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Everything posted by Lord-of-the-Snipers
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I merely translate "open midfield" in being at the attack. Don 't hide and let the enemy come to you, but be agressive and take the initiative. For this you have to expose yourself and your tactics depend very much on the kind of hull you use. The lighter the hull, the more you 'll have to depend on speed. So with Smoky-Hornet in your example in a map like Kungur you quickly zig zag around buildings and props, attack your opponent on the run: if it 's a heavier combo your attacking than use the props for cover in between attacks: a sort of peek-a-boo-on-the-run... Lighter combos can/should be faced fully exposed if your aiming is well developed and you can shoot your opponent off-aim. Kungur is a brilliant map for these tactics, more so than Serpuhov where you are often more exposed to long range turrets like Shaft and Rail. (edit: if not getting successfull with a light hull, consider using a medium hull) Sandstone is ok, keep using it. Though when playing with a light hull, I would rather use a paint that has at least one very high protection against a weapon. (a paint like Tundra keeps it 's value through many ranks: micro-upgraded it 's a Railers nightmare) If you have the crystals you might take a look at Savanna when you become Brigadier. Awesome paint. Devastating for Smoky, very decent against Rail and some Rico protection. A paint that even does a decent job in high rank battles when micro-upgraded.
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Almost all maps. Smoky is at it 's best at medium and large maps. In small maps there are far better weapons than Smoky. Agreed. Peek-a-boo can still be used, but it 's much more profitable (and also engaging) to go on the attack with Smoky and make full use of it 's effective impact-force and high rate of fire. With medium and heavy hulls the midfield is the place to be. With light hulls you also go to the midfield, but at the right time and mostly for a shorter period. A kind of guerilla warfare: a quick attack from out of a safer area and after the attack you retreat to a safer area again. Quick alternating cameraview is vital in this strategy.
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Looking good! (it 's in the new Massacre map) # And Tanki X is working on the rank-up effect. Pretty impressive: http://coub.com/view/b3tfw
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Hornet isn 't far superior. Both Wasp and Hornet have strong and weak points and the most deciding factor which one to pick, besides personal preferences, is what kind of turret will be mounted on it.
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Price, the late unlocks: especially Wasp M2, and at M3/M4 level it 's a lot tougher to keep up with the medium and heavy hulls...
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Not a good V-Log. Simply too short and sorry for the new guy: I can 't get used to that American voice with it 's annoying vocal fry/creaky voice. <_<
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A solution against flooders could be "time-outs". Every time a flooder floods again, the time-outs will become longer till a certain maximum (just a few days, not even a week) has been reached. It works the same like a ban: but it doesn 't affect a Tankers karma, nor does it lead to warning points. It is what it is, just a time-out.
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Wasp has low stability indeed, but there 's not that much you can do about that imo. Low stability and health are Wasp 's drawbacks, but you do get a lot in return. quote: - "it is the driving & shooting under fire" When under fire Wasp is indeed very vulnerable... - "it is the long distance shooting while make a peek-a-boo shot, as the hull tilts a lot" The solution is to take a pause between each shot. Ofcourse this will negatively effect the firing rate and turrets like Rico/Twins will suffer from it. Though with Smoky/Hammer it 's already not an issue anymore. - "and it's long distance shooting while moving over uneven terrain (ramps, Edges, other tanks, .....)" True that. Shooting while moving in the map Massacre is perhaps the finest example. quote: "And once you bumped into a wall, you are as good as dead, because a Wasps acceleration is lower and you need longer to take up speed again." Just compare Wasp 's and Hornet 's acceleration in the TankiWiki. The difference is neglectable nowadays. In the past acceleration was indeed an advantage of Hornet, but TO wanted to make Wasp more popular so it got it 's acceleration buffed.
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It 's indeed quite a speed gap between Hornet M2 and Wasp M3...so I get your point. :D
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Don 't worry too much. If you can handle Hornet 's drift which involves a very precise instant use of speed and breaking, Wasp is in comparison easy. Probably most Tankers will feel that Wasp is the most difficult hull to handle: imo it 's Hornet. No need to brake at all with Wasp, it always keeps an amazing grip and you can turn on a dime with it. Because Wasp turns so tightly and fast there is less need to put in reverse, preferably keep it in the "mosquito" position and move forward (actually backwards...) 90% or even more of the time. Wasp is the only hull in the game that allows moving in just one direction most of the time and still be very effective. A Hornet player in contrast will never get the most out of his combo if he/she always has to turn the hull to face an opponent. So you need to become indifferent about which direction your hull is moving: this takes a lot more time than learning to control Wasp 's extra speed, faster response and less stabilty...no worries! :)
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Guide [Issue 49] A Definitive and Comparative Guide to Slugs
Lord-of-the-Snipers replied to greyat in Newspaper Archive
Still they both have their purpose, so no need to widen the gap. It would be nice though if there was indeed more distinction between these two heavy hulls. Wasp and Hornet also have differences in speed and armour but even more in handling... I guess it 's difficult to make heavy hulls more distinctive: the slow speed is a hindrance. -
:D ...and the absolute truth!
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Guide [Issue 49] A Definitive and Comparative Guide to Slugs
Lord-of-the-Snipers replied to greyat in Newspaper Archive
When using Double Damage all turrets become stronger at a level playing field. When using Double Armour all hulls become stronger, but that doesn 't mean at a level playing field. Wasp (Wasp M4 HP from 180 to 360) for example doesn 't profit much from DA. it just stays fragile, while a Mammoth (Mammoth M4 HP from 450 = 270 HP more than Wasp, to 900 = 540 HP more than Wasp M4 on DA) becomes almost a juggernaut. So, I don 't feel sorry for heavy hulls... -_- -
No, this forum would be a utter mess without mods. And without them it would (have to) be closed in less than a week imo. And besides it 's more than fair they gain some crystals for all the time they invest in modding. To make a comparison in real life: completely remove the police in a civilised country for some days... and see how "civilized" it will remain. Just like in school, working place or a family: you need to have some authority. Is that authority always going to be flawless? No, ofcourse not authority is human too, but it 's always way better than the alternative.
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A shaft player in a hurry? That 's new! :P Patience plz, your self-acclaimed "pro" weapon will come.
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Guide [Issue 49] A Definitive and Comparative Guide to Slugs
Lord-of-the-Snipers replied to greyat in Newspaper Archive
Even more? And further widening the already huge HP gap that light hulls have to deal with...no, thank you. Between Mammoth and Titan: only in a static defending role Mammoth, in all other situations Titan. -
Review [Issue 49] On the Versatility of Weapons
Lord-of-the-Snipers replied to greyat in Newspaper Archive
There is quite a difference between a turret that only has an extra damage component in the afterburn compared to a turret that is capable to physically impact it 's opponents movements. (at least Freeze used to be capable of doing that before it got nerfed) -
Een 3 (voor de moeite)
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M4 "domination" if it 's restricted to Hammer vs Smoky: Small maps Hammer, large maps Smoky and pretty even in medium maps.
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Review [Issue 49] On the Versatility of Weapons
Lord-of-the-Snipers replied to greyat in Newspaper Archive
Great article! Thunder imo is more versatile than it got rated, but that 's about it. Smoky and Isida most versatile: yes -
New Massacre Map almost ready: https://twitter.com/playtankix
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Good assesment. Vulcan at M3/M4 level has so much going for it and so few disadvantages that it will be increasingly used over other turrets: at least if it doesn 't get nerfed... Shaft and Thunder are particularly suffering, while at the same the whole battlefield is suffering from Vulcans M3/M4 's OP reign. Besides that I believe Thunder also already suffered from changes made in last balances, which made the Smoky in mutual fights an even more difficult opponent. In the end it 's a shame. Though Smoky provides imo a good alternative, Thunder used to be an icon of Tanki. Well,it hasn 't been treated as bad as Freeze, maybe that 's somewhat positive...
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Thankfully no "Zeusy" Vulcans around, so instead now I could freely give my love around! Happy Valentine! :wub: :wub: :wub:
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[Issue 48] Female Tankers: Myth vs. Reality
Lord-of-the-Snipers replied to Night-Sisters in Newspaper Archive
He was clearly saying, quote: "Majority of the 12-14 age group are extremely rude, brash and insensitive. Unfortunately that age group is also the majority of tankers." The word majority in this case means that a lot but not all Tankers from 12-14 are like that. No need to be offended at all if you are not behaving like the majority of that group. So he did think before typing.
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