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Everything posted by St.Guardian
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A look back on the Domination Series Final - Elite
St.Guardian replied to St.Guardian in Newspaper Archive
Match Opinions (courtesy of @Regency) What do you think about the final game for the 1st edition of the 'Domination Series'? (Vavilon): I think this final was especially good and we were better prepared than our opponents for 'Hard Format'. Chicago is a great clan with lots of potential. It was a very good game! (Vavilon Captain): Chicago is a great clan, and having seen that we made the decision to play them on 'Iran'. It was a good final. (Chicago Captain): We enjoyed playing this final, and Vavilon is a great clan.- 10 replies
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A look back on the Domination Series Final - Junior
St.Guardian replied to St.Guardian in A look back on the Domination Series Final - Junior Newspaper Archive
The Domination Series Final Last Saturday, the 10th of December, the top "Junior" teams in Tanki Online engaged in a heated battle that was full of excellent team play and displays of talent among individuals. These two teams are known as Hell Girls and New Day. As 2,000,000 crystals and the Gladiator paint were available for first place only, both teams were passionate about winning and in the end, the better team proved themselves. How did it go down? Read below to find out! https://www.youtube.com/watch?v=iwM6FOPr6H0 First Round: Hell Girls began the battle on the red side, and their main defense comprised of Live.Love.Inspire, equipped with a Hammer/Hunter, supported by long range defender Ba.TT.Le.Sc.Ar.S, who used Shaft/Hornet. This decision was a questionable one, but had its proven benefits. For example, a mobile sniper on the red side of Tribute was effective because it diverted New Day's attackers' attention away from the top of the bridge. So Hell Girls decided to diminish camping away from the bridge with a camper of their own, and this effectively weakened New Day's camping potential. As for Hell Girls' attacking squad, they used a Railgun/Hornet and a Smoky/Viking aided by two midfielders using Thunder/Hunter and Ricochet/Hornet. In terms of New Day's arrangement of defense, they decided to use a Freeze/Hornet (N3G3B4TE6) and Vulcan/Viking (Legend.Of.Tomorrow), a rather powerful combo combining long and close range. Their attack was a slick Thunder/Wasp and a Smoky/Hunter supported by, again, two midfielders with Twins/Viking and Railgun/Hornet. These various pieces of equipment selected by both teams allowed for some pretty diverse gameplay and no flags were captured. However, there were some close attempts made by each team to deliver their opponents' flag. For example, halfway through the battle, four of Hell Girls' players (l8ter, St.Blackwolf96, I_Purified-Killer_I and MARSHAL-86), entered New Day's base in an attempt to capture a flag. Equipped with a Double Power, I_Purified-Killer_I's Railgun did numerous damage to half of the Blue team. This, coupled with a diversion caused by MARSHAL-86 and l8ter allowed St.Blackwolf96 equipped with a Double Armour and Speed Boost to penetrate the Blue base's defense. Unfortunately, such excellent drop control and coordination couldn't break through New Day's relentless Freeze/Hornet defender N3G3B4TE6. It seemed as though the Red team's attack force sustained too much damage before reaching the enemy flag. When New Day decided to attack full on to the Red base, they did so with style. A clearly experienced Self-Control, using Thunder/Wasp and with 'double drops' activated, attacked with support by M4D and PORT3S_S who would provide a lot of cover and impact force with their Twins and Smoky. Unfortunately, a Shaft and Railgun pair on the Red team managed to deal sufficient damage to the attacking trio of New Day. When they did manage to grab the flag, they could only bring the flag halfway through Hell Girls' base before being engaged and destroyed by defenders. One thing to note is that New Day attacked clearly at the time of both teams' attacking drops falling, which allowed them to take a good portion of them. Despite continual attempts to deliver a flag, the round ended 0:0. Top pictures from the round: Second Round: There were a few equipment changes at the beginning of the second round when Hell Girls switched to the Blue team. It was seen that Live.Love.Inspire switched from a defender with Hammer/Hunter to an attacker with Hammer/Hornet; I_Purified-Killer_I used Vucan/Viking instead of a Hornet Railgun, and Ba.TT.Le.Sc.Ar.S was replaced by MixxDJBoy who used a long range Railgun/Hornet. After switching to the Red side, New Day did not make any serious equipment changes; only N3G3B4TE6 used Hammer instead of Freeze, which allowed the player to perform a midfield role throughout the match. About 3 minutes into the match, Hell Girls' l8ter managed to penetrate the Red team's defensive setup. Equipped with a Double Armour and a Speed Boost, they managed to bring the flag onto the surrounding bridge before being destroyed, where teammates were waiting enthusiastically - all the while being covered by St.Blackwolf96. About ever Blue player that had taken the flag (due to the unforgiving New Day defenders) was promptly destroyed as a little game of "pass the flag" commenced through Hell Girls' base. After being closely followed by Self-Control, the attacking squad managed to hand the flag over to a well defending I_Purified-Killer_I to deliver the first and only capture in the game, making the score 1:0 in Hell Girls' favour. Later on in the battle, attackers M4D and Self-Control always managed to spread damage onto Hell Girls' defenders severely, but New Day's attackers did not attack together. This, coupled with the few respawn zones in the Blue base, allowed Hell Girls' defense to persist and furthermore led them to win the round 1:0. Top pictures from the round: Third Round: Hell Girls began this round switching to their previous combinations of the first round when they were on the Red team. As for New Day, their battle combos changed drastically. In the defense, they played N3G3B4TE6 with a Vulcan/Viking and and M4D equipped with a versatile Smoky/Hunter. New Day's attacking squad flipped as well, Legend.Of.Tomorrow using a Hammer/Wasp; Self-Control utilising a Hunter M2 with his Thunder. They were supported by PORT3S_S in a familiar XP combo and BADDAX in a Ricochet/Hornet. At the beginning of the battle, Hell Girls' Live.Love.Inspire was still changing equipment and this slight disorganisation lead Legend.Of.Tomorrow to break into the Red base with a Speed Boost and blast off with the Red flag. Aided by his trusty defenders and mid fielding teammates, Legend.Of.Tommorow rushed through his completely clear base and captured Hell Girls' flag. Due to this beautiful solo run, the score became 1:0 in New Day's favour. Further attempts on the Red flag were conducted by New Day but all failed due to the now tense Hell Girls defenders. For example, BADDAX managed to sneak behind the Red base unnoticed with a Speed Boost. He managed to grab the flag but only took it halfway through Hell Girls' base before being destroyed. Just a few seconds later, Legend.Of.Tomorrow tried another attack, but was quickly hammered down by a slightly vindictive Live.Love.Inspire. For the rest of the match, Hell Girls' defense was resilient and it really was just a case of attack and defense. Additionally, it was often seen that the Shaft M2 of Ba.TT.Le.Sc.Ar.S was giving quite some scars to the New Day attackers, all of whom suffered a massive damage output. New Day gave no opportunity for Hell Girls to recover, they kept their opponents in their base for the majority of the match. Thus the rounded ended 1:0, making the overall score in rounds 1:1. The next round would decide the fates and prizes of both clans. Top pictures from the round: Fourth Round: The last round began with few changes to correspond to map sides. New Day did not change any equipment (perhaps they gained some solid confidence from winning the previous round). Hell Girls' Ba.TT.Le.Sc.Ar.S, however, changed from Shaft/Hornet to Hammer/Hornet. Soon after starting, MixxDJBoy, assisted by l8ter, managed to break their opponents' defense and speed off in his XP combo equipped with a Speed Boost. MixxDJBoy then proceeded to check his base for opponents and handed the flag over to a now respawning Ba.TT.Le.Sc.Ar.S. Ba.TT.Le.Sc.Ar.S then captured the flag quickly; an early start to the final round. St.Blackwolf96 and l8ter were then busy attacking New Day's base, so l8ter decided to attempt a second capture merely seconds after the first. l8ter sped off with the Red flag, only making it just into the border of his Blue base before being destroyed, long range, by a persistent BADDAX. The attacking squad of Hell Girls would then pass the flag onto one another (after being destroyed) and ultimately l8ter re-took the Red flag and captured it, making the score 2:0. A Gold Box fell 2 minutes and 30 seconds into the battle, but the players of both teams were clearly focused on gathering 2,000,000 crystals rather than 1000; a reasonable choice. A further attack of similar exhibition occurred just seconds after, where l8ter carried the red flag all the way from New day's base to Hell Girls' base: a solo run making the score 3:0 in their favour. This was followed by a desperate attempt by New Day's PORT3S_S who took the Blue flag and sped off with it whilst being covered by Self-Control. Unfortunately, PORT3S_S hit a slight turbulence when jumping off the bridge and remained stuck. His teammates arrived too late an a thundering MARSHAL-86 returned the flag in defiance to such a brilliant attempt. The last capture of the final would say goodbye to any hopes of leveling the score when a fully drugged St.Blackwolf96 bashed the Red team's defense and ultimately handed the flag off to Ba.TT.Le.Sc.Ar.S, who captured the flag and ended the round with a score of 4:0. Top pictures from the round: Conclusion Congratulations to New Day for making it to the finals of the first ever Junior Domination Series. They were truly worthy adversaries, showing great sportsmanship and fortitude throughout the match. New Day definitely deserved their 1,000,000 crystals. As for the Hell Girls champions, they showed true power and unleashed their potential throughout the match, displaying excellent, swift coordination throughout it all. Due to their intelligent decision to never let up and persist upon their opponents, Hell Girls without a doubt earned their 2,000,000 crystals and the Gladiator paint. -
A look back on the Domination Series Final - Elite
St.Guardian replied to St.Guardian in A look back on the Domination Series Final - Elite Newspaper Archive
The Domination Series Final It's been a long wait, but the Domination Series is... over. The two top teams, Vavilon and Chicago, proved themselves worthy to be at the pinnacle of such a tournament after smashing their way through the preliminary rounds. Ultimately, they clashed in an all-out battle seen below. In this article, I shall be exploring how the battle progressed and how Vavilon emerged victorious. https://www.youtube.com/watch?v=OoAM1U7YiNM First Round: Both teams were observed to be adequately equipped for the battle in terms of defense. Vavilon, who started the battle on the blue side, selected a diverse and powerful lineup of weapons for defense. A Mammoth/Twins was seen on the flag, supported by an Isida/Viking who very often stayed close to his allies, as well as a Vulcan/Titan for long range and a Viking/Freeze to slow enemies down. This array for defense allowed Vavilon to damage enemy attackers before they entered the Blue base and to break attackers' momentum with impact force and ice shards. On the opposite side of the map, Chicago was seen to be equally well equipped with a slightly different arrangement. Everything was the same except that instead of a Vulcan/Titan, they used a Titan/Smoky. This allowed the Isida/Viking (CEKRETHbIu) to serve as a midfielder and focus more on healing the Mammoth/Twins. This also allowed Chicago to deal a constant supply of damage to the attackers of Vavilon instead of waiting for a Vulcan/Titan to cool or reload. For the main part of the first round, Chicago's attack was comprised of 2 Viking/Ricochets, a Viking/Thunder, as well as a Viking/Hammer. This arrangement made their attack slightly weak over long range (due to Vavilon's two Railguns) but potentially very deadly when they surrounded Vavilon's Blue base which was open from 4 angles. On a few occasions, Chicago's I.HolyGun used his Thunder to splash damage within the Blue base as well as to heavily harm Vavilon's attackers. Unfortunately, no flags were captured in the first round for Chicago, possibly because their attackers rarely attacked simultaneously. On Vavilon's attacking squad there were 2 Viking/Railguns, a Viking Hammer and a Viking/Thunder. Their decision to make use of two Railguns was a slight shock for Hard Format but was no impairment nonetheless. Mrs.Queen and Fame quite often managed to take out Chicago's Isida which served well for potential attacks - though when this occurred, the rest of Vavilon's attackers did not have enough health to carry the flag to the Blue base before being intercepted by Chicago. Based on all this, no flags were captured during this round which ended 0:0. Additionally, map control throughout was well balanced by the teams. Top pictures from the match: Second Round: Chicago seemed to have switched to mirror Vavilon's layout for defense and in this round, both teams had basically the same defense of a Mammoth/Twins, Titan/Vulcan, an Isida/Viking and a Viking/Freeze for support of controlling entrances to the base. So, it was really the attacks that made the difference. In the first two minutes of the round, Vavilon's Born.To.Love managed to grab the blue flag and carry it a good distance before he died and Mrs.Queen continued, strenuously trying to escape the grasp of Chicago's defending Mammoth/Twins (AFK) and Viking Freeze (ZHALO). It paid off as Mrs.Queen's fellow defender Face used his massive Titan/Vulcan to cover her, a skill that lead them to capture the first flag of the match, making the score 1:0 to Vavilon. That is something to note about this round; both Chicago and Vavilon used their hulls to maximum ability by blocking their opponents. It was also seen that Fake was often using his Firebird to spray damage onto Vavilon's main defenders, which gradually weakened them. Only a few minutes after the first capture, Born.To.Love managed to escape with the blue flag again. This time, he decided to attempt to use the tunnels. This decision would later lead to regret as ZHALO was waiting at the other end of the tunnel and destroyed him, returning the flag. A further attack was made by Vavilon, forcing Chicago into mainly 'flag recovery mode' when Fake with his Firebird melted their defense and, supported by his two team mates dealing excellent damage with Railgun, escaped through the center. Unfortunately for Vavilon, ZHALO continued proving his worth by assisting in returning the blue flag. Seven minutes into the game, after being severely damaged by two Railguns (Easy and Mrs.Queen) and a Firebird, Chicago's defense fell momentarily again. This provided enough time for Fake to speed off with their flag, heavily followed by I.HolyGun's Twins' orbs that unfortunately could not stop him. Fiercely guarded by Born.To.Love's deadly Hammer/Viking, Fake captured, leading to a score of 2:0 in Vavilon's favour. A further attack of similar form lead to a third capture that made the score 3:0, which was closely followed one minute later by Fake capturing again, this time using Viking/Freeze. It seemed that for this second round, Vavilon had a serious upper hand in map control (most of the time there was at least one red player in the blue base) due to the continual destruction of Chicago's defenders. However, Chicago would come back to start the third round slightly battered, but with strong, tense hopes of coming back. Top pictures from the match: Third Round: The third round began with little or no equipment changes on the part of each team. It began very fiercely with Chicago launching various attempts to steal the blue flag in order to try and level the playing field. In the first two minutes of this battle, Chicago's HEMATERUCb_KAK_BCE managed to skilfully slip through Vavilon's main defense. Unfortunately, he was caught and surrounded by the unrelenting defenders Golden_Koi and Face. Only a few moments later, Chicago's brute force, Hammer-equipped D.E.V.I.L666 managed to pound his way through Vavilon's defence and carry the flag about a third of the way across the map. However, he was quickly engaged by Vavilon's Freeze/Viking despite his fellow attackers distracting the rest of their defenders. In a counter-attack, Vavilon's Fake, equipped with Viking/Freeze and supported by his teammates, managed to bash his way through Chicago's defense and make it to his base, only to find that his blue flag was missing! At last, Chicago's unwavering attacking squad had managed to escape with their opponents flag: a standoff was at play. Face stood valiantly with Chicago's flag while Shame_on_You watched carefully in Mammoth/Twins with Vavilon's flag. Great team play was to be seen. At one instance, all five of Chicago's attackers had surrounded the blue base, HEMATERUCb_KAK_BCE dealing huge damage with Railgun and D.E.V.I.L666 assisting with Hammer. Subsequently, You_always_love, ZHALO and Free had encompassed Face, who was only kept alive by his trusty Isida/Viking support. On the opposite side of the map, however, Shame_on_You was surrounded by five of Vavilon's attackers who cleared him out easily to return the flag. This made the score 1:0. From here, it was seemingly downhill for Chicago, as major distraction allowed Born.To.Love to capture a flag by a clear route, increasing the flag count to 2:0. Chicago tried to level the score twice in similar circumstances, but Vavilon's Golden_Koi in defense proved too resilient. A further attack by Vavilon lead to a capture due to great coordination and this was continued for further flags to be captured. Inevitably, Chicago's defense was destabilised by these constant attacks and sadly for them the overall score ended as 11:0. It was a gallant attempt on their half, but Vavilon proved themselves as highly exemplary champions. Top pictures from the match: Conclusion Weighing the evidence, Vavilon certainly deserved their win over their worthy competitors. Their players got what they deserved: 3,000,000 crystals, the Acid paint and the Spectrum M-B Module. Chicago meanwhile, despite having their motivation battered, showed excellent sportsmanship and skill throughout the match. So congratulations to them for making it this far, and it is certain that they will enjoy their 2,000,000 crystals and the Gladiator paint.- 10 replies
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Guide [Issue 60] Expanding Your Battle Expertise
St.Guardian replied to St.Guardian in [Issue 60] Expanding Your Battle Expertise Newspaper Archive
Fun fact: Most persons' first word of the year is "happy". However, that is beside the main point of what I am writing. It's a new year; a new you. Time to improve your skills (if you had any hhh)! So, I have compiled a list of a few techniques to assist you in this process. A little disclaimer before we begin: I am not a professional and these are all partial hypotheses because they work for me. Let's dive right in! _______________________________________________________________________________________ Battle Awareness and Not Wasting Time To further develop your gameplay in battles, you, of course, will first have to know exactly what is going on presently and potentially in the battle. What I mean to say is that the instant you join a battle, you should try to figure out exactly what is occurring and continue to do so for the rest of it. Check to see if a stalemate is being conducted or if an opponent is attempting to steal away with your flag and react accordingly. Try not just to go around focusing on your D/L or plainly killing opponents randomly, instead, attempt being methodical in your actions. For example, if you see an opponent running away with your flag using a Speed Boost, the best action to take is to arrange a temporary rendezvous point between you and the attacker rather than plainly chasing said opponent. This way, they can be caught off guard when you intercept them further on into the map as they will probably be focused on your teammates who are busy damaging them. After seeing the opponent run away with the flag, one must think clearly of where to engage said opponent. Too many times I see oblivious players who would, rather than trying to destroy an enemy camper in their base, decide to scuttle off into the enemy base. Although flags decide the outcome of a battle in a CTF and not kills, this is just not a one-way street. There are many conditions in which kills allow/disallow flags to be captured, some more obvious than other. If the camper mentioned previously was spawn-killing your teammates and the battle had only now started, the best thing to do would have been to destroy the camper before any more damage was done or they took complete control of your base. Also, prioritize your targets! Don't always go for the opponent who is being destroyed by your teammates as this could lead to you wasting a shot on an already destroyed opponent. A quick side note: if you are looking for a hidden opponent and are not sure if they are destroyed, look to the top right of your screen at the killboard. Throughout the battle, you should always know your next move and not waste a second of your time, because that second could change the outcome of the battle. The "Super" Dodge This next tip is one that Star Series players used to perform a lot 'back in the day', and it can still be seen in today's advanced players. It involves suddenly shifting your tank and lowering your surface area (in a fashion similar to fencing) exposed to the enemy in order to dodge their shot. It is very useful when you have no cover to evade enemy fire and can get you out of a sticky situation (and looks really cool in slow motion). Here is how to execute it. When you are driving past an enemy and you see they are about to shoot at you, stop moving suddenly (it works best with a light hull or sometimes Hunter) and turn your hull immediately so that you face them vertically with the front/back of your hull. This basically creates a sudden decrease in the relative size of you and because the opponent is already moving their turret, it will be exceedingly difficult to turn it back a few degrees to hit you. Plus, it works really well as your enemy will probably have been aiming at the edge of your tank and thus will have to adjust their aim by an even greater portion. You can personalize this trick if you wish, by doing something such as swinging your tank around in a beautiful 360-degree shot which will add an element of surprise to the trick. You could even memorize which direction to shift your hull in before being shot at by the opponent. Just remember, you should always try to minimize your exposure to the enemy; a smaller target is harder to hit right? Knowing When and How to Die Getting destroyed in Tanki Online is actually not as bad as you may think. You are respawned in a relatively safe zone (your base), with full health, away from the enemy base. Additionally, it is the fastest way to travel throughout the map. But that's all perspective, right? The fact is, you shouldn't freak out or get upset when you die; make the best out of your situation. If you are destroyed, use the opportunity to study the battlefield from a bird's eye view and plan your movement throughout the map accordingly. One common circumstance I could envision is if you are an attacker with the enemy flag and you are about to be destroyed. Once you are being followed by your teammates, the best thing to do would be to drop the flag and move in the direction of the opponent who is shooting at you. What this will do is 1) prevent your corpse from flying in your teammate's way and 2) possibly block your opponent from reaching and/or damaging your teammates (if your enemy shoots them through your almost dead body). Furthermore, if you are an attacker and are about to die in the enemy base, use your last seconds to get into position to block the enemy defenders who are chasing after your teammates. This would provide a little extra time to your teammates and prevent the enemy defenders from pushing their way through and shooting them, which will be much appreciated. Seriously, corpse-blocking these days is really underestimated by too many tankers who fail to see the importance of a single flag capture. A diagram illustrating the sheer importance in a defender blocking an opponent. Another example where corpse-blocking would be proficient could be if you are a defender whose base is surrounded (and are about to die). Here, if you would die on the flag it would probably take the enemies a long bit of time to push your corpse out of the way, take the flag, and run away. This is effective as a defender because it slowed the attacker's speed and probably provided enough time for your teammates to either respawn or get to your base and engage the enemy attackers. Plus, when enemy attackers try to push your corpse out of the way, their momentum is broken: they slow down and have to accelerate again. A quick note: if you want to be effective in corpse-blocking, you should not be moving about too much when you are about to die. This is because your corpse will continue moving when you die and you will probably want it to stay in place and block your opponents. The "Auto-Aim" Damage Inhibitor Ever missed a shot on an enemy with your flag because you shot his teammate who was on a ramp above him? Well, I've noticed this on numerous occasions throughout my Tanki career, and I wish to turn it into a selfless feat of gallantry (maybe an exaggeration). There could be many ways to use this but the main objective would be to make an opponent shoot you instead of a teammate. Additionally, the trick could be done in many ways. Suppose your teammate, on high ground, has a flag and is going in for the final capture of the round. You see an enemy below, you are about to aim at them and you are too far away to physically block or knock off the opponent's shot. Based on this situation, there would only be one possible way to save your teammate: the auto aim 'damage steal' method. Once you are on the low ground (either at the same level or a level of height between that of your teammate and your opponent), get in vertical line with your teammate. That way, when said opponent is firing at them, you will receive the damage because a shot will go to the closest enemy in vertical line. Great job! You used the physics of Tanki to defeat your opponent (I managed to do this successfully quite a few times during my time in XP/BP battles). Sure, this is conditional and/or specific to situations with various elevated surfaces but it can be really useful and surprising, so give it a try! High Understanding of Game Dynamics First thing's first: If you wish to improve your skills, you must first recognize that each of the different hulls and turrets has different statistics. You must also realize that you should know what they are capable of before you actually engage with them in a battle. This gift of 'foresight' is actually what separates some professionals from less-skilled ones. An example of what I am referring to would be: You, equipped with Railgun, spawn in a battle behind a teammate who is being attacked by a Thunder. You know of Thunder's capabilities of splash damage and Railgun's reduction of damage when shooting through hulls. Based on this, what you should do is avoid splash damage and move out of the way of your teammate while shooting said opponent. This was probably not the best of ideas. On the bright side, I might...slip through the slit in the wall to my right? Another example could be when you have a melee weapon (such as Firebird or Isida) equipped and you see a Shaft in scope mode. What you should do is either wait for it to shoot giving you quite a bit of time to escape it, or sneak up behind it and damage it in surprise. Other examples could be using correct supply drop control or not shooting with a recoil turret as you speed up an elevated surface.The main gist of these examples is that before you act rashly, you have to make a logical decision based on what you know about the game's dynamics. Therefore the more you know about the game, the better off you may be. Learn from mistakes and apply it to future circumstances. Diverting Your Opponent's Damage Another thing players more proficient at the game are able to do is use their turret's impact force to, well, prevent themselves from receiving damage. Indeed, knocking off your opponent's aim has been a 'thing' since, well, the beginning of the game. A lot of players who play professionally sometimes focus too much on hitting their opponents alone. Yes, of course hitting your opponent is the priority but sometimes you should take a risk and channel your energy into preventing the opponent hitting you. For me, the best technique is shooting the opponent's hull directly (in a straight line) through the side of their hull, like this: It has the greatest pivotal effect possible if your opponent is facing you forwards. If your enemy is facing you sideways, shooting them like this: will produce the greatest turning effect on their hull, thus making it harder for them to shoot you. However, any angle close to the one mentioned previously would produce a relatively similar effect on your enemy. The best way to use this is to shoot your opponent after they land one shot on you; a certain time right before their reload is complete. Refer to this list to see how much time to wait for before shooting at a certain turret to knock its aim off: Hammer: Shoot one second after one shot in its clip is fired Smoky: Shoot one second after it fires at you Striker: Shoot at it 3 seconds after its laser locks onto you Thunder: shoot 2 seconds after it does Railgun: shoot 4 seconds after it does Battle Radar This next technique is a seemingly obvious one once you think about it but is not recognized by a large portion of tankers. It involves using knowledge of impact force and keen observation to deduce the location of your opponents. So basically, you can build a brief system of 'radar' in your head to keep track of where most of your opponents are. For example, suppose you are driving through a map and you see a space between two houses on the left. A short while later you abruptly get shot by a Railgun and the impact of the shell sends the back of your tank a little to the right. You turn around and no tank is in sight. Based on this information, you know (due to the conservation of momentum) that the shell was fired from the left; traveling right. Therefore, the most probable location of the cheeky Railgun must be behind those two houses so you move into engage and destroy it. Circumstances similar to this are where the most skilled players can flaunt themselves. The enemy is somewhere behind me, to my left. If I spin immediately in the direction of the arrow I might hit them. Another circumstance where this 'radar' would be useful could be where you get shot at by a weapon whose projectile you can not see, such as Smoky or Thunder. In this case, you can not see the line of the shot itself, but knowing that its projectile travels in a straight line you can still figure out where the shot came from by backtracking your line of movement: you go forward to the left, the shot came from behind you to the right. This is also why some eSports players are capable of performing shocking spin shots; you could use the opponent's impact force to swing your hull around and shoot the enemy. Furthermore, it is the reason why you should not shoot an enemy who has their back turned to you while you are sneaking into their base. With practice, you will be able to do these deductions in every battle, for every opponent who shoots at you. An Interesting Principle This last tactic is more of a postulate that I had come across a good while into my TO career. Sometimes, after you take the enemy flag and are traveling through the map, the best return route to your base is the original path you took into the enemy base. Hear me out. My reasoning for this is not just because it may not be expected by your ponderous opponents. Think about it carefully. When you first took the route into the enemy base, you lured most of the defenders you that you passed, away and/or diverted their attention completely, so the enemy defenders probably will not be in that same location when you are trying to escape. My apologies for the seemingly confusing diagrams. I compiled a before (top) and after (bottom) image. Additionally, the said opponents were defenders, so chances are that they respawned there and will not have moved from their initial respawn spots. Thus when they get destroyed, they will have a low chance of respawning in the same location and your route back to your base will be relatively clear. The only possible way enemy defenders will be waiting for you is if enemies (possible attackers) are only now respawning. From my experience, this principle holds and works in my team's favor 7/10 times. _______________________________________________________________________________________ Well, there you go. I hope you found this article useful, and I'll meet you all on the battlefield! -
hah! that was quite clever :ph34r:
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nope Next person is a legend
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Other [Issue 59] The Core Elements of Tanki
St.Guardian replied to St.Guardian in [Issue 59] The Core Elements of Tanki Newspaper Archive
Greetings, players of the Tankiverse! Hhhhhh Tanki. Where and what would each and every one of you be without it? No really, think about it. It isn't a pretty piece of your imagination, now is it? Well, the truth is Tanki wouldn't be the same without some "ingredients" in its life either. Indeed, there are some of intrinsic elements of Tanki Online because without them, Tanki would not be nearly as good as it is now and for all we know, would not exist. So, here I am to explain what these principles and elements of the game that we know are. *clears throat* OK, enough of this, let's get started then. So the basic question for this investigation is, what makes Tanki? _______________________________________________________________________________________ The Developers "Stellar job mult, wow!" Yes, I know that you all know that the developers make Tanki what it is, both directly and indirectly. However, did you ever stop to think exactly what they contribute to the game? Allow me to inform you. These guys are the cause and effect of this game, they make it better and fix mistakes. The developers get up, go to work and deal with problems such as fixing the codes for the constant lag in Tanki, sorting out hackers, mults ( :mellow:) and saboteur related dilemmas every single day. Additionally, they not only have to work on fixing the game, but due to intense game competition/business and dynamic-hungry players, they have to improve it. They do a number of things such as rolling out new updates, and as we have seen, there have been quite a lot of those: I counted on the Wiki that there were, get this, 109 Updates since January 2014. Sure a few of them were technical and not dynamic based, but all of them involved hours of coding. A developer hard at work to fix the issue of the "Tankopocalypse" scenario of July 11. Do not forget that the Developers also have to work on the constantly changing game balance to ensure that battles are as fair as possible and keep the general population of Tanki happy; they have to constantly monitor which hulls/turrets are the most popular, and why. All of this in mind, I think Tanki is a very special game. If the developers left Tanki for just one week, the results could be catastrophic. For all we know, lag and bugs could infiltrate the system, cheaters and hackers could begin to become prolific, the main assistants could be overwhelmed and many helpers might just step down - the entire game would collapse maybe. The Helpers Subsequently, there are the Helpers, those next in line to and appointed by the developers for one sole purpose: to help the game be a more friendly and professional place. The Helper set-up that is present in Tanki Online is probably very different from many other MMO Games. Here, it comprises of tankers from more than 5 different languages (English, German, Russian, Arabic, Hindi etc.), helping with the moderation of chats and various aspects of the forum, constructing the wiki, managing social media platforms for the game, writing a monthly newspaper for Tanki, moderating and protecting Tanki battles, and even organising events for the community to enjoy. They help the game in a way quite similarly to the Developers, but at a smaller scale; they are at the "forefront", working outward with their base as the game instead of constructing the base, as the Developers do. The Helpers are a critical characteristic of the game because they keep the game organised from inside the minds/perspectives of players, and they do so effectively. By organised, I mean that every rule-breaker feels justice, every skilled tanker gets recognition (ultimately), every battle goes smoothly, and every page on all of Tanki's social platforms are monitored. This depicts some of the moderators with their respective avatars and paints. (credit, ) If the Helpers we have here disappeared, the game would be seriously degraded by nature. Imagine - newcomers in the game would have no resources to find out about how Tanki works, so it would not grow. eSports would not exist, and clans and team spirit would deteriorate (leading to the return of drug wars). Hackers and saboteurs would all go unpunished, therefore inspiring more rule-breakers to appear, resulting in the quality of battles deteriorating and causing less active players to join battles. Many horrible things would happen to the game. This is why the Helpers are so important to the game. The Community This is a collection of the Developers and Helpers with the rest of Tanki. Now, our community ain't something simple, it has many components that are unique to Tanki Online itself. Our community here is active, engaging, competitive, and above all, always changing. There are special events, or 'mini-games', created by actual administration, new monthly tournaments to strut your skills, parkour contests, annual holidays such as Tanki's Birthday and Valentine's Day, and sales... anything you can dream of. I like to think of the community as the 'glue' that holds the players of Tanki together, since it links everyone through reasons spanning from the ability to climb a wall to making a shot through a hole in the wall. Every day that you log on, you will see groups of friends bantering in a Parkour battle, over-competitive players posting links to 1v1's, and even YouTubers playing in battles with their adoring fans. Look at our little Goldnug celebrating the 'Halloween' holiday. GG In a worst case scenario in which there was no community or communal spirit in Tanki for even one day, bad things would happen. Firstly, Tanki would be boring. Very, very boring. There wouldn't be a spirit (and feeling) of togetherness and no battling with friends, and battles would just be all around static. And of course, due to boredom, the game would slowly lose its popularity and the players in the game would begin to be unhappy, causing them to leave forever. Tanki would die. Thankfully however, there is no way the Community would ever dissipate from the game, as it's so deeply wound into its design. The Forum Intricately designed and with live updates/posts to every section every day, the Forum is something truly special. Every time a Tanker first logs onto it, they say, "Ohh here's where I look for a girlfriend Wow, I didn't know that this existed". It has basically everything to do with the hottest news or events, and provides a database on all the moderators, clans and players logged onto the Forum. I am pretty sure at least 70% of players have the Forum bookmarked on their browser/computer. This is where every doubting tanker can go, where all those who wish to socialise and get to know their fellow Tanki friends better can do so, and where players can freely post their opinion on something (under moderation, of course). An image of sections that are very popular on the Forum, judging by the number of topics and posts here. If the Forum wasn't ever created by the developers, things wouldn't be too bad in the game, but for one, I think that the game chats in Tanki would be a bit more active because, let's face it: if you couldn't go onto the forum, wouldn't you go into the game itself to chat? Additionally, the developers and event organisers would have to post their information on some other interface, maybe the home page and some players may not even read about it there (if they log onto Tanki straight from a server page). They would probably go uninformed on many community happenings such as contests and future updates. It would also be harder to get in touch with "unfriended" or professional players, as the ability to use PM outside of the game would be absent. So in a nutshell, the Community's bonds would be slackened but not broken if the Forum was removed. Diversity in Players Every single tanker out there is different, in some way or another. We each have a different fingerprint, right? Truth be told, each of us have our own abilities and potential to the game, and this adds a diversity in overall playing styles, and of course, the players themselves. Diversity in players is what I believe mainly keeps things in motion and lets battles flow. We all love new experiences and look for surprises and thrill, and we always wonder, "What would this battle be like?" or perhaps even "Should I really duel today?" I think this really helps the game be continuous in the way that battles/discussions are: always created and ended, with good moments in between, and the fights somewhat equal so it can be like a real war-zone. It also helps tankers to develop battle etiquette or moral standpoints because to grow in the game you have to be compatible and respectful to all kinds of players. The perfect example of the wide variety of players is the Top 100 ratings. If this diversity in players was somehow removed (breaking the laws of nature ofc.) I think that, again, the game could be more bland. Conversations and friendships would become less entertaining, and the game could get more over-competitive than it already is. It would also be undesirable thanks to everyone having a certain expectation of another Tanker, and if that was not reached, that person would not be accepted into the society properly. Respect for each other could deplete over time and the community's bonds would be broken. Variety in Game-play Ponder on this. There are four game modes in Tanki: CTF, CP, DM and TDM. There are 11 turrets - 11 ways to destroy your enemy - and 9 hulls of very different characteristics, six intriguing supplies and 74 maps in the game. Inevitably, we arrive at the fact that Tanki Online is an extremely diverse game with many different aspects to it, which is one of the reasons to like the game, right? The truth is, every time developers talk about improving the game or making it more dynamic, they always add things that ultimately vary game play. First, there was the night mode in maps that made it harder to play/see your enemy. Then, there was the ability to use a mouse to control your tank, as other action games normally would. Then, they even added private messaging in-game, new turrets such as Hammer and Vulcan (and in the future, a rocket launcher and artillery, which I love by the way), even new ways to personalise your tank with many new paints. And now, there are even more alterations coming to the game! In the Vlog #109, the developers announced that you would be able to alter your turret in four ways: changing the color, two ways of changing your turret's statistics and a surprise alteration unique to each turret. My main garage, a typical example of an M4 garage with a broad range of types of turrets and hulls. To just begin to think of what Tanki would be like without this critical element is not a pretty thought. Primarily, again, the game would be increasingly boring. Imagine if there were no Railgun and no XP/BP, and no drug wars with Mammoth Vulcans. If there was only one bland hull of constant speed with a basic turret in every battle, tell me something, would you really keep playing? Even if there was the most complicated turret with lasers and plasma and conditional firing to play with, nothing lasts forever. Boredom will overcome eventually. As a practical example, I'd think that you (hopefully) get bored after playing an XP/BP battle or Drug Polygon CP for five hours, and therefore I am pretty sure players would get tired of the game and leave. Battles Presently we arrive at something extremely prolific in Tanki which is of course, the actual playing of it. Battles are pretty much the basis of the game (obviously). Here is where all skills are made practical and things are tested; where every Tanker is judged based on how you perform and where he/she learns. On many occasions, I went from multing away in a Barda CTF to rocking out and placing first in a Bridges XP/BP - with players from Star Series! Every battle is different as well, and I believe that all battles, no matter how minuscule, have an effect on the game. Little Brigadiers can see Legends (literally) playing and this will inspire them to stay in the game and improve to be the best they can be: it sets goals in the minds of players and gives an element of continuity to the game. This is where all kinds of players whether is be a Colonel or Commander can test themselves and make friends and rivals while having as much fun as possible whether it be in a CTF, CP, TDM or DM. If Battles were theoretically gone (which is impossible by the way) there would be no objective to the game and it would basically crash, no more to say. This battle was quite fierce, and surprisingly ended with a 2 flag difference in my team's favor. Esports Ah, we were bound to reach here sometime. Here in Tanki, eSports is something really unique. Sometimes it is abundant in the game, the topic of everyone's fingers in the chat. Other times... well, you know the flip side. The point is, eSports adds a competitive spirit to the game, along with improving player's game-play; the quality of battles improves due to eSports/clans. As well as this, teamwork and strong bonds are formed between clan-mates, and some people actually find lifelong friends in the game through it. Players learn how to communicate effectively, and this proves that as active players of Tanki, we are being socially productive. A classic "last second capture" from a battle way back 'n Season II. It was a valiant effort but it unfortunately failed. If eSports faded from Tanki, the community wouldn't dissipate, but it would suffer some consequences. Remember that period after Star Series season IV in which there were no eSports competitions? Well, some people weren't happy and a few veterans left the game for a short time due to the lack of activity that they were used to. Also, clans weren't training as much and the quality of some Xp/Bp battles was reducing, but that's just my educated opinion. It was only when clans began playing in Blitz tournaments that the community was alight again. Graphics Second to last, there are the graphics, which are the first things players notice when they register onto Tanki. Indeed, they compose the interface of the game both in and out of battles. I find it useful that the graphics panel can be personalised, such that you can choose exactly what suits your personal 'thirst' for an attractive game environment or your PC's capabilities. Some components of the graphics such as the skybox, shadow effects and lighting make the game seem more realistic, whereas some settings like dynamic lighting and "show drop zones" remind players that they are in a futuristic, sci-fi battlefield. This shows the massive difference between enabling no graphics settings (left) and full graphics settings (right). If graphics were changed, nothing too bad would happen; the game might improve actually. As proof, in the past graphics improved massively and the game followed suit. However, if graphics were contaminated many players would get pretty upset, and it would take some serious adjusting to. It may even have the possibility to lower people's skills (slightly, of course) as they will be attempting to play in an unfamiliar environment. Lag Finally! We made it to the last element! Drum roll, please! "It is... lag!" "What?", you ask yourself? You didn't see this coming (or you did, depending on how closely you looked at the title picture). I have deduced that the last critical element of the game is lag. This may seem controversial, but hear me out. Lag is something in Tanki that everyone hates, even its own creators, the developers. It makes Tanki feel like Tanki and a day without any sliver of it is quite odd (no offense meant developers). Five players on the Red team in Sandbox. At least my team has an advantage, but it's not too unfair, right? The thing is, everything no matter what, has its flaws and its these flaws that give it some character/properties. Lag gives Tanki its difficulties and dilemmas that have to be endured by players; this makes them stronger and greater willed while teaching them to be patient. It shows that not everything can go your way, and that some things are out of your control. It trains one to endure and look at the better days in a new light. If lag was magically gone from Tanki forever, I think that players would be generally happy and a lot of battles would go much more smoothly, but players in the long run may not have learned or developed some values - theoretically. ____________________________________________________________________________________________________________________ These were the ten major elements of Tanki Online. What do you think, readers? Do you agree? If you've found any others, please feel free to share them below! -
Guide [Issue 58] [Guide] Gameplay Analysis: Parma XP/BP
St.Guardian replied to St.Guardian in [Issue 58] [Guide] Gameplay Analysis: Parma XP/BP Newspaper Archive
Parma. Ah, just the thought of that word makes players think about two letters ever so present in Tanki: XP (Or BP) ;). The fact is, this map is extremely well known among all XP players. However, sadly these days on RU1, Parma battles are scarce and basically only present in 1v1s or 2v2s between the closest of friends on a call or the hottest of rivals spamming in the chat. Not that this is bad, it is just that I believe Parma XP(/BP) has so much more potential and 6v6s should be more plentiful. It is a map of basic structure but, as time as shown, it is complicated, difficult to master and needs to be thought out tactically. _______________________________________________________________________________________________________________ Let’s have a look: The central area - A flat area in the centre of the map, bordered off by clips of walls each about as long as a Hornet surrounding 2 Double Powers and 2 Health Kits. Side trenches - Ditches to the far right and left of Parma that form a part of the main route for attackers and are the best spot on the map to gain cover. Central side platforms - As the name suggests, these are raised areas in the centre of Parma that has a decent amount of cover. Your team should aim to take control of at least one of these as they can allow you to gain control of a DP and snipe enemy defenders, campers; attackers about to take drops: you will be a real nuisance here. Primary base - This is the main area in which the flag is kept. It has a tower that will provide coverage from snipers on approximately half of the map and a corner wall that provides similar coverage. Secondary base - Far away from the flag area and containing a water tower for cover, and just as crucial to the team’s defence as the primary base. Main ridgeway - This has the key set of drops for the main attacker of the team. Guard it carefully, and choose even more carefully who to give it to. Outlook and Basic Deductions As you can see, there are about 11 main constituent parts of Parma. I separated them not just based on prop composition, but the level of difficulty to get from one area to the other. You should note that all components are obviously set symmetrically to each team except for one: The central area. This is a key area in Parma that could not be separated in two due to the fact that in practice, once you have control of one side it is simple to control the other: you simply need to pop out from behind cover, take a drop then move behind another wall. It is important for tipping the health balance to your team’s favor, especially if the enemies have a tough defence (because they read this article, duh) that you want to obliterate. I would suggest 2 XP/BPs focus on taking these drops and then move on to camp, but in a random Parma battle, this can be difficult to organize. So if not, if you want to fulfill this role, you can take these drops all by yourself. Just make sure you do not take all at the same time; spread them out over a course of 2 minutes. Additionally, the fact that this map is perfectly symmetrical means you will not have to change strategies when you change sides and corresponding to the enemies’ moves will be simpler, but not necessarily easier than an asymmetrical map. For example, if an opponent is camping in your base, the balancing thing to do would either be to destroy him (or her) or go camp in the enemy base in the same relative spot he is in. ______________________________________________________________________________________________________________ Defense Defending your Primary base in Parma is...tricky, but not so much when done carefully. It takes basically 2 defenders to properly defend the base, but they have to work together. Each defensive position has its flaws that can be accounted for by another defensive position. The key is to link these together with communication and coordination. For example, if a defender is in the Side Trenches, his job will be “Heavy Duty” defending. There, he/she will have a lot of cover and be able to block oncoming attackers and take the Health Kit after taking a shot from an enemy attacker. However, a defender in the Side Trenches will be vulnerable to attacks with more than two enemies as he can not pop out without being shot, and also vulnerable to attackers that choose to go above to his right near the Health Kit. This is why said defender will need to have a “Lightweight” assistant behind the corner wall. The “Lightweight” defender’s job is to 1) cover his partner from attacks from above and 2) watch closely for attacks progressing through the right area of his base. The same principle can be applied and another defensive pair is found: 1 behind the Water Tower and 1 in the Side Trench. As a defensive pair, an important aspect is to communicate with the other people. Messages such as “incoming 2” or “f DP N2O” or “f left 1” can be really helpful. You should note that, if one “Heavy Duty” defender is behind the wall in front of the flag, said defender will need a “Lightweight” assistant to watch for incoming shots from the right side of the map. This is due to the fact that the defender near the flag can get sniped by enemy defenders diagonally through the map, so the Lightweight" teammate can counter-snipe them before they shoot at the “Heavy Duty” defender. A note before I finish this section: defensive routes are probably better than pure camping, at least for “Lightweight” defenders who will not want to get shot by enemies. Also, it is important to not let the enemy not take your flag further than their Secondary base, otherwise it will be easy to stop the flag from being taken but hard to actually return it (because you may keep getting destroyed when you try to return it). Attack Hypothetical situation (totally didn’t come up with this through a noob experience). You have just joined a Parma Xp/Bp, 4 flags with 1 more to finish. You want to be the one to deliver the stellar, last capture. How do you do it? No, not letting your teammate bring it then get him killed, you have to work together. Sadly, it is extremely difficult to get a solo run in Parma because of the sheer amount of times you will get shot. "Even the best fall down sometimes..." Just missed it. Tough. Your only chance is if you have a Double Armour and Nitrous and run into Health Kit on the way, with some dodges here and there. Attacking in Parma essentially requires 2 main attackers along with a mid-fielder to back ‘em up, and probably more coordination than defending. Here are 3 of my top picks for attacking routes: Red Oval = Where in the route you are mainly vulnerable Here are the personal ratings for each route and a bit of advice on how to use them: Route A Cover: 6/10 Stealth: 6/10 Time efficiency: 9/10 Best for when: A capture is needed quickly/Teammates are respawning/Enemies are respawning Route B Cover: 8/10 Stealth: 5/10 Time efficiency: 5/10 Best for when: A definite capture is needed/Your enemies are camping/Your team's drops are about to fall Route C Cover: 5/10 Stealth: 8/10 Time efficiency: 8/10 Best for when: Your base is overrun on the right side/Enemies are all weakened/You want to prevent a standoff You should note that, when attacking, an N2O can be slightly more effective than a Double Armour (this is more applicable to BP) if you want to pass through an area with little cover, but ensure that the main attacker has a Double Armour if the enemy team has control of double powers. Also, if you see a health kit that can help (for example, in Route B there are 2) only divert slightly otherwise your teammates who are ready to support you will be too far away. More than often it takes over 1 player to deliver a flag, so 1) communicate with your fellow attackers and tell them where the defenders are, how many shots they and you are and where the flag is, example “2 def 1 shots f ramp” and 2) be prepared to get shot at any time or get ready to pick up a flag from your fallen teammate. Also, when bringing the enemy flag through your base, you can stay close to the wall (the one preventing you from falling off the map) to the left as this will make it harder for opponents in the centre of the map trying to shoot you and return the flag. Note: you do not have to follow the routes exactly, as battle circumstances are of course, conditional and you have to look out for opponents and plan your attack accordingly. _______________________________________________________________________________________________________________ Midfield and Drop Control Scientific fact: it may or may not be proven that midfielders, when playing carefully, have the second highest D/Ls in Tanki, falling short only to defensive campers. Also, think about this, pure midfielders have the hardest jobs in Parma but it is also the most rewarding as you will get a lot of drops and potentially crystals. Plus, if your team controls 3 out of the 4 double powers on the map, not only they have a 30% greater damage output than the enemy team, but it will be sooooo much easier to kill oncoming attackers; snipe enemy defenders and steal all the glory. And if you can’t blackmail talk your team into it, so be it. If you want to be an effective midfielder, you have to be ready to be all over the battlefield. It is best to plan routine sweeps perhaps similar to this one: When I said all around the field I meant ALL around the field. Black shows the main route and the red ovals indicate where you are most vulnerable to shots from opponents. Also remember that when an enemy can shoot you, you can most probably shoot them. The purple lines link to pictures depicting examples of these. Try to incorporate N2O’s and definitely DP’s in your route so you can get around the field faster to ensure that you take drops and get into optimal positions rapidly to snipe opponents. Additionally, utilize the walls as well as you can, popping out and sniping one tank, doing the same to another et cetera. Attempt to focus on 1-4 key drops (perhaps an N2O, DP and enemy DA/ Health Kit) and if you can, take any close available ones and remember they will fall quicker than you think, so get into position every 2 minutes. Remember, the best things you can do are lay down cover fire in the enemy ranks for your teammates and damage attackers storming away with your flag. One last thing. Once you are a midfielder in Parma, if you see the slightest sign of any kind of camper in your Secondary base, take that tank out immediately. Otherwise, that camper will be counteracting your job by distracting your team’s defenders and ticking off your attackers. Stalemate/Standoff Stalemates in Parma? Ugh, it could be the most disgusting, frustrating and problematic thing in the entire Tankiverse (maybe) because, in the tension of that, you get shot from everywhere; there are “noob campers” that you can’t take out due to your lack of accuracy only on that day. In my mind, a stalemate occurs once the 2 flags are brought past these points: and remain there for more than 20 seconds. Once a stalemate occurs in Parma, based on the most probable circumstances the immediate response should be to secure the enemy flag. Attackers and defenders can swap roles by the attackers staying in their base and guarding the enemy flag; defenders going into the enemy base to return their flag. This is a reasonable protocol to Stalemate because Attackers are used to moving about with the enemy flag and in case they are overwhelmed in the Primary base they can mobilize and possibly dodge enemy shots. The ideal positions for guarding the enemy flag in your base would be to have 1 player in the side trench, another behind the corner wall and one on a central side platform. This will ensure that you have a view on most of the map and will secure the main area around the base. As for returning the enemy flag, the most effective tactic would be having 2 players go to 1 side of the map while another, possibly with a DP, uses stealth and sneaks into the enemy base from a different angle. Going in this way this from opposing angles is really effective because the opponents will get boxed in (the map is rectangular and they wouldn’t dare go to the centre), plus the enemy can't keep looking both ways and will be vulnerable to shots from multiple angles. Then BOOM, a return of stellar proportions (hopefully). A stalemate ended when one team (red) surrounded the other (blue) Conclusion Remember that the key to Parma is coordination, balancing team play, and map awareness. You aren’t going to do too well if your team are all defending or will refuse to attack and take out campers. Accuracy helps, yes but it is not as important as those characteristics mentioned. If you are not the most accurate, however, note that it grows with experience. The reason why Parma can be so difficult to play on is because of how open it is: you can get sniped from almost everywhere on the map. I advise that you know the map’s dynamics and geometry as the best XP/BP Parma players know where to align their hulls with walls so they can shoot through obstacles without getting return damage. _______________________________________________________________________________________________________________ So, tankers and tankeresses, that's about it. Well, don't just stand there! This is a war zone, get a move on! You are thoroughly invited to check this game-play out, and I wish you good fortune on the field of battle.- 13 replies
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[Issue 56] [Guide] Downloadable Defenses - A Guide To Module Types
St.Guardian replied to Shedinja in Newspaper Archive
great article, very informative, thought out and helpful -
[Issue 56] [Guide] Format Battles - Mastering New BP
St.Guardian replied to Flexoo in Newspaper Archive
well done flexoo, i was exceedingly impressed by how thorough and thought out it was. stellar presentation too :) -
Interview [Issue 55] In The Community Spotlight: GoldRock
St.Guardian replied to Phoenix-Warbird in Newspaper Archive
Ok time so stop assAUlting GOLDrock XD oooooh that is where "sock collecting" came from in the April Newspaper Interview with Ostrica ;) -
Guide [Issue 55] How to Expel Personal Imperfections
St.Guardian replied to Flexoo in Newspaper Archive
great flexooo you made an outstanding first impression. very flexible tanker )) very informative, true and revealing -
GG, well analysed to all winners :) ps- wow Timo Boll you know about table tennis too nice man ))
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Interview [Issue 55] In The Community Spotlight: GoldRock
St.Guardian replied to Phoenix-Warbird in Newspaper Archive
beautiful article...well done -
yes i want to become a TO helper in future This statement is false. Do you agree with the sentence above?
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Congratulations NS, and Good Luck!
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[Issue 54] [Special] Newspaper Crystal Giveaway... with a twist!
St.Guardian replied to GoldRock in Newspaper Archive
@I.eSports_Player and @TriNitroToIuene A photon walks into a hotel and the bellman asks him if he has any luggage. He replied, "No I'm traveling light." xaxaxaxaxaaxxaxaxaaxxaaxaxxa -
mad i think the paint update will br great: customising your prot is amazing
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i am well known, so famous :) so they release me the person below me is strapped to a wodden board with 1km roll of ducktape, in the Mariana Trench underwater with no connections to the outside world and the only way to escape is by touching air.
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romance.......er tanki hunters? jk heart
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[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..... -
"i am strong" is a lie i love astrophysics I am an athlete my favourite paint is atom
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king nickname above, ok
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i perform surgery to get a better mouth, thus i can speak properly. now i go to MIT and learn how to speak properly. The person below me has a hypernova explode less than 1 kilometre away, directly at him.
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