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Everything posted by SwiftSmoky
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One man parkour is controlling one player and being able to get on places alone without the help of other players, what does it matter if you control the other players or not - if you get help from another tank it's not one man parkour already.
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Instead of posting all my videos here, just go check out my channel, it's called "SwiftSmoky".
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What made parkour better and what are the most wanted features among parkourists?
SwiftSmoky replied to SwiftSmoky in What made parkour better and what are the most wanted features among parkourists? Archive
I don't think the game owners are very big fans of parkour, but they did some parkour contests: There were two contests of skyscraper-climbing, and the winning team got 1 000 000 crystals! And there was this little tanks tower contest where each member of the winning team got 20 000 crystals. So the developers are definitely not against parkour and they even encourage parkour a little bit. The new physics also made parkour more interesting and challenging, which is always fun. The developers do know the physics of the game and how parkour works, but they still don't know about it as much as the players do. We are the creative players who use what they create, and we know their creation better. I think the developers should ask us some questions about parkour and interact with us (parkourists) a little bit more. What are the things parkourists want the most? The first and most important thing is better collision of houses - houses are just like cubes and when you stand on them you float above their curved roofs. The biggest problem is not that it looks bad, but that it makes houses much worse for parkour because it's all like climbing plain blocks instead of being able to use the curved roofs as ramps to jump from house to house or to aim down from there to attack players. And it's really bad that players hit the air and fall down when they jump high enough to get on the visual house but not high enough for it's collision. I understand it is easier when they neglect areas that tanks are unable to get there - but today parkourists can get everywhere and parkour is going to affect the gameplay more and more as more parkour techniques are invented and pakrour becomes more popular. It doesn't look like a really hard work to fix the collision of the roofs to bring such an improvement to the gameplay. Especially now that parkour-fighting is spreading.. (once it was only my little parkour team using it, but players that saw us use parkour to win battles started doing it too and few parkour-fighting tricks became popular) So fixing the collision of the roofs is definitely the best thing the developers can do for us. There is also another thing that disturbs parkourists a lot: kill zones, When someone gets on a really cool place and instantly get killed, it's just so annoying... But the problem about this is that kill zones are made especially to avoud parkourists hiding the flag outside of the "playable" area of the map where every player can reach. So no removin kill zones at the next few years ;-) Discuss this topic and let me know what do you think about it. -
shafts are very common and very annoying for light hulls
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yes, but I already have it's speed and health so all that's left is turning speed, engine power and weight. and I can give up the engine power and turning speed for now, because it doesn't worth the additional weight. I'm a parkourist and I like that my hull is so good for parkour, I'm able to conquer any map with the help of only one player thanks to this perfect parkour tank. (not including climbing skyscrapers) Also the difference between wasp M2 and M3 is very small, so it doesn't worth it even if I'll micro-upgrade wasp M2.
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I played a lot with rico M2 lately, after smoky M1 got too weak for my needs. and my wasp is like M2 cause it got fully upgraded health and speed ;) I could buy wasp M2 right now, but I prefer to stay with M1 for parkour, buying M2 will only make my wasp heaver. I already got it's health and speed. I will buy wasp M3 when I'll rank more.
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The thing is that I can't know when a shaft is going to shoot, and usually they shoot before I even get my turret over the corner to be able to shoot them so even if I'd know exactly where they are I couldn't avoid this shot unless I'd go to the other side of the map but there might be shaft there too so I need to deal with it somehow... usually it's waiting for him to kill someone else so I can pass while he's charging. I can know exactly when every other player is going to shoot because players that use thunder and smoky just have to aim at me and press space, shafts have to charge they shot to full power to 1-hit me so they aim at me for some time and I can't know when they will shoot. And usually they stand far away from me where I can't even see them. Yes I use wasp and smoky M1, I'm going to upgrade to smoky M2 at christmas and upgrade it's damage to the max. First of all, I attack alone and always have deal with many enemies without much help from my team. This is not repetitive at all, I use some techniques that help me survive in the enemy base but it doesn't mean I do always the exact same thing. I go to other areas in the enemy team, help in different ways to the team and face different enemies and challenges every single time. It may look very repetitive to you because you don't like my playing style. The part of knowing the properties of the enemy equipment and predicting what they're going to do applies to every player in the game. Even if shaft requires skill, the thing is that if players suffer from it too much it should be nerfed. In all polls tanki did when they asked what enemy weapon is the most annoying or the biggest threat or something like that, most players voted for shaft. You can see that on the current poll on the main page.
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Go take wasp and smoky and try to survive in an enemy base surrounded with all kinds of weapons attacking you when you are alone, then compare this with the difficulty of shafting. You talk like you think that the ability to move around fast makes it very easy, so first of all shafts can use light hulls too, and even more important - dynamic playing style requires extremely good reflexes, driving and aiming skills: When I fight players every little mistake that takes me one tenth of a second can kill me. I need to shoot corners of charging rails in time, move one rail to make it shoot the other one and move it too because I have no time to rotate and shoot the other one, aim while moving and turning all the time, shoot tanks that are behind other enemy tanks, using my little wasp to push and flip players when I get the slightest chance, deal with druggers and short ranged weapons that is very hard to avoid (especially freeze)... Trust me it's not enough to be fast to avoid all hits, you need so much skill and strategy.
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Yes it is, but it's kind of easy. You want challenge, and challenge is something really hard, so yeah... Mathematically it is possible and even not too hard.
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Why not? you can get up to 19 shafts in the same team with the wasp (in Dussledorf and Esplanade) and they can make it for sure. 5 shafts can launch a wasp very high in the air, so 19 shafts will be able to hold the wasp in the air and will have time to recharge while the others are shooting 1 by 1. Don't forget you can use a wasp M0 to make it even easier.
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CHALLENGE: hmm... I'd challenge you buy if I have any good idea I'll do it myself xD It's kinda hard to get good challenges this way, because if I have a good idea I wanna be the first to do this. ok ok I'll give you one: make a wasp stay in the air without dying or touching any other object for 3 minutes using as many shafts as you want, and ONLY shafts! good luck! ;)
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It looks like shaft players don't think at all, they go to the exact same positions all the time and do the exact same thing - look at one area and wait for a tank to shoot. Much more thinking is required when going into the enemy territory, trying to find a good way to the flag and survive many players that attack you together. There is a lot of strategy in dynamic gameplay, and a lot of skill required unlike shaft where u just gotta learn how to aim. I tried shaft and I could snipe tanks from very far away after just half an hour of playing, so it doesn't look like something that requires skill. And I don't understand what's fun in camping in one spot and one-hitting tanks. "without shaft/rail paints"... that's the problem, I can't get a good paint for both shaft and rail at my rank, and I don't wanna waste my crystals on it instead of upgrading my weapons. and shafts are common in medium maps like Rio and Silence, so it's not just big maps... And I'm not gonna get viking M2 because I don't like playing with it, it's too slow.
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| OMP | Normal Parkour | Free Fall Parkour | Terms | Archive | Name: Shaft Jump Type: normal parkour Difficulty: 3 Video: [ montage ] One or more players with Shaft stand on lower ground in front of the jumper and aim at the edge of his turret (usually Railgun because it's the longest turret and has an animation before the shot to which makes the timing of the shaft easier). When the jumper shoots, the Shaft/s shoot his turret and make him flip back and land on higher ground behind him. This trick still works with many Shafts shooting together, but it used to work with just one. This trick is listed in the archive even though it is still possible, because it requires a lot more players now and it lost it's effectiveness. Where it was useful: When you stand on a high place and need to jump on a higher place right behind you. Name: Leap Type: OMP Difficulty: 5 Video: [ montage - old ] [ single trick - still possible ] A player with Wasp and Thunder made a wheelie and then shot the ground. Back then it was possible to make a long wheelie on flat ground. This was considered a very difficult trick because players had trouble controlling the jump. The old physics didn't allow players to make a long enough wheelie on flat ground without sliding fast or twisting around. Where it was useful: To jump over small ditches, sometimes to higher ground. To quickly get on higher ground without wasting time on making a steep ramp to be able to shoot down to jump. To get on higher ground when it is impossible to lean on anything to stay in a steep ramp position to shoot down. Name: Vulcan parkour in test server Type: OMP Difficulty: 2 Video: [ montage ] During the first testing of Vulcan, this turret had a very strong impact force. The power of the Vulcan alone was enough to make players climb cliffs like it was possible years earlier with Ricochet, but with Vulcan it was much faster. It was also possible to roll around, flip yourself back, climb small things behind you by just standing with your back to them, swinging and shooting forward. Name: Climbing cliffs with Ricochet Type: OMP Difficulty: 1 Players could simply push themselves against a cliff with any hull, then drive up and shoot down with Ricochet. It was enough to get even a Mammoth on a cliff in the 2010 version of Tanki. Where it was useful: To climb cliffs anywhere. Players used it a lot to get a good position in the map Deck-9 where short ranged weapons couldn't hit them.
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| OMP | Normal Parkour | Free Fall Parkour | Terms | Archive | Jumper The tank that needs to jump and reach some place in a parkour trick. Helper / support A tank that helps the jumper to reach his destination. Conquer (a map) Climb all the places in the map that are unreachable without parkour. For example, to conquer the map Island, you need to climb on each of the 3 houses in it. You can also climb a palm tree there - but trees, billboards, antennas, walls and other objects with very thin surface are usually ignored since some of them are very easy and boring to climb, and others are too hard to climb in an interesting way without spending too much time on it. OMP - One Man Parkour - [ video ] Doing parkour alone - with no help from other tanks, not even mines. People often say "I can OMP there". To OMP somewhere means to get there alone. Free Fall Parkour A parkour style of jumping to places from above, mostly used to get into secret rooms. Parkour Fighting - [ video ] The use of parkour to get advantage in battles. It is no longer possible to climb houses for camping and hiding flags, but you still can jump over walls to make shortcuts or surprize the enemy. In some maps OMP tricks can be very useful, but in most cases you need a friend to help you.
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Please change the title of this suggestion to NERF SHAFT, ofc they won't remove it - but at least make it less annoying!
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Of course it is fun for you, but it doesn't mean everyone who hates other shafts should use shaft too, it's not the solution. I love dynamic gameplay - driving fast around the map and avoiding any damage (I can avoid anything except for that damn shafts that shoot me before I even get my turret around the corner!!), camping and waiting for tanks to show up to 1-hit them like a noob is not fun at all for me.
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| OMP | Normal Parkour | Free Fall Parkour | Terms | Archive | Name: Flip off Type: OMP Difficulty: 3 Video: [ single trick ] A tank stands on the edge aiming away from it, drives back and then forward to fall off the edge in a swing motion that makes him flip faster, shoots after half a flip to push himself under the place he jumped off. Name: Tandem Flip Type: team parkour Difficulty: 4 Video: [ single trick ] A jumper (best with wasp magnum) stands on the edge with a helper (best with wasp hammer) on top of him. The jumper drives off the edge and starts driving back when it's too late to not fall, this makes them flip and the helper ends up in a good position to shoot the jumper towards the destination. Name: - Type: team parkour Difficulty: 4 Video: [ single trick ] A Wasp Magnum is flipped on top of another Wasp Magnum, the bottom tank is the jumper. An extra helper is needed to gently push the flipped tank to get him sliding slowly towards the edge, and the jumper has to keep driving slowly to prevent the flipped tank from sliding off of him and to keep moving towards the edge, and eventually slowly fall off the edge. While falling, the two tanks will flip in the air and the jumper will end up being upside down above the helper, in this moment both shoot each other to send the jumper flying under the platform they came from and up.
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| OMP | Normal Parkour | Free Fall Parkour | Terms | Archive | Name: Front Lift Difficulty: 1 Shoot the top of a tank to lift up the side of the tank that is closer to them, or shoot the edge they want to lift up from below. For example, to lift the back of a tank - shoot the top of his turret from the back, or shoot the back edge of the tank from below. Same works for all other sides. Where it is useful: when you need to help a player make a short wheelie, which is useful in many complex tricks - mostly for shooting up a jumper or letting him make an Edge Jump on the tank that makes the wheelie. to flip tanks to make tanks jump higher while slowing them down or making them jump backwards Name: Back Lift Difficulty: 2 Shoot the bottom part of one edge of a tank into the ground to lift up his other side and speed him up. Where it is useful: when you need to help a player make a short wheelie to get a tank sliding fast forward in a wheelie to flip tanks to make tanks jump higher and further from ramps (can be used instead of a mine in certain situations, and in some jumps where mines alone won't help) Name: Bump Difficulty: 2 Video: [ montage ] A tank stands on top of a ramp, pushes the jumper when he drives up the ramp - just to bump him a little and make him go higher, then shoots him. Pushing the jumper harder makes him jump to the other side. Where it is useful: When jumping high up from ramps. When you need to jump to the opposite direction from a ramp. When trying to jump higher without shooting - just bump the jumper a little and he will get higher. Try it on the small houses in Rio. Name: Mine Jump Difficulty: 2 Video: [ montage ] A tank drives and hits one or more mines. The explosion of the mines lifts up the part of the tank that hit the mines, and is strong enough to launch tanks into the air and make them flip (depending on the amount of mines, the weight of the tank, speed on which he hit the mine, if anyone stands on him, etc.) There are many variations to the mine jump: Jumping alone on mines and shooting down, riding a tank that hits the mines and shoots you up, getting pushed into the mines, shoot down and then get shot from behind, making an Edge Jump and hitting mines on the edge, and so on... Where it is useful: When helping someone else to jump in any variation of this trick. When you want a small to medium jump without anyone else participating in the trick. To add extra height in some tricks that usually don't use mines. In stunts, to make more flips or jump higher. To shoot a jumper up in style - hit mines and shoot up when the jumper flies over you. Name: Barrier Jump Difficulty: 2 Video: [ montage ] A tank with a light hull and Thunder leans on a small barrier or a not too tall tank, drives up onto the tank and shoots down on the way before he starts losing speed. Where it is useful: When you need to jump over small ditches to higher ground. Name: Sandwich Trick Difficulty: 3 Video: [ montage ] A helper drives towards the jumper, the jumper swings his tank and shoots forward just in time for the helper to get under him, then the helper keeps pushing the jumper and shoots him. Where it is useful: Where you need to make a small jump, enough to get the jumper on a small house. Name: Edge Ramp Difficulty: 3 Video: [ tutorial ] A tank with a jumper on top of him forms a temporary ramp by slowly falling off the edge. While the helper rotates towards the fall, the jumper drives up, shoots down and gets shot by the helper. Where it is useful: When you are next to an edge of a small surface and have no space for other tricks. Name: Splash Jump (a.k.a Thunder Jump) Difficulty: 3 Video: [ montage ] Thunders or Strikers, or both mixed, shoot under a tank and hit him with their splash. The splash pushes the jumper up, and sideways if the tank wasn't centered over the explosion. The Thunders usually need to be in the same team with the jumper to prevent auto-aiming. Both Thunders and Strikers can shoot an enemy that the jumper is standing on, that way they auto aim right under the jumper regardless of his team. Where it is useful: This can be a used alone for a jump pretty much anywhere, as long as you can shoot under the jumper. Even on flat ground when the tank is swinging or standing on another tank. When you need to get some extra height in almost any other trick - you can shoot the ground / tank under the jumper. To speed up - you can shoot behind the tank. To help a tank jump over ditches - shoot the wall / cliff under him when he drives off the edge. Help heavy players to make a ramp faster by shooting under them to get them to lean higher on the wall. Name: Hammer Jump Difficulty: 3 Hammers lean on a wall to aim down and hit a jumper after the pellets bounce off the ground, the jumper can be positioned in any way in front of the Hammers and can shoot himself any way he wants (Hammer is the most effective). Where it is useful: To jump up and forward with no need for acceleration, small to medium size jumps. Name: Bounce Difficulty: 3 Video: [ montage ] A tank (usually dictator because of his size) with Ricochet leaning on a house like a ramp, not too steep for the jumper to drive fast on him. The jumper uses Thunder and Wasp, he drives up the helper that leans on the house, when he hits the wall of the house the helper starts shooting up, and keeps shooting until the jumper is out of range. The jumper shoots down as soon as he is aiming down and started flipping away from the house. The Ricochet shots bounce off the wall of the house and keep pushing the jumper away onto the other house. Where it is useful: Where you have two houses close to each other and want to get on one of them from between the houses. Name: - Difficulty: 3 Dictator and Viking, both with Hammer, touch each other with the back of their tank and aim at each other. A Wasp with Thunder stands on top of the Dictator, dips down onto the Viking in a swing motion, both Hammers shoot him and he shoots down to hit himself with his splash. Where it is useful: To jump straight up or forward without acceleration For high jumps and medium length For precise jumps to land on small surfaces such as billboards Name: Wheelie Jump Difficulty: 4 Video: [ montage ] A tank - typically with Hornet and Hammer - swings on the top edge of a ramp to make a wheelie on top of the ramp. Then shoots down at a jumper that drives up the ramp and over him - the wheelie allows the shot down to create inverse impact force and pull the jumper up. Finally, the jumper shoots down, usually with Thunder. Where it is useful: When you want to jump high from a ramp. Name: ??? / Question mark trick Difficulty: 4 Video: [ montage ] A player with Wasp and Thunder leans on a medium height hull (Hunter / Wasp). Starting as low as he can, the Wasp drives higher up onto his helper. When the Wasp is high enough but not close to fully getting on his helper, pushes him slightly and shoots him with Hammer. The Wasp also shoots down with Thunder, the timing of this shot depends on the direction he is willing to go. This trick can be used to jump forward, backward and straight up. Where it is useful: When climbing houses of medium height (or high and far, if you add another Hammer to shoot and push the Wasp from the other side). When you need a medium size jump with no acceleration and on flat ground. When you need a precise jump to land on a very thin surface, such as a billboards and fences. Why this name: This was the only trick we couldn't find a good name for for a long time, and we got used to call it ??? or Question Mark Trick, and never came up with another name for it. Name: Rico Jump Difficulty: 4 A jumper with light hull and Thunder stands on the edge of a cliff. One or more players with Ricochet stand below the cliff and lean on the cliff and aim up, or in other fancy variations aim at something in front of the cliff to get their projectiles bounce to the cliff from them to the cliff. They aim right under the jumper so the projectile hits the cliff and bounces up into him. They all start shooting together, once the jumper gets rotated enough he shoots down. The helpers keep shooting and slowly slide down to adjust the angle of the shot to keep hitting the jumper while he is in the air. Where it is useful: Where you have a cliff in front of a house, works both for close and far houses, just make sure you have the right amount of players shooting with Ricochet. Name: Splash Tower Difficulty: 4 A tower of tanks with Magnum aiming up at each other. The tanks shoot in order from lowest to highest, or at the same time. The tank on top of the tower is aiming away from the target building, and once the tank under him shoots, he shoots forward to push himself towards the building. The same can also be done with tanks leaning on each other at around 45 degrees, or with any other rotation including lying sideways on the ground or flipping the whole tower upside down. Where it is useful: When climbing a building of any size (except skyscraper), just use a taller tower for taller buildings. Name: Line Difficulty: 5 A line of tanks aiming up with Magnum, driving together and each tank shoots when passing under the jumper. Different variations of this trick include building the line of tanks out of sideways tanks that aim up or tanks doing wheelie together, with a heavy tank pushes the whole line to keep it moving, and tricks where the line is static and the jumper is flying above the line instead. Where it is useful: For very high jumps, to get on buildings of any size To climb skyscrapers To lift medium hulls high up
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| OMP | Normal Parkour | Free Fall Parkour | Terms | Archive | Name: Swing Difficulty: 1 A tank drives back, then quickly drives forward, and can also shoot forward to swing more. Where it is useful: To get on other tanks. To make ramps faster. To do the Sandwich Trick. Name: Edge Swing Difficulty: 2 Video: [ montage ] If you slowly drive towards an edge, at some point your front will suddenly sink a little into the ground. If you stand with your front over the edge beyond this sinking point and swing your hull by driving back to the sinking point and then forward as soon as you hit this point, your hull will swing higher. If you have edges on both sides of the hull you can swing on them both and get completely into the air. In space mode it can be used to make little jumps without shooting, that are high enough to get on other tanks but not much more than that. (aka Rabbit Jump) Name: Wheelie Difficulty: 2 A tank standing on his front or back, but not straight 90 degrees from the ground, so he needs to shoot up to stay stable. The most common methods of making a wheelie are: Swinging on a ramp and shooting forward. Leaning on anything to make a very steep ramp and then shooting up with a rapid fire turret (usually with Twins or Vulcan) to start driving in wheelie. Making a steep Corner Wheelie. Where it is useful: When you want to continue a ramp to help someone jump higher from it. To let a jumper jump on you and make an Edge Jump on you to cross more distance in the air at same height or to jump higher. Victory dance! (many players turn in a wheelie when successfully landing) In the Wheelie Jump. Name: Rocking Difficulty: 2 Video: [ single trick ] A simple technique of climbing very small things, especially boxes, without shooting. The best way to learn it is just trying to climb boxes by first getting on their lower part in an easy way, like pushing it and shooting forward, and then try to get all the way up by driving forward and turning to the sides. It is also possible to get on the boxes without shooting - simply hit them at high speed with a tall hull. Name: Round Cliff Climbing Difficulty: 3 Video: [ montage ] Find a cliff that it's top has a round shape, get your tank leaning on the cliff and start driving up and shooting down. Works best with Thunder and a light hull. Where it is useful: When you need to climb a cliff with no help from other players. These cliffs are also useful when you need to lean down from the edge of the cliff and shoot up without falling. Name: Double Shot Difficulty: 3 This is more of a technique than a separate trick. Shoot up with Magnum and use it together with a second shot when the first one lands. Where it is useful: Multiplying the power of your Magnum splash Making splash jumps while driving on flat ground When you need to get the splash effect from where you can't aim with your turret while jumping Very useful in team parkour too, but listed under OMP category since the technique itself is done by each tank separately, and is very significant in making OMP tricks more powerful Name: Edge Jump Difficulty: 4 Video: [ montage ] Drive fast over the edge of anything (including both terrain and tanks), with part of the tank in the air so it can drop down and make you twist on the edge. This transfers some of your momentum upwards and makes you jump. You can shoot down or sideways for a stronger jump or to change direction. The more you twist on the edge, the higher and shorter your jump will be. Where it is useful: This is the most useful trick in OMP, it is used in almost every OMP trick. The most common use is jumping using inner corners (usually over ramps and cliffs). The parkourist drives towards the corner at an angle to drive from one edge to the other and crossing little to no distance in the air between both edges. Another popular use is climbing cliffs (see Cliff Jump) This trick is incorporated in all kinds of complex tricks to make them look more fancy. Name: Cliff Jump Difficulty: 4 Video: [ montage ] Make a steep Edge Jump next to a cliff, turn towards the cliff while doing the Edge Jump to get your tank sliding on the cliff, then shoot down. Where it is useful: Anywhere you have an edge for an EJ next to a cliff. You can also climb walls this way, as long as they are not taller than a cliff. Name: Corner Wheelie Difficulty: 4 Video: [ montage ] A light Wasp with Thunder swinging and then shooting sideways and driving back and towards the side his turret is facing, gets the tank into a wheelie on his corner and then into normal wheelie. A shot down to the ground while in wheelie will turn it into something very similar to the old Leap trick. Where it is useful: To get into wheelie for the Leap trick. To climb small things quickly without needing to slowly make a ramp on them to get into wheelie. Name: Border Jump Difficulty: 5 A tank drives along the border of a map, turns towards the edge and starts falling off the map, then quickly turns back towards the map. There is a bug that makes him go a little through the ground and come back up into the map in a wheelie, then he keeps sliding a bit in the wheelie and shoots down with Thunder to jump. Something similar can also be done with normal edges within the map, but will result in a much smaller jump. Where it is useful: To jump on buildings next to the border of the map that are a little taller than the border itself. To get a little height in jumps within the map using a normal edge. Name: Steps Difficulty: 6 A tank doing wheelie upside down (which is unstable so he is falling) and shooting the ground in time to delay the fall just enough to reload and shoot again. Every shot only gets the tank steeper, but not steep enough to get into handstand or unflip. This makes the tank jump forward in small steps, every shot is another step.
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The tricks are sorted in categories and by difficulty within each category. You can submit videos about tricks, even for tricks that already have videos about them. Video submission requirements: Good visibility of the tricks Only 1 trick per video, preferably repeated in different places and variations. (f.e. you can show the mine jump trick and do as many mine jumps as you want with as many variations as you want. But you can't mix in another trick, so you can't show both mine jumps and wheelie jumps in the same video) I recommend you to watch existing parkour dictionary videos for an example
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Well, you mention what turrets and hulls are used in parkour, but it doesn't really help a lot. All turrets (ALL turrets including firebird, freeze and isida!) and hulls can be used in parkour. You better discuss the advantages and disadvantages of every turret/hull in parkour. I'll start with wasp. Wasp is great for climbing stuff alone, it has a perfect shape for it and it's so lightweight. I prefer using Wasp M1 with fully upgraded speed, wasp M2 gets way heavier which is bad for mine-jumps, tank cannons, twins elevators (3 twins M1 can bring wasp M1 to the top of a skyscraper, but it's hard to control it so the wasp will fall to the side unless you make it really perfectly or add more tanks to shoot the wasp back into the twins elevator), wall-climbing, thunder-jumping and many other things. Wasp is not a perfect ramp, but it is possible to bring players on houses using wasp-ramps. Wasp M1 with fully upgraded health can survive a mine with double armor so it can jump on mines without standing on another player which is useful in many cases. Wasp's shape - not wide at all but high enough to make him stable when flipped on the side make him a even better mine-jumper because the chance of it landing upside down is very small, as it can stay on it's side very easily or roll around and get back on the wheels before stopping. It also can be easily rotated in the air by it's own weapon which helps landing not upside down even more.
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Having heavy hulls in the game doesn't make it more balanced for light hull players, because they like dynamic gameplay and speed, taking a slow heavy hull that makes their favorite playing style impossible is not really a solution because it creates a bigger problem for them. Players would still use it, shaft can shoot weaker shots quickly after the fully charged shot, so they can still keep attacking and dealing damage without having to fully recharge. This is much better than railgun because if railgun will leave a player with 1 hp he will have to fully recharge to finish him off while shaft can just add a little weak shot and destroy the target. Shaft got so many advantages, even the tanks he can't one-hit he can destroy using few quick weak shots after the fully charged shot. I guess many players don't understand it because they are used to only shoot fully charged shots all the time, but once the shaft will get nerfed these shots will be needed and players will start using them. The thing is that shafts can just aim at the exit of your base and when you just show up before you even see the shaft you die, there are ways to win shaft in both short and long ranged battle but in long ranged battles shafts are just too OP. They kill players from far away and in large maps they can stay unseen for a long time. And even if you know where the shafts are, it will be really annoying to not be able to use some of the exits of your base. It's like having a kill zone for light tanks there. Before shaft was added to the game I was NEVER as annoyed as now, even druggers were a smaller problem than shafts for me - and I'm not a drugger.' You can easily flip a drugger or make him miss you, but you can't do the same for shaft that you don't always know where he is. And killing them once won't help because they will just come back and keep doing their thing. Sniper can one-shot PEOPLE but NOT TANKS, a sniper who can one-shot tanks is overpowered crazy SCI-FI thing...
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Anti-cheat system works like anti-parkour system
SwiftSmoky replied to SwiftSmoky in Anti-cheat system works like anti-parkour system Archive
I get disconnected for foul play when I mine-jump, and it happens way too much.... I lost tons of mines and drugs because of getting kicked when the tank I stand on is hitting the mine on high speed. please fix that, it's really annoying! -
oh no thankyou, I had enough of these druggers and I'm so happy that the game became a little bit more fair now... I understand you love this power but the ones who don't have it or don't wanna use it really HATE those who do. You are probably some heavy tank that doesn't get killed by shafts in 1 shot, or a drugger. Or you just play with noobs.
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So, let shaft ruin all the long ranged battles and let wasps and hornets play only short ranged battles, great idea! Shaft is definitely overpowered and needs to be nerfed so it won't 1-shot ANYONE otherwise it's really unfair, it's not fun to get out of the base and get shot from nowhere and just die. In battles with many shafts it's just impossible to get out of the base without drugging... Having shafts in both teams doesn't make it any better, shafts usually don't fight each other because this way they all get way more kills and friendly shafts always flip light tanks that move in front of them... And if shafts can 1-shot only light tanks at the highest ranks, it doesn't mean everyone with lower rank still suffers because of them.
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