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Everything posted by Lord-of-the-Snipers
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Trying to give further explanation to this pro player 's post: Number 4: indeed wrong because if you have to stand still to shoot: you 've already lost... Only times you have to be careful are when you are not touching the ground on a slope etc. or when your Rail is completely perpendicular to your hull. Try to avoid this. Number 5: wrong again. You often have to use this to your advantage, rocking/tipping is a must know tactic to increase the limited angle of fire of your railgun. Number 8: when you have gathered enough playtime on Railgun, you can use the delay between pulling the trigger and the actual shot being fired, to change your aim on another opponent. You can make spectacular shots this way, especially with Wasp/Rail using a combined fast turn of hull and turret. Number 9: happens often because your first target gets killed or is going to be killed by a fellow teamplayer. In this case you are wasting one precious shot. In many cases you were already in the proces of firing, so number 8 comes in to play. Number 12: overkill is a complete waste of precious shots. Many tips are way too concerned about balance/stability, play in XP/BP 's and you 'll know it is only a minor concern. (as long as your not playing in Massacre... ;) )
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Guide [Issue 50] A Guide to Red Alert
Lord-of-the-Snipers replied to Night-Sisters in Newspaper Archive
Great article! Very rereadable with lots of info. Only thing I don 't get is, quote: "Red Alert is a map best summarized in two words: Smashingly. Popular." Perhaps it is for Clans as you write, but in regular battles there aren 't that many Red Alerts. Which is a shame, because it 's indeed a superb, extremely versatile and tactical Map. (if they forced me to pick the best map: it might be this one) Luckily there are other good maps, otherwise it would be all Noise, Arena, Island, Sandbox etc... -_- -
:P http://en.tankiforum.com/index.php?showtopic=310799&page=1&do=findComment&comment=5372854
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M3 Twins is hard on Wasp, but on Hornet it works just fine, played both combo 's on the test server. - You have to get close, but that counts for all hulls when they have Twins mounted, with Hornet you are able to close "no damage gaps" very quickly, next hit the enemy at a corner to get him off-aim - Aiming isn 't that hard, it 's not harder than aiming with a close-range turret, the steady stream of plasma allows for quick corrections - Depends on which turrets hits you: can be a problem Twins is (ofcourse) indeed easier on Hunter or Viking. http://en.tankiforum.com/index.php?showtopic=269208&do=findComment&comment=4753624
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All guns that need proper aiming require skill. Combined with a light hull they are the most demanding combo 's, still also in combination with a heavy hull they definitely require skill. (guns like Thunder, Smoky, Railgun) That a heavy hulled Vulcan is often on top of every battle instead of a heavy hulled Twins, has completely nothing to do with skill. First Vulcan is the most OP turret at the moment: at least at M3/M4 level. Secondly the Vulcan works on a majority of medium and large maps, while Mammoth/Titan with Twins can only be really effective on smaller maps.
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Twins combined with Hornet is the only combo that imo needs some skill. With Wasp it takes even more skill: but it 's too unstable and thus not an effective combo at all. Hornet/Twins is a combo that has to be played very agressive to get the most out of it. The combo effectively becomes a short-ranger in battle, but still has the possibility to attack at medium distances. Nice combo that can take most of the dullness out of Twins All other Twin combo 's are imo easy play.
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Nowadays Twins, Firebird and Vulcan (maybe Isida) would all three be serious contenders to get to the first place of the easy-play list.
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True, but still the speed tops every other hull and if you can MU it a bit it can easily last a lot longer. (depending on the players skill-level)
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Getting out of something that has the tendency to become an almost mindless routine does indeed work well. + And to @The-Operator219: so it 's one Vulcan less...which is always good news! :P Without joking: enjoy your break, clear your mind and good luck finding that part-time job!
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meer een herdenking...
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Pretty good, but Smoky M1 does need some micro-upgrading. (in that case a good, stable and still fast hull after Wasp M1 would be Hornet M2: skip Hornet M1)
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Good point! Still the blue paint is much nicer...it 's a fact... :P
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betrayal = not very supportive 7k = 2k -_-
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This has pretty much been proven in the Spring Showdown battle. Russian defense on flag: a heavy hulled Vulcan assisted by two Isida 's...good luck capturing... <_<
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Conspiracy? There was no conspiracy. INT team played better but had to overcome an impermeable Russian flag defense by a heavy hulled Vulcan assisted by TWO Isida 's. That 's Tanki in a nutshell. Choose the right OP equipment and you win. So INT team you lost but you played well, be proud of yourselves!
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...OP Vulcans dominating and ruining the game...like always...
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Let 's call them "easy-play" weapons... ;)
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Hammer is pretty OP but there are plenty of ways to fight it, Vulcan is a lot more challenging. Can 't say that I was happy when Vulcan got released... A Hammer paint can work but not so much on a light hull. The shots are so powerful that a paint is most of the time useless. Vulcan paint is indeed not a real solution at all. The impact force makes an escape difficult and extends the time you are exposed to fire. Damage is almost always huge. quote: "Increase the factor luck, and buyer of game. Decrease the factor skill, strategy, and fun gameplay of game." I think easy-play turrets are inevitable. Without them we would all have less choice in weapons, and thus game style and skill level. And TO needs buyers: in the end we all do if we want the game to continue.
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They should do both. Increase the freeze effect and decrease the damage. Though Freeze must imo never be allowed to become as strong as it once was, because Freeze was an OP gamekiller in those days. The freeze effect lasted way too long and if the Freeze didn 't finish you, his teammates would because you were completely defenseless for as it seemed ages. Freeze nowadays is perhaps the worst turret in the game. While his fiery nephew wreaks havoc, Freeze has lost virtually the ability that gave it it 's name. It 's sad that even Freezers tears don 't turn into icicles no more... :(
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http://en.tankiwiki.com/Smoky http://en.tankiwiki.com/Micro-upgrades_Smoky
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Other [Issue 50] Death of Stratus
Lord-of-the-Snipers replied to sonofchrysalis3 in Newspaper Archive
Taking the words out of my mouth. A bit controversial in Tanki topics, and nothings changed... :D but also a darn good writer who wrote down some very memorable and moving stories. And also as much a human being as we all are and I wish you more peace of mind in the future, and all the best in your future endeavours! -
Daily Mission Chains, Improvements in Chats and More
Lord-of-the-Snipers replied to semyonkirov in News Archive
Don 't talk nonsense. You choose to keep the game like it is for a few exceptions that might get banned unfairly and if and only if a mod makes a wrong decision. With your kind of thinking there would never be any progress possible because you will always have those exceptions. In the case of countries like you mentioned it is the same, when they make a new law there will be some people who unintentionally are mistreated. It 's than up to the government to fix this. Good governments do that. Also if your were the leader of a country you couldn 't send nobody to prison because you never know: they could be innocent... That 's pretty ridiculous and it doesn 't work that way fortunately. No, if we all want a better game, Tanki has to deal with power-levelling and especially mults. If we look at Tanki as a town in your words: it 's about time to get rid of those crooks who keep the majority of fair citizens in hostage.
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