Jump to content
EN
Play

Forum

colindestroyer77

Advanced
  • Posts

    140
  • Joined

  • Last visited

Everything posted by colindestroyer77

  1. colindestroyer77

    Tanki Gameplay Styles: Which on are you?

    Gameplay Styles: Which one are you? Hey guys! :lol: As most of you know, there are several different types of players in TO along with their own unique playing styles. So I've gone through a couple them and given you some details. I hope you enjoy! The Attacker These tankers spend most of their time in a battle penetrating and breaking through into the enemy’s base. Whether it is to help capture a point, take the flag or rack up some kills in TDM against some unsuspecting tankers, as long as it’s attacking, they’re up for it… even if they’re attacking with Firebird and there are several Shafts guarding the enemy base. :unsure: Gameplay Attackers use a wide diversity of turrets which are also dependent on the maps. Maps that are small or have lots of buildings and walls to provide refuge will have attackers using short range turrets. Mid-ranged maps will have a mix of weapons and large maps with open areas will force the attackers to equip long range turrets. Due to their constant attack, they are usually outnumbered in a skirmish and their D/L is usually pretty low. Pros: These are the guys that will capture the flag and fill up the capture points. Essentially, these players are the ones that win you and your team the game. Cons: Worst case scenario, a constant attacker will not defend the flag if it is being taken or threatened to be taken. Rather, they go on ahead and attempt to make it a stand-off. Although the Attacker may be capturing flags, he isn’t helping in defense. Also, when a teammate needs help, whether it is because he is going up against someone with supplies or is simply outnumbered, the attacker will not come to his aid, ultimately resulting in his teammate’s demise. Taking them down... The best way to prevent these guys from taking your flag is really just some basic and straighforward defense. Since they're usually not with others and are typically attacking alone. Since they usually make rash decisions in their attack strategy, this makes them easy to take out. Equipment Hulls: Wasp, Hornet, Hunter, Viking, Dictator Turrets: Smoky, Railgun, Thunder, Freeze, Firebird, Ricochet, Twins, Hammer, Isida Protection: Against any paint that reduces damage from Shaft, Railgun, Vulcan, Striker, and Magnum. Maps: Every Map Game Modes: CTF, CP, TDM, ASL Supplies Used (per hour) Double Damage: 0-10 Double Armor: 10-25 Speed Boost: 5-15 Repair Kit: 0-5 Mine: 0-1 Other Statistics D/L: 0.50-1.50 The Defender These tankers only concern themselves with the defensive aspect of the game. Please do not mix up defenders with a camper (which is another style of play). Defenders are the ones who generally sit around (or on :lol: ) the flag. They usually don’t deal damage to other players unless they are nearby, which generally means taking their objective, which usually is the flag. Gameplay Defenders use almost every turret and heavy hulls. Any turret has the ability to deal damage to the opposing team when they try to reach their goal. However there are some preferences. For example, Freeze along with Mammoth is a classic but infuriating defender. :angry: Defenders can be spotted pretty much anywhere unless you are playing in a tiny map since there isn’t really much point to defending in those scenarios. If there is a flag to guard they’ll be there, ready to take down anyone who dares to take a shot at it. With their strong hull and decent attack power, defenders can rack up quite a few kills in some battles and have a respectable D/L to follow suit. Pros: These players are the key factors in not letting the enemy team take your flag and thus winning the game. This will give your team a chance to capture flags themselves. Cons: Defenders do not help in the attack whatsoever, so you can’t rely on them for numbers in an assault or as backup. Never assume that they will help take down your pursuer if you’re in serious trouble. If your team can not muster up any offense, your defense will probably shatter at least once or twice which will still end up in a loss. Taking them down... Just launch larger attacks. Although a Mammoth + Freeze is an exceptional defender, it probably can't handle 5+ attackers at once. If need be, use a double damage to wipe him out. If you're in a small battle with two or three more people and there's a defender camping on the flag, you're going to be in a lot of trouble! Equipment Hulls: Mammoth, Titan, Viking Turrets: Freeze, Ricochet, Twins, Thunder, Firebird, Hammer, Magnum, Striker, Railgun, Vulcan, Isida, Smoky, (maybe) Shaft Protection: Against the turrets that The Attacker uses. Maps: Any map besides tiny ones or ones that do not have CTF as a Battle Mode. (No Arena, Duel, Island, Ping-Pong Game Modes: CTF, ASL Supplies used (per hour) Double Damage: 0-5 Double Armor: 5-20 Speed Boost: 0-1 Repair Kit: 0-10 Mine: 5-25 Other Statistics D/L: 1.25-2.50 The Camper These players are notorious for being called "noobs" for their style of play. However, in my opinion, it is a legitimate tactic that kills or at least damages the other team before they reach your base and vice versa. Not only can you help with defense, but you can help your team when they launch an attack by taking down defenders from the opposing team. The best thing about this tactic is that you can help your team both on offense and defense simply by turning your turret in the either direction. ;) A camper’s favorite spot is behind cover somewhere in the middle of the battle or around the perimeter of their base. If they rack up enough kills, the enemy team will forget about the flag and will only go after you. Trust me, it's happened to me many a time. :D Gameplay Campers generally use long range turrets so they can help with both sides of the game, especially turrets that have damage that does not decline over distance. (I.e. Shaft, Railgun, Striker, Magnum). Pretty much any hull is fair game for a camper. Though I wouldn’t recommend light hulls as your goal is to take out enemies without being taken out yourself. Since they love to play using the peek-a-boo tactic and they usually stay behind solid cover, the D/L of a camper is usually fairly high. Pros: Campers can help the team with a quick transition from offense to defense causing the enemy team to be overwhelmed, overpowered, and overtaken no matter what they do. Cons: Campers do not help in any of the dirty defending or attacking. Although they do help their team play strong defense then aid them in a powerful attack, they can’t pick up flags that are lost or help in delivering blows to an attacker with full supplies. Sometimes, campers tend to forget about the main objective of the game (which is winning) and will be more focused on only taking out enemy players and nothing else. -_- Taking them down... Campers can be pretty tedious to take down. Although they are practically never in their main base, they are still within a safe distance. That way, his teammates can take you out before you can reach him. Your best bet is to use a long-range turret, especially Shafts. With Shaft you can turn them to scrap, even if the tiniest bit off their hull or turret is showing. Equipment Hulls: Hunter, Dictator, Viking, Titan Turrets: Shaft, Railgun, Striker, Thunder, Smoky, Vulcan Protection: Against every type of turret. It will vary depending on the equipment of the opposing team. Maps: No small maps. Camping is literally pointless in these scenarios. (No Duel, Duality, Sandbox, Ping-pong, Boombox, Short Bridge, Island, Arena) Game Modes: CTF, CP, TDM, DM, ASL Supplies Used (per hour) Double Damage: 5-30 Double Armor: 5-10 Speed Boost: 0-5 Repair Kit: 0-5 Mine: 0-5 Other Statistics D/L: 2.00-4.00 The Assistant The Assistant is a generally all-round player that helps wherever help is needed. If the team is lacking on defense, he will change his equipment for the occasion and will pitch in on the defensive end. This is the same as when the team is lacking offensive power. These players read the battle well and often contribute advice to teammates via the team chat about oncoming enemies or weak places in the enemy’s defenses. These players love strategy and have put their master plans to the test in many battles. Unfortunately, not everybody listens to these people. :( Otherwise, we’d have some pretty intense battles. Gameplay The Assistant will use any hull and any turret. He chooses based on what his team needs or what is required for them to win the game. However, a popular choice for Assistants is Isida. Assistants usually love to help everyone and one of the best ways of doing it in Tanki Online is by restoring someone else’s health. Because of The Assistant’s all-round gameplay and skillset, their D/L is generally pretty solid. Pros: An Assistant can help your team in many more ways than one. They can play on both sides of the game while helping their team in the process. If you have one or several of these players on your team, listen to them and be thankful for them. ;) Cons: Assistants may come off to some as bossy individuals. Some players do not want to listen to these types of people since they want to play how they want to play, based on their equipment and skill set. However, this isn’t a terrible problem. Besides that, Assistants are generally very supportive and so there isn’t much to say about them in relation to causing problems. :) Taking them down... Assistants can be first-class targets for the enemy team since they are the ones who are leading attacks and aiding with defensive maneuvers. Just do your best to take them down when you can. Make sure they are nearby, or even at the top of your hit list. Use a double damage if need be. Equipment Hulls: Wasp, Hornet, Hunter, Dictator, Viking, Titan, Mammoth Turrets: Isida (espeically), Railgun, Shaft, Thunder, Smoky, Magnum, Striker, Vulcan, Twins, Ricochet, Firebird, Freeze, Hammer Protection: Against any turret. Protection will vary, depending on the equipment of the opposing team. Maps: Any map. However, some Assistants may have preferences. Game Modes: CTF, CP, TDM, ASL Supplies used (per hour) Double Damage: 0-10 Double Armor: 0-15 Speed Boost: 0-10 Repair Kit: 0-5 Mine: 0-5 (*Note: The use of supplies varies depending on what style of play the Assistant is using.) Other Statistics D/L: 1.00-2.00 The Sacrifice This type of player is willing to put everything on the line for the game and will willingly give up his tank (and his D/L :mellow: ) for the sake of his team. If you need someone to distract the other team so that there will be a hole in their defense, this player is the perfect choice. If you want someone to block your pursuer while you’re taking away the enemy flag, this player again is the picture-perfect option. Do you simply need someone to take shots from the open for the sake of simply weakening the enemy; once again, this player is the flawless alternative. B) Gameplay These tankers generally use heavier hulls along with weapons that deal great damage at close range. Since their primary goal is to distract and attack, they need equipment that will last so that the distraction will last longer and a powerful turret that will weaken the defenses for his teammates’ attack that is to follow soon after. If one of these players happens to be on your team, use him to his full potential. ;) Since these individuals sacrifice themselves for the team, their D/L is usually very low. <_< Pros: The Sacrifice is perfect for distraction before an attack, weakening an opponent before an attack or providing maximum backup for the flag carrier. These players can be exceedingly handy when used properly and can be the key to success in most matches. Cons: Although The Sacrifice is good for weakening opponents and causing disruptions and disturbances, it does not always work. If it doesn’t, The Sacrifice is obviously utterly futile and now he’s just wasting a slot for another member that could be more supportive for the team. This places you at an immense disadvantage. :( Taking them down... Try not too get too distracted by these guys. Since making a disturbance is their main goal, only focus on them if they are one of the few ones standing after a skirmish. Or you can try to assign a specific teammate to the job of concentrating on this player, instead of the entire team. Equipment Hulls: Mammoth, Titan, Viking, Dictator Turrets: Firebird, Hammer, Freeze, Twins, Ricochet, Thunder Protection: Against any turret. Protection may vary depending on the equipment of the opposing team. Maps: All maps, but more often than not in medium and large maps. Game Modes: CTF, CP, ASL Supplies Used (per hour) Double Damage: 0-5 Double Armor: 0-10 Speed Boost: 0-1 Repair Kit: 0-2 Mine: 0-1 Other Statistics D/L: 0.25-0.75 The Backup This person generally is in the back of the assault on the enemy base or goes in a couple seconds after the flag is taken. The main role of this player is to provide backup for the flag carrier, either by blocking/taking down enemies that are running after the flag carrier, or taking the flag when the flag carrier loses it. However, he stills pays attention to defense and if they need to help to stop a drugger on the defensive end he will pitch in and do his part. :D This player is handy for dealing the final blow to already damaged enemies and/or finishing the job of bringing the flag to the capture point. Gameplay The Backup generally uses a weapon with a quick firing rate so that it can finish off already dented enemies along with a fast hull so that it can finish the responsibility of capturing the flag easily and efficiently. Don’t be afraid to take a couple more risky moves because this guy has got your back. ^_^ Pros: The Backup cleans up the garbage at the end of the attack and finishes off all your big moves. This gives you the edge you need in heated and close battles. Cons: They’re not directly in the attack. If you need help with more reinforcements, all you have is The Backup. And if you still can’t complete the goal of capturing the flag with one or more backups, the battle is all but over unless you come up with a new strategy. Taking them down... Assign a couple Attackers or your own Backups to take out these guys as they drive by. If you're on defense and you seem to have everything under control, take these guys out before they can trail behind their teammate(s). Equipment Hulls: Wasp, Hornet, Hunter Turrets: Twins, Ricochet, Smoky, Vulcan, Thunder Protection: Protection against long range turrets, especially Railgun and Shaft as they will be the only ones that can deal serious damage to this blur once he takes the flag. Maps: Medium to Very Large Maps Game Modes: CTF, ASL Supplies Used (per hour) Double Damage: 0-5 Double Armor: 5-10 Speed Boost: 10-25 Repair Kit: 0-10 Mine: 0-5 Other Statistics D/L: 1.00-2.00 The Madman This tanker does not seem to know what he is doing :rolleyes: . He never focuses on the main objective of the game, whether it is capture the flag or control the points. The only thing he knows is how to kill. And he seems to be relatively successful at it. When he starts damaging one player, his only incentive is to chase that player down until he is reduced to scrap :o . This player does not like working as a team and almost never joins CP, CTF or ASL battles. He simply counts his kills as he proceeds throughout the map like, well, a madman. Gameplay The Madman loves to use very fast or very slow combined hulls with a turret that can pack a punch or damage many enemies at once, even if it doesn’t seem to be logical to attack with that turret. Seeing combination such as Wasp and Magnum or Hornet and Striker on the attack is rare except for the Madman. He loves combos such as these. He is very hard to predict and he can be a pain to the enemy team... somtimes :lol: . Pros: A madman can be an unintentional distraction, an accidental attack and an unintended defense system. However, this doesn’t transpire very often. :unsure: Cons: There are so many cons with this type of player. Lots of his movements and decisions are pretty much useless in CTF and CP battles. If you want to try and use his odd tactics to good use, the odds are not in your favor. Although it is hard for the enemy to predict his next move, it is also highly improbable that your own team will. -_- Therefore, he is regarded as entirely hopeless and is only taking up space for your team. :angry: Taking them down... It's pretty uncomplicated to take these guys down. They'll often expose themselves too often, leaving them defenseless. Or you can just ignore them since they aren't much of a threat anyway...unless he drives into your base. Then you send him back where he came from. Equipment Hulls: Wasp, Hornet, Titan, Mammoth Turrets: Firebird, Freeze, Magnum, Thunder, Striker Protection: Unpredictable protection Maps: Any map Game Modes: TDM, DM Supplies Used (per hour) Double Damage: 0-30 Double Armor: 0-30 Speed Boost: 0-30 Repair Kit: 0-20 Mine: 0-40 (*Note: The Supplies a Madman uses are also unpredictable) Other Statistics D/L: 0.25-2.00 The “Professional” This style of play stands out. He is an exceptional player on both sides of the map and is always at the top of battle list. He understands how team play works and how it should work, while also playing as an individual very effectively. His movements are tactical and smooth. To most people, he seems to know exactly what he is doing. And of course he does (or so he thinks). After all, he can’t let all the stuff he learned while watching eSports go to waste right? :rolleyes: Moreover, the “Professional” will always try to look as badass as possible by how he shoots, drives and talks. Gameplay The Professional likes turrets and hulls that are commonly used in eSports so he can master them and become better than anyone else. XP/BP battles are his favorite choice and he loves Railgun especially. He glances at heavy hulls with distaste since sitting around and doing pretty much nothing in your base isn’t very helpful. (At least, in his opinion). Pros: A “Professional” can be a handy and skillful asset on your team. He always contributes to the team aspect of the game and rarely acts unreasonably or unwisely. He also thrives in Deathmatch battles. Cons: Some “Professionals” can get too caught up in trying to look as nifty as possible. He’ll try to make kills while doing a 360 or take someone in midair as his recoil knocks him upside-down. He can become too aware of his public self-image and only focuses on that, rather than the game. -_- Taking them down... The finest way to take on "The Professional" is to attack him head on. Make your attacks straightforward and direct. His fancy stuff usually won't help him out in these scenarios. Taunting him a little in the chat too is a sly strategy. Jeering at this player will cause him to try and prove his worth, and he will often make rash decisions and attempt harder kills. Equipment Hulls: Wasp, Hornet, Hunter Turrets: Railgun, Smoky Protection: Against Railgun and Smoky since they are the only ones he actually has to “compete” with. Maps: Medium to very large maps Game Modes: CTF, CP, TDM, DM, ASL Supplies used (per hour) Double Damage: 0-10 Double Armor: 5-10 Speed Boost: 5-15 Repair Kit: 1-5 Mine: 0-5 Other Statistics D/L: 1.50-2.50 (*Note: I know there are true professionals out there that don’t use XP/BP. It’s just a term that I am using since it is what those types of tankers think they are) Melee Master If there’s someone who always seems to be right in front of your face all the time, it’s probably this style of tanker. Close range combat is his specialty and loves nothing more than waiting for you to come by so that he can execute the faultless ambush with little to no resistance :P . These players can be rather irritating to the opposite team but are loved within their own. A Melee Master will generally have an average D/L since they go close range along with other Melee tankers. Gameplay Melee Masters only use close combat weapons which can deal damage to several enemy tanks at once. They will use Light and Medium hulls since they want to get in combat quickly or perform a textbook surprise attack which can only be accomplished with speed. These tankers play particularly in small maps or medium maps with ample cover. Playing in small maps makes their tactics and style of play most efficient and effective. These players furthermore are very fond of Firebird + Hornet/Wasp exclusive battles. Pros: Melee Masters are handy for stopping large masses of attacking enemies or taking out/damaging several defenders on the attack, thus making your opponents weaker on both sides of the combat zone. Cons: Although they’re handy for close combat they are incapable to assist with long-range play. For example, if someone is taking your flag, the Melee Master is unable deal damage from the other corner of the map, while a Railgun or Thunder could. However, if players with this style of play stay in small maps, this shouldn’t be much of a problem. :) Taking them down... There are two ways of wiping out these players before they become a real problem. Plan A: Use long range turrets to take him out. Plan B: Send other Melee Masters at him, especially ones equipped with Firebird. So even if they lose the skirmish, the enemy will still be done for in the long run. Equipment Hulls: Wasp, Hornet, Hunter, Dictator, (maybe) Viking Turrets: Firebird, Freeze, Hammer, (maybe) Isida Protection: Against other close-range turrets. Maps: Small maps. Also maps with sufficient cover. Game Modes: CTF, CP, TDM, DM, ASL Supplies Used (per hour) Double Damage: 5-15 Double Armor: 5-10 Speed Boost: 0-10 Repair Kit: 0-5 Mine: 0-1 Other Statistics D/L: 0.75-1.50 The Ninja It’s all about stealth for these sorts of players. Have you ever had it when it seemed your base was secure and well protected and out of nowhere, your flag is taken and when you turn to see who it could possibly be, you are astounded to see that no one is there? These tankers are The Ninjas. :ph34r: When spotted, the Ninja will most likely not go for the flag (unless there is an obvious opening). Instead, he will turn around and fire a couple shots before he leaves the enemy base. This style of play can be really hard to master since you have to become skilled at not drawing attention to yourself and not letting enemies spot you. However, if you master the skill, you are a serious threat to the enemy team. How do you know when you’ve mastered this style of play? When you effectively capture the flag undetected and members of the other team write in the chat: “Hacker!” There’s no better sensation than capturing the flag with the same amount of health you started off with. :lol: Gameplay Since stealth is the most desirable characteristic for The Ninja, they use only the fastest hulls equipped with turrets that will kill quickly and silently, especially to enemies with low health. The Ninjas play in Medium to Large maps, specifically ones with plenty of walls and structures for cover and concealment. They will not, however, go in very large maps such as Dusseldorf since it is nearly impossible to take the flag across the entire map without being spotted and utterly obliterated. Anything that can prevent themselves from being detected with the flag they will use to their advantage. This also consists of bushes and trees. Oh, and they find it irresistible to use mines against anyone who likes to trail them. They :wub: mines. Pros: The Ninja can be a valuable asset to your team when going on the offensive. With rapid and unknown attacks, you can capture flags swiftly, causing the other team to ponder on "what in the name of Deck 9 is going on." Cons: All it takes is for one defender with Mammoth + Freeze to camp on the flag. In this scenario, this strategy of assault is pretty much useless. Furthermore, The Ninja may not be stealthy enough to avoid the enemy team, especially if he is inexperienced. In this situation, it always ends with his demise, or at the best, a waste of time trying to invade the enemy’s base. Taking them down... Pay attention! Don't get caught with your guard down! Even if the flag seems safe and secure, The Ninja can easily surprise you and catch you unawares. If you happen to see one of these players lurking around your base, notify your teammates via the team chat instantly. Equipment Hulls: Wasp Turrets: Railgun, Thunder, Smoky, Protection: Against any turret. Protection may vary depending on the equipment of the defenders on the opposing team. Maps: Medium and Large Maps Game Modes: CTF, ASL Supplies Used (per hour) Double Damage: 0-10 Double Armor: 5-10 Speed Boost: 10-20 Repair Kit: 0-5 Mine: 5-10 Other Statistics: D/L: 0.50-1.50 The Flanker These types of players can be one of the biggest pains for a team and are usually the first ones a defending team will deal with (besides the flag carrier of course :lol: ). Flankers as a result, are awfully convenient to have on your team. Flankers usually travel along the perimeter of the map until they reach the enemy base. Once they breach the defenses of the opposing team, they will constantly take shots at the other team, usually half-hidden behind a wall or building. And if the enemy defenses are really bad they will go as far as to get behind the enemy team and start taking them out. ^_^ They will, however, take the flag if there is a large enough opening in the enemy battlements and support the flag carrier if needed. Gameplay Flankers can use pretty much any hull. If they use fast hulls they can begin their terrorizing quickly but die sooner. Or, they can use a hefty hull that will survive longer but will occupy a lot more of their time in no man’s land. Turrets that they equip are typically ones that have a relatively fast to rapid fire, so they never use short range turrets. Flankers prefer some small maps (such as Sandbox or Boombox) to very large maps. Since their main focus is on killing the enemy, their D/L is reasonably high. Pros: Flankers can be a pain in the hull for the other team to deal with. It can also be a minor distraction and can be used to weaken the opposing team’s defense before a bigger strike. Cons: Just like the campers, tankers with this kind of play may forget about the main objective of the game and will only focus on the enemy. Most Flankers (unfortunately) frequently forget about defense. :( Taking them down... Communicate with the campers on your team to pay close attention to these guys. If you are a camper, then take these guys out since they are your first priority... except for the flag carrier of course! Equipment Hulls: Wasp, Hornet, Hunter, Dictator, Viking, Titan, Mammoth Turrets: Thunder, Railgun, Smoky, Twins, Ricochet, Vulcan, (maybe) Striker Maps: Some small maps such as Sandbox or Boombox to very large maps. As long as there is cover in the enemy base, they’ll play in it. Game Modes: CTF, TDM, ASL Supplies Used (per hour) Double Damage: 5-15 Double Armor: 0-5 Speed Boost: 0-2 Repair Kit: 0-1 Mine: 0-1 Other Statistics D/L: 1.75-2.50 The Medic The main role of the medic is obviously to heal his teammates. However, he rarely goes on the attack unless one of his teammates has taken the flag out of the enemy base. Other than that, he stays solely in his base so he can heal injured teammates, especially Defenders and Campers. He will often communicate with his teammates, saying that if they need healing, they can come up to him near the back of the map. These players don’t get in combat very much and when they do it is when a defender is trying to steal their flag. This causes them to have a unexpectedly above average D/L since seldom does an enemy single them out. :) Gameplay Obviously, the only turret that a medic uses is the Isida. Hulls will vary. If the Medic wants to reach players on either side of his base quickly so that they don’t die, he will most likely equip a light hull. If he is on a smaller map and all his teammates are generally surrounding him, he will use a heavy hull. Medium hulls are good too for both scenarios. The Medic will play on any map, besides Duel, since he needs at least one teammate to heal. Pros: The Medic is great for an understandable reason. He heals you and your team to prevent you from dying. (obviously :rolleyes: ) Cons: He doesn’t participate in any of the key attacks. He may become too absorbed on curing teammates rather than be on defense, although this is not normally the case. Taking them down... If you're an Attacker, Backup, or Flanker, make sure you take these guys while you pay visit to the enemy base. Hit 'em hard before or while you grab the flag. A combined assault with an Attacker and a couple Flankers can be pretty effective. Equipment Hulls: Wasp, Hornet, Hunter, Dictator, Viking, Titan, Mammoth Turrets: Isida Protection: May vary depending on what equipment the enemy attackers are using. Maps: Any map, as long as they have at least two or teammates to heal. Game Modes: CTF, TDM, ASL Supplies Used (per hour) Double Damage: 5-20 Double Armor: 0-2 Speed Boost: 0-1 Repair Kit: 0-2 Mine: 0-5 Other Statistics D/L: 1.75-2.25 Minelayer This type of tanker is a branch-off from the defender. However, he lays mines as if they’ll be removed from the game the next day. ^_^ The main role of this defender is to lay mines in order to prevent any attacker from the other team getting anywhere near the flag. Some Minelayers that are very stern about their minelaying business will not help defend the flag but will only go nearby the flag when they can place another mine again. Then they’ll proceed to their hiding spot, typically in the corner of the map with one or two access points… which are all protected with mines of course! :lol: Since they place mines then hide, their D/L can be incredibly high! Gameplay The Minelayer only uses light hulls since he desires to run away as quickly as possible. This is so that their mines do not expire and thus, be capable to lay many more. Other than that, they use any kind of turret. Pros: If the Minelayer is exceptionally skilled at not getting killed, he will lay mine after mine until the end of existence. :D This will literally prevent anybody from getting anywhere near the flag. Pretty much ends an automatic loss for the other team; unless both teams have mine layer. :huh: Then prepare yourself for a flagless battle. Cons: Although they lay countless mines and prevent the enemy team from capturing any flags at all, they, like a defender, do not participate in any offensive movements. Which isn’t that bad since the only thing your team has to do is capture one flag. Taking them down... Don't fix your eyes on the flag. You are never, ever going to capture the flag with this tanker alive. Even if his hiding spot is protected with mines, send your entire team, lots of them with heavy hulls to purposefully run over his mines. Eventually, this will cause the Minelayer to become unprotected. When he has nowhere to go, show him absolutely no mercy whatsoever. Equipment Hulls: Wasp, Hornet Turrets: Freeze, Striker, Firebird, Smoky, Thunder, Ricochet, Twins, Vulcan, Hammer, Railgun, Isida Protection: Will vary depending on The Attackers of the opposing team. Maps: Any map, as long as there is a flag to place mines around, they’ll be fine. Game Modes: CTF, ASL Supplies used (per hour) Double Damage: 0-5 Double Armor: 5-20 Speed Boost: 0-1 Repair Kit: 0-10 Mine: 25-50 Other Statistics D/L: 2.00-5.00 Roving Patrolman The niche of this type of player is to simply go around the middle of the map with no particular destination. They just take out players from the middle of the map and will help on defense when a drugger takes their flag or on offense when he goes to help the flag carrier along with the Backup. He sometimes gives advice about what is going on, which side the flag carrier needs support on or where there are holes in the enemy’s defense. Additionally, he can launch a surprise attack on an enemy taking away his flag. He can intercept the enemy flag carrier. This way he can take him out, or at least slow him down. ;) The Roving Patrolman has many overlapping qualities with other styles. He takes out enemies in the middle of the map like The Camper, is an all-round player like The Assistant, may use bordering maneuvers like The Flanker, and can play as a Melee Master in medium and small maps. Since this style of play requires many qualities, characteristics and skill-sets, the person who takes on this role has a great responsibility on their shoulders. :) Gameplay The Roving Patrolman will use every single turret, since all of them can be effective in certain situations. However, the most strategic turret to use in this position, if you think about it, is the Isida. If you equip this turret, you can repair the flag carrier and other teammates in the middle or the enemy base. This way, you can cut the distance The Medic will have to make by half. Then he (The Medic) can dutifully do his task of healing defenders and other campers. Pros: The Roving Patrolman can be a great asset to have on your team, since he helps and all aspects of the game. If someone with this role is very skilled, he can have the effect of making the rest of his team considerably stronger. Cons: They are not directly partaking in any of the offense in the enemy base or any of the defense within his base. However, this isn’t much of an issue since he stills does his thing in the middle of the map, so it kind of cancels it out. Besides that, there aren’t much negative remarks I can make about this sort of Tanker as he is essentially one of the ablest roles in the game. ;) Taking them down... If you're on your way to the enemy base, it would be very kind of you if you payed this guy a short visit. Or just ask your Campers to take him out. One or the other works well enough. Equipment Hulls: Hunter, Dictator, Viking Turrets: Isida, Railgun, Thunder, Smoky, Vulcan, Magnum, Striker, Twins, Ricochet, Firebird, Freeze, Hammer, Shaft Protection: Will vary depending on the equipment of the opposing team. Maps: Medium to very large maps. Small maps would be pointless since there isn’t really any middle part of the map that needs consistent patrolling. Game Modes: CTF, CP, ASL Supplies Used (per hour) Double Damage: 0-10 Double Armor: 0-10 Speed Boost: 0-5 Repair Kit: 0-2 Mine: 0-1 Other Statistics D/L: 1.00-2.00 The Mult/Noob Everybody hates this kind of player, especially their own team. I’m pretty sure we can list several times when these players came in and ruined our fantastic battles. :angry: They push and shove their own teammates for their own amusement and they use equipment that is only appropriate for a recruit, just like their skill-set. :P Unfortunately, this can get out of hand very quickly as it will cause other teammates to focus on revenge against the Mult who pushed him of the edge of Noise a little earlier. This causes them to completely forget the game and only go after the mult, thus reducing your team size two less players, and not allowing new ones to come in. :( These players are all people who like to see people suffer. Other than that, they’re all two-year-olds whose older brothers allowed them to play on their accounts. Gameplay The Mults will often use a turret that has a fast rate of fire so that it does very little (and I mean very little <_< ) damage to the other team. However, they will use any turret and any hull…as long as it's M0. And if they equip Isida, they will under no circumstances heal their teammates. Pros: These players aren’t as annoying in Parkour battles. Cons: Mults and Noobs are the by far the most annoying, maddening, irritating, infuriating, bothersome, aggravating, exasperating, upsetting, angering, enraging, displeasing, and frustrating (man, was that a mouthful) types of players in the entire game. (And it’s not up for debate :mellow: ) Literally nothing virtuous and upright can possibly come from them. Taking them down... With Mults, not only does the enemy team want to be rid of them, but so does their own. Do not give in and start pushing back. Rather, just tell them to leave. If he doesn't, use the /vote ability in the chat, even though help rarely comes. If all else fails, just ignore him. Equipment Hulls: Wasp, Hornet, Hunter, Dictator, Viking, Titan, Mammoth (as long as it's M0) Turrets: Firebird, Freeze, Isida, Hammer, Twins, Ricochet, Smoky, Thunder, Railgun, Vulcan, Shaft, Striker, Magnum (as long as it's M0) Protection: No protection is applied Maps: Any map (except for Duel) Game Modes: CTF, CP, TDM, ASL Supplies Used (per hour) Double Damage: 0 Double Armor: 0 Speed Boost: 0 Repair Kit: 0 Mine: 0 Other Statistics D/L: 0.01 10 Player Dream Team 1 Minelayer 1 Attacker 1 Backup 1 Camper 1 Assistant 1 Sacrifice 1 Medic 1 Flanker 1 "Professional" 1 Roving Patrolman Which one of these is your preferred style that you use the most? Which one isn't? Which one would be the most fun? Which one wouldn't? What would be your 10 player Dream Team? I'm not quite done with this yet so I could use some more ideas for different styles. I'm open for suggestions. I hope you enjoyed!
  2. colindestroyer77

    [Forum Game] Ask the Player Below Anything

    My computer died when I was about to catch an easy gold. Favorite Tanki Youtuber?
  3. colindestroyer77

    [Forum Game]Did you know?(DYK)

    Nope, I had no idea. DYK that female birds of prey are bigger than the males?
  4. colindestroyer77

    [Forum Game] CTRL+V

    Tja.... je blijft er wel alleen voor staan als er niemand reageert. Toch maar meer actieve nederlanders zoeken
  5. Yup. You're lucky I got M2 Dictator before reading this. :lol: 63-68k
  6. colindestroyer77

    [Forum Game] The Ban Game

    Player Creepernan8820 has been banned for FOREVER. Reason: Creating his own rules that are not parallel to that of the Tanki Forum. --------> Rules
  7. colindestroyer77

    [CDN] Canadian players

    So am I. Winnipeg.
  8. I've always wanted to take part in one of these. :lol:
  9. Really awesome article. ;) I know a lot of people who could use this :lol:
  10. If you don't have a lot of time you're never ever going to reach legend. :unsure: I've been playing for three and a half years and I'm only at this rank.
  11. colindestroyer77

    Ideas for Supplies and Drones!

    Pressing the 7 button will cause all tanks within a five meter radius instantly die (Kind of like monster kills with Aprils Fools Gold Box) The only problem is that this supply would be used to much when gold boxes are dropping.
  12. colindestroyer77

    [Forum Game] How would you kill the person above?

    Blow you up. I have other favorites. HWYKM if I was time?
  13. colindestroyer77

    [Forum game] Whos that person?

    John Cena
  14. Um... no :unsure: Titan+Isida M3+ Holiday Paint
  15. colindestroyer77

    [Forum Game] Believe or Not? (BON?)

    Believe I had a Duelist a page.
  16. colindestroyer77

    [Forum Game] Guess the country of the person below

    No Vatican City?
  17. colindestroyer77

    [Forum Game] Fuse Your Username With The User Above You

    wardestroyerbird177 (I'm considering that name for a noob account now. :o )
  18. colindestroyer77

    [Forum Game] First thing that comes to mind

    Who's "they?" !!!PIZZA!!! :) ;) :D :lol: ^_^
  19. colindestroyer77

    [Forum Game] Would you... for $?

    Yup. Would you go through 25 years of cancer for $200 000?
  20. colindestroyer77

    [Forum Game] The Ban Game

    Player need.higher.rank has been banned for not being a ForumEnglishModerator. Rules
  21. Would they actually list all the maps you've played on? Or just, like, the top ten? :huh:
  22. colindestroyer77

    [Issue 48] The Pathological Camper

    Yet, when required, campers can actually be very effective whether they are camping or if they're actually attacking with a different tank combo. When attacking split-second decisions have to be made just like in camping. Besides, you're a generalissimo and you still act like that. <_<
  23. colindestroyer77

    "No-kill" rule during gold box drop

    When I play XP battles, I find almost everybody respects the 'no kill' rule. :)
  24. colindestroyer77

    Name your favorite hull and gun

    Two Letters: XP
×
×
  • Create New...