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Everything posted by Tidebreaker
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Ach, the "higher rank" argument. Even at Brigadier I was humiliating Legend squads and carrying whole teams in MM. Not once did they ever tell me I was noob (unless they were my victims). Camping up top with Magnum... is a cheap move. I'd advise you to stop doing that if you want people to respect you. I'm surprised he didn't use his M3 Isida though. Plus, the fact that he uses Urban the most makes me respect him instantly. Say what you will about him, but I think he would've treated you a lot differently if you hadn't camped and actually played the objective. The way he acted is not ideal, but I can understand why he would do that.
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Hey everyone! Thanks for the support already! I hope to answer each one of your comments as thoroughly as I can, so comment down below whatever you want and I'll answer it. Alright, see ya in the comments! Which part of it? For me, it's gotta be Subway and Novel.
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Have you ever tried to walk on ice? I think you have. M2 Viking is a terrible experience, especially if you get slapped by a Railgun with RD on. Speed doesn't matter if you can't even control it. And I look down on the countless Legends that only utilize Viking's Overdrive. Trust me kid. You don't wanna get an M2 Viking in 2019.
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You do realize you can't buy anything with 66k at Marshal?
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Hello there. I would still advise you get Chiro, and here’s why: The Eagle module is amazing. It opens up so many possibilities to you, especially if you’re the Juggernaut. If you have it even at a decent level, most people will not dare to mess with you. Shaft M2 is pretty OP. If you upgrade it to the level where it does a flat 2647+ damage, this will automatically allow you to one shot any M2 without Eagle that is not a heavy. Since you already have Dictator and Hornet, you have quite a bit of flexibility. Although Dictator is weak at M2, bear with it through to M3 and it’ll do wonders. A mechanic that I really like about it is that if you fall sideways at about 45 degrees, you’ll bounce and get back up, something which is a lot harder to do with other hulls. Also, OD wise, Dictator is very strong. You can literally walk with your teammates, get zapped by a Hunter, and then proceed to HUMILIATE the Hunter by using your own OD. It’s great fun. And we also know that Dic is the best for golds... You also have Hornet, a very good hull to pair along with Shaft because you will just one-shot people out of existence with its OD. Dome? Ha! Eagle M4? Ha! Double Armor? Ha! You’re mine! I know you want to pair a hull with Rico, and out of those hulls, I’ll have to suggest Dictator again. Its high profile with its good weight ensures that you have laser-like accuracy even if you get blasted by a Railgun. I found that Shaft is also an excellent fit with Dictator, especially if you have to camp and have to take a few hits. Keep ensuring that your HP doesn’t go to nil and you’ll always be able to snipe your opposition away. Although Hunter is good and was my favorite, I realized that it isn’t as good at the moment as I made it out to be. I would suggest that you leave it at M2 and then buy the M3 version separately. This is why I’m going to propose that you instead microupgrade your Dictator to M3. It is an amazing investment, and trust me, it will pay off. It’s a lot better than you think, even though at M2 it’s cheap and kinda noobish, which is why many flock towards it. Of course, you could opt to leave Dictator as is and to microupgrade Hunter, and I think that’s a good option, too. I’m giving you my opinion - that of a seasoned Shaft/Rico veteran, and I truly do think that Dictator will grow on you. But hey, whatever works for you. That’s why we have this topic.
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Anaconda and Chiro will give the best results.
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Carnage when you use it properly.
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You want to know how you can be a one-man-army in Rugby? Dictator-Vulcan. Use your Overdrive before capping the ball and get 60% back. Keep capping balls and your team will just be destroying the enemies. Done this multiple times in Magistral RGB's.
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Yeah, I don't know what happened there. I did the best I could with formatting, but I must have messed something up in the progress. Sorry :(
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Edits: Some minor edits to do with formatting and links. No complaints with the text though. Approved. Although this is my first time reading a TWNC article, I love it already. The first part with the weather forecast for different maps just reeled me in straight away. @pythor20000 and @Person_Random, you guys work wonders with your pens. I really hope to see more of this quality content, because it really is that amazing - to me, at least. I do apologize for holding this article for so much time - we've been very busy lately in terms of workload, so I do hope that you can understand. Nevertheless, continue with the TWNC - it has great potential. :)
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Edits: Minor edits, only spelling and spacing. Approved. This is actually pretty suspenseful. Like I said on your last chapter, I really like the style you adopted. I think this could have a shot at this year's best of the AWS! Keep going! :)
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Very minor edits. Approved. Nice work! Even though I've never read your works before, I'm already hooked. Your characters are very relatable, and that's what makes this story work. I love the direction this is going to. I do have to apologize for the long approve time. We've been very busy lately, focusing on our Newspaper duties more so than the AWS. I hope you understand.
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The key strength of Shaft is that no alteration for it is necessarily bad. It all depends on how you want to use Shaft. Regular sniper: Stock Marksman: Short-bands Heavy sniper: Heavy Capacitors Light sniper: Light Capacitors Tryhard: Rapid-fire mode
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Perfectly balanced, as all things should be.
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Guide It's Time To Excel In: Chernobyl
Tidebreaker replied to Tidebreaker in It's Time To Excel In: Chernobyl Newspaper Archive
Welcome to my second article here as a TO reporter! Today, we’ll be uncovering a map which is as legendary in Tanki as it is in real life. The map in question… is none other than Chernobyl. In this article, you’ll find an overview of the map as well as advanced strategies on how to shine with a turret/hull combination in every game mode. Grab that popcorn, because we’re going for a ride all the way back to 1986. April 26, 1986. Reactor number four of the Chernobyl Nuclear Power Plant was functioning normally as usual. It had been operating normally for the past three years, so who would expect that something would go horribly wrong? Then, disaster struck. At 1:23 AM Ukraine Standard Time, the number four reactor exploded, sending nuclear materials flying into the atmosphere. The northbound winds carried most of the fallout to Belarus, where many people would be exposed to the incoming fallout. By the morning of the next day, people already knew of the explosion, and the evacuation started: a total of 55,000 people were evacuated from the city of Pripyat by the end of the day. They thought that they would be gone for a couple of days at best, but many have still not been able to return to their homes. “50,000 people used to live here. Now it’s a ghost town. I’ve never seen anything like it.” This winter, I snatched the opportunity to see Pripyat for myself. Since I come back to Ukraine every December, I always have a couple of spare days for myself. The only way I can describe this city is as a lost jewel, robbed of its place on today’s map. Pripyat is a city that surprises you at once, not only because of its nature as a ghost town, but because it hits very close to home. You look at the paint peeling off of the apartment blocks, and the next image you see is your own house, abandoned and lonely. The Pripyat Ferris wheel is probably the most famous landmark alongside reactor four itself - it was bound to open on the 27th of April, and thus was never used. It isn’t a stillborn child, but rather an infant that turned into a statue, standing against the bitter air of winter in defiance as a symbol of what could have been. All around the city, you see peoples’ possessions scattered on the floor, slowly decaying, not because of the radiation, but because of neglect. The most painful part about this is that nothing can be done. We can’t do anything for this city simply because of a mistake we made 33 years ago. I know you came here for an overview of this map in Tanki, however, so I shall not keep you waiting. The original map was created back in 2010 by Duke2.0. It received critical acclaim from players all around the world, and you would always see populated games, especially in CTF. However, like every other map, it gradually lost its popularity to newcomers such as Rio and Polygon. Even that didn’t stop it being one of the most popular parkour maps of all time, either. People genuinely loved this map because of how it was laid out, but I always loved it for that setting. Even though other games have had some solid maps set in Pripyat, none of them dared to touch the reactor itself. But this dream was fulfilled in TO. To me, nothing is cooler than fighting for your life on ground zero itself. Months passed by as the Matchmaking system slowly developed. Our biggest question, however, was “When will our favorite maps be added to MM?” My first article as a reporter was about the best maps which surely deserved to get added to our battles. I remember that I had just finished the article, and literally a couple of days later, I heard the fantastic news that Chernobyl had been remastered into a MM version. My joy was immeasurable. I quickly logged on to see how the devs had changed this map, and I let out a gasp. They had taken a great map and they had made it legendary. Let’s talk about the visual aspects of this map first. One of the biggest differences between the original and the MM version is the reactor itself from the outside. Up top, it had one column reaching out into the sky, but now, it has three rusty columns daring to pierce the sky. If you were to look at the original sarcophagus, you’ll see that it’s a much more accurate representation today than it was with the original map (unfortunately, I'm lazy, so I didn't bother to include the picture). What’s even more amazing is inside the reactor itself in the room where the Nuclear Energy drop is located. The original map used the generic white wall color you’ll find on many maps, but the designer this time replaced the walls with the blue tiles that were in the original reactor (picture of this in the big ASL section). I can’t tell you how awesome this is. Even though TO is a very fast-paced game, take a bit of time to examine this map visually and you’ll start to feel that you’re fighting for something important - possibly even to stop the other team from blowing up the reactor core. Let’s move on to gameplay. Chernobyl is a medium-sized map perfect for objective-based gamemodes such as CTF and CP. In the MM version, the Nuclear Energy box (bad pun) drops through the hole on the reactor. Double Armor and Double Damage drops are frequent on this map, especially in the reactor core and up top. Surprisingly enough, Speed Boost drops are a bit more infrequent and occur only on the reactor sides and at each team’s base. Repair Kits are only found on top of the reactor and in the reactor core, near the Nuclear Energy drop. The spawns in DM on this map are fairly balanced, being a good width apart from each other and allowing people enough time to either set up defensive positions or to go on the offensive quickly. This applies to JGR as well. To my surprise, I found that there were a plethora of camping spots here for the Juggernaut. Hiding behind the buildings on each base is always a safe option. The shortcoming of this spot is that there is no Repair Kit drop, which could just save your life. However, if you want some high-risk high-reward action going, then you could camp either up top on the reactor, or next to the Repair Kit drop in the reactor core. There are only two ways for people to get in, which can be easily controlled provided you have ample time to prepare. TDM on this map is pretty awesome. The spawns are a lot more balanced than in TDM, and this map supports some great spawntrapping action if your team has good coordination. This map supports camping well, especially on top of the reactor thanks to the abundant presence of walls. Since there is so much cover, Hornet’s OD is a HUGE asset for the team. If a Titan can get to the enemy base, your whole team can stay there with the dome and rack up huge amounts of kills. Make sure to give Dictators the Nuclear Energy box - they’ll benefit a lot more people than just you. Teamwork is essential on this map, but if you can communicate well, domination will be easy to achieve. CTF is what this map is all about. The amount of flanks and routes you can attack and defend from is huge. Defense is essential if you want to win, and a Freeze sitting on the flag will do your team quite a bit of good. Attacking is the hard part. Enemies will always be on the lookout for some people coming in from the side flanks, so a surprise attack from the front will surely throw them off guard. Controlling the center of the map is a very good thing, as it has many Double Armor and Double Damage drops, which can benefit you and your teammates a lot. Compared to other maps, flag returners play a huge role on Chernobyl. If the enemy has pushed up a flank, head up the other one and cut off their support from behind. Few teams have the skill to hold down all flanks to prevent a counterattack. Remember - if the enemy has clogged up a passageway, then they’ve left another one open. Follow my advice, and you will prosper. CP on this map heavily relies on the control of several points at once. Arguably the most important points are on the top of the reactor, which is why you need to make a dash for them as soon as you load into the battle. Prioritize the points which are closer to the enemy base first. Your team will take care of the ones closer to home. If you can hold down a point for 20 seconds or maybe even a minute, you’ll earn your team a lot of points. And don’t forget that if the enemy is engaged in one location, you can sneak around from the back and get that point next to their base. Think of this as you would with chess - stay three moves ahead of the opposition. ASL can be very challenging for Blue Team on this map due to how little space you have to work with. This is the gamemode in which you really need to control the Nuclear Energy drop. If you don’t get it, someone from the Red team will and lay all your teammates to waste. Dictators on this map will help your team immensely, regardless of what team you’re playing as. Since the middle is so cramped, Wasp’s bomb can take out at least a couple of defenders. I once saw a teammate take out all six defenders with one bomb. The game chat exploded as if it was Xbox Live (veterans will remember this), and half of the blue team actually rage quit. If you thought that isn’t reason enough for them to rage quit, you’re actually right. The guy ranked to Fieldmarshal ( :ph34r:). Keep in mind, however, that it’s TDM only for the blue team. You need to capture those flags if you want to win when playing for the red team. Let me give you a few tips on how to be a valuable team asset in ASL. First, determine which and how many different hulls you have on your team. Then, play for one life and figure out which protection modules you’ll need most. Finally, choose your hull depending on which hull your team needs the most. Dictator is always a good option, but Titan with its Protective Field Generator can be brilliant at holding down a choke point - in this case, one of the entrances to the reactor core. Hornet is great for giving the team for valuable info, and Hunter can just about stop anything in its tracks with its powerful EMP. The only hull that isn’t that useful is Mammoth, and it’s pretty obvious why. It’s really only useful for meteorites. RGB on Chernobyl is very action-packed and always manages to provide a challenge even to the most skilled of players. The variety of things that can go wrong on this map is huge - like enemies respawning right next to you, or an enemy Viking taking the Nuclear Energy box. Even if a team does score a touchdown, don’t expect it to be in the first three minutes at least. The final 10% of grinding into the enemy team’s base is more difficult on this MM map than any other thanks to the spawns being very close to the field goal. It isn’t surprising to see a 1-0 score most of the time on this map, if a team manages to score at all. I don’t even think Synergy at its best can pull off 5 goals in eight minutes. I won’t lie, this map is probably one of the worst Rugby maps out of the MM maps, but if you want a win here, all you have to do is score a goal and then defend as if your life depends on it. Although the chance of you encountering this map in its MM format is pretty rare when compared to others like Aleksandrovsk, I think it’s pretty valuable to know how to play on this map in every gamemode. So, I’ll list out general strategy as well as what turret/hull combos are the most successful on this map. I guess some sample protection module loadouts wouldn’t hurt as well. So, without further ado, let’s get started. DM: Our first choice is Hornet-Thunder. Thunder has always been the king of mid-range, and this map is perfect for Thunder. For this combo, your two drone choices should be either the Driver or the Booster. The Driver drone speeds up the recharge of Overdrives, and it will surely help you attain that Scout Radar faster than your opposition. If you want to rely less on your Overdrive and more on confirming your kills, look no further than the Booster drone. This drone will boost your damage upon activation of Double Damage up to a whole 200% extra, which increases your base damage by four times, or your damage with DD twofold. Since Thunder is great at maintaing damage throughout range, you should be getting consistent two-shot kills on light and medium hulls. I would not recommend the Sledgehammer rounds. Given that you’ll be battling opponents on medium range, about 30% of your damage will drop off as a downside of this alteration, which is significant. Probably the best option is stock Thunder. Although the reload is a bit slower, your shots will be able to guarantee much more consistent kills. Paired with Hornet’s Scout Radar, you will be able to two-shot your opponents provided they aren’t using a heavy hull. If you have a maxed out Booster drone, you’ll easily be able to one-shot them with about 3000 damage. Hornet’s Scout Radar also has the benefit of ignoring Titan’s dome, so if someone sets it up, you will almost certainly be guaranteed a kill. Your protection modules should always be suited for three things: short, medium, and long-range encounters. This is how I always enter a battle, but if needed, I will always change my modules to something else. For short-range, I would advise you take Hammer. Firebirds are rarely seen on this map in DM, so they will rarely cause you a threat. For medium-range, I would suggest that you take protection against Thunder - not only will you be cutting down on the damage you do to yourself, but you will also be protected from other Thunders, which is a huge plus as Thunder has a high usage rate in DMs. For a long-range module, I would recommend you take the Falcon module. Railguns are seen everywhere nowadays, especially with Large Caliber Rounds, so this will always be a blessing regardless of which hull your opponent is using. That’s our build - devastating mid-range splash damage paired with a very mobile hull - harness it correctly, and you should have no problem securing first places in Chernobyl DMs. End result: You can run from me, you can build up walls, you may be @Godmode_ON himself... but I'll see straight through you TDM: This is a map that is based all around mid to long range encounters. People usually camp here more than they do in any other mode thanks to it being so much more relaxed than any other gamemode. How do you adapt to this? You either go all-out or you leave the game, which is why we need something that can shred opponents very fast and that can keep giving out damage for a long time. The turret in question is no other than Vulcan. Why Vulcan? It does unbelievable damage in little time and also has the benefit of very few protection modules against it, even when the Incendiary Band craze was at its peak. When I bought Vulcan M3, I didn’t expect much from it. What blew me away in battle was how fast 200 damage per bullet with virtually no recoil and insane fire rate would whittle down peoples’ health. It even gets to the point where you sneak in from a flank to the enemy base and spool up your machine gun. You put a brick on that space bar, and I assure you that your line of infinite line of lead will leave no survivors. I think I’m starting to understand why people call this a noob weapon… By the time your enemies finally destroy you, your teammates should have been able to set up position and possibly even a Protective Field Generator on your enemies’ doorsteps. So what if your teammates don’t have their Overdrives ready? That’s alright, because your Overdrive will give them the opportunities they need. You guessed it - the hull that we’re using along with Vulcan is Dictator. The unparalleled height combined with a sturdy weight will ensure your laser-beam like turret will remain on target even after taking hits from Railguns and Magnums. And do I even have to mention that Dictator is a gold box magnet? One thing to keep in mind when playing with this hull is that you have a lot more responsibility. If an enemy Viking catches the Nuclear Energy box and lays your team to waste, that’s on you. Prioritize. Don’t give your Overdrive to a sole Viking but rather give it to Hornets and Titans so they can give your team unique tactical advantages. Be prepared to get your hands dirty; sometimes, you’ll have to take the Nuclear Energy box by force from an allied Viking because they’re selfish and they want it only for themselves. They won’t help anyone. If they’re smart, though, then they’ll step aside and give it to you. In that case, give it to them by all means. They are perfectly conscious of their actions and can be trusted with an important resource. Now let’s talk modules. We’ll need to be more greedy when it comes to long-range turrets, so we’ll take two long-range modules and completely eliminate the close-range module. Thunders are ever-so prevalent, which is why the Grizzly module will always help you. Instead of Railgun, we’ll instead take the Owl module. Gauss is a very common sight on this map, so protection will always help you survive a charged hit with Double Damage if you don’t have Double Armor at the ready. Our third module choice is the Eagle module which protects against Shaft. Camping snipers are very common on this map, which is why you should always be ready for a fully charged sniper shot, especially if you’re carrying the enemy flag or Rugby ball. End result: Puncher, Team player, Determination - this combo is known by many names. Sometimes even by Hacker CTF: Chernobyl is best known for CTF. Like stated before, it’s a map that really should be played in eSports thanks to its amazing layout and variety of levels. When it comes to Matchmaking, I know that not everyone is a defender or capturer, so I won’t go into details about which combo here is best. There’s just too many - every turret and hull can shine on this map. I’ll leave this to your personal preference. However, let me at least provide you with an essential module loadout for attack. Our preset revolves around a fast tank that serves as the team’s flag capturer. Ideally, you should enter the enemy team’s base undetected, but in case you are seen, you will need to fight back. Either way, you should expect an escape in which you get shot from all directions. Since your act depends on swiftness, your first choice when it comes to protections should always be Freeze. Not only will you be cutting down on the fairly high DpS that Freeze will be dishing out, but you will also have a faster recovery time from the permafrost (that is to say, you in a sense). Another common choice for defenders is Ricochet. It’s a turret as deadly up close as it is at longer distances, which is why it’s been a fan favorite for years now. Since you’ll be utilizing as much cover as you can on your escape, it’s in your best interests to stay protected from the enemies that can’t even see you. Hence, we take the Lion module as our mid-range module. I had to think for quite a while when it came to long-range modules. Initially, it was a three-way tie between Smoky, Vulcan, and Thunder, but we can’t have five modules in 2019, can we? I went ahead with Smoky. Being used at many ranks, skilled Smoky players can absolutely decimate you if you don’t have protection against them. The high impact force and the fast fire rate ensures you will have a tough time against these players. Just focus on your driving, though, and you’ll manage to outrun even the most dangerous of opposition. Oh, and if you’re using Wasp, put a bomb behind you and let them enjoy the show. By the time they make it to their spawn, they’ll see that yellow text “noobmaster69 has captured our flag” and proceed to rage quit. End result: Although my paint won't freeze you in place, I won't be freezed that easy CP: Chernobyl has 7 CP points, A, B, C, D, E, F, and G. Points A and B are on top and in the reactor core respectively. Points C and D are on the other side of the reactor, C being on top and D being under. E is an oddball - just under the bridge connecting the two parts of the reactor. The ones that are left are F and G, which are on each team's base. I definitely recommend taking the points up top first because people will most likely go for the ones that are closer. Naturally, you’ll need a hull that can quickly leg it there at the start of the match while also being able to hold the point down for a bit of time thanks to decent health and stability. This is why our hull choice is the most versatile one in the game - Hunter. Everyone plays with Hunter at least for a bit when they’re starting out in the world of Tanki, even if they switch to a different hull later on. My turret choice, though, might be a little controversial. OK, I’m not talking Twins or Magnum - one of them needs mastery of a brick and other….objects, while the other requires very precise knowledge of geometry unless you spam it like a shotgun. We’re pulling out the largest caliber turret we have in Tanki today - Shaft. Love it or hate it, you can’t deny its power. It was made to be the best, and it certainly fulfills that role. Any competent sniper can destroy teams bit by bit by themselves. Throw away your Railgun, because Shaft is just better overall. It absolutely destroys Rail in one-on-one combat, regardless of whether its in arcade shots or the sniper shot. So you’re thinking, why Hunter-Shaft? What’s so great about a turret that only deals devastating damage while sniping? Although it may not dish out insanity with the likes of Firebird or Hammer, it certainly packs a punch in close range as well. The problem is, though, your damage will only be enough grant you a three shot kill against medium hulls provided you have Double Damage and they just spawned in without supplies. That’s a pretty slow time to kill. Ideally, if you want to fulfill the role of a marksman rifle, you’ll need a two-shot kill for medium hulls. Which is where our choice of alteration comes in. The Short-band emitter alteration allows you increased arcade shot damage, albeit with a longer reload time between shots. Although noticeable, the increased reload shouldn’t cause too much of a problem for you. Here’s where our hull comes into play - Hunter’s powerful EMP will definitely grant you one or two free kills when you find yourself in a pinch. You’ll definitely have no problem when it comes to stability, because Hunter is pretty hard to knock off in terms of aim. Now, let’s move on to modules. Anyone’s first choice when it comes to CP should be Firebird. Let’s face it, they’re everywhere, but in CP, the amount is amplified even more. I don’t know why, but it just is the way it is. Be aware, though, Firebird is one of those modules which absolutely needs to be above the 30’s to help you out. Given the amount of Compact fuel tanks users, you won’t be able to buy yourself much time before you get heated up to max temperature. Our mid-range choice is Smoky. How many times have Titan-Smokies have you seen just stroll in to your base and put their dome down on the A point? It doesn’t matter what rank you’re at, there will always be those Titans who you just can’t kill. Well, don’t fear, but rather bring them a lightning storm that’ll dismantle their tanks. They’ll make sure to steer clear of you the next time around. What did you think the last choice was? It’s just gotta be the turret that brings multikills for days with a simple lock-on. No, it isn’t Striker. It’s Gauss. I have had so many deaths on this map because I was on the recieving end of a Gauss super-shot next to my teammates. Since Gauss is such a new turret, barely anyone has protections against it. So when a Gauss comes up to you and you have 40+% resistance against them, their faces will turn pale and they will try to run from you. But no worries. You’ll scope in and you’ll take them out just as they’re about to turn the corner. And if, at any point, your competition starts heating you up, cool them down with an EMP blast from your Hunter. End result: Your enemies bring the fight to you while you're sniping? Stop them dead in their tracks before they even get to you ASL: Red Team: The one advantage that you have over the blue team is that you have a lot more space to work with, which means that you effectively have the element of surprise. What’s the Overdrive that causes panicked reactions for tankers of all ranks? You’d be close if you guessed Mammoth, but no, we are talking about Wasp’s N2-Bomb. All you really have to do is go and capture the flag, but once you get to the middle of it all, you just place down your nuke and watch the fireworks from a distance. In fact, it’s pretty fun to watch the blue team try to escape their inevitable end once you plant the bomb (one of the only fun things left in Tanki these days). So, we have Wasp - a fast hull that relies on surprising enemies. We need to pick a turret that can bring punishment for the other team, and quickly. I know I’ll trigger your PTSD in the process, so might as well get it over with - the turret I’m talking about is Firebird. It has always been a top choice in battles and it will remain that way. Why? It’s pretty simple. Firebird has great DpS over the span of several seconds and has equally as dangerous afterburn. You’ll be working in cramped spaces, which is obviously Firebird’s forte. Equip the Compact fuel tanks alteration and you’ll burn up enemies even faster, so even if you die, you’ll definitely secure at least a couple of kills. This setup will allow you to recharge your bomb very quickly, provided you can guarantee those kills and you catch the Overdrive box from up top. Let’s talk modules. The defending team will most likely prioritize on killing you since you’re using Wasp, so we need to defend ourselves with the turrets that work best at close range. First up, Hammer protection. Duplet is extremely common for the defending team, so a good amount of upgrades on that module will guarantee that you won’t get two-shotted into the ground within milliseconds. People using Slugger will also be extremely common, so all in all, this is a module that I highly recommend and praise. The next module is Twins. This turret is notorious for the ridiculously high impact force and fire rate and is a very common choice for defenders trying to throw you off. Even a decent module can whittle down a significant amount of damage that you take in from this infamous turret. Our last choice is Smoky. Having decent damage and high critical damage, it is a very common choice for Titan-Smokies that utilize the Autocannon alteration along with the dome. For more information on how to utilize Wasp effectively, I highly suggest that you check out the Wasp guide in this Newspaper issue. @Person_Random has tons of goodies for you there, so you can even skim through the article if you want to. End result: Firebird, a ridiculously good alteration, and a bomb? You'll be bringing destruction left, right, and center Blue Team: Let’s say you’re on the other side of the battlefield. You want to defend the reactor core and you don’t care about score or stars. If you want to be a good teammate, then I would suggest you use my previously mentioned TDM loadout. I realize not everyone likes Dictator, though, so you can still be a good teammate if you use Titan. Titan’s dome can buy your team some valuable time to either replenish supplies or to set up defensive positions. Naturally, you’ll want to make sure that no one even gets close to the middle, so our turret choice is Freeze. It’s pretty simple how this turret works and why it works in this particular situation, and if you want to make sure that absolutely no one makes it through, then grab the Shock Freeze alteration. Although it costs quite a bit both in crystals and in damage, it is an incredibly good defensive tool, even against people who have high-tier protection modules against you. The first module that I would recommend for you is the Fox module that protects against Firebird. In the attackers section, I told you that Firebird with the Compact fuel tanks alteration is incredibly effective. This is why you should protect yourself against these dangerous attackers - although you’ll still get heated up quick, it’s the damage reduction and the recovery time from the temperature that really makes the difference. Our next choice is the Gauss module. This is pretty self-explanatory - once a Gauss has locked on to a tank in your base, it will deal massive damage to all around that unlucky team player. The module will allow you to survive even two chraged up shots with Double Damage, even if your teammates don’t live to tell the tale. What’s a scary sound of Tanki that you hear coming from quite a distance away? That’s right, the screech of the Magnum shell as it flies in your direction. Since Magnums are incredibly accurate these days and know where to hit, there’s no better way to protect yourself from these sneaky campers than to equip a protection module. Although I haven’t been able to test whether this module is that useful in battles, I’m definitely going to buy it in the upcoming sales. With this module, you’ll at least allow yourself to survive after the dust settles and no one else is left to defend the base. End result: Do whatever it takes to guard your "home" - I'm sure you'll be successful RGB: I did mention that Gauss protection is essential if you want to play in modes such as CP and ASL. I think you can understand from that that Gauss is incredibly strong when used against hordes of enemies with its lock-on feature. All it really takes is to get those “fox-ears” up and let the system tracking do the rest. What happens next to the poor victim is that they get a blast of lightning straight into their Hornet and explode instantly. If you’ve never had these kinds of experiences as a Gauss player, I guess you’re probably using Gauss wrong. As for the hull that I’ll recommend, it’s just got to be Mammoth. Yes, the hull that takes all the meteorite golds. It has an amazing Overdrive for this game mode, because you can either completely deny the enemy ball-bearer entry into your base or you can go on the offensive and capture that ball. It really doesn’t take that much effort. Press Shift and all your troubles will be gone. So, you stroll into the enemy base with the ball. You make it through the bulletstorm, only to see a laser that’s locked on to you. Rockets fly towards you, and you know that’s it. And you were so close to scoring a goal… Our first choice for modules is Firebird. Even though they mostly work on attack, they have a keen eye for those who dare to stroll into their base so they can light them up with an inferno. Although the protection module will save you from short encounters with Firebirds, make sure to stay a good distance away, since they still cause massive damage up close. Next up, we have Vulcan. Although Incendiary band has been nerfed pretty heavily in the past, I’ve been saying quite a comeback among mid-rank battles. You can definitely expect there to be a couple once you start playing. They get nice and comfy straight on the goal, but then again, you have Mammoth, the hull that takes no prisoners. You walk up to the dome and you destroy everyone in it. Doesn’t get any simpler than that. Finally, we have Striker. As mentioned earlier, Striker lock-ons are inevitable if you’re using Mammoth, especially if they’re using a certain alteration called Uranium. This protection module will save you so, so many times. Solid 10/10. Another function of this module is near-invincibility in Juggernaut battles. Never ever go into a Juggernaut battle without the Striker module unless you’re doing a challenge where you want to get instakilled within seconds. End result: I'd honestly accept my fate if I saw this dude stroll into my base JGR: As mentioned earlier, you need a good module selection if you want to survive in Juggernaut battles. Let’s talk about that later, though. Let me introduce you to what might just be the most broken Viking upgrade to kill Juggernauts - Railgun. While Railgun is fearsome in itself, especially with the Large Caliber Rounds alteration, it’s with the Viking’s Berserk Reactor where things get a bit insane. You deal insane damage with each shot, and since the reloads are so quick, it will take less than a second for you to lase the poor Juggernaut into another dimension. Although it is quite the challenge to get your Berserk Reactor ready, the payoff is so worth it. Watching your shots connect might be one of the most satisfying things in Tanki. Alright, so you got the Juggernaut, you spawn in, and you get instakilled. Angry, you decide to reevaluate your strategy. Let me help you with that. As I said before, Striker protection is a MUST. That’s not even an opinion, it’s a fact. Having at least an M3 module will definitely make sure you don’t die from those pesky rockets, and while it may sound costly to buy, it is incredibly worth it. This will be one of the best decisions you ever make in Tanki. Trust me. The next module you ought to get is Magnum. Does this really need an explanation? Viking-Magnums are everywhere in Juggernaut. You’re toast if you don’t have protection. It’s usually a two or a three shot kill from my experience of being slammed into oblivion. Finally, we have Shaft. Unfortunately, there seems to be a glitch in the Juggernaut’s programming, which means that microupgrades are not taken into account at all when you play as the Juggernaut. This is why at any one time you have a maximum of 16471 health. If someone has a full M4 Shaft and a max Booster drone plus the Heavy Capacitors alteration, they’ll usually do a good job of hiding the laser like a true sniper and waiting out the shot before smashing your tank with 16706 damage. This is otherwise known as a one-shot kill. I know because I did this to many people, including one unlucky @Maf. Solution: Eagle module. It will always work, unless people use Hornet to ignore your module completely (this is what I do). I put Legends with max protection modules to shame -- okay, maybe I should stop. Not many people are willing to take the risk with Hornet as you risk exposing yourself with a light hull in Juggernaut mode (which is a complete meat grinder), but there will be the occasional sniper who can land a shot on your unlucky tank. This is also a 10/10 module that I would recommend. As for the close and mid-range modules, you should be able to deal with those enemies quickly and at a distance - if you are indeed a good Juggernaut player. End result: If you ever see this man aiming at you while you're the Juggernaut - run. Run far Recap: All versions of Chernobyl allow for fluid gameplay in pretty much all modes. This map is unique in the fact that it allows a lot of turrets to shine - not a lot of maps can say that about themselves. The setting pulls you in immediately, and I’m sure that you won’t look at this map the same way again after reading this article. It makes sense why this map remained so popular for so many years - and the fact that it’s been remastered and made even better means you won’t have a dull time when playing on this map in Matchmaking modes. Recommended loadouts: DM: Hornet-Thunder () TDM: Dictator-Vulcan () with/without CTF: A fast boi () CP: Hunter-Shaft () with ASL: Wasp-Firebird () with , Titan-Freeze() with/without RGB: Mammoth-Gauss() JGR: Viking-Railgun() with (I really didn't know where to put in the Isida module) And that’s about it. Thank you for reading this long stack of text, and hopefully, I’ve convinced you about why this map is just so amazing. If you can, just go into a private PRO battle on winter and just stand at the top of the map. I guarantee you, the feeling you will get is irreplaceable. I've been experimenting with some new image editing software. If you have any complaints about it, leave a comment down below, so I can make them better for everyone! My next article will be about a rather controversial topic: Tanki X and why it failed. It should be a pretty interesting read, so do come visit. Wishing you all the best, Tidebreaker- 24 replies
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You're not satisfied with Shaft-Hornet? It's by far the best tank in the game.
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Assuming the AT-Field user uses it somewhere far off. He gets hit by the Railgun (ofc, 0 damage) and knows that someone a Railgun is camping there. He moves to cover. End of story.
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The one and only AT-Field.
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Dear Wasp user, If I wanted to give a good answer to a comment, I would have. Honestly, your hate-fueled comment did not make me want to give a competent response back. Also, given the fact that you have not played Tanki in at least 2 weeks, I'm going to assume that you decided to write this comment on a whim. Do you know what it's like to go out as a Dictator in MM and never even get a thank-you? And do you know how it feels like when you get flak for helping others? Not very good. You're right about there being a balancing issue when too many hulls are on the same team, though. I'm assuming they're in battle groups, which does break gameplay to a certain extent. The reason you're seeing Dictators is because the cheapest M2 kits are either Hornet or Dictator. No way around that. You'll start to miss the times when your teammates actually gave you the Overdrives instead of stealing them from you. You go to a couple of ranks ahead, and all you have are Titans and Vikings. Then you'll get the whole package of spawntrapping. I wish there was a system that limited a certain amount of hulls in battles, though.
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1. On your team or on the other team? 2. If the other team, well, they're not using it in the best way you would imagine. I'd much rather be giving it to Hornets and Titans. 3. If on your team, then how about you actually move over there and get your Overdrive filled up? 4. Dictator is meant to be a team asset. If it enrages you as an enemy, then they're doing their job right. If it enrages you as a teammate, then maybe you shouldn't be playing team battles in the first place.
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Good choice, although I do urge you to reconsider about Dictator. Dictator in my opinion is probably the best hull along with Shaft when not taking Overdrives into consideration, and once you MU it to M3, it becomes really good. It just feels so smooth to play with. If you play MM, do help out your teammates and give them Overdrive charge. That's how you build up respect, and a large friends inbox.
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Agreed. The results it gives out is pitiful compared to that of Thunder or Hammer.
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Not really sure if this is the right topic to advertise in..
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I'd much rather see it being changed into a thing like the Predator Missile from CoD games where you remote control a missile to the ground. Or even place down the bomb almost like a C4 explosive and detonate it whenever you want.
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The Shaft one looks even better - as if it's a kiss of death from the dark... That makes a lot of sense. Now that sounds a lot more fair. ;)
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