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greyat

Tanker
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Everything posted by greyat

  1. greyat

    Let's Discuss Freeze!

    Successful, possibly. Wildly... eh.... I wouldn't say so.
  2. greyat

    Let's Discuss Freeze!

    I see more Firebirds who fail to turn their turret being successful than Freezes that are so.
  3. greyat

    Let's Discuss Hunter!

    cuz you have 17 MUs on it. And that gave it a total of around 16 more than your run of the mill Hunter. But 6 MUs on my Dictator gave it 20 more HP :p
  4. greyat

    Let's Discuss Thunder!

    I got a 15.0 D/L last night with Thunder-Wasp :)
  5. greyat

    Let's Discuss Hornet!

    My favorite hull (was) Viking, but since I bought Dictator I have become quite confused about which is more preferred. I have ceased to use light and heavy hulls altogether, although my Wasp occasionally sees some action.
  6. greyat

    Are you a low, medium, or high rank

    Am exceedingly low ranked. k
  7. greyat

    Let's Discuss Viking!

    I went from 500 to 50k. :D
  8. I lack the intellectual prowess for this. ha.
  9. Getting both. Problem solved ;) "Easy to mess up the aim" - are you kidding me, the thing just about flips!
  10. Thunder 1. Description "A great choice for mid-range battles. Rounds from Thunder explode on impact and damage everything within their blast radius. This makes it risky to use at short-range as it may inflict self damage. Goes well with any hull." -Garage description Thunder is an unique, dynamic, and powerful weapon, considered by some to be too much so. This is a point of debate best left out of this guide. Thunder has many features, the most redeeming of which is the splash damage. Within a certain radius of the epicenter of the shot, all enemy targets will be damaged, less so than the actual target. This can be utilized in a variety of manners, which will be of discussion later. However, the splash damage also damages your own tank, if the shot goes off within the radius of your tank; thus, stratagem for Thunder users mostly involve keeping an enemy at a distance. On the other hand, damage dealt by a shot decreases with range. At extreme ranges, damage dealt will be minimal. 2. Supplies Supplies, or 'drugs' will be briefly covered here. Generally, Thunder users attempt to find a relatively safe camping overlook that has access to most areas of the map. I. Double Armour (DA) For the most part, as you would/should have a relatively safe camping spot, DA is not needed. If drugging, activate only when under direct attack. II. Double Power (DD/DP) This, without doubt, is the supply most used by Thunder users. At M4, a Thunder deals upwards of 150 damage per shot, every 2 seconds. Few tanks can stand such firepower for any period of time. However, avoid this when enemy is close to your tank. It makes the splash damage twice as damaging to yourself as well. III. N2O (Nitro) Rarely used unless fleeing an enemy, or charging into a control point for the CP mode. IV. Mine Very useful for drugging Thunders. Protect your camping spot with a few well placed mines. An alternate use: when cornered/chased by an enemy, who will come very close in order to use your own splash damage against oneself, back up, while placing a mine. It will usually force the enemy to back off, giving you valuable escape time, or even kill the enemy. Going around a corner while doing this can prevent the enemy from seeing, which may lead to them running over the mine. A shot or two will then finish them off. 3. Maps A general piece of advice on maps: medium to large maps are best suited for Thunder; too large, and the range penalty for damage will lead to one dealing virtually no damage; too small, and be dominated by short range/medium range turrets. 4. Game modes I. Deathmatch (DM) Thunder can be quite useful here, given its high damage rate and splash damage, which can affect multiple foes. Useful for kill stealing; shoot at weak hulls and damaged enemies first. For example, if a Railgun hits a light hull, one shot by a Thunder will likely finish them off. In addition, it is best to find a camping spot, as Thunder generally does abysmally at close ranges. Protect the camping spot with mines, if you have them, and pick off short range turrets that approach the camping spot from a distance - Ricochet, Twins, Isida, Firebird, and Freeze users are priorities. Be wary that self destructing subtracts one kill from your counter. II. Capture the Flag (CTF) Generally, Thunder is not considered one of the better weapons to attack the enemy flag. Due to its self damage, you may be unable to flee while finishing off pursuers. Rather, if it proves imperative to attack, it is better to pick off the defenders at a distance, then charge in and take the flag. Still, Thunder is better used in the midfield - finishing enemies that venture into the middle. III. Control Point (CP) On maps with one point, such as Polygon, Thunder can rack up incredible amounts of damage, with its splash damage and all the targets clustered in the center. It is generally a good idea to stand by the side, perhaps using hit-and-run techniques to kill enemies in the center, then moving the the center to capture the point. If trapped in the center with multiple enemies, if your team has more players in the center, it is best not to shoot, as your tank will be destroyed sooner. If there are more enemies that allies, it would be advisable to shoot, as the enemies will likely capture the point anyway. IV. Team Deathmatch (TDM) Thunder proves to be quite useful for TDM. The splash damage can affect multiple enemies, allowing for fast experience. Yet, be wary of damaging yourself; it is best to avoid self-destructs, as that deducts one point from the team's score counter. However, if cornered on the brink of destruction by a weakened opponent, accept the the penalty and kill both the enemy and oneself; this will not change your team's score. Else, the opponent's team will gain score relative to your own team. 5. Techniques every Thunder user should know I. Turning the turret Self explanatory, use the Z, X, and C buttons to turret the turret. II. Using the splash damage (i) When an enemy is pushing against your tank, it may be more advisable to shoot a nearby wall than to shoot directly at the enemy, as to inflict less self-damage. (ii) When an enemy is hiding around the corner, it is a simple matter of shooting a wall, which will deal damage to the enemy. III. Tilting Tilting is a technique, simple to learn, that allows you to be able to damage other tanks that are at a different elavation from yourself. Tilting takes advantage of the auto-aim mechanism, which allows the turret to target enemies at within a certain range of elevation, within a certain angle range. By moving your tank backward and stopping suddenly, the turret's angle with respect to the ground changes from the usual, 0o, to perhaps 10o-20o (depends on the hull). This allows auto-aim to target tanks that are at ever greater elevations with respect to yourself. Moving forward and stopping drops the angle to around -10o; this allows auto-aim to target foes that are at lower elevations. Tilting forward also allows you to shoot the ground. Where walls are not available for using the splash damage, shoot the ground close to a hidden enemy; this will damage them. IV. Hit-and-run Hide behind a obstacle, and pop out once your shot has reloaded and shoot the enemy. Withdraw and repeat. Effective against turrets with higher firing rates than Thunder (Smoky, Twins, Ricochet, occasionally, Hammer). 6. Hulls evaluation I. Light hulls - Hornet, Wasp (i) Hornet Hornet-Thunder is a rather common combination, and for good reason - in the right hands, it can be deadly. Hornet is quite stable considering that it is a light hull, allowing for accurate aiming. The speed allows one to escape approaching enemies and suffering self-damage. The downside: less health and still unstable in the face of enemy fire. (ii) Wasp Wasp-Thunder is vastly rarer than Hornet. Perhaps it is due to the inherent instability present in the combination; aiming is difficult while on the move, and you can even flip yourself. Still, Wasp proves to be even more effective at escaping and avoiding enemies than Hornet. II. Medium hulls - Dictator, Viking, Hunter (i) Dictator A large target, yet with ample amounts of health. Reasonable speed can be used to escape some enemies, and pursue most targets. Height allows Thunder to auto-target victim's turret, which can throw off a Railgun shot. However, somewhat unstable under enemy fire, and has a blind spot - small hulls can avoid a shot by pressing against the tall end of the Dictator. Sees excellent results when tilting. (ii) Viking A far smaller profile than Dictator, but also has reasonable amounts of health. Slightly faster, allowing for more mobility; better for escaping/pursuing. No blind spot, and far more stable. Harder to utilize tilting. (iii) Hunter Less health than both Dictator and Viking, but faster. Fairly stable, but has a wide turning radius due to drift, more so than the other medium hulls. III. Heavy hulls - Mammoth, Titan (i) Mammoth More health and heavier than Titan, but slower, and less powerful. An ideal combination for camping, but you may die of old age attempting to reach the camping spot. (ii) Titan Similar to Mammoth-Thunder, but faster and more powerful. Has less health, but many find gameplay with Titan to be more dynamic than Mammoth. 7. Paints Choose the paint that fits your gameplay best, but if stuck, a Thunder protection paint is always useful, as it reduces the self-damage inflicted on you by yourself. A tip on a Thunder protection paint: Cedar is a cheaper alternative to Rustle with the same protection from Thunder. 8. Advanced knowledge i. Thunder with a light hull can climb many shorter platforms. ii. 9. Versus other turrets I. Short(est) range turrets - Isida, Firebird, Freeze Do not allow these to approach you; once latched on, you are either dead or severely damaged. With these, the best defense is a good offense; destroy them before they reach you. A mine may prove useful in narrow corridors, due to the limited range of these turrets. If one of these does manage to reach you, try and minimize self damage; shoot a nearby wall. Do not approach! (i) Firebird Extremely high damage per second, lethal afterburn. If it reaches you and you do not eliminate it in time, death is inevitable. (ii) Freeze Somewhat lower DPS, yet more sinister; you may not be able to even damage the user, as it slows down most aspects of your tank: turning speed, turret rotation rate, speed, acceleration. If caught, turn both hull and turret to increase chances of hitting the Freeze. Shoot a nearby wall; the splash damage may affect it. (iii) Isida Has the unique ability to heal itself by a certain percentage of the damage it does, up to 50%. As such, if one of these gets close, all bets are off. A Hornet may take 4 shots instead of 3 to finish. II. Medium range turrets - Twins, Ricochet, Hammer Hit-and-run tactics prove effective on these due to the high rate of fire but relatively low damage dealt per shot. In addition, not particularly effective at long ranges - finish them off before they reach you. (i) Twins Capable of the highest sustained DPS of all the turrets, attempting to stand your ground against this is foolhardy. Use the aforementioned tactics, and if cornered, avoid self-damage by shooting a nearby wall. (ii) Ricochet While the energy bar is full, this turret has the highest DPS of all. Again, Ricochet users may try to press against you; shoot a nearby wall, if possible, if this happens. (iii) Hammer Fires three highly damaging shots, almost on par with Railgun, with the rate of Smoky, the requires long reload, almost as long as Shaft. Damage fades rapidly with distance. Take advantage of the long reload time to finish the Hammer user. III. Long(er) range turrets - Thunder, Smoky Hit-and-run may be effective. Smoky users will try to approach and corner you; avoid this. (i) Thunder A battle of skill will likely ensue. No advice will be given, as either way a Thunder user will win, most of the time, the user with the better paint. (ii) Smoky Higher rate of fire means that hit-and-run tactics are effective against Smoky users. Pause before firing to ensure that you are not knocked off balance by the Smoky. Try to engage them at a range; the damage from a Smoky, as well as impact force, tapers faster than Thunder, meaning you will likely win the duel. A note while drugging - avoid using a DP against a DP'd Smoky, as a critical hit will almost certainly KO or severely damage your hull. IV. Longest/Extreme range turrets - Railgun, Shaft No damage reduction with distance; extremely slow reload rate, but high damage per shot. Will use hit-and-run tactics against you; avoid this by taking cover when they emerge. (i) Railgun Often used in conjuction with a light hull. Users usually take cover behind a obstacle and utilize hit-and-run tactics against you. Make use of your splash damage, and shoot a wall or the ground near them. If they realize their position is not safe, they may either make a last stand, which you usually will win, or flee. Pursue if your situation allows, as they will re-emerge to cause more annoyance. Shooting the corner of their tank or their turret will cause they to lose aim, especially with light hulls; take advantage of this. (ii) Shaft Hit-and-run tactics are frequently employed by Shaft users. In other cases, they will sit in a secluded spot and snipe across the map. Luckily, they have an obvious laser scope, which tells you when you are in the crosshairs. Faster tanks are advised to take evasive countermeasures; heavier hulls generally have no hope of avoiding the shot. Hide in cover when the Shaft is scoping; sneak up to them and slaughter them when they are not pointed at you, taking advantage of the fact that they have a limited field of vision in sniping mode, and cannot exit it without an extensive reload time. 10. Conclusion In conclusion, Thunder proves to provide very engaging gameplay. It is similar, in ways, to the sniping turrets, in that you can camp in a spot and blast away at distant targets, as well as practice hit-and-run against closer targets. However, it is differentiated by splash damage, which, most of the time, is an excellent attribute, allowing unseen targets to be damaged. Performing the best at medium to long ranges, it deals puny amounts of damage at extreme ranges, and performs rather poorly in close combat. Thus, it is the ideal support weapon, but still can be easily adapted to a variety of situations.
  11. Clouds. White gems garnishing the rich, blue velvet of the sky. Heralds of a fine, new day, on which nothing should ever be contrary again. A lie. A vicious battle is taking place under the apathetic sky, two sides engaged in a mortal struggle for the upper hand. For a while, it seemed that stalemate had settled in. Now cracks have arisen in the armour of group, a chink that the other quickly exploited. Yet in their haste to take advantage of the lapse, they too, had left a noticeable weakness. The enemy had a literal last shot - which, if successful, could turn the tables. A good chance; on the enemies' side was the most vaunted of all on the battlefield. A dead shot, never known to miss. Yet... He failed. The tranquil day and iridescent scene proves a mockery of the unseen carnage that is present in the killing fields. A dangerous game it is that they play. With rewards come risks... With failure comes death. Rem's 199 pager right here.
  12. But looks, price, and rank IS, exactly what most people look at!
  13. greyat

    Gold Boxes!

    Finally got one. Polygon CP, 30 minutes. 2 golds. I caught the second one. Most of our team were dictators, there was just one Viking. Coincidentally, the first gold was also caught by a M2 Dictator with Rustle. Might as well as start a tally, since it's a new year now. My golds:
  14. greyat

    2015 crystal gold boxes for 3 days

    Neat, wish it were with 2x funds though... Well, life isn't perfect.
  15. greyat

    Let's Discuss Dictator!

    Was in a Gissimo battle, while I was there 3 golds fell. Got two, missed last one though I was under it as I died :/
  16. greyat

    Tanki Picture of the Day - Have any?

    Likely is when a battle has a glitchy timer and doesn't end. I was in one that was like that.
  17. greyat

    Let's Discuss Hunter!

    lol I missed 2 golds yesterday because lagger Hunters floated to the top of the pile.
  18. greyat

    Gold Boxes!

    Polygon CP, 60 minutes: 3 golds fell while I was there, I took 2.
  19. greyat

    Double Battle Funds for 3 days!

    Better than nothing, I suppose
  20. greyat

    Elite tank for rent

    ha. This is pathetic.
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