-
Posts
488 -
Joined
-
Last visited
Reputation
514 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
[eSports Review] Masters of the Sword -Knockout Stage- Serenity vs International
St.Guardian replied to St.Guardian in [eSports Review] Masters of the Sword -Knockout Stage- Serenity vs International Newspaper Archive
Introduction To The Match Last Sunday, the 20th of May, our community's team Serenity faced off against International. These two teams were the last two who were not out in the First League (besides Lucky Star of course who made it to the Grand Final). They clashed head on in the final of the Loser's Bracket and the winner of the match would move on to play Lucky Star in the Grand Final. Before we dive into the battle's details, it should be mentioned that these two clans have played each other before: Serenity beat International 2:0 in the 1st group stage and International beat Serenity 2:1 in the 2nd group stage. Additionally, Serenity had a lot of anxiety fueling this match because this was not only their debut tournament, but they were also the only EN clan still alive in the entire competition. International on the other hand are slightly older and more experienced. For either clan though, a loss meant no chance of Gladiator or 'Premium' and less crystals/gold box supplies. Let's see how the battle played out with these factors! First Round The first round was quite unbalanced for a good percentage of it. An early wave of drops rained throughout the map not long after the timer hit 10:00. Perhaps each clan had timed the drops to fall accordingly and wished for an early start. International would get the best of this situation, as they took around 7/10 of the drops. This dilemma occurred when I_Live_WiThouT_LaWs and My_Fate_is_War attacked the left side of Serenity's red base and took out most of their players. This allowed Daxar to exit the Red base, and pass the flag to his clan-mate Team_Soul for the capture. Serenity's players quickly learned their lesson and managed to control the second wave of drops, but unfortunately they did not do so on the third wave: International ended up with 2 of each type of supply and the center Health Kit. A well organized offensive by attacking duo Team_Soul and Daxar widened the score gap to 2:0, and later, an almost identical play made the score 3:0 to International. In the last 2 minutes, attackers Lankbouv and Criminal_Lyf attempted to fight back in successive moves on the Blue flag, but their efforts were diminished because they did not attack together. The round ended 4:0. Second Round The second round proved to be less stressful overall, but in the beginning, Serenity's players still did not maintain control of key areas in Red Alert such as the left side of their base or the center 'island' of the map. This made it quite easy for International's players to bash their key defenders such as Jingle and St.Railgun with Double Powers. The first time this happened, I_Live_WiThouT_LaWs casually drove out of the Blue base for a simple capture. Serenity's attackers such as Lankbouv did try to counter this, but failed, proving to be a distraction for Serenity. Attacker Team_Soul utilized this diversion and plucked the Blue flag off its podium and, after a quick run through the map, he brought the score to 2:0. A few minutes later, drops fell and Serenity got their control in check. Their offensive player Latvian_sniper managed to break their opponents' defense and hand-off the Red flag to St.Railgun who was eagerly waiting at the center. This lead to a capture and a slightly more appealing score of 2:1. Serenity did try for a second capture but their attempt at a chain-link attack meant their base was empty, and once International's flag was returned, the pair of I_Live_WiThouT_Laws and Team_Soul pulled off a counteroffensive which enabled them to capture. This ended the round 3:1. Third Round For the beginning of the Third round, it was apparent that both International and Serenity were playing cautiously. The first wave of drops at 9:20 were controlled equally by both teams, but the second wave of drops - mainly Double Armours and Speed Boosts - were taken mostly by International's players like Teen.Wolf or My_Fate_is_War. This contributed to the first capture of the match, in which Team_Soul performed a solo run through the map, tipping the score to his team's favor. It became evident that Serenity was not going down without a fight. First, after stealing a Double Armour from the Blue base, Criminal_Lyf mirrored the previous attack by International and re-balanced the score to 1:1 in a solo run. Not too long after, a fully dropped Lankbouv took the Blue flag and brought it to his base for a successive capture by Hell_Under_You. This spark of hope didn't last long though. With one minute to go, International quickly took control of the right side of Serenity's base, and as such, their attackers exited it unchallenged and made the score 2:2. This action ended the round 2:2 to International. Conclusion On The Match Hats go off to Serenity for having traversed so far in such a prime tournament. They did put up an increasingly good fight against Russian clan International and their players gave it their all; they earned their 2,000,000 crystals. International defeated them in a show of skill and co-ordination, and will now motion towards a well-deserved 'Grande Finale' against Lucky Stars. That, however, is for future evaluation. Until then, thanks for reading!- 1 reply
-
- 2
-
-
[eSports Review] Masters of the Sword | Knockout Stage | Dynasty vs Serenity
St.Guardian replied to St.Guardian in [eSports Review] Masters of the Sword | Knockout Stage | Dynasty vs Serenity Newspaper Archive
Introduction To The Match After rough and tough previous matches, our two EN clans, Dynasty and Serenity, met in the Loser's Bracket semi-final of the First League. Dynasty had lasted longer in the main bracket but had unfortunately lost to International 3:2, so they inevitably met their companion clan Serenity who previously beat Hедотроллефлудеры 2:0 in the Loser's Bracket. It was certainly predicted that this match would be very tense for both clans, as the MoS Tournament was their debut. To intensify this even further, most of the players from these two clans used to fight under the same clan name known as 'Fearless'; so a grudge was to be settled, and the battle was to be fueled by fiery ambition from within the players. First Round For all 600 seconds of the first round, both Serenity and Dynasty performed quite superb drop control and coordinated attacks. Attacking duos such as balsicmne and I.z.I as well as John and I.Slay often stormed their respective opponents' bases. This either lead to a quick put down by defender pairs such as Sly and Atlantis or St.Railgun and Jingle, or a broken defense that was followed by a forceful capture. These factors pushed the score from 1:0 to 2:0, then 2:0 to 2:1, and 2:1 to 2:2. Eventually, the round was set to end on a positive factor for Serenity when something abrupt happened. Dynasty's defense had been quite compact in the Blue base, but closer to the end of the battle, it was broken by swift, knife-end attacks. First, balsicmne tore through their base with a Speed Boost which ultimately lead to a capture, pushing the score to 3:2 to Serenity. Subsequently, a fully-dropped Lankbouv thundered into Dynasty's base, took the Blue flag and brought it to loyal defender Jingle who finished the capture, ending the round 4:2 to Serenity. Second Round The second round, some might say, was slightly more... unbalanced. When the first wave of drops rained at around 9:30, Serenity was apparently more prepared than their opponents, as their players took more drops which lead to more health and damage output for them. This swaying element allowed experienced attacker Criminal_Lyf to barge into the Red base, pick up its flag and speed off into his well guarded base. This made the score 1:0 to Serenity. Additionally, Dynasty was in for some trouble as their defense was completely destabilized by constant attacks and more than often it was occupied by a player from Serenity. As a result, many successive captures followed one another closely and attackers such as I.z.I, Lankbouv and even St.Railgun brought many Red flags into the Blue base for quite a lot of captures. Dynasty did try a few well organised attacks but their opponents would have none of it: the round ended 8:0 to Serenity. Third Round It became apparent though that Dynasty would not just give up without a fight. After Serenity got a quick lead from an early capture by St.Railgun, they counter attacked and made this point quite evident. It began when the second wave of drops fell, of which Dynasty got the majority. Mrs_DoomSDaY had a Speed Boost and Double Armour and, supported by her partner-in-attacking John who had full drops, she captured to level the score back to 1:1. After this, Serenity's defense was compromised and now it was Dynasty's turn to roam their opponents' Red base. A swift attack by them allowed them to push the score to 2:1 and a following solo attack by BP barganoctavian tipped the odds even further to 3:1. Their opponents did try to push back, but their attacks were in vain because they were single-player attacks that were not powerful enough. Teamwork lead Dynasty to capture a subsequent flag in a well composed chain-link attack and win the round 4:1, and also provide a spark of hope for the fourth and possibly final round. Fourth Round This last round was definitely the most intense of all, mostly because it was the determinant for who would progress. The first tense few minutes produced no captures. Shortly after this period though, Serenity made a quick move on Dynasty's flag. This meant that Lankbouv would bring the flag for a relatively smooth handoff capture with Jingle, making the score 1:0. However, a rapid counterattack by Dynasty's John leveled the playing field back to 1:1 in a glorious run. Thereafter, both teams developed almost impenetrable defenses as no side wanted their opponent to capture another flag. Even fluent attackers such as I.z.I and John were quickly debunked in their efforts. St.Railgun, though, was persistent. In a graceful show of drop control, he managed to get full drops and bashed through the enemies defense and captured the flag. A later group offensive by Serenity provided the ultimate push into victory with a final score of 3:1. Conclusion On The Match This match was tightly wound until the fourth round. After all, it was played on Barda and there were, surprisingly, no standoffs. Dynasty performed admirably and did the EN community proud. Unfortunately, they have been knocked out of the tournament; perhaps they can make it further next time. Their victors, Serenity, managed to outperform them skilfully and will progress through the bracket. They now move on to play against Wood's. Best of luck to them!- 4 replies
-
- 10
-
-
[eSports Review] The Masters of the Sword - Group Stage Review: EN Clans
St.Guardian replied to St.Guardian in [eSports Review] The Masters of the Sword - Group Stage Review: EN Clans Newspaper Archive
Hello EN Community! This article was conceived because of the success of our EN clans in the 'Masters of the Sword' tournament. With only 6 clans out of a total of 32, our community's clans were scarce but, as the results proved, they were powerful and competitive with the Russian Clans. Indeed, 4 of them -Penguins, Biological Hazard, Serenity, Dynasty- qualified for the quarter-finals in their respective divisions (unfortunately Knights and Evil Geniuses could not qualify). Let's take a more detailed, collective look into how they did it! *Note- this article combines results from each team's top 3 matches of the group stage, which had 2 parts:* First League 1 First League 2 Major League 1 Major League 2 Major League Most of these clans placed either second or first in their groups and thus auto-qualified for the Gladiator paint, a symbol of a true warrior clan in the game. Penguins Placed in a group comprising of Biological Hazard, Synergy, and Star Warriors, Penguins knew from the start that they would need to fight their best fight to break from this group into the next stage. That is precisely what they did. Though their selected match against Star Warriors was an apparent breeze as they blew their opponents out with a score of 2:0, the others were quite a bit more intense. For example, their match against Biological Hazard was definitely more shaky, with their enemies having gotten an early lead in the match by winning the first round. Penguins came back to win the second round though and they tied the third round, but they could not shake the wrath of Biological Hazard who ended up beating them. Penguins' match versus Synergy was probably the most nail-biting and eye-gluing of the three, as they managed to draw the first three rounds against the ex-champion clan and a few last second captures were performed throughout the entire match. In fact, beating Synergy in the fourth round was Penguins' ticket out of the group (statistically speaking of course). Hats off to this clan, perhaps they can waddle their way into the champion's spot! Knights Onto the next clan, this team known as Knights certainly gave it their all. For a clan's first major tournament, Knights produced quite the spectacle after battling heatedly against the other clans in their group who were also of a similar level. For example, in a match against Invincible, one of the top clans in the tournament, Knights' players were probably feeling quite tense. They ended up drawing the first three rounds in a fashion similar to that of Penguins' match against Synergy. It was only by a few small errors in the last round that cost them the victory. However, when this clan loaded into the map to play Cadets, an increasingly massive blowout in each round ensued, allowing Knights to take an easy win 2-1, 4-0, and 7-0 over their opponents. Their last match against Perci was clearly not one that this clan took for granted. Full of epic captures, supply-riddled players, and lasting a whopping 50 minutes, I was gripped from the first Railgun shot to the last capture. Although their opponents got an early lead by winning the first round, Knights managed to stand their ground and take back two rounds in a show of skill and persistence. However, though they fought hard in the matches they played, in the final group stage Invincible lost to Perci which gave Perci greater total points (over the two group stages). So unfortunately, Knights did not make it out of the group stage. Biological Hazard Few words need to be said about this talented group of individuals known as Biological Hazard. Even if you do not know them, just their name has connotations of "death to all who oppose" or the more simple "d3s". All right, perhaps that was a little exaggerated, but it does have some truth to it, and the current results of MOS prove this. When Biological Hazard battled against Star Warriors, they got an early start but were counter-played in the second round when Star Warriors proved that this clan would truly need to apply themselves to the match. The rounds that followed were a solidification of this request, which lead HZD to beat SW 2:1. Their selected match against fellow EN clan Penguins was also quite a show for the community, but it was most likely Biological Hazard's experience that allowed them to defeat their enemies in a turbulent match that ended with a final score of 3:1. Their selected match against Synergy, oddly enough, was the most brief of all and contained only 30 minutes of gameplay. They bashed their opponents with an outstanding final score of 2:0. HZD only allowed their opponents one flag capture! Well played Biological Hazard, you all certainly showed what you are capable of. Hopefully we can see more of you in the finals! First League These two clans (who, interestingly, have a history together) represented the EN community well in the First League and placed either first or second in their respective groups and move to play the quarter finals. Serenity For such a new clan, Serenity is quite the hot-shot of a team. Technically, they are the First League equivalent of Biological Hazards, having won 5 of their first matches by stringing together their skills with co-ordination. Of their triple clean-sweep matches selected, their match against International was probably the most quickly executed as they beat their opponents in three rounds straight, in slightly decreasing order by 6-0, 5-0 and 1-1. Serenity's battle versus the clan Evil Geniuses was a bit less straightforward. The first round was won comfortably by the clan, but the second round was stolen by Evil Geniuses whose players fought back valiantly. However, the last two rounds were conquered by Serenity who won with a final score of 3:1. Their streamed match against NeoNate was the most intriguing of their streamed matches, most likely due to the fact that both of these clans had 2 wins each in the group and wanted a third to compliment it. They won the first round easily, drew the second round and took the third round with the same score at the first: 3-1. Congratulations to this clan on making such an impressive premiere in their career! Dynasty Our last successful clan is also a new group of players, called Dynasty. Their name is fitting though, as they displayed simple, elegant expertise in their group stage matches, of which they won four out of six. This clan's selected match against Art of Fire was quite an explosion of skill, as they captured four flags in each round, allowing their opponents to only take three flags in total throughout the entire battle. The clans previous match against Do Fonarya was slightly less destructive (for the opponents) but it still showed the sheer power of teamwork. They blew away their opponents in the first round 5-0, following up the second round with a slightly narrower 3-1 and they closed off the match just as easily, making the final score 3:0. Their selected match against the clan Hедотроллефлудеры was also quite inspiring for Dynasty, as they took the first round smoothly and proceeded to win the second round not quite as easily but still with a large gap in flag captures. The last round was won 3:1 and secured this clan's position in the group stage ratings. Well done to Dynasty for strutting their stuff, hopefully they will do so in future. Future Fates The matches commented on above were only the clans' best three out of their total 6 matches (3 in the first group stage, 3 in the second & identically matched group stage), and although they qualified, much improvement can be made. After all, an artist's painting is never done, right? Generally, congratulations to the four clans who made it and may they have good fortune in their next matches!- 5 replies
-
- 14
-
-
Review [eSports] The Masters of the Sword -Group Stage- Knights vs Perci
St.Guardian replied to St.Guardian in [eSports] The Masters of the Sword -Group Stage- Knights vs Perci Newspaper Archive
Introduction to the Match As one of the last group stage matches, this, as most of its type, was a very tense and crucial match to both participants. Both Knights (KN) and Perci (NEP) met in this battle with 1 win and 1 loss each, and in a group dominated by 'Invincible' (who beat both of these clans), a win was much needed to get out of the group. This was surely enough motivation as a loss meant no 'Gladiator', no chance of being a champion clan, and certainly no glory or prizes. That being said, KN had a slightly psychological advantage over their opponents NEP, as KN merely needed to tie the match against NEP to advance to the knockout stage whereas NEP had to win to get enough points over KN in order to advance. This is because 'Knights' had lost to 'Invincible' only by a mere 1-0, but 'Perci' lost to 'Invincible' 3-0, and under a tied battle circumstance between NEP and KN, these results against 'Invincible' would have deemed KN better than NEP on the technicality of scores. Keep reading to see how these two clans performed under such conditions! First Round Throughout the first round, impressive drop control and map control was seen by both teams, though NEP was partially superior to KN in both of these aspects as NEP usually controlled more Double Powers and Speed Boosts. This allowed players such as S_E_R_G_E_I_C_H and C-K-JI-E-O-O-3-H-U-K to momentarily take over key locations on the map Red Alert, providing cover fire for teammates, which ultimately lead to a higher 'freedom' in NEP (Red) players' routes. However, this was counteracted by KN's superior skill in managing their Double Armours, which rendered NEP's Double Powers nearly useless. It was also seen that KN were more confined to their base on the Blue side, and NEP players took advantage of this; very often group-damaging their opponents stuck in the nooks of Blue base. But due to a lack of coordination, NEP just could not penetrate their opponents' compact defense. This was, of course, until near the end of the battle when NEP desperately moved to attack with four of their players, resulting in Modest capturing the flag in grace and a Double Armour/Speed Boost; making the score 1:0 to NEP in rounds. Second Round Essentially, the start of a second round saw a role reversal, both in circumstance and tactics for the respective clans' players. KN began with outstanding drop control, taking the first two Double Powers as well as a full drop layout from NEP's (Blue) base. In addition, players from both clans were now attacking in time with each other, making for more devastating attacks and widening the potential for flag captures. Due to the density of bases in Red Alert though, most teammates respawned near to each other which allowed a thick defense to counter attacks from players such as Claw and Raffaelo. This intensified aspect of team play also made this round more compelling as now the balance could be tipped in just one moment. Precisely this happened halfway through the battle. It began when attacker Modest entered KN's unguarded Red base and used his Double Armour and Speed Boost to efficiently get halfway through the map. Meanwhile, II.Last.Shot.II broke NEP's defense with a likewise drop layout and both players intersected in the centre of the map, with Modest emerging alive. However, a miscommunication lead to Modest's teammate kirill.132 being physically intersected by him, resulting in a flipped kirill.132 and a returned Red flag. This allowed Perfect_Hero to bring the flag for KN to capture. Thus the second round ended in KN's favour. Third Round Again, it was apparent that coordination between players improved in the third round, and it was a rare occasion to see less than two players traversing the map together, for both NEP and KN. This made for some pretty dynamic and fluent attacks. First, around a third-way into the battle, KN's Blade and Perfect_Hero decimated their opponents' defense into chaos with a Double Power each. This distraction allowed Spote to take the flag and, after getting destroyed himself, his teammate II.Last.Shot.II tore through the center of the map with NEP's Red flag, and lifted the score to 1:0 to KN. This flash of glory for KN would seem short-lived, when a few minutes later KN's Blue base went under the synchronized assault of Offensive-ON, kirill.132, Raffaelo, and C-K-JI-E-O-O-3-H-U-K. With two of those players providing cover fire from within KN's base, kirill.132 easily took the Blue flag to the Red base for an inevitable capture. This action leveled the score to 1:1, which made the round end in a tie and provided a hope for NEP in the subsequent but final round. Fourth Round Simply put, this round was turbulent. For the first half of the battle, both teams were quite tense on their defensive lineup, and vigilant defenders such as Kaito and S_E_R_G_E_I_C_H rarely left their bases, though the rest of NEP were quite offensive in their movements as they knew that they had to capture at least one flag to qualify for the playoffs. This seemingly calm gameplay changed when the third wave of supply drops poured in from the sky. This is due to the fact that KN performed their drop control impeccably in comparison to NEP, who unfortunately struggled to take all of the drops in their Blue base. Of course, NEP's defense was disabled, allowing for two skillful captures by KN's Perfect_Hero and Kaito respectively; and a later capture by a fully-drugged Perfect_Hero. NEP attempted valiantly to combat this abrupt change, and this effort was solidified when ex-StarSeries tanker kirill.132 managed a solo run (shielded by clanmates of course) capture which pushed the score to 3:1, though it was still in Knights' favour. For a following capture though, there was not enough time, nor would KN allow it. Therefore the round ended with Knights still on top. Conclusion on the Match Both teams conducted increasingly excellent coordination and Drop Control. After all, that is the main reason that they qualified for the Major League. However, there must always be a winner and a loser, so congratulations to Knights for emerging victorious with a score of 2:1! They have supposedly qualified for Gladiator and should move to play in the Quarter-Finals (so long as no major upsets occur in this group). Perhaps better fortune awaits the clan Perci in future, but only time will tell. Until then, farewell! -
Review [Issue 66] Battle Etiquette in Tanki Online
St.Guardian replied to St.Guardian in [Issue 66] Battle Etiquette in Tanki Online Newspaper Archive
Hello readers, Almulty here for a final article... for about six months. That's right! Soon, I will be going absent from the press counter for about half a year. Anyways, I chose to evaluate these aspects of gameplay due to their necessity to be recognised in Tanki (though they're also applicable in real life). Throughout the next few minutes, I may come across as condescending or even pretentious, but that's not my goal here and I do apologise if you feel like that. This is about helping tankers to be the best they can and personally speaking, I'm still working on each of these. Here goes nothing: let's do this! Patience First thing first, if you wish to play effectively in Tanki Online, you have to understand that like all things, Tanki flows with time. Not everything will be immediate: not your satisfaction, not your transition (like me of course) from a mult to a master, and certainly not victory in battle. Patience is all about being compatible with time. Before I bore you with blather, let's add a touch of reality to this segment with a classic example. Remember the time that you, equipped with full drops, had the enemy flag and were about to leave the enemy base when you saw a horde of unfriendly Mammoths sweeping their base for you? You decided that you could best them without your teammates who were, by the way, rushing to assist you. So in a dash of surface bravery, you decided that you didn't need to stay behind that house under cover; you rushed past the enemies, got destroyed and that precious flag got returned just before your teammates could reach you. Inevitably, all of them got decimated by the enemy's defense who stuck together, because of your rash decision-making. One might say this circumstance connotes more greed than impatience but that is just it: greed itself or a 'lust for satisfaction' is one of the fuels of impatience. Here are some concrete examples in Tanki where engaging in patience would be beneficial: Purchase expensive and costly items on days of discounts or sales. This is important as it can save you a lot of stress and extra work to gain crystals in the long run. There are more than six major celebrations containing sales each year and trust me, you will regret it if you spend all those crystals (or even cash) on a day where you get the least possible reward for your input. When you are alone with the enemy flag, at least wait for an 'all clear' notification, such as a high number of enemy tanks destroyed (relayed by the kill record at the top-right of the screen), or wait until your opponents are distracted. Practicing this will not only help you to improve your attacking style, but it will also make your enemies recognize that you are a force to be reckoned with once they see you captured their flag without appearing to have traveled through the map. Tankers should try to be compatible with respawn periods on maps and reload times for turrets. From the time you equip a certain turret in your garage, you know whether it is going to have a lengthy reload time or not. Therefore, if during a battle, your Thunder M3 doesn't shoot in time to destroy that annoying Smoky, your raging isn't justified. Be patient; the turrets typically reload at a constant speed and does not change just to make you get destroyed, it is a parameter set by the developers who know what is best for game balance. If you use a weapon that can damage numerous enemies at once, you can maximize dealt damage simply by waiting for your opponents to crowd around an area. "The Objective of the Circumstance" Patience is actually more common in Tanki Online than most think, it is just that when the time comes to use it, most tankers can't see beyond the dilemma - they act based only on what is happening rather than what can happen. If you think about it though, there wouldn't be so many high leveled tankers (such as Legend 1+) if no one was patient; it took me more than two years of dedication to get to the rank that I am now. Upon evaluation of this strange fact, I realized that it is easy to be patient when one can see the good aspects of a seemingly inescapable condition. Take the example of XP/BP players who really wish to stay and perform in an enjoyable battle. They will wait fairly until both teams are full, without starting and ruining it. Take a look at the chart I have provided below. It shows the distinct correlation between the level of patience one has to have and the corresponding predicted Destroy/Loss ratio. You would read the first point of data by gathering, "To get a D/L of 0.5, one has to have the level of patience required in timing how long it takes Flexoo to flip" et cetera. "The Reality of the Circumstance" When tankers engage in greed and let themselves get overwhelmed by a desire for instant contentment, regret spouts. I can't quantify the occurrences where I didn't wait for a sale or rushed through the map as proud as a peacock only to get destroyed. Also, I have noticed that recently, players may leave a battle if they re-spawn in an unsuitable location. I mean really, just because of a bad spot that would literally take 15 seconds maximum to get out of? Before I close, just remember that like anything, patience should be engaged in with moderation and logic. I am not encouraging you to delude yourself and go to full passivity and 'wait for the bad things to pass', sometimes you have to act. I have learned that sometimes, you need to take the initiative in order to get the best out of a situation. This pairs nicely with the discipline in self-control, the integrity of gallantry and the skill in... Practicality There is a simple premise upon which I build my points here: that with patience, comes practicality. This is because it certainly does take time and mental effort to understand that our actions sometimes aren't fitted to a circumstance, and that we should always be aspiring to have the maximum effect, especially in a game such as Tanki Online. Practicality, or as I like to call it, "Battle Sensibility", helps tankers to do just this and it is both a concept that has to be acknowledged and a skill to build, though one can train themselves to think critically during a battle. Camouflage? Check. Blocking the ramp from attackers behind me? Double check. An effective 'in the moment' technique of doing this is reviewing the choices you have in your head, looking at their impacts on a circumstance and progressing with the most powerful action. It sounds like a lot, but if you practice this daily it becomes a five second process in battle, trust me. For instance, suppose that you are using a Freeze/Hornet and have sneaked into the enemy team's base. You see that your teammates are about to make a move on the opponents' flag, and you want to help them, but a deadly Mammoth/Twins has just re-spawned in the enemy base near its flag. So, what course of action should you take? Well, assuming that your teammates can take the flag on their own, the best feat you could do would be freezing the Mammoth/Twins until your teammates are out of range, then moving to freeze any opponents pursuing your team's flag-carrier. Here are some solid examples of practicality and its conveniences in Tanki Online: When your opponents are camping, spawn-killing and wreaking havoc in your base, sacrifice a few deaths and clear your base. A lot of players choose to ignore enemy campers or even worse, blame their teammates for not doing anything. When friendly fire is activated in a battle, try not to shoot locations where your fellow battle colleagues are grouped, especially if you have a splash damage turret. Let your battle role correspond to where your team needs it- be adaptable if you see a deficiency in your 'line-up'. Choose a suitable battle role that corresponds nicely with your choice of equipment. It is best if your choice of paint 'blends in' with the map terrain. Not many players see this as significant but if you wonder why the enemy keeps targeting you, a factor is probably that they can see you a lot of the time. Additionally, modules should always be chosen carefully as they can be a huge asset in staying alive for a few extra seconds in an unfriendly encounter. To all the heavy hulls out there, please, be sensible and don't block exits/pathways/ramps for other tankers who wish to pass by. Drops should be shared fairly among teams: Speed Boosts are best left for attackers and Double Damage is most efficiently used by defensive players with long range/splash damage turrets. During a standoff, the flag should be given to the player with the best chance of surviving an attack by multiple enemies, which is usually a heavy hull. "It's All About Entertainment" Alright I'll admit, a lot of this may seem superfluous and even superficial, as most of us play Tanki for sheer enjoyment. I get that, I am just stating that since you get enjoyment from 'good battles' (for a lack of better words), it is only rational that you should try to make as many battles enjoyable - for as many players as possible - as you can. Indeed, very often when we seek fun, we may not acknowledge that another person isn't having the same entertainment we are, and in fact we may be the direct cause of their lack of fun. This is of course, all referring to your teammates in-battle, as it is nearly impossible to make opponents have fun without looking like a complete mult. "Never Let Evaluation Conquer Exploration" Again, there is such a thing as too much. It has recently come across to me quite harshly that you can't simply evaluate everything, sometimes you have to feel the moment of excitement or joy without evaluating it too much. So you might ask... what does this mean? Well, all of the aforementioned aspects of practicality still apply, just remember that it shouldn't take priority over actually taking the time to be content with success for once. Self-Control Effectively, self control is the brother to patience, in that they both appear to be the same but have very different essences and purposes, as self control is more to do with restraint or discipline rather than tolerance. It is said that to be proficient at anything, one must have self control, recognize boundaries that can and can not be crossed, and build this self control, every single day. Simple methods of doing so include practicing restraint from desire both in real life in game, by things such as not eating that cookie you crave so much or not joining that battle - that looks tempting - on a laggy day. I want to join that battle so badly... but my PING was just 999 The trick here is to recognize why you might omit such an activity. In the instance with the cookie, you might decide that well, you already had two for the day, or it would increase your sugar intake to beyond necessary thus declaring your diet bad. And why join that battle? You might convince yourself that you 'wouldn't lag' this time and hover over the button longingly. As if! That is your urge to engage in fun speaking, not your rational side. If you join that battle and lag out, your whole team will be at a disadvantage for about 5 minutes and the battle might even stop or end by everyone leaving (in an XP/BP battle). Is it really worth the risk? What I have noticed is that if you feel very potent emotions in a circumstance, slow down and pretend to be an onlooker, just to see things in an unbiased way. That way, your actions will not be influenced solely by your interests or desire, and you will make a reasonable decision. This is the key to self-control. Here are some core examples of self control: Avoid splurging with earned crystals and especially credit cards. I mean seriously, there are more efficient and dignified ways of spending currency. Plus, 'binge-purchasing' can lead to a bad habit of changing your boundaries to suit your actions rather than vice versa. Restrain from leading 'personal vendettas' against other players or a clan. I am certainly one for a healthy feud that brings about the spark of battle in players' eyes, just not to the point where said players' eyes are red hot in anger. Forming a permanent bias against a certain player is never good, and this becomes worse if that player is on your team in a battle. Restrain from challenging everyone who upsets you (it may or may not be for a 1v1). Don't run around spamming the chat with "Noob? 1v1?" because these exchanges only end with players calling each other hackers or worse. Avoid becoming antagonized by mults, insulters and even saboteurs. If you get annoyed too easily with them, you will only be helping them reach their goal. Instead, channel your energy into stopping or nullifying their negative actions: practicality helps here. Control your emotions when in an oppressing situation, such as if your opponents are winning by a massive margin. Rage quitting is an incorrect battle etiquette. Also, it is thoroughly unjustified and actually counterproductive to bash your teammate for making a petty mistake that you yourself could have made. "See Beyond Your Mask of Anger" I have to admit though that feelings are inevitable. No matter how stone faced you might act, you are still going to have emotions for a circumstance or even a person. What matters is how you deal with your feelings. Do you engage in them without giving it any thought? Do you use your feelings as a 'fuel' for a situation? It is all about nullifying your negative emotions - disgust, envy and anger - with better ones that emerge, such as satisfaction and empathetic joy. A self-controlled person is humble and therefore accepts reality and they do not let the flaws in others bring out flaws in themselves. As before, never take an idea too far. Don't just stay put in every situation; if anyone ever goes to far - including a friend - correct them and stand for justice. Whether it is a petty insult or a fault in battle, you should always correct someone when they are committing an injustice, just make sure you do it in the right manner. After all that is what self-control is about, doing the right thing in the right manner. Gallantry Probably the most broad aspect of Battle Etiquette, gallantry, is a modern form of chivalry and is as equally important in Tanki as all the other sections aforementioned. That's right, just like knights 'n the old days. By the simple mention of this name, many important and true connotations come to mind: generosity, kindness of heart, fortitude, dignity and many others. The truth is that knowing and displaying gallantry in Tanki builds a tighter and more pleasant community to be around, and it is essentially linked to 'Practicality' as well as 'Self-Control' in ways less obvious than you might think, though it can be regarded in its own section. A main way that gallantry could be linked to something such as practicality is in an instance where you want to protect another valuable player to your team in a battle by taking a hit for them. By covering them, you both (1) engage in nobility and (2) help your teammate to pull off a successful feat. Below I have written some further occurrences of gallantry and how it manifests itself in some actions: Corpse-Blocking - Sometimes, you have to do the dirty work yourself to achieve the common goal whether it is a protect a point or to secure a flag. This may involve giving up your tank to prevent the enemy from reaching somewhere that, if they did reach, would be terrible for you and your teammates. Take a fall for the team. A quite similar situation would be where your teammate is escaping with the enemy flag and they need cover to progress through the map. Solution: you provide that cover. It could be either be by physically blocking shots from Smokys, Thunders, plasma/melee turrets or knocking an enemy Shaft, Striker, Railgun or Magnum off of their aim. You could even use an 'auto-aim steal' tactic in which you go into a position where vertical auto-aim makes an opponent shoot you instead of a teammate. If a group of friends or even a clan wish to play together, give a spot to those players. Really, this is one of the most important unspoken rules in the game. You are not obliged to, but it really is not the most kind thing to make a whole group of friends shift to a separate battle (though they do not have the right to force themselves into an almost full battle, or even against a player who was in said battle for a long time). When either you or your friend is wrong and you acknowledge this, point it out. Do not be afraid of getting deleted off of a person's friends list because if this happens, (1) the person will regret/rethink it and add you back, or (2) the person clearly will prove themselves not to be a friend. Another rule of etiquette is that a good friend can see another point of view. Though not mandatory, attending a friend's rankup is a true way to display kindness and selflessness. Try it, it means more to a tanker than you think. Once you notice that a tanker is in need, help them. If they have queries or are seeking guidance or even help with missions, it can't hurt anyone too much to give a little of their time. Wouldn't you ask someone for help when you need guidance on a topic that you aren't very experienced with? "Make The Community A Better Place" That is really what this is about, improving the community (kill the cliches mult) you live in by acting as a beacon for others to follow. You might respond, "Only a few people will do it, so why should I?". Well that is just it. You can't blame the community when you are a component of it; helping another person in effect helps the community to advance both in mindset and in actions. Improvement to a link of persons quite obviously starts with one person. Probably shouldn't have been adoring my M4 tank "Know The Community Doesn't Revolve Around You" That being said, no one should be up on their high horses and form a condescending point of view. This act of gallantry is not for show, but rather simple assistance in 'bringing others up'. Each one of these topics I have evaluated are equally as important as the others, and there are many more specific ones that I omitted. Why do good? Simple: the world is full of causes and effects and when you act, you direct a cause somewhere. Wouldn't you want your actions to have the best effects for everyone else? These four compose what I like to think of as 'four mindset pillars' that work as the foundation of a good tanker. I hope you learned something just now, or if you already possessed knowledge, I hope it was strengthened within you. Do you know of any other important aspects of 'Battle Etiquette'? Feel free to post your opinions below! -
[Forum Game] The player with no like on his/her post wins.
St.Guardian replied to Dawn.of.Legend in Forum Games
If you like this you like me and if you like me you will not like this... -
Review [Special] A Clan's Guide to Control Points
St.Guardian replied to St.Guardian in [Special] A Clan's Guide to Control Points Newspaper Archive
In light of the new Esports tournament, it has been decided upon to finally place an up-to-date guide on the formidable format of Control Points. The reason? This tournament is the first of its kind; it is a major tournament in which the only battle mode is CP which most clans do not have a lot of practice with. If you are in one of those clans (no offense bro chill), you should keep reading! _______________________________________________________________________________________________ Introduction to the Format The Control Points matches in this tournament will take place on the maps Iran, Massacre, Rio, Kungur, Wolfenstein and Serpuhov in the group stage, and in the playoffs the matches will be played on Gubakha, Skylark, Osa, Parma and Monte Carlo. Quite a diverse array of maps to play on, right? Due to this, it will be difficult for a clan to specialise their tactics for each map. The best mindset for entering a CP battle with your clan is to take just enough points to maintain a steady lead over the opponents, but not too much such that your team is spread thin over the map. For example, Wolfenstein has 5 control points, with 2 being in each base and 1 in the center of the map. The most efficient way to get points would be to take the two in your base and the special one in the centre of the map. This 'tipping point' will be the key to every CP battle and does not always have to be one, it could be more but usually is not more than two. Your team should prioritize possession of this point, keeping at least one heavy hull with support nearby all the time; but never forget to periodically check on your base's Control points lest an enemy sneaks in. So, a clan's main task in CP is to effectively spread their forces out evenly, but as soon as one point is threatened, concentrate on re-gaining that point. Here is a list of the Tipping Points for each map and the best ways to control them (warning, incoming data may break your computer): Boundaries of Equipment Now that we have discussed the basic, you should be informed of how to disperse equipment among your clan evenly. Firstly, you should know that in this tournament, every battle will be played on a 7v7 format, lasting 10 minutes (you self-destruct at 10:15); only two heavy hulls and no more than two turrets of each type are allowed per team. Thus, I strongly advise against the use of Wasp, and Mammoth as these two hulls do not have a sufficient balance between health and speed. What about hornet, you ask? Well, that hull has enough health to be useful for what I call a 'portable sniper' who could use either Railgun or Shaft- with the turret's respective module that increases damage. This player will be incredibly useful in long range support as they could speed around the map, doing heavy damage to opponents while receiving little to none themselves. It would be best for this player to strike a specific point right after the enemies have lost their Double Armours, as this is when they will be most vulnerable. Main Hulls As for the other six players on the team, there should be a Dictator and Titan or simply two Titans, as well as three Vikings and preferably one Hunter with Isida equipped. The two heavy hulls should be re-taking and guarding control points, as their health allows them to sustain significant damage from opponents. These players are the core, the pillar on which the sustenance of a point lies. As for the three Vikings, their roles will be very versatile and ranges from racing across the map to combat enemies to simply capturing points. The Isida does not necessarily have to be equipped on a Hunter, but balanced statistics and size of the Hunter work well for the medic role. This Isida should always go towards the Control Point where your teammates are being pressured by opponents and heal as many allies as possible. If necessary, players should say in a call that they "need an Isida at Point X" or something similar. A wide, heavy hull is great for blocking enemies' routes and defending a CP behind you, while attacking another CP. Turrets' Roles It is up to your clan to decide on which turrets to place on the two heavy hulls and three Vikings, but it would be best if your team has a layout similar to this: one splash damage turret like Thunder or Striker, a long range turret such as Railgun, a spray turret such as Firebird or Freeze, a turret with a high rate of fire such as Smoky or Vulcan, and a plasma weapon like Twins or Ricochet. The splash damage turret would be used to efficiently destroy clumps of enemies at a point, and will be crucial as an offensive player in CP. The spray turret on the other hand could be used diversely and would suit as a weapon to defend a capture point or a weapon to damage multiple enemies crowded around a point. In addition, the turret with a high rate of fire would be a midfielder's weapon and would help relay a constant fire to the enemy. The player using this turret will serve as a distraction and will ultimately cause the enemy to use their supplies earlier. Lastly, either Twins or Ricochet's main purpose would be providing cover and hindering enemies' movements away from a certain CP, as the opponent would most likely move to avoid the plasma orbs. It should be noted that alterations are allowed in this tournament. If you wish to use any alterations, your team shouldn't have a drastic change in gameplay. The best alterations I could think of are only a fraction of the many alterations offered, though. For instance, the High Capacity Drum for Hammer, the Armour-Piercing Ammo for Thunder, Compact Tanks for Firebird, Corrosive Mix for Freeze and Unstable Plasma for Ricochet. You should just remember that there has to be a balance of splash damage and concentrated damage output, as Friendly Fire is activated and so you would not want to deal a significant amount of damage to your clan mates. Different Maps, Different Strategies As mentioned previously, there are eleven different maps that could be played on for this tournament, so it would be best to categorise them based on map size and structure, so as to form general strategies for each but not too many so. Simple maps: Massacre, Parma, Iran Medium maps: Wolfenstein, Osa, Gubakha, Rio Complex maps: Serpuhov, Monte Carlo, Skylark, Kungur Simple maps are the ones that have uniform terrain all around and are relatively compact, allowing for little movement that will also lessen the effect of camping overall. Therefore on these maps, it would be best to carefully guard your clan's heavy hulls specifically and place them at the respective map's tipping points. These maps are also of basic uniformity and therefore you will not have to change strategies when changing map sides. Additionally, on these maps there is really only one key tipping point that is located in the centre of the map that is encircled by props whether they be walls, hills, or buildings and trees that may not always provide sufficient cover. What this suggests is that splash damage -from turrets such as Thunder or Striker- as well as surrounding the enemy is crucial on these maps. Spray turrets should also be proficient here. Medium maps on the other hand are a bit more complex in terms of where props are placed and are generally larger, offering a more broad spectrum in terms of progression of the battle. In other words, it could go either way, and change very quickly. The key to turning this to your advantage is map control: ensure that key camping positions are secure all the time and you could also try spawn-killing your enemies for some period of time (just to get ahead in points). They also have a significant amount of their points enclosed and camping is very effective, especially in centre/key locations of the map (that are also of equal distance to three or more points) such as the fortress in Wolfenstein or the Towers in Rio. In these mediocre maps, the tipping points are a bit easier to control than in Simple maps but of course just as hard to re-obtain from opponents. Complex maps each offer similar styles of team play, in that they are all large and have usually fluent and adaptable dynamics. In these maps, it is important to spread your clan's forces wisely, perhaps assigning a designated player to a point and switching periodically. Perhaps your clan could designate a heavy hull and a supporting Isida to a point that is under heavy fire from enemies but when the enemies are destroyed, let a Viking/Railgun guard it. In these maps, it is easy to predict what will happen, such as whether or not the enemies will stay in control of a CP, because of the large expanse of space between points. This segregation also makes the 'tipping points' on these maps contingent, because a Control Point of the enemy base could easily be taken and be well covered by the base's own buildings/infrastructure. All these points further imply that on these maps, communication between members of a team is very important to maintain control of as many points as possible. Productive Tactics There are, of course, more things that you can do to heighten your advantage against a clan in a CP battle, thus I have compiled a short list of a few inter-related tactics to advise you. Divide and Conquer- This strategy is useful to destabilise enemy game play, especially if they are in fluent control or are about to take over a significant point. It involves focusing on the enemy team's main 'point capturers' and shooting at them in particular, and cutting them off from the main points. These key players of the enemy team typically have heavy hulls so turrets such as Striker, Thunder, Smoky and Railgun will be useful for destroying them. However, this tactic is often harder to put into place than most think, because it comprises both controlling the enemy's respawns as well as your clan having to station one player into the enemy base. Enclosure of the Enemy and Splash Damage- What this scheme certainly encompasses is teamwork. It simply but effectively allows your clan to magnify their damage output on the opponents. To perform this, your team needs to attack the enemies while they are taking a point, as this is when they will be grouped together and therefore splash damage will be most effective. You should do it by long range though, using either Thunder or Striker (Thunder might be better due to its high rate of fire). After this, the rest of your team's attacking squadron could dart in and finish off the enemies. It works very well on any size map. The Engagement Principle- Simply put, let's say a player with a high damage per shot turret wishes to defend point A. Since this person wishes to camp and snipe the enemy to defend a point, they should camp in a location that is both 1) unreachable -in terms of shooting- by Control point A and and 2) is some distance from Point A. This is so that the enemy attempting to capture Point A will have to divert their route first to kill you and then take the point, wasting as much time as possible. As a fail-safe, the player defending point A could place mines around it. Using Friendly Fire Against the Enemy- In truth, using friendly fire against the enemy is probably the most sly but clever thing one can do. All your clan has to do is assign a 'recon' player who can get close enough to a cluster of enemies surrounding a point, while said player uses their Health Kit supply to stay alive for as long as possible, moreover maximising the self damage the enemy team does to themselves. The performance of this trick is exceedingly good if the enemies have Railguns, Thunders, Firebirds, Freezes, Striker and even Twins. Assessment of Modules and Corresponding Change- This last feat is quite a strategic one, so much so that your team should be careful that the enemies do this to you. Around 4-5 minutes into the battle, your clan essentially looks at all the modules the enemy team currently has, very quickly I should mention, and let one player switch to the turret that the enemy has least (or no) protection to. For example, say the defensive players of the enemy clan have equipped the modules Kodiak T-A, Grizzly T-A and Badger T-A. You wish to destroy them as quickly as possible, so which turret does your clan's chosen player switch to? The answer is simple. The modules mentioned do not have protections against the turrets Ricochet, Vulcan, Isida and Striker. Of course you would not want to attack them with a turret that diminishes their health slowly (after all, there are 3 of them and presumably they can use their Health supplies) so Isida is rules out. Vulcan's aim is too singular and that leaves either Striker or Ricochet to choose from. A very hectic image in which some previous tactics can be seen _______________________________________________________________________________________________ Thank you for preparing yourself by reading this article which hopefully enlightened you. Now, soldier, you are ready to go into the nefarious field of CP battle. Good fortune to you and your clan in this tournament. Who knows, maybe you can become the first Lord of The Points! -
The message area that is in the game right now is one that only members can see, and I think the developers mentioned in a recent Vlog that they would allow clans to extend membership in a bit of time.
-
It's not a problem that you're curious :P The supreme commander getting blocked or banned -from the game or chat for that matter- should not have a drastic effect on the clan, because they will have a co leader with almost the same abilities and will most likely be communicating with their members through skype. Edit: if you're referring to a leader getting banned/blocked from the clan itself, this would be an almost impossible circumstance as no moderators can currently do this; it would have to be directly from a developer/admin who has the powers. Even if the admin/dev banned the supreme commander, they would have probably selected a new temporary supreme commander.
-
A supreme commander of the clan is disallowed from leaving the clan, they don't even have any "buttons" that would give the chance to do so
-
Review [Issue 63] Tent Things Regarding Camping
St.Guardian replied to St.Guardian in [Issue 63] Tent Things Regarding Camping Newspaper Archive
Indeed, loyal readers or those who are just bored I did make that pun in the title, it wasn't a typing error. Yeah yeah, attack me all you want, I'll simply deal out s'more camping puns. Anyways, in this article, I will be discussing my opinion on the infamous art of Tanki camping. I am in no way condoning or condemning the actions of campers nor am I one. Let's fire off! _________________________________________________________________________________________ 1. Campers Are Not 'Kid Noob Hy6s' All right, first point. Campers are not, as many tankers establish, 'Kid Noob Hy6s'. Not only is this tautology (noob and Hy6 basically mean the same thing) but it is probably the most far fetched, over exaggerated opinion ever spreading in Tanki. Definitively, campers are probably just as experienced in the game as other tankers are. It could be that they specialise and are ineffectual in certain aspects of gameplay. For example, they are probably better in waiting for opportunity rather than rashly seeking a flag capture, but they may also be relentless towards opponents and oblivious to whether a team mate needs assistance. In DMs however, campers are strongest and really flaunt their self-sustaining nature, and this is the absolute proof that campers have skill as they usually wind up near the top of the tab button. Those guys in StarSeries sure did know how to make camping look good and easy. 2. Nonetheless, They Are Annoying However, I'll give you all this: campers do get on our nerves and they certainly know they do. I mean really, there is no day in Tanki that a tanker doesn't get upset over a loss against a camping XP in Parma or a team that won't leave the protection of their base in a Barda XP/BP. There is just something so painful about getting helplessly pierced by the enemy while you can't see them or counter fire. Trust me, the worst part occurs when you have a chance to put and end to their camping spree - but you can't do it in time or your team is too segmented to help. In fact, it is probably this psychological warfare from oppression, to anger, to confusion that all of campers' victims seem to suffer from. I again empathise though as all of us have been on the receiving end of a camper's sneaky projectile. Reminiscing, I recall a Sandbox CTF from around halfway back in my 'Tanki Career' (about 16 months ago). As usual, it was a matter of pure camping versus all out attacks from my desperate team. To make it worse, the enemies were behind the house in our base most of the time. Eventually, I got so enraged by their seemingly cheap strategies that I almost broke my keys when I typed into the chat, "NOOB CAMPERS GO ONTO EBAY TO BUY SOME REAL SKILLS". You know what the enemies did? They just camped even more as they now had a passion to beat my team and my situation was worsened. Inevitably, they won by a massive margin. What a low (or should I say high) blow. Their base is overrun and you keep bashing them? Give 'em a break, man. 3. Camping Requires Skill Despite It Being Distasteful Yes we all probably think that such an activity is 'cheap', but it is a lot harder than most persons think. In actuality, finding the best spot to camp (such as an inconspicuous gap between buildings or a deep, green area of the bush) is tedious. Just finding the perfect position is hard enough, and what's even harder is maintaining that spot and effectively killing enemies without making lifelong enemies. Campers actually do get into feuds with other campers, believe me. Moreover, said feuds don't end in "oh let's be the best of friends". They can escalate to a point in which each camper focuses whole-heartedly on the demise of the other, going so far as to place mines around every known route and the entire battle is put into an imbalance of flux. 4. There Are Skill-Proving Ways To Beat A Camper Shocker! There are ways to pulverize them! Too many tankers just can't think straight enough in the heat of a battle or a base takeover to decipher how to accomplish this. Firstly, if you wish to beat a camper you have to have to think like one. Approach the camper in a sneaky way and rarely leave cover. It helps to be able to visualize 'geometrical lines' on the battlefield which represent the enemy's boundaries of fire from their safe zone. You should stay outside of these boundaries and just when the camper leaves their own protective zone to attack you, catch them off guard. I would say that it is pretty hard to break a camper's rhythm by brute force alone; one would need to employ the tactical aspect of battle such as drugging utilising smart cooldowns. For example, if you notice that a camper has a Double Power and/or a Double Armour equipped, do not rush to kill them before they do too much damage. Let them have their fun - they will regret it. Wait about 20 seconds and then attack the camper with your own drugs. As a colleague of mine said quite thoughtfully, "Use drugs with Hammer." High damage per second turrets work great for this as it really shocks and puts down the camper easily. Using skill and the new ricochet effect to bring down another camper. 5. There Are Different Categories To Which Campers Belong Not all campers think and play in the same way after all. There are defensive, offensive, recon, and diverting camping styles and there are probably even more diverse classes to which tankers fall into. I'll explain the four core types briefly: 1) Defensive: These campers particularly enjoy staying in the vicinity of their base and they are typically stationed near surrounding props. Their sole purpose is to damage enemies before they enter the base. 2) Offensive: Offensive type campers' only goal is to wreak havoc from a position within the enemy base. They do this by destroying opponents who are defending, camping or re-spawning. 3) Reconnaissance: Campers like these shoot enemies and move away quickly while relaying information on enemy locations. They move inconspicuously, staying behind one prop no longer than 30 seconds lest they attract attention. 4) Diversion: Campers in this class have one job: distract and frustrate the enemy. Typically, this is done by staying within the enemy base and luring enemy players away from their respective roles. These branch off into a few specialty styles such as Drop Control Camping (to maintain a particular drop zone) or Location/Route Camping (securing an area in a map for attacking teammates to use). So next time you see a camper, don't just assume that they are blindly killing as many persons as possible: they are provoking you with a purpose. Again I can empathize with getting aggravated at them, because if they're leading 14-2 in flags, why would they want to continue spawn killing the my team? They should give us a chance to recover and give themselves a challenge at least. Defensive campers rock! As long as the enemies don't surprise attack me from behind. 6. Campers Are Not Cowards Currently, here is a very blurred line from tactical awareness in shielding yourself and being too timid to stay out of cover. Though it may be true that some care too much about their D/Ls and thus can be detrimental to their team, it should not be stipulated that campers fearfully look for the easiest way not to get destroyed. After all, fear keeps humans alive, but it also deters a persons' sense of reality, no? I think the idea of campers being cowards stemmed from players who were simply aggravated my campers and wanted to think of a reason to bash them and make themselves seem higher than the camper. Players make excuses like these all too often nowadays, or even go so far as to claim that the enemies are 'hacking'. I don't know about you, but I think that this is destroying the links between the community by making players unnecessarily blame each other, even though it can very well be true sometimes. Remember, you are playing the game, there are not others playing for you. 7. They Are Not Selfish This is very much related to the aforementioned point: you can't just see a few boulders fall on a small amount of animals and pronounce the entire mountain a bad place! The concept that campers are all self-obsessed is complete fallacy. They just prefer to work solo and rely on their own experience in the game. What about duelers who literally live to play the game by themselves in a heated 1v1? There is nothing wrong with that. However, it could be said that some campers ruin the context of the art of camping by focusing on purely killing the enemies and not directly helping teammates which, in fact, could be more pivotal in turning the battle to your team's favour. This problem is more located on the entire battle players spectrum as almost all tankers love to kill an opponent cyclically even though it may achieve very little. 8. They Are Exceedingly Helpful To A Team This is probably a more obvious point, but despite campers being a nuisance to their enemies, they are effective in the purpose of any battle. It is just a different cause to achieve the same effect that many tankers strive to achieve, like instead of exposing oneself to the enemy and moving to avoid fired shells; they hide themselves and rely on the map structure. Specifically for battle practicality, it should be based on purpose and not mindset: what tankers strive to do rather than how they do it. In case some of you have not noticed, but all of the top teams in Tanki Online rely on it and it is a major form of battle play; especially during major times of stress where one wishes to destabilise the enemy and tip the battle in their favour. In effect, campers cause the capturing of many flags by occupying many of the enemy players' time. They also allow for the best offensive drop control in the Tankiverse, because by maintaining control of an area with a Double Power and Speed Boost, you slow opponents' movements and lessen their damage output. What greater way to assist your team than function long range and closely protect your base...with the perfect camouflage? 9. Campers Do Not Always Have The Highest D/Ls Indeed, I just stated that. A D/L all depends on the effectiveness of a tanker in making the most of his time alive. Some campers whose purpose is to distract by chaos (or those who just aren't doing it properly) may actually have completely degraded, lower-than-Fen's-height D/Ls. Not this alone, but also campers who wish to divert the enemy's attention to themselves often have pretty average D/Ls. One can not assume that all campers have high D/Ls, nor should one assume that they are for pomposity. Druggers have high D/Ls, but not because they stay in cover. In fact, it is the exact opposite that allows most of them to maintain a high amount of kills for every life they have. They use Double Armours, Health Kits and Double Powers to maximise their time alive essentially by increasing their health pool while staying out in the open to attract enemies - and more enemies means more kills. 10. Camping Is Not Unfair Now we arrive at the last point. Universally, everyone has the ability to camp, and it is just a type of strategy employed by probably one in every five tankers. It is simply that some players decide to minimise their exposure to the opponents without getting their hulls weighed by a flag, and you shouldn't condescend at the activity. It's like a different way to play a sport, such as the good old Fosbury Flop which was different but revolutionary. Of course you could get frustrated because everyone will feel anger at a situation which is oppressive and out of their control, just remember that you shouldn't channel this anger into hatred towards the person. The anger could also cloud your judgement in battle, so by controlling it or merely channeling it into a passion to win, you fabricate a partially 'happy' solution in which both players have the strong will to defeat each other, but not despise each other. __________________________________________________________________________________________ You might ask how I know so much about campers. Let's just say I... know a few :P. Anyway, thank you for taking a segment of your time to read my opinions on such a controversial topic. Are you a camper? Do You Agree? Please post any feedback below!- 13 replies
-
- 23
-
-
[Special Review] The Clan System
St.Guardian replied to St.Guardian in [Special Review] The Clan System Newspaper Archive
Salutations, curious tankers! The eagerly anticipated in-game framework for clans has finally materialized and there are all kinds of discussions about it already. The clan system will undoubtedly gain more utility as future iterations take shape and while it isn't really replacing the clan arrangements in our forum, it certainly seems to have its advantages. Continue reading to learn all about these and more! Background On The Subject It surely goes without saying that the Developers have been working on this for quite a few months now. To make this even more evident, notices on the Wiki of this ongoing work to the Clan System were there since around November 2016. Presently however, the Clan League system has been released and become available to all tankers but prior to this, only a small circle of experienced clans were testing, which allows tankers to ask themselves why the developers would so such a thing. Why did the developers not want to make it public initially? In a short answer, they distributed clan 'passes' to the most experienced clans for reasons relating to the fact that these clans would use the system to its full potential -such as the private clan chat and the mechanics of clan vs clan battles- and they would also know what to test for and be most proficient in identifying bugs/inconveniences in the system. The Mechanics- How does it work? Clan Ranks and Hierarchical Powers To put it briefly, there are seven different ranks a member of a clan can have. In order of ascending authority and ability: Novice- A new member to a clan who does not have any powers and can not play in PRO battles without a PRO pass, but will become a Private automatically within 24 hours of joining. Private- Does not have powers except for the joining of PRO battles without a PRO pass. Veteran- Has the powers of a Private, but can also invite players to the clan. Sergeant- Is identical to a Veteran, just has a higher profile through recognition/name. Officer- Has the same powers of a Sergeant but can change a member's rank, expel a member from the clan or accept/reject requests to join the clan. Commander- Essentially a Co-leader; has the same abilities of an Officer but can edit the clan's profile. Supreme Commander- The founder of the clan and a position that can not be obtained even through promotion; has the same powers of a Commander but is superior in that they can end the clan. Clan Enrollment All right, so with the clan system being extremely new to the game, some players may not be quite adept at deciphering how to use this system properly. Firstly, only leaders must pay the 36 USD to initiate a clan; not every single member. All invited and accepted members will get into the clan for free so don't fret, you probably will not have to bust your Dad's credit card or pledge "it's not a lot of money, please Mum!!". It should also be noted that a tanker can only purchase a Clan License if they are not in a clan, and one Clan License = 1 Clan created. What this means is that only one clan can be created with one Clan license. Thus once you have already purchased a License and have disbanded your respective clan, you will need to purchase a new Clan License to create a new clan. Lastly, when you create a clan you must provide: a clan flag (often decided by the main nationality of its members), a clan name no longer than 20 characters, and a clan tag no more than 5 characters. Finding A Clan's Profile A clan's page can be found by clicking any of the clan's member's names and selecting "Clan profile menu" as in here: Currently, the page can not be found by attempting to search a new clan as it will show the clan's name that you are sending a request to and not much more. 'Clan Vs Clan' Format Battle In creating a "Clan vs Clan" Format battle, the battle creator has to be a member of a clan (duh). Also, as stated by Developers, once a player joins on one side of a Clan battle, only their fellow clan members can join that team and vice versa. This principle will be very effective if members of a clan wish to to perform a public 'inter-clan' battle, because a member can post the link and once two of his clanmates are on the Red and Blue side, only players of that single clan can join. It may hold potentially unstably though, if a public and not privately arranged Clan versus another Clan battle wishes to be played, because a Clan with only 6 members is not prevented from joining a Noise 8v8 drug battle against another clan. Clan Statistics Another interesting aspect of the Clan System is that it allows players to collectively see a clan's overall number of tanks destroyed and overall number of tanks lost and moreover, a clan's D/L. This proves practical and worthwhile because after all, a clan's team play is only as strong as its weakest member, right? A few things can also be inferred from data like this, such as if a clan's members prefer careful/risky gameplay or whether they like to defend or make the most of their respawns. So this feature is very much tactical as well as it is applicable for pride and 'bragging rights'. Member's Loyalty and Activity Credibility There is also the universal ability to check a members's last login time and amount of time spent in the associated clan, which is shown on a column on the clan members table. Basically, this was a marvelous idea on the Developer's part. Not only is this handy for players to check if a player is active enough to stay in the clan, but it will allow clan members to distinguish/prioritise between certain members for their time spent in the clan; although this should not be abused or used unjustly. The Clan Chat To get to the Clan chat, a player can click the 'Clan' icon at top-right side of their screen and it will isolate them from the public chat which will be replaced by a 'Clan Chat'. Additionally, the majority of the right side of the screen will show the Clan Profile and these descriptions can be seen here: The benefits of such a mechanism would be that clan members could communicate through different servers and the time of each message is shown, making for a more user friendly interface. Tankers should also take heed that although Chat Moderators can not see a Clan Chat unless they are in the clan, bans on the public chat do apply to the clan chat. As stated before, you are separated from the public chat when entering the Clan Chat, so messages from one to the other will not work. Advantages and Disadvantages Now that all of the Clan System's dynamics have been discussed, the pros and cons of this new update should be assessed, right? Here is a compilation of all the advantages and disadvantages of this system being introduced into the game: Advantages -Basically all members get a free pass into PRO battles, resulting in saving 5,000 crystals every month and 60,000 crystals saved each year. -There is a private chat for efficient communication between members, and this will provide a second source of connection besides Skype. This could imply that players would not have to leave Skype open when playing in normal battles, resulting in a reduction of lag. Also, a private battle link can be posted in chat for all online members to see. -Such a system provides undisturbed and fair clan versus clan battles and in theory, should stop mults and saboteurs. -The introduction of a Clan tag next to players' nicknames, besides being aesthetic when looking at a battle scoreboard, will allow members of a Clan to be easily identified. Furthermore it will let players know when they really are playing against a clan and it should prevent cheating in tournaments (where players belonging to one clan sometimes secretly play for another clan). Disadvantages -It is quite apparent that lag has been exacerbated by this update, with the two primary Russian servers either preventing some players from logging into them or causing a few battles to be so laggy that even the Tanki creators would rage. -There are still ways to bypass the anti-mult system; there will always be players who relish in ruining others fun. -This begs the question, is the 'prefect' mechanism that only allows members of the same clan to join the special battle practical? In truth there probably have not been many circumstances so far in which a battle goes stagnant because no other members are there to join. However, what would happen if one or two members, who are the only ones online, join a 6v6 Clan battle without noticing that it is, in fact, a clan battle? -Indirectly, it could decrease the currently massive presence of public Xp/Bp battles, so clanless tankers or those who are not in the game frequently would not have as many battles to choose from. Those are just the present and possibly not so noticeable aspects. Perhaps more of each will appear with future optimization of the system. Speculation Regarding The Future It is probable that a Clan ratings system will be implemented, assessing win/loss rates against other clans and applying points to a list based on that. The data would then be sent to a table of all the clans in the game and this is what players would be able to see and make their judgement on. Also, there might be a monitored clan logo permitted and it should cost a lot of crystals to the person changing the logo, to which would be allowed about one change per month. This would prevent troll clans with inappropriate logos from originating, and if this "Logo System" was implemented, only the Supreme Commander or Commander would be authorised to change their clan's own. In addition to these, just maybe in future, clans could 'own' a map as they did in the elder days of Tanki, and this could be based on the number of wins they have on the certain map. This would have to be be calculated systematically and could be shown to give the chance for a clan to choose which side to start on during a clan war in a tournament. Lastly, it is possible that a private clan notice board is administered. It would have to be under the clan profile description and it could state anything from upcoming clan wars to documentation of past clan trainings to the date/timetable of future trainings. Who knows, this update could be one of the best things that has happened to eSports in Tanki since StarLadder. Maybe this will be the revolution in which clan versus clan battles systematically credit to tankers' opinions of who is really better. But for now, thank you for taking the time to read this article. Have fun!- 27 replies
-
- 16
-
-
Guide [Issue 60] Expanding Your Battle Expertise
St.Guardian replied to St.Guardian in Newspaper Archive
Thanks for pointing that out, 'twill be fixed. ;) -
Bill Clinton
-
[Issue 62] [Guide] Gameplay Analysis: Kungur Light Format
St.Guardian replied to St.Guardian in [Issue 62] [Guide] Gameplay Analysis: Kungur Light Format Newspaper Archive
(cue Semyon impression) Hello tankers! In this Issue, I will be evaluating and guiding you through the tricky, vigorous game play of Kungur Light Format. As it is mainly a tournament format and is exceedingly popular, this guide can help for the common clan versus clan battles. Let's get a move on! Map overview: Red Primary Base: The Red team's main area as well as the highest part of their base in which the flag is located. Red Urban Area: Located on the right side of the Red base, this area is a common respawn zone and is home to many buildings. Red Secondary Base: This area is to the left of where the flag is located, and is also a great place for a defender to camp in and snipe enemy attackers. Long Range Ramp: A ramp/high platform more easily accessible by the Blue team. It can be used to camp and provide information on routes - as it provides a great view of almost all the map. Central Area: This is the main section of the map where many routes intersect (as it is in the center). Sniper's Valley: Sniper's Valley is so named as it is surrounded by tall props that might be uncomfortable to some tankers. However, it is a great place for a Red defender to camp with much cover and a Double Power to work with. Blue Primary Base: The Blue team's main base, armored by small houses which provide cover for defenders. Blue Sub Base: This is the area surrounding the Primary base and must be crucially controlled, as it has a full drop layout, a health kit and an optimal surprise to the Blue defenders. Blue's Factory Area: A slightly isolated segment of the Blue base that provides excellent sniping opportunities and thus must be heavily guarded. Map Inferences This map is a square and thus you will take about the same amount of time to travel from one end to the other. Keep this in mind when rushing after an opponent with your flag or clearing your base of enemies. Camouflage would also be a seemingly useful asset; the best paints to use are Moss, Urban, Needle, Forester and Metallic. It is also well balanced on each team. The Blue flag area is more like a 'valley' and thus, is vulnerable to sneak attacks from behind it. However, because of the excellent amount of cover Blue defenders have, it is generally easier to exit the Blue base than it is to enter it. An oppositely similar situation can be described for the Red base. The Red flag is mounted on an area almost like a hill and therefore Red defenders will not have cover while close to the Red flag. On the other hand, Blue attackers will be immensely exposed when reaching for the Red flag. What this further implies is that it is relatively easy to enter the Red base but due to the lack of cover, it is less easy to exit it. The Red team seems to have better access to Double Armors than the Blue team does - and this is mainly since objects are either in the way or providing cover. Differently, the Blue team has slightly better access to Health Kits throughout the map which can be used to ensure deadly attacks. Blue team: Defense It is moderately easy to defend the blue base. I say that owing to the massive cover from the houses that defenders get; which also causes Red attackers' routes to be limited. Nonetheless, you should never underestimate attacks. Always be prepared for an attack on the Blue base, which may not always be as protected as you think. To adequately defend the Blue base about two defenders are needed, although other players will most likely assist if the base is overrun or the Blue flag is taken out of your base. Due to the slight isolation of the Blue base, the main task is balancing vision on and cover from the enemy. The first defender should be located on/near the main ramp at the front of the base; covering this area: Their role in defense will be massive (a position really can't be that small in a map like Kungur k). The person there will have to 1) Look from a 180 degree angle at the entire map including the right side of the Blue base 2) Report this to their teammate 3) Control the Health Kit on the ramp which will fall every two minutes by the way, and finally, 4) Manage the primary entrance to the base. Indeed, it is a huge workload but with a lot of practice it will be as light as a breeze. As a defender here, it is best to prioritise in notifying your fellow defender about any oncoming attacks before they actually occur. The second defender, the "Heavy Duty" one, will have to stay deep in the Blue base near the flag. This will compensate for some of the aforementioned defender's flaws such as the vulnerability to attackers approaching from the back of the base and enemies that have taken many drops. The "Heavy Duty" defender should be located in and pay attention to this area: This defender's task will be to physically engage the attackers approaching from the right side (relative to Blue) of the map and try to get as much damage done to enemies in their base. If you want to be a defender in this position, you will also need to block enemies who are trying to reach your flag. Additionally, if you notice you are low on health after leaving the comfort of your house clump, you should self destruct (do this immediately after an attack on your base lest an attack occurs while you are respawning) to reset your health. Lastly, you should utilise the unique terrain surrounding the Blue base: the "Heavy Duty" defender can go to the back, raised area with bushes in the event of the Blue base being overrun. If your flag is leaving the border of your base in between this area: You should shoot at the left side of the enemy's hull. Because of their high speed when passing, shooting their side will slow them down massively as they will get trapped on an edge of the ditch; they may even fall in. Blue team: Attack When attacking for the Blue team, your main concern would be lack of cover, and even more important is that before you enter the Red base, you are heavily exposed from almost all angles. Thus, attacks will be most proficient if both of your attackers have modules protecting against Railgun (in New Light Format, the limit is two protection modules of 35% against Railgun. So in Blue's case, all go to the attackers). Fortunately, you should also have a couple Health Kits to help you. The maximum number of players required to break the Red team's defensive lineup is 3 players, but usually 2 players can manage to do so after a few waves of trial and error. Also, the best way your team should plan to attack in Kungur is to use the 'chain-link' method. What I mean is that you should be prepared to hand the flag off to your teammate, to prevent wasting time pushing corpses out of the way or in case the player with the flag is ambushed by a Red player. Due to Kungur's massive size, there are about four different routes to get into the Red base and a likewise amount of return routes while racing across the map with your enemy's flag. I decided to segregate them and let you, my dear readers, customise them to your will, capability and circumstance. Here are the four routes you can use to enter the Red base: Below are some tactics related to each start route. Route A: Is best used when your enemies are camping Is best used when your opponents' drops are only now falling Is excellent for a diversion, whether causing it or attacking while one is occurring Should not be used if your enemies have just taken their attacking drops Should not be used if your flag or the enemy flag was taken Route B: Is best used when your drops on the left side are falling Works well if your teammates are controlling most areas of the map Will be successful if the enemy team's Smoky player was destroyed a short time prior Should not be used if the opponents are dominating in map control Should not be used if the enemies are about to attack your base Route C: Is best used when your teammates are attacking the left side of the Red base Is also great for a diversion Will work great if the central Health Kit is about to fall Will be hindered if the enemy team is camping Will not be effective if the enemy Smoky player is defending Route D: Works well if the enemy defense is focused on the right side of their base Is effective if your enemies have just been destroyed Is most effective if the opponents do not have a Double Power in their control Will not work if your opponents are camping Should not be used without a diversion on your teammate's part Here are the main routes used to bring the Red flag into your base: These are some strategies to help you use each one to the best of its ability- Route A: Best used when the Red team's Health Kit has just fallen Works well if you have supply drops on your tank Best used if your teammates are waiting near the perimeter of your base Will not work if your opponents are chasing you from both left and right Will be hindered if the enemy Smoky is chasing you Route B: Works well if the Central Health Kit has just fallen, you can take it Works well if you have cover fire from your defenders, especially if your Smoky player is camping Is best used in 'chain-link' attacks when you have support from your teammates Will be hindered if you are being chased by more than two enemies as you will be vulnerable from many locations Should not be used if the enemies are camping on the right side (relative to Blue) of the map Route C: Works well even if your teammates are not supporting you; you are on your own Works well if the enemy team has overrun your base Can be taken if you are being followed by more then two Red defenders or their Smoky player as you have lots of cover Should not be used if you need a quick capture Should not be used if your opponents are in control of the Blue Factory Area Route D: Works well if the Health Kit near the bridge is about to fall Is efficient if you need a quick capture Works well if you have supply drops equipped on your tank Will be hindered if the enemy defense is not destroyed/distracted Is a poor choice for those who want stability in an attacking route Quite a handful huh? Well, just remember that each route will be suitable for different circumstances and be careful not to run away from your teammates who may be waiting for you at a rendezvous point. Blue team: Standoff Once a standoff plays out in Kungur, especially on the Blue side, ensure that the enemy flag is secured in a well covered location and clear the entire base of all enemies. From there, your team should split into the usual defensive/offensive format. Your team should probably leave three players to control the base while three go into the enemy base to attempt a return. The defensive layout during a standoff is shown below. As you can see, there should be one XP/BP on the Long Range Ramp and one XP/BP player in both the Primary Base and Factory Area respectively. If the Red flag is being kept in the Primary Base, your team should ensure that there is always a defender guarding the right side of the base. However if the flag is kept in the Factory Area, it is crucial that the defender on the Long Range Ramp act as a 'recon' player and focus on scanning the battlefield for enemies. Additionally, if the flag holder on your team is about to be killed and a Red opponent is nearby, they should ram their hull into a wall/house to allow their corpse to stay on the enemy flag so that the enemy will have to push it out of the way to return. This should buy your team a few extra seconds to destroy the Red player(s) in your base. In a circumstance like this, it would be suitable for your team's Smoky player to return to the Blue base and assist in demobilizing the Red players, because Smoky's high rate of fire it will be able to damage all of them; making them a 'one-shot' kill. As for the three players penetrating the Red base to return your flag, the best layout would be to use the 'surround and conquer' tactic. To expand on this, your teammates should try to block off only a section of the enemy base (due to its massive size and segmented areas) where the Blue flag is being kept, basically in this array: It works excellently if two factors are contributed. Firstly you should get the enemy flag-holder out of cover and into a special position in which most of your teammates can hit him. Secondly the Smoky should lay constant fire to the enemies as it will be able to knock off the Red players' aims while your team is pushing the enemy corpse out of the way to return the flag. Red team: Defense I'd say that defending the Red base is slightly harder to defend than the Blue one, what with to the exposed area of the Red flag. However, this can be used as an advantage, can't it? After all, Blue attackers will be immensely exposed both when entering your base and taking your flag. There should be two defenders on either side of the Red primary base to fortify it. The first defender should be located in either the Sniper's Valley or the Red Secondary base. Here, they will have to control both ramps leading into the left side of the base and also warn their teammate about any incoming attacks. As well as this, it will be their job to watch out for sneak attacks approaching from the far left into their base and engage the Blue attackers accordingly. Depending on which position this defender chooses to take, there will be advantages to each position. For example, the Sniper's Valley has ease of access to a Double Power and a more frontal view to the enemy base; allowing anyone there to pile shots into the Blue defenders/midfielders. In the Secondary Base however, you would have an element of surprise on the enemy, plenty of cover and the ability to shoot at elevated Blue attackers on the left path. A second defender should be either located on the ramp (with a Health Kit near it) connecting the Red Urban Area to the Primary Base; or sitting near the flag at the base of the main bridge. This defender will have a slightly larger role to play in defense. Their job will be to 1) Control the Health Kit's dropping times, 2) Take the Double Power and use it to shoot at Blue players respawning and 3) Block incoming attackers at the flag podium. Again, there would be different 'pros' to choosing a certain position as staying near the flag podium would make it easier to block the flag whereas staying on the ramp would give a defender cover from a Blue player on the 'Long Range Ramp". It should be remembered that an excellent strategy as a defender here is what I call the 'engage and retreat...and engage again' method. What this means is that because you have the potential high ground, you should be the first to shoot at the enemy, then go to said higher ground and when they follow you, shoot at your enemy again, just like in the ancient war tactics. Also remember that with elevation, comes more opportunities of flipping your enemy. Red team: Attack And now for the Red team's attack. It is true that it is probably harder to enter the Blue base than it is to enter the Red one, but the good new is that you have more diversity in attacking routes from the Red side. This wide spectrum of attacking routes is actually one of the best assets that can be used because Blue defenders are 'cooped' up in their base like oblivious chickens (see what i did there). Therefore attackers should try to vary them as much as possible, perhaps trying a different route on each assault into the enemy base. Again, it would best for your team to save the protective modules for Red attackers as they might have a difficult time staying alive once they take the Blue flag. Here are the best 'start' routes to get into the Blue base; their corresponding evaluations are below. Route A: Works brilliantly even if the enemies are camping in their main base Is best used close to the beginning of a round or after an attack on the Red base Can be taken by a player with a module to shock the enemy defense Will be hindered without a Speed Boost Will not work well if the enemy Smoky is defending Route B: Is excellent for stealth Works well as a diversion/works really well if your teammates are creating an intrusion Allows an attacker to take drops that are in the vicinity of the Blue base Will not work if the enemies are camping Should not be used right after the enemies' drops have fallen Route C: Is the fastest entrance route on the map Is best used while the majority of your opponents are destroyed Works well for an XP with a module and Speed Boost Will be massively diminished if your opponents are camping Makes tanks exposed for the majority of it, so be careful and anticipate enemy fire Route D: Is similar to the previous route, but allows for more cover and a Health Kit Is a great rendezvous point for attackers Works well if your opponents are distracted Will not work if a Blue defender is situated on the "Long Range Ramp" Is volatile to an attacker with a Speed Boost, due to the ramps and rapid elevation changes And the return routes as well: Route A: Is great if you want a quick getaway Is best used once you have cover fire from your teammates Works well once you have a Double Armour Will be hindered if enemies are chasing you from multiple angles Is a risky move if you do not have drops Route B: Works best if you intercept the Blue team's Health Kit Works great if you have a strong, camping defense Is best used when your team has better map control than the enemy Will be hindered if your opponents are camping in your base Is a dangerous choice for a player with no direct support from teammates Route C: Is the route to which Red team has easiest access Works well if teammates are respawning Is not easily intercepted by Blue defenders (they have a hard time physically returning the flag) Can be used without supplies Is exposed to opponents respawning in their Primary base or the Blue 'Meet up point' Route D: Is excellent if you can anticipate the Blue team's Health Kit Works well if you are being followed by the two Blue defenders as they will be congested vulnerable on the ramp Is an effective spot for a flag handoff Is a risky route if you are being tailed by the enemy Smoky Will be vulnerable to enemies camping in their "Factory Area" Don't forget to be as diverse and unpredictable as possible in your attacks! Red team: Standoff When a stalemate occurs to you on the Red side, the "Urban Area" of your base must be swept clean of any possible enemy campers. Your team can then do the usual subdivision into two teams of three and get to work on ending the standoff in your favor. For the best defensive layout there should be the usual protective array of one XP/BP in the Secondary base and another on the ramp near the border of the Primary Base and Urban Area. Their job will be to guard the flag holder who should be positioned behind the large house next to the flag podium, as in here: In addition, if you are disallowed from hiding the flag behind the Red building and are being chased/forced into the right side of your base, try as hard as possible to lure the relentless enemies out of cover. If you are about to die, ram your hull into a wall or dredge in a building to make it harder for them to return their fag. However if a Blue player begins camping on the right side amid the buildings, the flag holder (elevated on top this time) should travel slightly to the left, to ensure that even auto aim couldn't hit them. Before the remaining three players assault the Blue base, they should determine where your team's flag is being kept - perhaps by sending in one recon player or self destructing to get a bird's eye view on the map - and plan accordingly. The best format for such a calculated assault would be in either of these possible circumstances: The Red dots in the image above show the three members of your team by the way, in the perfect layout which can 'box the enemy in'. Though when attacking the Blue base like this, players should be careful to watch out for Blue players respawning or Blue players sharpshooting from their base. It would also be most coherent to attempt penetrating the opponent's base about 30 seconds after their drops fall as they will be extremely vulnerable at this time. Midfield and Drop Control A match on Kungur without Drop Control would be like...the EN Newspaper without nugs right? Indeed, your team has to focus some of their energy on controlling the map's supplies otherwise your team winning the battle just won't happen. To do this on Kungur, it would be best to have an Xp/Bp assisted by your team's Smoky. Their primary roles should be protecting and managing your own team's supplies, particularly the ones located in the right side of your base and those on the left side of the centre of the map containing a Double Powers. Drop controllers should spread out the period/rate at which the drops taken fall though, possibly taking them 15 seconds apart. It should be noted that this could be done during or before the battle begins. All of this is because it will be easier to keep track of all the drops falling over a longer time frame and, if your base is overrun, your opponents would have a harder time taking all of them. An example of perfect drop control that also performed as a diversion, done by Tanki's Champion clan Synergy. Your team should leave the Double Powers for them as they will be also fulfilling the roles of offensive drop control - shooting at enemies whilst/before they take their drops. It would best for your team's drop controllers to do routine assaults on the enemy base every 2-3 minutes to take the enemy drops. Additionally they should be selective in prioritising, taking drops based on whether your attack or defense is weak. For example suppose you see that an enemy Speed Boost is falling at the same time as their Double Power near their defense and you must decide which one to go for (assume that the Drops are of equal distance to you). You know that your team's defense is weaker than the enemy's attack so you should take the Speed Boost in order to slow them down. It is circumstances like these in which the quick art of midfield shows its difficulty as you must weigh different factors to get the best possible outcome. A few last tips for a drop controller in this game play: -State to your teammates when Health Kit is falling and specify where. -Coordinate with your teammate to ensure your team's Double Power and the enemy team's Double Armour/Speed Boost layout fall at the same time so that you can adequately deal deadly long range shots into enemy attackers. -The point mentioned previously could be expanded so you know that when your team's Double Power is falling, the enemy team's attacking drops layout is falling. Conclusion Everyone has a massive role to perform in this, and if you are one player down it will hinder your team's game play. The essence of this format lies in coordination between teammates and a significant amount of drop control but most importantly, focusing on one's role throughout any match against an enemy clan. Thank you for reading through this guide which you hopefully found a great resource. If you know of any other tactics for this map, you are free to post them in below. Farewell, and good fortune to you in your next battle in Kungur Light Format!