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MJROCKS05

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Everything posted by MJROCKS05

  1. "Kindly refrain from using profane abbreviations." !!?!!? Now even "yes it is" is considered profane even if no one knows what it means ? Seriously it cud have meant anything... Pls dont be so conservative bro
  2. DAMN THE COMPETITION IS HARD THIS TIME !! The guides for highland and courage were by far the better ones out there. I myself made a guide on higland and im pretty sure it is good enough. Hope I win.... And also, kudos to the mods for organizing such an exciting and great competition. It helped show the talents of many people and showed us how talented this community exactly is. Thanks for doing this guys, really appreciate it :)
  3. MJROCKS05

    Complaint Book

    PLEASE BRING BACK THE INCREASED DAILY MISSIONS BONUSES !! THEYRE A GREAT WAY TO COLLECT SUPPLIES AND CRYSTALS... DONT REMOVE IT GODDAMIT!!! Also, ive been loving the recent repair kit update, druggers are getting rekt so easily by me.... Its so much fun watching drugging buyers die helplessly xD
  4. MJROCKS05

    Saturday Sales!

    I had 198k crys before this sale......
  5. MJROCKS05

    Your questions for this week's V-LOG

    My Questions: 1)Will u lower the prices of the supplies present in the garage especially Repair Kit now that they are less effective than before? 2) I have always been against the "Battle" button as it never makes battles on small maps like Island, Hill or Noise(very rare) and rather pefers mid-long ranged maps... Will the matchmaking system have a feature that overcomes this problem? 3) After the repair kit got nerfed and the private battle update it has become very difficult to arrange or participate in any STG, also parkour has gotten hard too, will u make an update which rectifies this!? Also, thanks a lot for nerfing the repair kit, I love seeing m4, drugging buyers get absolutely wrekt as they dont know how to use the repair kit, thanks to this i can easily overpower them and i usually come in top-5 :D
  6. :( Got all right that too in just 2-3 hours of the newspaper release.... Also, why wont u post a video showing proof that you actually selected players from the "random.org" website? I really want to see how it went.
  7. How to make a tanki GIF?
  8. MJROCKS05

    Patch Update #469 - Released 12th July 2017

    Daily missions are a great way to earn crystals and drugs (if required), you wont understand us because you buy crystals and get paid in crystals anyway... Pro battles are not good enough for earning lots of crystals and I rarely find pro-battles with a lot of players within them. Also, easy mission rewards are really bad (750- 350 crys, 9DD, 5 speed, 2 RK). Hence, non-buyers have to rely on missions for earning more crystals
  9. MJROCKS05

    Patch Update #469 - Released 12th July 2017

    NOW HOW WILL I TAKE GOLD WITHOUT DYING!?!?! 1K hp is too low.... increase it to 2k hp atleast Also, flag carriers will be dead meat... The druggers will keep on abusing their supplies as smart cooldown time got reduced... Hardcore drugging teams would abuse overdrives and spawn kill everyone, in this situation even hardcore druggers wont be able to escape thanks to reduced repair kit ability.... I had a feeling this update would do more bad than good smh
  10. MJROCKS05

    The first animated paint in Tanki Online!

    Love the discounts, increased mission awards and finally reducing the duration of drugs and making them more accessible to non-buyers.... But, I have a feeling that this is just the calm wind before the storm. Last time, during the may sales tanki gave 30% discount on hulls and turrets (tho they redeemed it by giving 50%off during 6th June) and when asked why MU's and speed-ups were not incuded some admin officials replied that they had given a similar 30% discount before the mayday sales. Simiiary, after a string of nerfs on isida, firebird during the last rebalance we got 50% discounts (100% sure it was to shut the tankers up)....Please dont do this for the Tanker's day sales too... Mu's and speed ups havent been 50% for a long time, I really hope that on tankers day the devs wont disappoint me. Also, please continue the bring the good updates, I like this change in mindset (of the devs), the tanki community is also on the edge, things have calmed down quite a bit, do not spoil it by introducing bad updates together with good updates. Thanks :)
  11. MJROCKS05

    Wikimania Contest 2017 — Entries

    Guide to playing effectively in Highland OVERVIEW Highland is a very popular and frequently played map on tanki. It is popular both among the high as well as low ranks and is known for its tense and close matches. A heaven for heavy drugging battles involving lots of kills and deaths makes this map a perfect choice for high damage output turrets and heavy hulls. Highly recommended for tankers seeking fast-paced action having quick-thinking skills although I advise more free-playing and claustrophobic tankers to stay away from here. Nonetheless, it is a very dynamic, medium ranged map and accommodates all kinds of turrets perfectly in its environment. Maximum Players: 16 (8 VS 8) Available Battle Modes: DM, TDM, CTF and CP Available at: Gefreiter Rank MODES DEATHMATCH Highland DM'S can be easily found in most servers and consists of heated and intense games. The map is able to accommodate 16 players which makes it suitable for melee turrets and heavy hulls. The map doesnt have a lot of drop zones and the ones which exist are very hard to control due to the constant dying. Therefore, having a good amount of drugs beforehand gives you the advantage over others. TACTICS - Kill stealing This tactic might sound obvious but it is often ignored by a lot of tankers and mastering the art of kill stealing is always a challenge. Kill stealing works wonders in this map, due to the constant attacking a lot of tanks are left with low health and are especially vulnerable to high DPS turrets. You might have encountered a lot of Thunders and Hammers in this map as they are the optimal weapons for this kind of a gameplay, paired with a viking and powered by double damage, these guys can wreck havoc against light hulls and slow-reloading turrets - Hit and Run Perfect for firebird paired with the compact tanks alteration and the Hornet-railgun combo, this tactic can be used to grab quick kills. Attacking thunders is the best option you have, this prevents them from stealing your kills and helps you grab fast kills before falling to the wrath of the Smoky-Mammoths. You can use this tactic by attacking from the flanks of the map and avoiding direct confrontation with anyone. Railguns can use the hills and the barricades near the red flag to their advantage. But remember, you have to be fast and constantly on the run for this to work. Similarly, this tactic can be used by freeze users by encircling and damaging the enemies but it wouldn't be as effective majorly because of the need to continuously spray the enemy tank (unlike firebird) as well as fending of kill stealers. Recommended Hulls: Wasp, Hornet, Hunter -Camping Camping in such a fast-paced map sounds crazy, right? Well, its not and it works too! Smoky-Mammoth, Magnum-Mammoth and Shaft-Mammoth are not unusual in this map. Using the houses in the blue base and the hill in the red base grants these heavy hitters with both supply drop zones as well as protection from the killing happening in the central areas of the map. Mining the path to the red hill and the hill itself is essential as there is a re-spawn zone over there, doing this helps a lot and fends of potential attackers (See best mining Spots below). -Ram & Kill This tactic only works with twins-titan or twins-mammoth combo and the user must have the "stable plasma" alteration for twins to do this. After equiping the alteration, all self damage is removed from twins. Now, you can simply ram your enemy with your heavy hull and prevent small targets from escaping, this tactic has become very effective after the recent supplies update as twins' infinite reload prevents enemies from fully using the repair kit and giving you a huge advantage in a supplies battle. Just equip a double damage and you're ready to go. CAPTURE THE FLAG (CTF) MAP DIVISIONS 1) Blue Village: This part of the map is a re-spawn zone for the blue team including the houses below this area. Well-protected by a large house from one side, it consists of a slope and is an extremely crucial area for both defense and offense as it provides an easy passageway for flag runners and a great spot for remotely attacking the enemy base. 2) Blue Guard: Situated next to the battleground, this area is a spawn place for the blue team. A crack in one of the fences makes it a good spot for railguns and smokies. It also has a narrow passageway which connects it with the Red Hill. A double-Armour supply drop helps the defense in this area 3) Battleground: The name of the place says it all, the battleground is where all the action takes place. It is a completely uncovered area and constantly receives fire from both sides. It is the link between the red and the blue base and has the valuable repair kit drop zone (though most of the time people get killed even before they reach the R.K). Tankers from both team flood this area trying to create openings for a capture. 4) Red Hill: A spawn point for the red team, this place is unprotected but gives a birds eye view of all the happenings in the battle. It provides a direct drop to the red flag and connects the blue guard to the red guard 5) Red Guard: This place is where most of the red team tankers spawn, it is a well protected area usually completely filled with red team tanks. A great camping spot, this is arguably the second most active spot in the entire map. It also encompasses the Double Armour and Double Damage supply. ATTACKING Blue team Yes, you got that right, "SPARTA-ING" your way with the flag through the middle of the map isn't the best of strategies to use of this map (unless you're godmode_ON) . Instead, attacking from the flanks provides the best cover from enemy fire and the highest chance of survival against the blood-thirsty defenders. Remember this, in this map it is virtually impossible not to take damage while attacking a base as you are completely surrounded by enemy players. Hence, these paths will only minimize the damage you take while running away with the flag though having an Isida behind you will greatly increase your chances of survival. - To use the paths mentioned above, hulls like hornet, hunter are suggested due to their great speed. Start off your attack from the blue guard and make your way to the Red Hill, it is recommended to pickup the double armour supply before attacking and having an isida behind you before attacking, these two are absolutely essential as this path is full of defenders and mines. After your manage to get to the flag by jumping off the ledge of the Red Hill immediately use a speed boost or a double armour supply. Be warned, the enemy team will go bonkers and will be hot on your toes as soon as they receive the message "_Your name_ has taken our flag". Allow the isida to heal you and rush your way to the Blue village for safety. If this is not possible then try to run towards the Blue Guard as soon as possible -The black lines represent drop zones which cant be picked up on the way. Recommended Turrets: Hammer, Ricochet, Railgun. These mid-high DPS turrets provide you with great impact force and enough shots to damage your opponents while running away with the flag. Red Team: - For the red team, it is best to use the path going from the red guard to the blue village and back as it is the safest and provides the best cover for the red team. The trick is to use a hull such as viking or hunter who provide both speed and armour, next get a friendly isida behind your back. Now, stay near the ramp close to the blue village and strike only when the defenders of the blue hill are taken out (they will take 3-4 secs to respawn and get back into action, thats your window), take the double armour supply which is on your path and equip a double damage to take out any remaining defenders who will try to stop you. The supplies update has made it possible to have a full set of supplies hence while going back mine the ramp of the blue village and use the speed boost drop zone to get back to safety fast. - An alternate path is straight through the blue territory, use this only when most of the enemy defenders are dead and only if you have 2 isidas healing you. This path is deadly when you're crossing the central road of the blue team (a.ka Death road) but after that you get a good amount of protection and once you reach the Red Hill, it is very easy to capture the flag. Another path used by tankers is through the blue guard, but defenders usually push you into the self-destruct zone when you are on narrow stretch and it is difficult to drive through anyway, hence I prefer to avoid that path. - Best turrets to use here are hammer, twins, ricochet or smoky. These turrets can make your enemies miss their aim, take out defenders and dont have self damage. CENTER PLAYERS/MID FIELDERS The centre players or middle-players have a huge role in a successful highland team, they have to clear out the middle area, help the flag runner get away from the defenders, weaken incoming enemy waves and help return the flag during flag standoffs. These players should have a medium hull for easily changing positions along with the tide of the battle and should use high damage turrets. This job can be done by utilizing the small houses or shooting the enemy side from the "battleground". The red team can also use the fences along the entrance to their base as cover and continuously bring down a hail of bullets onto the enemy side. Using thunder, smoky, ricochet, Railgun and twins on different positions in the map will make it a nuisance for the enemy team and it will help distract the enemy from the attackers. -The pictures below show the best positions for the above turrets to be deoplyed a) Ricochet b )Thunder c) Smoky d) Railgun The infamous peek-a-boo tactic at its best DEFENDING On a small and cramped map such as highland, defending becomes a very crucial part for a team. Defenders have to go against a multiple number of enemy waves and have to ensure that no one gets out of their base alive. This naturally means two things, firstly defenders should never have light hulls and secondly, they should rely on very high damage turrets. Hence, here are the best defending combos along with their preferable positions: Magnum - Titan/Viking: Having this combo is a must on this map. Magnum can deal damage to both incoming attackers as well as enemy defenders from a safe range. Its high damage propels it up the list and titan's weight prevents enemies from getting away. I wouldn't suggest dictator with this turret as it will become easy for enemy snipers to attack magnum's turret (its only weak point) .​ Blue Red Vulcan-Titan/Mammoth: This combination would require an isida behind it at all times due to the constant self-damage of Vulcan. The "machine-gun" tactic can be used with this combo quite easily. The vulcan can either be placed right on the front of the red bases' gates or either on the road connecting the battleground to the blue base. The isida has to keep healing the vulcan as it takes out enemies both either on the red guard/red hill or on the blue guard/blue defenders. This tactic will also create a distraction among the enemy players which can be utilized by swiftly taking the flag away before the defenders have any time to react. Smoky-Mammoth/Titan: This combo is a beast on drugs. Even protection modules aren't able to overcome the insane damage of a drugging smoky and the high fire rates ensure your enemies dont get away unscathed. This map is best used on the blue village, blue guard or the entrance to the red guard. An added advantage is that, using this combo on these chokepoints ensures that the enemy cannot reach/escape with the flag. Otherwise, it can also be used to sit directly on flags and make it even more difficult for attackers to run away with the flag - A impenetrable defence Freeze-Viking: ​A formidable flag guard, freeze easily slows down unsuspecting enemies and helps other defenders get sufficient time to do the rest of the work. It has amazing damage of its own and it becomes very difficult to get out of the freeze effect without and isida. The correct way to use freeze for defence is to make it hidden from enemy attackers and surprise them! This can be done for the red as well as blue team on these positions:​ ​ MINING POSITIONS FOR DEFENDERS CONTROL POINTS (CP) Control Points in Highland is not so common anymore, CTF's and DM'S dominate the majority of the Highland maps. Even though, Highland CP's have the same blood-thirty environment as the other modes and requires one to be steadfast and cunning. Highland has 3 control points in its map(as represented by the pictures). One inside the blue village, another on the Red hill and the last one on in the Battleground. Both the red and the blue team have their own advantages in this mode. The Red team has easy access to the point on the battleground whereas the point in the blue village is well-protected by the buildings. The key is to pick up combos and tactics to efficiently expoilt both- your advantages as well as the opponents' disadvantages. Mostly, the control points inside the bases are not contested and it is the central point on the battleground that has the fierce firefights. Because of this the central point is continuously changing sides and hence it is important to periodically attack the points inside the bases to ensure an advantage. Red Team -The Red team has to watch out for their completely uncovered point on the red hill. To do this, players of the red team must capture the point before the enemy defenders can stop them. After doing this, heavy hulls with shaft, railgun, smoky or thunder must continuously stay on the point and mine the entrance to it(see mining positions for defenders). There should always be an isida healing these defenders. Doing this will secure the point and the other players will now be able focus on the central and the blue team's point more. -To attack the point on the battleground, using [Twins-Titan], [Hunter/Titan-Thunder] and [Firebird-Hunter/Mammoth] is recommended. Repair kits wont work against these turrets and the speed of hunter and viking will make it easier for the defenders to move around. An isida should accompany them. - Apart from this, there should be a simultaneous attack on the blue team's point. The best turret to this would be hammer with the "High capacity Drum" Alteration and a ricochet or twins should accompany the hammer. Blue Team - The blue team has to continuously keep on running around and reaching the battleground faster than their advantaged enemies. Titan/Hunter is useful for this. The point on the blue village should be captured with relative ease and planting mines towards the entrance should be mandatory. A Magnum, Dictator-Thunder and Smoky combo should exploit the height and bombard the red hill and the battleground. To counter the short ranged weapons, a railgun should use the holes in the fence of the blue guard to shooting enemies travelling towards the battleground. Using the "Shell Stabalization" and "High caliber ammo" alteration is recommended. - Titan and turrets such as Twins, Freeze, Vulcan should attack the battleground directly and should have Isidas accompanying them. A shaft attacking from the covered houses of the blue base should be optional. - Another set of tankers, equipped with smoky, railgun should try to breach the red team's defense on the red hill. A striker can be deployed on the Blue village to weaken the enemies a lot! The striker would would be able to easily kill the slow moving hulls and also get any isida trying to heal the enemy. TEAM DEATHMACTH (TDM) ​ - The Team Deathmatch mode is very similiar to the C.P mode, the only major difference is that instead of going all out to capture enemy points, this mode involves a lot of camping, staying on one place and shooting and the least movement of all the modes. Just like C.P, no light hull should be used for this mode and heavy hulls should be encouraged. - The layout and tactic for both teams are similar here. Camping, some hit and run etc. can be done. The most efficient turret on this map is magnum. It doesnt need an Isida to heal it, it can remotely kill attackers and rarely dies hence lowering the death rate of the team. Turrets such as Thunder, Railgun, Shaft, Ricochet are useful due to the same reasons as above. Thunders have amazing applications here and can take out multiple enemies. So, you might wonder, that this is all it is to the TDM mode, but you would be very wrong in thinking that. THE RAIDING TACTIC - Camping is a useful tactic here, but killing people is extremely hard when they camp. So how to exponentially increase your chances of winning ? The answer is simple, attack the enemies in such a way that they have no option left rather than to come out in the middle. This can be dont by sending in "Raid Teams". These team can be made up by any high DPS or annoying turret (Railgun, hammer, twins, thunder, firebird) along with atleast one isida. The plan is to keep on using "Overdrives" to annoy the opponents. These teams of 4 tankers need to stick together and create havoc in the base. Magnums should support them by attacking the inner parts of the bases to remove any players camping there. By the time this carnage will be over, a lot of people would already be on the battleground. This is the time for shafts, magnums, thunder and Strikers to finish the job. Doing this will require equal teamwork from everyone. The only point to remember is that the "Raid team" should'nt be of more than 4 players and everyone should have overdrives. It will be better to use them sequentially for an even more fruitful raid "THE DREAM TEAM" The "Dream Team" is a segment which comprises the overall best combos for a well-balanced team. This segment only consists of 8 players (Highland Map Max player limit). Viking-Thunder, as previously mentioned is extremely effective in stealing kills and attacking the small passages present in the map through its splash damage. It can take down defenders and can act as a great mid-fielder. Twins, when having the "stable plasma" alteration and equipped with this behemoth can destroy anyone on its path. It works extremely well with drugs and doesnt allow the enemy to use any type of repairing. Placing this combo in the battleground will yield amazing results and annoy the heck out of everyone. A completely attack-based combo, this pair can be used with the hit-and run tactic and can burn the defenders of the enemy team to a crisp. The "Compact tanks" alteration added to this combo means no one can escape death. It has become even better after the recent supplies update. Must-have combo for this map This combo "cute and weak" looking combo can stun you if you are not aware! Isida has the highest DPS in entire tanki and doesn't even flinch while killing hoards of tanks alltogether. Pair this with a balanced-hull like Hunter and you have the perfect combo that can kill with its charming looks. Must have for team battles. Unbeatable with drugs, this combo can attack both from the centre as well as the flanks of the map. Smoky can also be paired with Viking to switch positions easily though Titan can show the combo's powers supremely. Works very well with drugs and great for defence. "I don't even remember what happened, I just re-spawned and in the blink of an eye, I was gone" . The victims of this spawn killer have no way of escaping this turret. Its sits behind buildings, fences and rocks, all away from other tanker's prying eyes and suddenly a huge explosion marks the death of those looking for it. Magnum is very effective in all the modes and is a requirement in every team battle listed above. Its plays wonders in this map. Less amount of protection modules against this turret only help it even more. This combo is very popular in about every game in tanki and works well on all maps. Viking's high DPS and recoil make it harder for tanks to hit it while it destroys every tank in its path. Great for team and DM's. Can kill steal with ease. The XP combo is arguably the most popular combo in tanki and rightly so, its fun to play with, kills enemies easily and is great for long ranged battles. In Highland, it can be used for hit-and-run and peek-a-boo tactics. Its very efficient and can take out defenders from almost everywhere on the map HONOURABLE MENTIONS: Freeze-Viking/Titan, Ricochet-Viking "PROTECTION MODULES" - The "Kodiak" triple module series will provide universal protection against the majorly used turrets in this map and is very good for attackers - The "Griffon Series modules are a must-have for defenders as they protect you from the "1 shot-kill" weapons as well as Magnum. * Magnum has very less protection modules hence having these modules will provide you with an advantage. - The "Badger" Series can be used by players who go all out on the battleground - The "Griffon" Series is great for campers I cordially Thank my friends Abdimajidhaveinsta, x.7up, L0VE and Geoplayer_Tanker for helping me out with this guide.... Hope I win :)
  12. cud u tell how to resize images to make them smaller?
  13. most probably all modes, check out the example they have provided its great for reference
  14. Yup, i was wondering abt the same things.... R we allowed to post images, links, edited pics or not? Also, you have to post ur entries in this thread: http://en.tankiforum.com/index.php?showtopic=297527&page=1&do=findComment&comment=5186469
  15. MJROCKS05

    Episode 138 of the V-LOG is here

    the third one is easy, just look for vlogs after semyon left ull get them :)
  16. MJROCKS05

    Episode 138 of the V-LOG is here

    is this a tree or a bush?
  17. Also, anyone know the map that had been named after tanki's homeland?
  18. Great place to spam and not get caught xD..... this is my new spam topic mwhahahaha *smirks*
  19. MJROCKS05

    Episode 138 of the V-LOG is here

    Answers: --> I guess everyone deserved a gold hence im posting this and idc abt the keyboard anyway Q.1 Savanna paint Q.2 1445 days Q3. 15 trees (the bigger bushes are the trees, and btw the map is molotov thx to contractkiller_GT Q4. Episode 78 of the vlog (the episode in which semyon left) Q5. 109 keys on keyboard( i asked a keyboard owner and he told me :))
  20. MJROCKS05

    why is tanki unfair and people are leaving?

    Rank 31: SOOOO DAMN TRUE M8!!! ACCURATE
  21. MJROCKS05

    why is tanki unfair and people are leaving?

    The ignorance of your post baffles me and your solutions are one the dumbest I've heard. Its players like you too which make people rage and abuse. And tanki has a fair share of them, leaving some mods most others have solutions just like yours... You guys know it already reporting doesnt work, getting the team to report a mult is just one pain in the butt (and now half of them r noob drugger russians so, forget it) and the next problem is battle mods. Except for one time (when i was at brigadier, 2 yrs ago), Ive never seen a battle mod take action in a battle (even though it says "your report has been sent"). Again, buyers always have a good excuse: "If you dont like drugs, go play a pro battle", makes me wanna smash their head with a keyboard... pro battles dont help you do daily missions(which r a gr8 way to earn crys and drugs), a lot of mults join pro battles and ruin them and nowadays all pro battles are filled with druggers, not a lot of people join NS battles. This is just a small portion of it, anyone smart and experienced enough reading this knows that there are millions of flaws in the game right now, the problem is neither do the players want to acknowledge it (yup, tanki "community" sucks as compared to other games) and nor the devs want to fix it RANT OVER
  22. MJROCKS05

    THE GAME - Winners Announced

    he was with a co-ordinated team, thats why he won
  23. MJROCKS05

    Ask a Battle Mod

    when battle mods play tanki why do they drug so much and that too even if they're winning?
  24. The stakes are pretty high here.... If England wins the S.F then they will meet India in the final (no questions abt that) and it will make it damn hard for everyone to decide the winner. But, if Pakistan advance to the final, then most of us will lose 2k points even though we will have a high chance of predicting the finalists. DAMN MAN !!!! IVE ALREADY LOST MY MIND THINKING ABT THIS.... Well, i guess we'll have to wait and watch... GL to everyone
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