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Everything posted by Pathfinder
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Getting desperate with the comebacks are we?
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Dayummmmmmm I've never felt pain till the day I was told my life doesn't make sense
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I'll get beaten in every single sense? I don't know about many senses but I do that ^ doesn't make sense :P
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Lucky for you I'm needed somewhere # rekt
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Guide [Issue 27] Smart Cooldowns
Pathfinder replied to Pathfinder in [Issue 27] Smart Cooldowns Newspaper Archive
All players receive drugs in daily bonuses and so everyone has access to drugs, no matter if they buy them or not. As a result, drugs are an intrinsic part of Tanki, and knowing how to use them properly is a definite component of success. As you probably know, from the forum or from in-game, the drugs have changed in both appearance and function. This was implemented to try and introduce a new dimension to the game and a new strategy to drugging, as opposed to simply pressing 2,3 and 4 mindlessly after spawning. Here in this article, you will find out about what drugs are, when or when not to drug, as well as how to use them effectively. ___________________________________________________________________________________________________________ What? Before the introduction of Smart Cooldowns, the cooldown of supplies were independent of each other, only influenced by when you had last used that particular supply. However, the use of one particular supply now affects the cooldown time for others. This makes it impossible to use a certain combination of supplies at the same time. Repair Kit: Restores 200 hitpoints per second and removes burning and freeze effects over 2 seconds. Prevents use of another Repair Kit for 30 seconds after point of use. Prevents use of Double Armour, Double Power or Mine for 15 seconds after point of use. Double Armour: Doubles Armour for 45 seconds. Prevents use of Double Power for 30 seconds after point of use. Prevents use of Nitro for 15 seconds after point of use. After usage, cool down time of 15 seconds before reuse. Double Power: Doubles Power for 45 seconds. Prevents use of Double Armour for 30 seconds after point of use. Prevents use of Nitro for 15 seconds after point of use. After usage, cool down time of 15 seconds before reuse. Nitro: Increases speed by 30% for 45 seconds (check if it's 20%+3). Prevents use of Double Armour and Double Power for 15 seconds after point of use. After usage, cool down time of 15 seconds. Mine: Activates 1 seconds after setting, dealing 100-200 damage points when enemies move over them. Prevents use of Repair Kit, Double Armour or Double Power for 15 seconds. Prevents use of another Mine for 30 seconds. Smart cooldowns are made clear from the following table, courtesy of tankiwiki: (Top Row is the Drug Equipped, while the Left Column is the amount of seconds needed before the next drug can be used) This raises the point that when you want to use a particular pair of drugs, the order you use them can make a difference. For example, when using a Repair Kit/Double Armour, you can use both simultaneously if you press 2 before 1, but you have to wait 15 seconds if you use the Repair Kit first. When? Many players like to drug when the fund reaches a large amount, and this certainly does seem like an attractive option - drugging can indeed win you a game and reward you with many, many crystals! And what better time to do this than when the fund is thousands of crystals? However, this may not always be the case. There are many factors to consider. And don't forget that one set of drugs (FA, DP, DA, Nitro) costs 450 crystals! The sharing of the fund brings me to my first point. You will be sharing the final fund with your teammates, so their scores may influence whether it is a good idea to drug or not. Let me illustrate this with an example. Imagine your team has a combined total score of 1000, and the battle fund is 5000 crystals. For every kill you make, your score increases by 10 points, which is 1% of the battle fund, earning you around an extra 50 crystals. However, if the total score of the team was 10,000 and the fund was the same size, each kill you make now earns you 0.1% of the fund, which is just 5 crystals. So overall, to work out if drugging is a good idea economically depends on a ratio of the battle fund to the total team score. The linear distribution of funds brings me to my second point, which I will again illustrate with an example. Imagine you had 1000 points and there were 9 other players on your team each with 400 points. Currently, if you took your share of the fund you would receive (1000/4600)= 21.7% of the fund. Now imagine each of your team captured a flag, leaving you with 1100 points and your teammates on 600. Now you receive (1100/5600) = 19.6% of the fund. You may argue that an increase in fund would balance this, but let me tell you that's not always the case. Let the battle fund be 5000 crystals originally. You would receive (1000/4600)*5000 = 1087 crystals originally. In order to receive the same amount, the new battle fund must be (1087/0.196) = 5534 crystals, and I don't think capturing 10 flags increases the fund by as much as 534 crystals. Thus, it may sometimes me a good idea to 'close' the game, especially if you have a leading score. Otherwise you may end up playing for less and less crystals! So make that balance! Conversely, if you have a lower score on your team, drag the game on (don't drug)! If your teammates' scores increases linearly as does yours, your proportion of the team's score increases as does the fund. Double win! Of course, it need not be said that drugging for the gold is a good idea. As to which drug to use, with a slow tank like Mammoth, a Nitro would benefit you more. But with a weaker tank that doesn't particularly lack speed, a Double Armour would be effective. Now we have looked at some points of when it is appropriate to drug, when is it not so good an idea? Although it is a good idea generally to drug when the fund is large, this fund can only be yours if you win, and this won't happen all the time. Firstly, bear in mind that if you drug, the enemy may drug back! And if you then decide to stop, the enemy may not be so forgiving and continue to drug! Therefore, it may be best to drug only if you have the better equipment in the battle - it will not end well if the enemy drugs back with better equipment than you! Also, it may also be best if you can bring a few other members on your team to drug too - strength in numbers! Secondly, even if you have better gear, the battle may still be unwinnable. Don't waste your drugs if you are losing 99-1 in a 100 flag game. Don't waste your drugs if you don't have time to stay till the end of the 999 minute game to enjoy the fund. Don't waste your drugs when there are just 5 minutes left to capture 50 flags! Now for some common situations when it is very tempting to drug, but you shouldn't. The first case is where you have already invested a lot of time and drugs into a particular game. True, if you stopped drugging you could let that go to waste, but evaluate before continuing - you could end up losing even more! The second case is drug versus drugs. If the enemy has worse gear and you can tell from the way they are playing that you can outmatch them, sure drugging would be advised. But if they have better gear, why drug back when you will just be wasting them? How? Now we know about when it is appropriate to drug, how do we do it most effectively? With the introduction of smart cooldowns, this skill is even more pertinent, so I have taken some time to look at a few scenarios that should encompass your gameplay. Camping/Sniping: Hopefully, if you are intending to camp (sitting in cover to snipe), you are wise enough to find a safe and well hidden area, preferably where enemies can only approach you from one side and where you can pick them off before they get near. If this is the case, Double Armour isn't as useful as a Double Power. The enemy can't hit you very easily and so the extra defence isn't so useful, while the extra damage means you can kill twice as fast. Nitro wouldn't be so useful as you are stationary! Flag Runs: Obviously here the priority it to take the flag and escape as fast as possible without being shot down! And so, both Nitro and Double Defence will both be immensely useful. It is possible to use one first and wait 15 seconds to use the other. But which one do you activate first? No matter which one you choose, you will effectively have 30 seconds of time when both will be active, and then 15 seconds where only one will be active. If you have a relatively fast tank (I wouldn't recommend taking flags with a Mammoth), 30 seconds is ample time to get back to your flag. But what if your flag has been taken? In this scenario, it's all about keeping the enemy flag safe in your own base, where the Double Defence will be more useful than the Nitro. And so usually, when going for flags, I'd activate the Nitro first, and then the Double Defence before running in to try and take it. Capture Points: Here, your choice of Double Armour and Double Power should depend on the role you intend to play. If you are going in to capture the point, Double Armour would surely be more useful. It keeps you alive, allowing you to stay in the capture zone for longer. This is particularly good for heavy tanks - it is extremely hard for enemies to remove you from the point's vicinity! On the other hand, if you intend to fire at the point from a distance and support the point-capturers, perhaps a Double Power is more useful. With the enemies going for the point, it is less likely that they will target you, and so Double Armour is less important. Healing Isida: How often do you see a drugged up Mammoth/Thunder, or Mammoth/Twins, sitting pretty and wasting enemies while any damage it takes is healed by supporting Isidas? The role of a healing or support Isida player is to heal a heavier tank which is spearheading an assault. Nitro isn't so important, as you will be following a fairly heavy tank that is advancing slowly or not at all. Double Armour may be useful if the map is relatively open - this makes it easier for enemies to target you, which is what they should be trying to do in that situation. Don't forget that while healing you will not gain health, and you will not stay alive so easily. However, if the assault is through a chokepoint, or you can easily find cover from the surroundings or behind the tank you are trying to heal, a Double Power may be the better choice. Heavy Tanks: As a heavy tank, you want to activate both Double Armour and Double Power. But which do you activate first? In principle, it makes more sense to activate the Double Armour first, as it allows you to stay alive while you wait for the cooldown time on your Double Power. But, on the other hand, you are a heavy tank... and will not be lacking on health. The one you should use first depends on your situation. If you are being bombarded by many other tanks with little support, use your Double Armour first. If you have plenty of support, and are not at much risk of being destroyed, use your Double Power first. I would write a short bit on how to use mines, but it has already been done better than i could ever do it. Courtesy of Tommy60: http://en.tankiforum.com/index.php?showtopic=215418 Thanks for reading! And since smart cooldowns haven't been properly established yet, I expect your thoughts and opinions in the comments below! -
Well I'm telling you You're not coming to my birthday party!!!
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Contest [Issue 26] Continue the Story! [Chapter 1]
Pathfinder replied to Pathfinder in Newspaper Archive
Why would you think the opposite :p -
No worries :) Any opinions?
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There is no news on the kits, but since the light kit is being removed, and in the vlog the example given was for rail hornet, I'm just blindly speculating that there might be a rail hornet kit :p I've never had a serious need for thunder paint coming up the ranks, so I wouldn't get cedar. Also, you shouldn't get the XP pass. Your focus should be on getting crystals and no XP...otherwise you'll just end up at a high rank with underleveled gear. I would get hornet as your m2 hull definitely for your isida and freeze. Then I'd save the rest :)
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Sorry gonna ask again, need more opinions! Should I.... Get smoky m2, hornet m3, or save for thunder or Viking m3? I have 80k. Also I'm aware that perhaps there may be a hornet rail kit soon, and so I am leaning slightly towards getting smoky m2 :)
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who has also never bought... -.-
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Smoky, Titan imo
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I think Mammy + twins/thunder :P
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Any thoughts?
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Nice to know we have some really mature guys in the team :)
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I'm just the proofreader OK :p
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Yeah daym I really want Thunder.... but I don't even have it m2 :P so I need another... 75k? Not gonna happen :P
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[Issue 28] [Comparison] Railgun or Shaft?
Pathfinder replied to Pathfinder in [Issue 28] [Comparison] Railgun or Shaft? Newspaper Archive
Railgun or Shaft? Preamble Large maps are where these two long range turrets thrive, their power uncompromised no matter what range they are shooting from. Combined with the ability to deal massive damage with every shot fired, these two weapons are a nightmarish prospect to face for any tanker. Both are great weapons. Both can dominate a battle in the hands of a skilled user. But is one better than the other? In this issue's comparison, the fourth and last in the turret series, I hope to get to the bottom of this hotly-debated topic! [The rank at which any item unlocks has some bearing on its power. So in order to successfully compare any two items, we must look at the fully micro-upgraded M3 statistics. This is also logical as many players want to plan ahead and start upgrading their ‘endgame’ equipment early on.] Damage With a weapon like Railgun or Shaft, you will not actually be aiming and shooting for very much of the time. This means you should be able to remain in cover, and thus when comparing these weapons, it isn't so much the DPM that's as useful, but rather the damage per shot. Railgun inflicts 166 damage per shot. The shot, like Shaft, must be through direct line of sight. There is no splash or bouncing ability like Thunder or Rico. Shaft, with a fully charged scope shot, can deal 260 damage points. When you think about how even a fully MUed Mammoth only has 420 hit points, this really does make Shaft look scary. It can one hit kill any tank with a double power, even if that tank has 15% Shaft protection on top. Not only that, but Shaft has the versatility of being able to adjust its damage. Arcade mode, as well as the fact that the energy consumption and damage can be manipulated depending on how long you are charging the shot, gives the user, if skilled, the ability to not 'waste' damage. For example, an enemy on low health can be finished quickly and efficiently with a single arcade shot, where as a Railgun will have to wait to reload. Arcade mode itself does 50 damage points, which isn't something to sniff at. Other Assets Although the Railgun projectile/ray shoots and hits the target instantaneously, there is a short delay of about 1.1 seconds between pressing the spacebar and the shot being fired. This provides an additional skill to master with the Railgun, adding an element of prediction to the battle. However, not only does this waste time, but it also gives the enemy a window through which they may be able to put off your aim, or fire off key shots that might kill you. The projectile itself is also a disadvantage. True, when a Shaft fires, the burst from its muzzle can give away location, but this is nothing compared to a brilliant golden beam shooting across the map. When camping, revealing location can mean the enemy lock onto you, making you more vulnerable. While camping in shrubbery, it may impede your view as a Railgun user, but not with Shaft. The Shaft scope allows you to see clearly through trees and bushes, definitely an advantage to have. But is Shaft's sniping ability such an advantage? The Sniping Scope: Advantage or Liability? While in sniping mode, although you can zoom in to pinpoint the enemy, this reduces your field of view. No longer can you see your immediate surroundings, or even your medium-range surroundings. This leaves you extremely vulnerable to enemies, especially short-range, sneaking up and getting too close for comfort. Furthermore, while in scope mode, you lose the ability to move. This is one huge advantage that Railgun has over Shaft - the ability to remain mobile while shooting and stalking an enemy, and it severely reduces the aggressive ability of Shaft, especially in CTF. The turning speed of the turret itself is also very slow while in scope. If an enemy is nearby and is even slightly skilled, there is no chance you will be able to charge up a full powered shot against him. Lastly, although with Railgun there is a one second delay between shooting and the actual shot being fired, with Shaft there is a charge bar when firing in sniping mode. A max power (260) Shaft shot takes 3 seconds to charge, and while the shot is charging the enemy may have moved, hidden, knocked off your aim... and your shot is wasted. Maps and Modes Small Maps: Shaft's sniping scope really cannot be used at short range. The slow turning speed of the turret while sniping is absolutely unsuitable for this sort of close range combat, and rarely will you be able to unleash a full power shot undisturbed. Railgun may not be the best itself, but it definitely is better than Shaft. Large Maps: Large maps are where these two turrets exert their dominance. And both can be used very effectively. As aforementioned, the ability of Shaft to maintain its location as well as its ability to shoot through shrubbery means that perhaps on maps such as Lost Temple, where there are many suitable camping spots, Shaft may be the better choice. Also note that although Shaft's turning speed while sniping is low, this is offset since the enemies will be further away. The relative speed of scanning across the ground is much faster. On the other hand, where the map is open and where maneuverability becomes key (being stationary leaves you very vulnerable), Railgun may be the better choice. Deathmatch: Both turrets have great potential for kill stealing with their high damages per shot. However, I think which is better is really map dependent. (see above) On a large map where camping spots are plentiful, Shaft users can dominate. But on small/medium sized maps, where the battles are a lot more immediate and dynamic, there won't be time to move to your favourite spot, with enemies everywhere. Rail gives maneuverability, which can be essentially useful. Team Deathmatch: Shaft really cannot be effective when used affront in the battle. But while staying behind the lines and providing support, especially against the heavy tanks, it can be extremely effective. Rail is not so suited for stationary play, and is more versatile - it can be used pretty effectively in aggression in midfield and upfront. Capture the Flag: Both turrets play a much more supportive role, although when grabbing the flag, Railgun comes out on top due to its maneuverability. Shaft is pretty awful in the attacking respect, but its high damage can devastate attackers going for your flag. Capture Points: As long range weapons, neither is well suited for actually capturing the points themselves. Both can be used effectively: Shaft users can snipe while stationary, and Railgun users can play a more hybrid role - providing supporting fire from distance while rushing to help capture points when the path is free. Light Hulls: Shaft doesn't need maneuverability generally, and so doesn't suit light hulls as well as Railgun. Furthermore, light hulls are... lighter! And so, it is easier for enemies to knock off your aim while in sniping mode. Light hulls complement Railgun very well. Heavy Hulls: Here the opposite is true. heavy hulls do not generally play to Railgun's strengths, while they do with Shaft's. Note: We cannot also forget to mention XP, which is a major game 'mode' in Tanki. Of course, if you want to enjoy this gameplay, you need Railgun! The Verdict While both are very effective long-range turrets, they are in fact quite different in the way they work and in the roles they should be played in. Of course, there are many situations, especially camping, when Shaft is just the best there is. But ultimately, if you are struggling to decide, for once I would advise Railgun, which offers a much more diverse and varied gameplay, as well as giving you access to XP and cybersport battles. Thanks for reading! Feel free to give any feedback, or ask for clarification on anything I've said below!- 97 replies
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Alright, so Smoky and Hornet have been suggested? Thanks guys :) ANy other opinions?
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Contest [Issue 27] Continue the Story! [Chapter 2]
Pathfinder replied to Pathfinder in [Issue 27] Continue the Story! [Chapter 2] Newspaper Archive
Firstly, a huge congratulations to all those who won crystals in Chapter 1 of this ongoing challenge, especially @DarthvaderjonGTR, whose revised entry is featured below! However, if you didn't, don't be disheartened! There are more opportunities to win, as well as learn from those entries that did do well! So far in the story! Chapter 1: So, a surprise ambush, a captured comrade, a battle raging... But what happens next? That's up to you! The challenge is to write the best continuation of the story! The winner will receive a 50,000 crystal reward, and the recognition of their extract being featured in the next issue. Your entry will be judged on the following, in order of importance: It must be your own work, completely original. Note that you don't need to continue the same writing style or tone from the first chapter. Write in your own style! Content - it must be interesting, and something that has potential to continue on to be a great story. Do note that this is not the completion of Chapter 1, but rather another chapter, which will not end the story. Quality of writing. Furthermore, to emphasise quality over quantity, there is an informal word limit of 500 words. Slightly over is acceptable, but not too long please! Make every word count! Deadline is 25th October! Late entries may not be considered! Other notable entries will receive a 10,000 consolation prize. Good luck! -
Results [Issue 27] Continue the Story! [Chapter 1]
Pathfinder replied to Pathfinder in [Issue 27] Continue the Story! [Chapter 1] Newspaper Archive
A LOT of great entries were submitted, and it was extremely hard to choose the winners. However, those who won all had great storylines, wrote good English, and really ended it with suspense... And I'll relieve the suspense right now, here are the winners! In a close first place, receiving 50,000 crystals, @DarthvaderjonGTR : http://en.tankiforum.com/index.php?showtopic=216121&p=3916230 A second place prize of 20,000 crystals was introduced for , for his also stand-out entry: http://en.tankiforum.com/index.php?showtopic=216121&p=3906432 Consolation prizes of 10,000 crystals for valiant attempts go to: @Remaine http://en.tankiforum.com/index.php?showtopic=216121&p=3902112 http://en.tankiforum.com/index.php?showtopic=216121&p=3902475 @Gangham_Style http://en.tankiforum.com/index.php?showtopic=216121&p=3902673 @Thekillerpenguin http://en.tankiforum.com/index.php?showtopic=216121&p=3903221 @noobster_GT http://en.tankiforum.com/index.php?showtopic=216121&p=3911192 @Kevred http://en.tankiforum.com/index.php?showtopic=216121&p=3932197 (PM entry) And of course, if you didn't win this time, don't be disheartened and learn from those who won. There will be more opportunities to win! And I'll definitely look favourably on those who persist and keep on giving it a go! A few points to remember: Fancy colours and fonts don't help they actually make it annoying to read! It never looks good when your grammar/spelling is wrong even if you have a great story! Lastly, it doesn't work if you plagiarise from the Internet. If you are caught you definitely will not win, and you may automatically be prevented from winning future contests. Thank you @hogree for googling the first paragraph of this entry: @Damn_Iam_Poisoned http://en.tankiforum.com/index.php?showtopic=216121&p=3904429 -
Hi guys, I have 76k crystals, which of the following should I do? Get smoky m2 Get hornet m3 Save for Thunder/Viking I'm cautious about spending all my crystals.... slightly worried they may do another one of those 70% 1 hour sales :/ All opinions welcome- garagewise, I have rico, rail, freeze, fire, hornet, viking at m2, twins and mammy at m3, and paint-wise I'm also doing ok. THanks in advance
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Get Rico I think you might enjoy it more :) Viking is a must! Imo the best medium hull, and I still use it! (M3 soon... :) ) Always wait for a sale. Is it really worth wasting that money to enjoy your dictator 6 days early?
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Good advice imo :) thunder and viking! Which suits freeze too!
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