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Heavywater

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Everything posted by Heavywater

  1. Heavywater

    Ideas for Turrets!

    How about a turret modifier? I mean something that you can buy in the shop that you can attatch to your turret. Like an autoloader for smokey - a drum of 5 shells which are loaded and get fired much faster than a normal smokey can(for 5 shots, of course), at the cost of an extremely long reload time for the whole clip of the autoloader, slower repair rate, and not to mention deduction of HP? Or solar panels (lol) for electric-based/used turrets (Railgun, isida, [maybe ricochet]) to reload faster, at the cost of having less resistance to any sort of damage? Just my idea to modify turrets. Not that they will be new turrets, but the will be "new to turrets."
  2. Heavywater

    SHaft, Railgun, and Isida Teammates

    Shaft is also like a spy-telescope, you may pick up some tecniques taht you see other tankers use while you snipe.
  3. Heavywater

    SHaft, Railgun, and Isida Teammates

    No gun is more complicated than the other... plus, a smokey or ricochet can easily knok down a railgun. A shaft is the sort that would help an ally out in a pinch.
  4. Heavywater

    The Shaft- Tips.

    ty
  5. Heavywater

    The Viking's Voyage

    Yep. TF2. I play it.
  6. Heavywater

    The Viking's Voyage

    Low rank? Aww... jarate.... ;)
  7. Heavywater

    The Viking's Voyage

    thanks. Ill change that.
  8. Heavywater

    The Viking's Voyage

    Umm... Im speaking about the shape, not the weight. but good point...
  9. Heavywater

    The Viking's Voyage

    Hello all, this is Heavywater, and I love the Viking hull. Heres some tips on the Viking, and how I utilize tactics- 1) Viking has a low profile. It can be neatly hidden behind a wall. All of the other heavy hulls (mammoth, titan, sometimes dictator) have a high profile, and are easy to hit. Not for Viking. This makes viking a good heavy-duty ambush vehicle. Plus, this really is a true Viking: Under the right circumstances, if you can hit an enemy turret and make the side of their hull that is facing you at the moment rise up a bit, you can drive strait into them and stay directly underneath them. This is useful for Shafts. 2) Viking is quite mobile. It may not be the fastest hull, but It does move pretty fast for something with above-average armor. 3) Viking is wide and somewhat long for it's profile. The general shape helps it reduce the effects of recoil, from itself and others. Keep that in mind. 4) Viking is long for its profile. If you go downwards, an enemy can easily hit the top of your tank. Keep that in mind. That is what I have on Viking right now. I can't add much more as I have limited time. Goodluck on the battlefield and plz dont push shafts or move them in any way. Its stressful for us. :)
  10. Heavywater

    The Shaft- Tips.

    Hello all, I'm a shaft-tanker. Seeing how many tankers fail to use shaft effectively(after the laser-pointer update), Ill just make a guide and set some things strait- Here are some Basic things about the shaft, before I explain the tactics and other stuff: -Shafts have the largest turret. -Shafts have an extremely painful reload from 0 to 100% charge -Shafts stay stationary when scoping -Shafts work a little bit like ricochet and railgun -Shafts have a SCOPE. Scope has a laser-pointer. Before that update that made the shaft have a laser-pointer, Shafts were the stealth artillery. No one knows where a shaft can be hiding, be in a bush, behind a wall, or just past that corner. But their turret sways slightly when aiming down the scope, which makes hitting some far-away targets hard. With the update, Its easier to shoot at long-range, but nearly impossible to stay stealthy. Now here are the tips: 1) You don't need initiate a full-charge on an undrugged light-hull. I've seen it done many times, where a shaft wastes the entire charge on a light hull. They already have some of the lowest max HP in the game, and with a good team, they are mere mosquitos in a jar. Plus, a shaft can kill a wasp with a little over half-charge. 2) KILL ISIDAS. This is one of the few exceptions to the previous tip. Isidas can be one of the weakest turrets in the whole game, due to their inability to leave an after effect like firebird and freeze, and its inability to knock things around. But Isida can also be the strongest weapons in the hands of someone who knows how to handle it. It's power does not lie in its ability to damage at a short distance- It's true power is its ability to heal its teammates and itself. Since hornet is the most popular hull for most tankers, note that you can easily overpower them with 1 fully-charged shot. And do note to try to fully-charge a shot before going after an Isida. Its better to have a dead enemy healer than one with 1% hp. You will be the reason the enemy goes without a healer. 3) Stronger hulls, will be a challenge. Hornet is the most popular hull, but that does not mean its the only hull being used. My strategy is to damage a titan or a mammoth instead of killing them. Heres some reasons- -They usually have the same gun -I can kill 2 wasps or defend a flag in half the time I try to kill them -Killing them will only let them respawn, with full hp. Its a better decision to make them focus more on survival than on fighting. 4) Close range fights with projectile weapons are bad for you. I usually pair up my shaft with viking, sometimes titan, and rarely a mammoth. While you have the most damaging weapon in the whole game, You do not have the best reload. Here is how I handle it- At closer ranges, where an enemy is ATTEMPTING to flank me and SUCCESSFULLY flanked me, Its wiser to show them the reason why they should not mess with a shaft- I can fire it at short range, without a scope. While it may seem like my tank has a weak attack without charge, I have a sense of tactic. Since I usually pair up my shaft with Viking, It would be hard for the enemy to succeed in destroying me... Viking is also a line between fast and light hulls to slow and strong hulls. What this means is, the only enemy that should be able to flank me at close range are light hulls. And hornet is a popular light-hull. Which means it takes around 4-5 shots noscope for me to dispatch them. Heres a list of turrets and how I deal with them- -Isida- Look at it, charge up a good shot, and keep my fingers crossed that the isida is not drugging. I'll release the shot when the isida has taken away 90% of my HP, to make sure that It suffers some sort of damage that it cant heal back from me. -twins- Prentend that I'm a thunder without the splash damage and proceed to drive circles around him. It may sound silly, but an flanker can easily become a non-moving metal target if you try to flank them. IF they decide to get really close, then I charge up a good shot. -Ricochet- Get in their face, shoot 1 shot noscope, and ram strait into them. Viking has a very low profile, and that should make the enemy ricochet roll onto my viking. His gun has a lot of recoil, and if I can shoot his turret, the part of his hull facing me should stick up a bit, where I will get underneath him. From there on, I will try to keep him on top of me and get to an ally to destroy him. -firebird- Same as ricochet. Or charge up a good shot and facepunch him. -Freeze- Try my best to shoot him. Freeze is the bane of heavy hulls and heavy guns... unless I can somehow swivel my turret to him and charge up and shoot. -hammer-Same as ricochet, but take caution that 1) He does more damage and knockback 2) He will run away after spending his whole clip. Chase, but give up the chase if it lasts longer than 3 seconds. From there on, get in position for another barrage of pellet seeding. -Thunder- Avoid contact with walls at all costs, and get in his face. I would either do the anti-ricochet maneuver(i mentioned taht in ricochet) or I can lob shots at him in close range. It may seem suicidal for me to be taht close to a thunder, but its more deadly for the thunder, as he WILL recieve self-damage. -Smokey- Same as thunder, ricochet, or any other turret. Use whatever I can. Close range is my advantage, but medium range will be a problem.(knockback) -Railgun- I can make a railgun waste his shot trying to penetrate a wooden box(which somehow, it cant, considering how it can penetrate multiple tanks) if I have to. Make the railgun waste his shots on the terrain, and strike back pretending to be a smokey. -Another shaft- Anything that involves me shooting him. After all, I should have the bigger hull in a close range fight, as I mainly stay behind the front lines, or hide somewhere and watch an flag or a point. 5) Long range duels are all about skill, upgrades, and a bit of luck. Skill can oust luck, so you definately need skill. You need to be able to quickly turn your turret back to where you are aiming at(the enemy) after experiencing knockback, be able to know when to shoot early or wait for a full charge, and when to waste the shot and retreat. That is all I have for now. Goodluck in the field, and I hope to see you in the middle of my scope... :D -HW PS. Plz dont push your own teams shaft or move them unless you are carrying a flag. We can understand being a meatshield for a flag carrier, but we find it extremely stressful that when we are covering you, you come and mess up our ability to aim. Thanks for listening to this one on behalf of all shafts there are.
  11. Heavywater

    Let's Discuss Thunder!

    I`ve been using thunder as a sniper-gun, and it worked fine at long ranges. Thunder is extremely versatile, and is one of the only weapons able to make walls, other tanks, and nearby structures deadly. It has the ability of hammer and railgun( sometimes some other turrets) to damage multiple enemies at once, the ability of ricochet to make walls lethal, the ability of long-range-turrets to fire at longer ranges, and the consisteint lobbing of shells like smokey, although a bit slower. To me, the thunder is good for CP maps- enemies will often group up on a point to capture it faster. With a thunder, they will be at a disadvantage when trying to capture as a group. Use this turret if you have a problem with enemies who are in groups, it works well at keeping them seperated. Just watch out for Isidas- They have a BIG advantage over you if they get close to you. They can heal the hp lost, AND you will lose hp trying to take them out.
  12. Heavywater

    SHaft, Railgun, and Isida Teammates

    Hello fellow tankers, this is Heavywater. I`ve been noticing a lot of tankers not knowing what teammates are even for(that is if you do team battles). I know that this topic has been put up a lot, so I`ll just refresh the topic, one again. I am also fairly new but experienced woth tactics, so please dont judge me so harshly on some info. Teammates are what changes the tide of the battle. Know your role in the battle. Isida is the team`s medic, but pro Isida tankers roll with a light hull, and know how to dodge.Shaft is the team`s line-of sight-direct-hit artillery, as well as counter-sniper force. Twins and ricochet can be used as supressive fire/flanking fire; twins are better for direct-line-of sight and harassing, while ricochet is good for forcing enemies to stay out in your teammate`s firing range longer. Firebird is good for hit-run tactics, as well as annoying enemy isidas due to the burn damage and the capacity to deal damage to many with just a few jets of napalm. Freeze is good for 1v1 fighting, but is also effective at annoying the enemy when deployed on many targets, further enhancing your team`s ability to capture the flag/do a raid. Railgun is quite a sniper, but is also effective at medium ranges when used correctly. Smokey can be used for those times where you don`t know which gun to use, as well as those times you want a more versatile role with a good rof. Thunder is an explosive and slower shooting smokey, so you can aim at groups and hit enemies behind walls. Here are some 3 types of teammtes you will have. Shaft- -Very good damage -Very careful(at least the good ones) -Quite manipulative -Scary -* Often gets angry when a teammate bumps into them while they are sniping. -Prone to flanking -Somewhat creative with sniping spots As we can see here, Shaft is the main source of damage. They specialize in area denial, and require some sort of manipulation force to use. The best thing you can do to this sort of teammate is to let them do their job, not bump into them, not get into their line of sight, and to NEVER FIRE ANY NON-ISIDA BEAM AT THEM. Trust me, a freeze gun firing behind the shaft could blind your much-needed sniper, making the sniper`s role harder for them. Isida- -Team`s primary healer -Good at flanking(at least the professionals) -Good at ambushing -*Sometimes gets angry when teammates want a full 1% hp -100% hp heal in the middle of battlefield, exposing healer and healing target -A) Hangs behind friendly lines. Their job is strictly heal B) Hangs near front lines. Heal and damage C) Hangs behind enemy. Roams around. Heals only when nessescary D)(the noob) Does not know Isida can heal. Isida is extremely important in team battles. The professionals are masters at circle-strafing a bigger,tougher, enemy, while keeping their team alive. As such, Isida should be a priority target, unless your Shaft gun can destroy a target in 1 hit. But the Isida should be public enemy no 1, period. Their ability to heal makes them a huge threat. Keep some pressure on them, and they would minimally impact their chances of winning. Isida keeps your team in the fight longer. Railgun- -Very well-rounded, esspecially at long ranges -shoots faster than a shaft in sniper mode -reload time is not very good -*Gets angry when teammate touches them while they are charging up Railgun, ahh, the gun with rails. having a railgun on your team makes some sniping ability as well as some flanking ability. They are fine with an area denial job, although they would be better off moving around the battlefield as a scout-sniper. Just never touch them, or they will waste a well-charged, timed, and aimed shot. as i mentioned above, I`m fairly experienced with tactics, but also fairly new. So try to not be so judging on this matter.
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