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Night-Sisters

Tanker
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Everything posted by Night-Sisters

  1. Night-Sisters

    Homeschoolers Club

    Well, Off Topic Discussion can get a little crazy sometimes. However, there are other thought-provoking discussions\debates going on out there. You just have to find them. :P The Rangers Apprentice series is a 'fun read'. The writing isn't particularly challenging, but John Flanagan can really tell a story. And he keeps the action level intense throughout all the books. It might be worth a look.
  2. Night-Sisters

    [Issue 43] Shortcuts In Battle

    I sincerely doubt that. ;)
  3. Night-Sisters

    [Issue 44] The Pathological Miner

    Mines; though not a common sight outside of Parkour matches, they lend a truly explosive element to gameplay. All bad puns aside, mines really are a complex, deadly asset to every tankers arsenal. Available from the rank of Master Corporal ([rank 5]) and costing 50 crystals in the garage, they require ingenious and tricky use that adds a rewarding layer of interest to combat situations. Sadly though, it is only too often that the potential of a stash of anti-tank landmines is lost as time and time again, tankers utilize that beloved #3 to extricate themselves from a sticky situation. It's an unfortunate, but highly exploitable state of affairs; if mine deployment isn't registering on an enemy's radar, he\she won't expect it from you. Author's Note: Right, I think that'll just about cover the intro blather. I shall move on to an insanely challenging, intrinsically demanding, frighteningly oblique question that is difficult in the extreme. What is a mine? Oh, wipe that disappointed scowl off your face. It'd be a sad world indeed if a girl couldn't engage in a bit of sarcastic hyperbole every now and again. Anyways, returning to the question at hand... The answer to that, is this. But with regards to Tanki, I'd hazard that the diagram beneath this sentence is most pertinent. A mine is a trigger-activated explosive device with a minimum damage count of 120 and a maximum of 240. Now I know the top damage number may look really impressive -240 is more than enough to take out M2 Dictator- but you'll have to take that with a grain of salt. "Technically" a mine can deal out that much destruction...but only under perfect conditions. Due to less-than-ideal circumstances, the stress of battle, and strangely uncooperative victims, the actual inflicted damage usually falls into the 180-185 range. The practical implications? You'd have to be quite lucky to take out a M3 Hornet with only one mine. Any of the more-heavily armored hulls will definitely require two. And, the other illustration components are various smart cooldown times. The picture is self-explanatory, so I won't offend your sensibilities with a pointlessly long-winded dissertation on the topic. Deployment Compliments of Tanki Wikipedia, the diagram above depicts the location of the 'mine dispenser': it sits at the very center of the tank, on the axis point of where turret meets hull. This isn't particularly important when it comes to run-of-the-mill, humdrum mine placement...but when attempting the more difficult stunts, it is soon apparent that the dispenser is awkwardly far back. To assure accurate mine placement you will need to overcompensate with your driving. Also, keep in mind that after deployment, a mine has a one-second 'arming' period. Careful...that arming period may seem insignificant, but if a M3 Wasp or Hornet hot on your tail has the speed to drive clear over your mine before it's primed. Defensive Mining Woah there. Don't just skim over this part with a casual "Been there, done that. Ya drop the mines around the flag, blah, blah, blah." Please. There's so much more to defensive mining than just dumping your explosives by the flag and waiting for an enemy to arrive. You need to be proactive! Place your mines further out, on the high-traffic choke points. Mine pressure areas...escape routes. Put 'em in unexpected places and it'll make your enemies cautious: every meter of ground they cover could be their last. Of course, mining the direct vicinity of the flag does make up a large part of stout defense so if you have the time, patience, and wherewithal to stay alive, a heavily mined flag is nearly impenetrable. In DM mode, where self-preservation is the modus operandi, a well placed mine functions as a temporary, nearly invisible "wall" to be thrown up at a moments notice. This is especially useful for the high caliber weapons; Rails, Shafts, Vulcans, and Thunders - anything with a significant reload time can benefit hugely from deploying mines defensively. Offensive Mining Tactics You should deploy a mine... -when you are being followed closely by another tank. It takes determination and cool precision to reach for #5 to extricate yourself from a sticky situation. If a Viking\Flame with double armor is stampeding towards you, the knee-jerk reaction is to fumble around for a DD while hastily driving backwards. End result? You get off maybe one shot and deal very little damage to the hulking monstrosity before you crash and burn. The Viking pushes past the remains of your dead tank, taking its destructive onslaught elswhere. A mine, however, can even the odds a bit. Imagine the same Viking\Flame is again barreling towards you. This time, while moving backwards quickly equip shield and lay a mine. Your opponent now has three choices: cease and desist, slow down to maneuver around, or run over the mine. If your assailant should select option one or two, you'll have plenty of time to make your escape. Choosing to simply take the hit and continue pursuing will weaken the Viking considerably. You should now be able to easily make the kill. End result: You live. -when you are retreating with the flag. Congratulations. You've just managed to snatch the enemy flag and are currently on your way back to base. However, the rival team is dead set against this, and they're all stampeding after you screaming bloody murder. Do you politely give the flag back, roll over, and play dead? Heck no! Lay a mine, preferably in a choke point, and skeddaddle out of there as fast as possible. With a bit of luck, some unfortunate enemy will drive over it. Boom, dead. Any other pursuers who were hot on your tail now have the remains of a dead tank to push through. One mine, and you've created enough of a diversion to get away. Good deal. -on a 'ghost' tank. Don't view an enemy 'ghost' as just a tank waiting to respawn...consider it a turkey an opportunity ripe for the plucking. Do a smooth drive-through and lay a mine in the ghosted tank of your opponent. When they materialize fully, the mine will activate. Talk about spawn-killing. -on a spawn point. This is a bit like laying a mine on a ghost tank, minus the tank. The idea here is that if you know where the spawn points are, you can anticipate the arrival of an enemy tank by laying a mine. For obvious reasons, this is only effective in a Deathmatch. -on a supply drop You can't chuck mines at the enemy...so, bring your opponents to the mine. Deploying an explosive on an empty drop zone is perfect because the next tempting supply box that falls will completely cover the mine, rendering it invisible to even the closest inspection. The first tanker to drive through the pickup will find it a bit more than they bargained for. I reserve a special affection for mining the ol' health drop site. The wounded flock to it, thinking to restore their damaged health. But just as the repair kit begins its work and the injured tanker lets out a sigh of relief at this auspicious second chance, an untimely explosion snatches away the last remnants of life. There are those who would call use of this tactic back-handed, mean-spirited, and low. I'll admit that they might have a point, but it is also undeniably and satisfactorily effective...so if you can't beat 'em, join 'em. ;) "You can't chuck mines..." Yeah, no duh Sherlock. These ain't flippin' hand grenades, after all. -on a gold box drop zone If rigging a supply drop to explode is low, then mining the location of the gold box drop is the meanest, rottenest, most despicable trick to ever hit Tanki Online. It's guaranteed to produce cries of 'nub mult hacker noob' and give you insta-enemies galore - unless, of course, your mine causes some lucky tanker to careen directly into the descending gold box. In that case, you've just made yourself a brand spankin' new BFF. Congratz! Ending Blather Because all things, good, bad, or ugly, must eventually come to an end. This really is just the tip of the iceberg on all the various uses of the mine. Their versatility is only limited by your imagination and penchant for use. Just keep an open mind, and you'll soon see opportunities to be taken advantage of, mind games to play, and opponents to befuddle. And, of course. Watch out for mines. ;) *A special thanks to @Prince_The3rd, @DarthMaul667, and @opres667 for your assistance with the pictures. You're awesome, guys!
  4. Night-Sisters

    Homeschoolers Club

    Oo, srry. Astrophysics and Calculus are the same too. :blush: Slip of the tongue.
  5. Night-Sisters

    Homeschoolers Club

    Alex Rider... :blink: Couldn't make it through the first book. But the Ranger's Apprentice series is pretty darn good. Have you ever read Brotherband? (By J. Flanagan) Itsa crazy interesting story.
  6. Night-Sisters

    Homeschoolers Club

    The curriculum is as varied as the parents that teach. The basic rules of grammar, math, science, etc. are the same. :lol:
  7. Night-Sisters

    Homeschoolers Club

    Without a doubt. ;) C'mon, it's a guy fighting against all odds to get home to his wife and son. He has only his wits to survive the ravages of war, angry gods, Circe, Calypso, and a large helping of stupid idiots. And when he does finally get back, it's only to encounter more trouble on the home-front. To me, it's a great plot. Just takes a long time for the story to unfold, and the depending on the translation you get, the language can be difficult to decipher.
  8. Night-Sisters

    Homeschoolers Club

    I like many, many books. ^_^ Lord of The Rings, The Book Thief, the Odyssey, (Homer's brilliant. Just sayin'.) Artemis Fowl, the original Percy Jackson series, To Kill A Mockingbird. The Thief. I could go on. :lol: Wbu? (Dare I ask? :lol:)
  9. Night-Sisters

    Homeschoolers Club

    Age: 16 Real name (optional): Sarah Country: USA English level (1/10): 1. Ain't it obvious? :P Have you ever been banned?: Ehh..do 5 minute flood banns count? :lol: Are you polite?: Yup. Are you a homeschooler :rolleyes:: Yes. Why do you want to join this club?: Because homeschoolers are generally awesome. Want to say a few words about yourself?: I like books, mountaintops, and guitars. Especially blue ones.
  10. Night-Sisters

    [Issue 43] The Pathological Drugger

    Traitor :o :lol: :lol: :lol:
  11. Night-Sisters

    [Issue 43] The Pathological Drugger

    :lol: :lol: :lol: :lol:
  12. Night-Sisters

    [Issue 44] The Adventures of a Nublet

    The Adventures of a Nublet Greetings. My apologies, but Night-Sisters had a large amount of Biology homework to complete, so it is I, , who will be crafting this article. Further introductions are unnecessary, as I am quite familiarly acquainted with the lot of you. "What?" You inquire. "How in the world would this nublet fellow know me?" I am glad you asked. You see, I am the the physical manifestation of the multing impulse that resides within all Tankers. Deny it if you like, but you and I both know of that little voice inside that tells you to 'accidentally' flip a teammate off the edge in Monte Carlo...with the flag. Or to mult in a tied battle, ripping victory from the grasp of your beleaguered team. I am that voice. So, without further ado. I give you, The Adventures of a Nublet. Date: Unknown. Time: 1300. Location: Boombox. It was a fine day in Tanki. The sun was shining, heated battles occurring, and I was winning in Boombox. The duel was fast-paced, and my opponent worthy, but the score was 5-3 in my favor. For some time, we battled happily...and then, it happened. Exhibiting a remarkable show of poor driving, my opponent flipped. Nub mult troll that I am, I left the poor wasp on his head, and proceeded to capture another two flags. Suddenly, at the bottom in chat: Aha! What an opportunity! #rekt. Date: Unknown. Time: 1318. Location: Farm. Having had enough of Boombox for the day, I browsed into a tempting Farm, CTF. My team was losing, 5-7, but we were on the up-and-up, and a win seemed to be within grasp... Well. It didn't take me long to remedy that! Equipping my trusty Mammoth, I proceeded to protect my flag. I am pleased to report that not a soul got past my ponderous bulk. Date: Unknown. Time: 1325. Location: Fort Knox. I was busy multing in Fort Knox, taking great pains to construct a perfect D\L ratio of 0 and 18. My teammate grew frustrated with my evident trolling. I soon set her straight. Date: Unknown. Time: 1337. Location: Polygon. My gaming time was almost up, so in celebration of such a productive day, I decided to splurge a little and swing by a personal favorite: Polygon DM. Upon joining, the sight of a cumbersome Mammoth\Smoky sent me into the seventh-heaven of trolling ecstasy. I quickly threw on my trusty Wasp and when the opportunity presented itself, I nipped inside the spawning ghost of my lone opponent. Confused, it tried to escape from my evil clutches and respawn fully. But...hehe...due to mammoth's physical limitations and my savvy driving, it simply couldn't. I followed the beast hither. And thither. And over yonder. Finally, driven to near-insanity by my perpetual harassment, the behemoth chunk of flubber stopped to pour a heart-wrenching plea of despair into the chat. Satisfied with my work, I logged off for the day. Trolls complete. This is signing out.
  13. Night-Sisters

    When you were a nub...

    :lol: Aww, today's WO5's have it so easy. Little do they know that you used to play gissimos at that rank. B) Yep, I remember my first Generalissimo kill on Island at WO5. M3 Mammo\ M3 Twins. Crazy.
  14. Night-Sisters

    [Issue 43] The Pathological Drugger

    Yeah. Surprise :rolleyes:
  15. Night-Sisters

    [Issue 43] The Pathological Drugger

    Well, you make some interesting and valid points. (And don't apologize for coming on hard. I'm not one to shrink from a good argument. ;) ) So, here goes. No, I'm not a fan of buying supplies or supply kits. It is my personal belief that purchasing one of those kits is a complete waste of crystals, espc. since daily missions are a way to obtain supplies for free. That being said, this is an article, and it's supposed to be useful and not just about my opinions. I tried to incorporate plenty of information in a way that's both engaging and memorable. I think we can both agree that a Double Damage costs 50 crystals. And that equipping a DD in battle tends to increase the number of kills you make. By saying "For only 50 crystals, you can get a decently good kill return" the intent was to state that if one were to go out and purchase a single Double Damage for 50 crystals, then that DD might be able to pay for itself - if used efficiently. this disgusting update made the use of the first supply mandatory (due to cooling effect), influencing all the other players to counter use at least one (or more). Smart cooldowns did not make supply use mandatory. It is your choice to press 1 2 3 4 or 5. "hey guys, I will show you how to handle this weapon effectively. I will not comment, however, on the ethical, political or socioeconomic correctness of gun use". Tip of the hat to a good argument. :) All I can say is that Supply use is a loaded subject and I tried to tread carefully. Whether or not I succeeded...well, I leave that for you to decide. What do you think is the right attitude when many players don't have the means (crystal funds) to upgrade their combos and are forced to use supplies - the easy way - instead so that they get e decent fund? Save crystals and get that good combo. Play with people of your rank or below, and the 'M' gap generally won't be there. And again - no one is forced to use supplies. That is a choice. Also, if the druggers are really getting to you, go for that pro pass. I understand that it costs crystals, but if you really, really hate drugs then it will be well worth it. Druggers are Noobs. noob [no͞ob] NOUN informal a person who is inexperienced in a particular sphere or activity, especially computing or the use of the Internet. So...druggers are inexperienced? Nah, I've seen plenty of gissimos who use supplies. Thus, unless you are willing to label every single player who has every used a supply as a newbie, you cannot make the blanket statement that druggers are noobs. Thanks...it was interesting to think this out. ^_^ If you have any other disputations\questions, be sure and post them. :D
  16. Night-Sisters

    [Issue 43] The Pathological Drugger

    Thank you everyone. :wub:
  17. Hold fast when you can, compromise when you need to.
  18. Night-Sisters

    Congratulatory post

    I've eaten a lot of chicken in my life. No comment. Lol thx :)
  19. Night-Sisters

    [Issue 43] The Pathological Drugger

    A Guide to Everything You Already Knew About Supplies (And Then Some) Drugs. Pickups. Consumables. Supplies. These are just a few of the many appellations given to a controversial aspect of Tanki Online. Namely, drugging. _____________________________________________________________________________________________________________ It's an age-old debate. Is prolific drugging acceptable? Is it cheating? Does one have a moral obligation to bawl out 'noob drugger' at any who dare make use of their supplies? The opinions on this subject are as wide and varied as the tankers themselves. But, despite being a self-proclaimed guide to drugging, this article is certainly not a commentary on the ethical, political, or socioeconomic correctness of supply use. Ya'll can hash that particular debacle out on your own. No, this piece was written to help you make effective use of supplies and drops: after all, if you must drug, you might as well do it successfully. Now I know what you're probably thinking. But I already know how to use my drugs...it's really not that hard. An excellent point, my oh-so-astute reader. ;) However, allow me to point out that there is a difference between using supplies, and using them well. So keep reading...you might might just learn something. _____________________________________________________________________________________________________________ Okay, first things first. Before you can even think about using drugs, you have to know how to get them. So, there are three ways to obtain supplies. - You can receive them for completing your daily missions - Find them as pickups in-game - Spend your hard-earned crystals and make a purchase. I am a firm believer in the first two methods, as it is my opinion that there are better, more inventive ways to fritter away your crystals. Hey. Reader here. C'mon, even noobs know how to get supplies. That was hardly a mind-blowing revelation on drugging. Ah well. Since you insist, we'll move on to a matter that, by and large, has left the general public in a state akin to bewilderment. Smart Cooldowns -,- Oh, don't give me that disgusted look. It's a fact of life that the devs rigged the supplies to randomly launch into cooldown mode whenever they dang-blasted feel like it, right? Wrong. Truth be told, smart cooldowns are a logical, carefully implemented system, and they are definitely not random. Since the cooldowns are a precisely timed cause-and-effect, tankers can kick-start a beautiful drugging career by familiarizing themselves with this unique structure. See, supplies are divided into three main groups. Primary Supplies Secondary Supplies Tertiary Supplies Take a moment to familiarize yourself with the above pictorial aide. You have it? Good. Three facts imperative to understanding smart cooldowns: Fact 1: Equipping a primary supply will send both the opposite primary and secondary supplies into respective 30 and 15 second cooldowns. It will be 15 seconds before you can use the same supply again. Subtract the scientific jargon, and it simply means this: if you equip a DD, both double armor and speed will grey out. Or, for those who like a good visual aide, the concept is neatly illustrated below. Fact 2: Equipping your lone secondary supply (speed) will send both primaries ricocheting out of reach for 15 seconds. Fact 3: Using one of your tertiary supplies will send both primary supplies and the other tertiary supply to grey. Minus the mumbo jumbo, this means that if you equip a health, double damage, double armor and your mines will become inaccessible: the primary supplies for 15 seconds, and the other tertiary for 10. Using Supplies Right, so we've covered the ins and outs of obtaining drugs and are well on our way to understanding smart cooldowns. Now it's time to get into the meat of this sandwich article. The supplies themselves. Repair Kit: Restores 200 armor points per second and reduces burning and freezing effects for 2 seconds. At 150 crystals, the repair kit is the most expensive supply available. It's also the one you're least likely to get for your daily missions, so tactful and sensitive use is the name of the game. As far as equipping this supply goes, it's probably best to save them for high risk\reward situations. Such as capturing flags or taking golds. Despite the cost, I see a lot of gratuitous 'healthing' in battles: especially in DM mode. Now, while I do understand the joy of maintaining that perfect D\L of 15 and --, I must protest, and say that one should generally avoid equipping repair kits in a Deathmatch. Of all the inane, stupid, ridiculous things to say!!!! Health-ups help me kick butt in DM all the time. Yes, yes, I understand...but consider this. From a purely fiscal standpoint, it's just not worth it. Because, while capturing a flag on a full Serpuhov may end up reimbursing you your 150 crystals, (and taking a gold certainly will) preventing one death...won't. The crystal return you receive from 'healthing up' in DM simply isn't worth it, so save these guys for when you really need it! As far as drop boxes go, the repair kit is in unique class all by itself. It is a localized gamechanger, only affecting the actions of tankers in a close proximity to the drop zone. Since you can't pick up a health and 'carry it with you', the best advice I can give is this: be aware of the locations of the health drops and plan your routes of attack and escape accordingly. *A Small Side Note: Please, while in team battles, remember to be courteous. If you are not in current need of a repair kit, don't make the novice mistake of senselessly driving through your team's only health box. Double Armor and N2O: 45 seconds of speedy invincibility. Double Armor and Speed complement each other like chocolate and vanilla. Salt and pepper. Pineapple and Pickles. Say whaat? Look, you wanna argue or you want to read? If you have a problem with my taste, then, by all means, take it up with my lawyer. ^_^ Anyway, using these two supplies in conjunction is perfect for hit and run attacks. Assuming you're not a mammoth, (#even-heavier-armored-snail on speed) the idea is to dart into the enemy's base, absorb what damage is dealt and make a quick getaway before being overwhelmed. Without the shield, you'll die before you reach the enemies flag. Lose the nitro, and you'll never make it home in one piece. Together, they are a perfect, deadly combination. Ha! Score one for logical fallacy. You yourself just finished pointing out that equipping a double armor will send a speed into cooldown. (Or vice-versa.) Indeed I did. And, my beloved reader, my answer to you is this: Use. Battlefield. Pickups. Wisely. Double Damage: Equip it, and you get 45 seconds of sheer, inspiring awesomeness. Okay. I'll admit it right now. In case you haven't noticed, I'm a bit biased towards double damage. I've always loved the dominating power of a tank on DD. So, the best ways to use this drug? Well, you could diddle around your flag base, watching the grass grow and the mammoths attempt to get from here to there...or you could attack, mowing down rows of enemies in your destructive onslaught! Hold a minute. Reader here. Could you be any more biased? :angry: No, I don't think so. Moving on. In my opinion, this is the single most useful supply in DM mode. For only 50 crystals, you can get a decently good kill return - if you use your stash wisely. A DD turns the short-ranged guns into localized dealers of death-doom-destruction-and-despair, while allowing weapons with a longer reach to to rain down a terrifying barrage of deadly sniping. Study your keyboard: memorize the location of #3, and make good use of it. In Summary: - Be sure to use drugs and drops in tandem. Make wise, informed decisions about the supplies you choose to equip, and always keep the smart cooldowns in mind. - Remember that different game modes, maps, and situations require different tactical approaches. There is no 'one-size-fits-all' on Tanki. _____________________________________________________________________________________________________________ And that's it! Hope it was worth all the time spent slaving away reading, and happy drugging.
  20. Night-Sisters

    Your favorite musical instrument?

    Electric Guitar all the way!!!! This one's mine :) :wub: http://postimg.org/image/fgdv7t0fz/ Though a good cellist sounds great, and organs are wonderful.
  21. United States of America. Can ya add me? :)
  22. Night-Sisters

    Let's Discuss Books

    I actually found the White Company in a PDF format online... it probably wouldn't take too much searching to unearth it. Yeah, the Book Thief is so, so good. Well worth the time spent. :D
  23. Night-Sisters

    Let's Discuss Books

    Check to Calvin and Hobbes!! Good stuff :) Since you mentioned Sherlock Holmes...have you ever read The White Company by Sir Arthur Conan Doyle? The Book Thief (Marcus Zusak) is amazing as well.
  24. Night-Sisters

    Ask Me Anything!

    Y'know how much wood a woodchuck could chuck? (If it could chuck wood) As much wood as it could chuck.
  25. Night-Sisters

    Foods you hate?

    Roadkill? :huh: :lol:
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