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Everything posted by rothro3
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Twins-Wasp is cute. But it is so easy to destroy. :D
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The update just made it more relevant. Yeah, bro! I can't get mine for a while, so I am content with MUing my M1.
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Actually, I don't see many Hammer players, but when I do, they get annoying quickly.
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But it is really good, and less expensive than Thunder M1. Twins users HAVE to know how to turn their turret, or else they get burned(literally). Also, aim for opponents turrets to try to deflect their aim.
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xD. They just added an update making it easier to flip wasps and hornets. I saw a M0 wasp get flipped like four times when an M2 XT Rail shot it on the turret. :P
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I have played with both combos, and personally I prefer Hunter, though Viking has a tad more health. Although, is 10-20 extra health really gonna help you survive another rail hit. The speed might just help you find cover quicker.
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I am not so sure, you used to just fire over your opponents turrets, but now, it might be quite good. I might have to check it out.
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Sure, and then you get flipped. :P
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Yeah, Dictator is not slow.
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Correct. Hunter can work with any turret, at any place on any map.
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Contest [Issue 30] Can you contribute to the official Tanki Online Wiki?
rothro3 replied to Remaine in Newspaper Archive
How to Smartly Use Supplies History The first supply to be introduced into Tanki was the health box, which restored your tank’s health. Its icon was a syringe, which is where the term “Drugging” from. Later, the other supplies were introduced: Double Armor, Double Damage, Nitro, and Mine. When Isida was introduced, Double Damage was renamed Double Power. The next change was to the Health Box, changing the way Health was restored. Then came the “Smart Cooldowns” update the reform the approach to supply usage, as well as changing some of the supply names. “Predictable Drops” changed the drop zones of supplies and showed where they dropped. More recently, an option was added to Pro Battles allowing the disabling of Smart Cooldowns. A Closer Look at Supplies Repair Kit Restores 200 health points per second. Lasts two seconds. Double Armor Divides all damage received in half. Lasts forty-five seconds. Double Power Multiplies all damage you deal out by two. Lasts forty-five seconds. Speed boost Increases your hull’s speed by 30%. Lasts forty-five seconds. Mine When laid, a mine stays on the ground till run over, when it does 120-140 damage. Lasts till your death. Tactical supplies Repair Kit Double Armor Double Power Speed Boost Mine Repair Kit 30 15 15 0 15 Double Armor 0 15 30 15 0 Double Power 0 30 15 15 0 Speed Boost 0 15 15 15 0 Mine 15 15 15 0 15 The above chart shows how Smart Cooldowns work. You may have noticed that you can activate certain supply combos simultaneously. These combinations of supplies can be very useful in certain circumstances. Death Matches Survival is key. The Double Armor and Repair Kit combo is very good until you can get to a camping spot, where Double Power is great for raking in kills. wer is great for raking in kills. Team Death Match Similar to DM, but often you must drive a little while before confronting opponents. So, Speed Boost is more helpful here, and Double Power is often the better choice than Double Armor, as there are friendly Isidas that can heal you. Capture The Flag Three main roles in team play here: Attack, defense, and midfield. Defense may want to go with Mines, Double Power, or Double Armor. Midfielders should consider Mines in strategic locations, and the occasional Double Power. It is often helpful to camp near drop zones! Attackers should try to nab at least one dropbox on the way to the flag, and supplement it with their own garage supplies. Control Points Really, it is up to where you want to be playing. Up front capturing points? Then maybe Double Armor and Repair Kit to help capture a point. Controlling a point? Mines or Double Power are very helpful. Predictable Drops With Smart Cooldowns it is impossible to activate all the supplies at once. But, with Predictable Drops, one can gather supply boxes and supplement them with their garage supplies. Doing so gives you a large advantage. How do you manage this? Plan ahead. Drop boxes take from 8-10 seconds to fall, giving you enough time to reach them or plan supplies to capture that specific box. For example, if you just spawned and you see a Double Armor box falling, make for that box and activate Double Damage. Then you can activate Speed Boost and have all supplies activated! On mines In this section, I will be discussing Mines and how to use them. Mines can be used offensively and defensively. With the ability to destroy light hulls and severely damage medium hulls, Mines should not be underestimated. Offensively, they can be dropped onto opponents as you jump over them, or by mining the enemy’s base. Defensively, they are used to block paths to the flag, or laid while escaping with the flag. Dealing with Druggers This section is for everyone, supply user or not. Active supply users are often a burden to gameplay. This section will show how to effectively deal with these opponents. First of all, keep in mind that supplies only boost certain parameters of a tank: damage, armor, and speed. That means Druggers can still be flipped, reloading is still its normal speed, and their aim can still be deflected. These are weakness you can exploit. Second, when supply users use a Repair Kit, stop firing, because all the damage you deal during the healing period will be erased. This is especially helpful when your turret is Firebird, Freeze or Isida, as your weapon can reload while waiting for the Repair Kit to expire. Of course, there are some exceptions to this general rule. The first is if you are using Twin, where reload doesn’t matter. The second is if the Drugger you are facing is an M3 Mammoth, because their health is the same as the Repair Kit can restore. Thus making all damage you deal during the healing period relevant. Rothro3 -
That's splash damage for you. Good job!
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Yeah, I have dominated Highland games with Isida-Dictator.
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Most of us should use Titan. Actually, M1 is very cheap. The M3 is unlocked two ranks before Mammoth, allowing you to get a M3 heavy hull earlier.
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It takes for ever to get to camping spots though. :( Titan is faster, and has almost the same health.
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I agree that M0 Dictator lacks health, but I waited for M1 Dictator and I have never been let down. The M2 gets better, and MUs allow it to play with M3s till you rank to Generallissimo.
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I choose Titan. All the time. Better speed, better power, higher turning speed. Maneuverability is everything. :D
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I think that Hornet and Dictator are now the best Gold catchers in the game now because we only have twenty seconds to find the gold sign, and Mammoth is too slow to reach a Gold after it is falling. Wish the Devs would give us a minute again….
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Yeah, and it got a lot harder to Gold hunt. :(
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My opinion is that Roger is the ugliest paint.
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Well, Thunder M0, Titan M1, Smoky M1, and Hunter M0 are good ideas, but what if you only play with one Turret-Hull combo? Why not MU them and dominate?
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Seriously. I can hardly find one of those anymore. :(
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