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Everything posted by Zenyth
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the incredibly potent mixture of magic, lag and skill churned in a sandbox-shaped cauldron :ph34r:
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... we don't need to add all your accounts lol
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xD I think the article you write in the vacation is going to be on pro shots in XP :D
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well I'd prefer not to spill the beans so early :P thanks kurt
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:ph34r: :ph34r: :ph34r: what do you mean I hope you guys do read the whole article, I'm sure something there will help you out :rolleyes:
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glad you do!
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^ Pro mini-baccha ok?
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kit reviews coming soon :D
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http://en.tankiforum.com/index.php?showtopic=318286&view=getnewpost Whoever wants to try and get better at Rio CTF, may find this helpful. My first post in AW section and got invited to AWC. 100% plagiarism-proof article written with my 2 year experience on the map.
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http://en.tankiforum.com/index.php?showtopic=318286&view=getnewpost Whoever wants to try and get better at Rio CTF, may find this helpful. My first post in AW section and got invited to AWC. 100% plagiarism-proof article written with my 2 year experience on the map.
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thunder m2 is a barely noticeable difference from m1 and m3 is early get a high m2 instead like smoky or fire or twins
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Here's my question, I just made it. :P a and b form a Pythagorean triplet set with the square root of [(500/5)/4]*5. a and b also are the first two terms of a geometric progression. Find the geometric mean of the said geometric progression.
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A Comprehensive Guide to Rio CTF
Zenyth replied to Zenyth in A Comprehensive Guide to Rio CTF Writers' Corner
Rio is a vivid map, where battles are pivoted around the cramped, compact yet important middle zone - which houses the defensive clouts of both sides in a team battle, the beach - a tactical area offering great camouflage with serene surroundings and the strategic flank - a camping zone. CTFs in Rio are specially interesting and worthwhile. Let's start pondering on its various aspects. Rio Map and its Regions Zones in Rio Blue Base - The blue base is a relatively narrow area, with a raised platform partially fortified with bars. It houses the blue flag and several spawn points. There is a defensive barrier at the entry to the east main road. The Rooftops - The rooftops, as the name points to, are elevated from the rest of the map. Roof D is the highest point. There are a few sub-roofs and 3 access points. Red Base - Red Base is more spacious than the blue base, but the red flag is cradled in an elevated portion of the base. It also has a section near Lane D which is fortified by short white walls. One such wall is also at the entry to the east main road. The Beach - Welcome to the Copacabana! We have a rich palm grove, five masonry gates - three with a small sandy path which will take you to a vast beach for all the drafts and shafts to relish! The Flanks - The flanks are to the immediate west of the west main road and can be entered by three ramps. They start from a walled area near the red base where there is a red spawn point. East Main Road - This uniform-width road extends from the east of the red base to east of the blue base and is bordered by the beach to its east. Besides having two speed-breaking bumps that often ruin the aim of Railguns and Smokies, this road also has a series of consecutive deep and shallow troughs that are good for hiding or for ducking under enemy fire. West Main Road - The long road on the west has two barriers in the middle stretch. It also runs into Lane C in the middle. Offense in Rio CTF Rio is a difficult map to master for some, and an absolute ease for others. Attacking is tricky on Rio because the bases normally have defensive clusters which are hard to get away with. Attacking routes in Rio For Blue Team: Route B1- Route B1 is straightforward. Trot through the beach if there is enemy presence on the east main road. The dense vegetation will provide you cover until you can dart to either Ramp E or Lane A. You should refrain from going straight to red base (obviously). Watch out for shafts camouflaging themselves on the beach or out on the road. Once you near the red base, look for any snipers in the flanks, and eliminate them, because your infiltration will prove to be futile if you just get one-hit by a Shaft. By eliminating the snipers, you give your team a 10 second period to get an attacker in. Do not completely rule out the Ramp H that's directly in the red base from the equation. If the defenders are distracted towards the west main road you can always use it and make a quick escape. If you go through Ramp E, camp on the ramp (that rhyme though) or just ambush if you are using short-range turret. Route B2- Route B2 goes from the rooftop. For maximum success margin, make sure that you take potshots at the defenders from Ramp D, Roof C and Roof D while approaching their base. It is common for Thunder users to camp behind the raised blocks of Roof D and go for the flag when the coast is clear. You should also wipe out their line of defense at the flanks from distance. Route B3- Route B3 has two passages - one through the flanks and one through the west main road. Going through the west main road is generally eschewed because there IS a Shaft most of the times keeping an eye out from behind cover. The flanks offer the vital cover which can help you advance with relative ease. Miscellaneous Tip: If you are using Thunder you can kill enemies camping on the flanks without confronting them, use splash damage on the pipes and walls. Managing an Escape- (1) Bolting towards the Rooftop The rooftop can be one safe haven for escape. "Why?", you may ask? It's the shortest route between the two flags, and it is riddled with "emergency exits". If you get trailed by a lot of defenders, you can always drop down to east main road, or go through Ramp D or even Lane B (the last one being difficult because you can clash with the walls of the skyscraper and flip over). If not, then simply go to Roof C and jump, letting gravity do the business for you. (2) Jumping off to the West Main Road This path can be used if the defenders are mainly heavy hulls, just jump off or use the ramps to access west main road, and then vamoose to your own base directly or use Ramp C to avoid getting fired at. This escape will not ruin the momentum you gain while speeding towards red base. (3) Making the Unexpected Turn You can also drop down to the white-walled area of the red base. There's a crucial repair kit drop, and if there's one waiting for you to grab, why not do it? With advantages come disadvantages; the danger of freshly spawned defenders who can kill you as soon as you jump. So activating DA and NOT using Hornet+ hulls is recommended, because hulls like Viking or Hunter cannot do longer jumps, and you might get stuck amid the white walls and wooden boxes in that area. (4) Going through the Lanes Another popular escape route is tracing the path to Lane B, you can get a DA while going through here, but beware of Ricochets, as well as your own teammates coming from Lane A because you can easily get stuck in there which means you give the enemies time to cover ground and come to you. Escaping routes in Rio For Red Team: Red team has easier attack than defense, contrary to the blue team. Route R1- Route R1 goes through the flanks or the west main road. My suggestions would be same as the ones for blue team route B3, the snipers to watch out for being from the platform and the blue ends of the main road and flanks. Route R2- Route R2 goes through the rooftop. Entry is only through Ramp L for red team. From the rooftop, one can choose from dropping down from Ramp D to a lower rooftop, or going for a head-on jump from Roof C. Going to a lower roof first is less preferable because it adds a step to the attack sequence, and that means you remain visible to the defense for more time; the shortcoming which is removed by directly jumping. You can accomplish the direct jump easily with Wasp and Hornet, as well as Viking and Hunter (keep a nitro on for precaution, to avoid the precarious condition of hitting the edge and tipping over). Lastly, it is quite hard to shoot once you hit the ground, because you will mostly likely be facing a barrage of shots from the defense, and aim will be knocked off. So, it is useful to activate DA before jumping. Besides that, try to damage the defensive tanks from the roof if you are using Ricochet, Twins - gives you some amount of breathing space if the defense is not on full health. CAUTION: This is often a hit and try method, often used to annoy defenders by repeatedly attacking without much effect. If it does not work, try out other methods. Route R3- Route R3 goes through the east main road or the beach. Often to confuzzle onlookers from blue team, attackers switch paths and alternate between the rooftop, the road and the lanes. Lane A is useful for peek-a-boo tactics with Railgun and similar turrets, so is Ramp E. Use the troughs to hide, but be vigilant. It can get tiring if a Shaft sees you and plants his laser above the trough till you either get killed or get stuck till eternity. The beach can be a real asset for offense. The periodic gaps in the form of the white stone gates, being great for the evergreen hit-and-run techniques until the chance to attack arrives. Managing an Escape- (1) Turning Left Once you grab the flag you can turn left and go to the rooftop. Be careful of spawning foes and try to dodge enemy shots as you climb up. (2) Turning Right An easier route, you will have to turn right (or simply trace your steps if you are already attacking from the right), and zip to your base using a nitro. Effective Combos for Offense Although Rio is a medium-size map, there is a place for every combination here. A Wasp, paired with Firebird and DP can burn out entire defenses at closed quarters, something very common in Rio, and hence is a prominent attack combo here. Speed, agility in covering larger distances, and quick turns in tight spaces are Wasp's forte. Conical firing angle should put to use on the abundant ramps of Rio. The plasma-unleashing gun mounted on this Nordic warhorse can do well wherever there are a lot of obstructions like the walls, pipes, and is excellent for Rio. Shooting from elevated parts using the rebounds is fruitful. Cramped spaces mean Freeze often doesn't get enough space to circle the enemy. But it also means, that defenders have less space to get away from your stream. Hence, Freeze is also a formidable turret for attack, in the right hands. However, the effectiveness of this combo has toned down, because of the decrease in freezing effect. Another great combo, compact bases can ensure that most of Hammer's pellets land on enemies, coupled with the formidable knock-off force give Hammer an edge. Both Hornet and Viking are quite stable, and suitable for attacking with it. Defense in Rio CTF Blue Team generally has a whole defensive cluster around the flag, unlike the Red Team which cannot generally keep manning the flag zone because of the elevation and the easy visibility to long-range weaponry. Effective Combos for Defense This popular Polygon CP combination will impress you with its prowess in the defensive role. It is used to the best of its ability by "sitting" on the flag. Because these heavy hulls are hard to even push, forget shoving off (like Wasps) and in addition to that, Twins' massive knockoff makes it challenging for attackers to even approach the flag. An explosive combination that can keep shooting till eternity, given a friendly Isida to rely on, and a few DAs. Mammoth - Vulcan is best when perched on the platform for the blue team, and on the flanks beside red base or even right up at the flag zone for the red team. Dictator works equally well. Another proven lethal pair. Smoky's good knock-off and high rate of fire allows you to suppress a charging enemy. But this combo is not suitable for head-on combat, so you are better off at a distance from your own flag. The blue team's platform or the flanks would suffice. Healers: Hulls such as Hunter and Viking would put the healing ability of Isida to full use in this map. Isidas for attack back-up should be mounted upon Wasp to get better speed. Snipers: Rio has plentiful positions where a Shaft or even camping Railguns and Thunders can operate. There is paucity of protection in most of the positions, but that can compensated by use of camouflage and certain level of mobility. Sniping Spots in Rio Position 1 - You can target enemies on the nearer parts of the rooftop and practically the whole west main road. The white walled cover you get is a real luxury but watch out for enemies advancing from the flanks. (It has happened to me in the earlier ranks, I would just sit in scope mode, and I would never even know when a Isida sneaks behind and kills me..) This position is suitable for both heavy hulls and maybe Viking. Make sure you don't lean too far onto the edge and go back a bit when reloading. Position 3 - Lesser protection, but you can now aim at enemy flag-takers escaping your base, and perform a midfielding role by occasionally advancing. Fairly usable position for Railguns too. Position 4 - From here you can block out enemies attacking from the east main road, and assist your attackers by taking out defenders that venture out from blue base. Position 5 - In this position, you are heavily exposed, and heavy hulls that you'd normally use as a sniper would stick out and once you pass that laser there will be nothing to hide. Yet, I regularly see Mammoths camping at #5. Position 6 - Lots of camouflage, with the three small bushes, and all the palm trees, add to it a paint like Forester or Savanna, and you make yourself really hard to spot without a close scrutiny. Placing a handful of mines near you will further enhance your security. You have the whole beach, rooftop and east main road to pick targets from. What more does one want? Position 7 - Perfect for a mobile Shaft. Hornet, Hunter and Viking are best for this job. For enemies equipped with short-range weaponry to cover more distance before coming in range of you, keep your tank safely (Yup, safe enough not to tip over into the jaws of death) parallel to the self-destruct line. Beware of long-range weapons targeting you. Position 8 - The railings of the platform can cushion you from damage at times, and also cause mis-hits. You can neutralize incoming attackers, and there is also a repair kit drop location in close proximity. A capable Shaft user here can be an implacable nightmare for enemy attackers. Position 10 - A truly wonderful position, you can have a direct view of the enemy flag zone from this heck of a vantage point. True, you will not stay there for a long time, since enemy long-range guns can damage you and the only way to dodge the shots is to jump off. But the arduous task of going back up will pay for itself. Position 12 - It does not safeguard you from enemies incoming from the flanks of the red side, but it can usually sustain you at least for sometime because many-a-times you can go unnoticed if you wear a camouflaging paint, and become dead-silent if you see someone approaching. Best for Shaft and Thunder. Midfielders: Midfielders have a lot of opportunity in Rio CTF. Returning flags, shooting laterally at the enemy base, containing and suppressing attacks, and even temporary attack/defense are all a part of a midfielder's role. Here are a few combinations that can be effectual for these tasks in Rio. Awesome for shooting across the map, specially to kill scores of defenders collected near the flag. Go in favor of the beach or the flanks, and you can literally overwhelm while staying sufficiently away from actual action. Being quite a versatile combination, it can back-up your team's attack, weaken enemies by taking periodic potshots, while still being speedy and less visible. Works great as a draft to distract defenders with Hornet or Hunter also. The all-conquering favourite united with two of the fastest hulls in the game, is a great combination for most medium and large maps. Rio is no different. You can either capture flags or contribute by killing off enemies from the sides. A great combination to suppress the enemy. Can be put to good use in closed spaces and the rooftop. Viking's stability absorbs much of the recoil, and health is substantial as well. Can be used to flip enemies over while jumping down from ramps and similar situations. Assorted Tips Mastering Rio can be difficult. But make sure you know every feature of this map's layout. Tripping over, stumbling, falling off, or flipping over are really common incidences in Rio, which are avoidable if you know every nook and cranny of it. Be acrobatic with light hulls! It can cut crucial time which you can use to the benefit of your team. Stalemates are another common thing in Rio CTF. They can last literally last till the end of the battle. You should know the usual hiding places for flag-holders (the enemy tanker holding your flag). The red team's flag holder usually hides in the space below Ramp G and Ramp H or in the white walled space near Lane D. Very rarely you can find them in the white walled area in the corner of the flanks too. The blue team's flag holder usually hides on Roof A or below Ramp A. Otherwise, you will find him on the platform in the midst of a crowd of defenders. How to end such an impasse? Run to the enemy base, and hand over the flag. If you are in the red team, go over to the flanks and bushwhack the enemy flag-holder with one or two of your teammates. If you are equipped with short range turrets, then jump from the rooftop. However, try to steer clear of mines. Firebird and Freeze do a good job at this. Always have DA/DD activated. If they are keeping the flag on Roof A, then you can shoot from the beach. If they are keeping the flag under Ramp A, Thunder and Ricochet can do a good job from distance but make sure there is another teammate who will rush in and return flag. If you are in the blue team, you can approach from the sides similarly. If the flag-holder is in the white-walled area near Lane D, then ambush from Lane D or you can jump from Roof E (good idea to mine-bomb once you are in the jump). Ricochet, Firebird, Freeze all work well here. Mine-Bombing Opportunities Whenever jumping from a relative higher place, look for enemies going from the place you are jumping to. Just dropping a mine over the enemy in such a case, can act as a supplement to your firepower. In Rio you should do that while - Jumping from the rooftop to the east main road Jumping from Roof E, to the red base Jumping to the blue flag zone Jumping to Lane B Of course, this is not a limited list. In fact, any guideline here is not limited, you can extend it with your experiences and build up your own strategies. Handy Tips for Gold-Hunters Gold Box Drops in Rio (Credits to Mafioza) Once you receive the gold box notification, press DEL to self-destruct if on low health. Scan the beach and east main road within the 10 seconds. Look for a cluster - if none are visible, go for the rooftop first. Most of the gold boxes drop on the rooftop and the beach. Make good use of the ramps, they are more than useful for hoisting your tank above the pile. On flat areas get some momentum and use recoil. The last thing you need - luck. What do YOU think about Rio as a CTF map? Have any strategies of your own? Share them here, I'd love to hear from you!- 53 replies
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me me I want to play sandbox 1v1 with you +++ you're doing a good job with these daily training(s) but I believe we should have daily training at utc+5 evening times because the most clan members are on at that time :)
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yeah nugs like me self-destruct (in the sense, lose badly not press DEL) when we start to lose a duel :lol: but at times I win kind turned into rude too soon :P anyway I never even hinted at any possibility of me being a "pro" of any sorts, why do you people think I'm challenging your superiority or your skill when I ask to 1v1? can't it be just for fun? <_< why not 1v1? I've kind of improved..
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nice logic genius :P
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long story short we should all get a life well written BTW
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I want to 1v1 @yoyo360_GTO and @ethanisme! ... When did confirm? In battle? Did you tell him to be active on forum? :P @DoS
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now that was enjoyable :lol:
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for Noise battle v Black Devils, I say we use one Freeze, one Smoky, two Firebirds, two Twins, one Railgun and one Vulcan..
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There is one on 16th of May v Black Devils. You have been chosen for it. You need to confirm that you're coming.
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I don't think Smoky is too helpful in Noise if on blue team :rolleyes:
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ok not pointing fingers at any group of people, BUT LET'S PUT AN EMBARGO TO ALL ARGUMENTS.. and just keep having conversations like we had before the stuff that's going on RN isn't making this place pleasant and remember, I am not siding with anybody, so consider that before saying anything like that -_-
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okay :) but can you make it open from the start? and let's make it in a popular server
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