather than to improve his article quality, drove me over the edge. -
Approximate UTC time of the Wasp-Fire? Also, here are the rules of Wasp-Fire as I understand them: I have M3-M3 so it's easy for me lol
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