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Lol... anyone get a good look at the ranks of the players in dm 4 and dm 7? *facepalm* I bet you the EN community does as badly as last year (anyone remember rusty barrels II?)
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Yay! But... how long does it usually take to get my crystal prize? (preferably by May 9th sales) XD
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Hi all. Not to be negative, but I'm not really sure that this is fair for the quality side... First off, the difference in skill is practically non-existent because both quantity and quality can be almost any rank. A team of generals with m1/m2 possess the same skill level as a team of generals with m3. Second, the statistical difference is just not large at all. Hornet m2 has 138 health and 10.4 speed: hornet m3 has 166 health and 11 speed. My third point is the micro-upgrades. An m2 tanker can mu his tank at prices far lower than an m3 tanker. Thus the statistical difference can shrink even further. Fourth, consider the supplies logistics. A team of 20 can easily claim 2/3, if not more, of the supply zones. Lastly, consider the equipment rank unlocks. The quantity team can use whatever m1s and m2s they want. The fieldmarshal quality team, by contrast, does not have access to firebird, ricochet, dictator, or mammoth m3. For all you March Madness fans out there, think about it this way. Even some lame college can send 20 members to play against the likes of Duke, Kentucky, or Wisconsin and easily win. I think the quality side should get 1 more member.
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Contest [Issue 30] Can you contribute to the official Tanki Online Wiki?
Up_In_Flamez replied to Remaine in Newspaper Archive
The Ultimate Guide to Freeze (In Progress) Up_In_Flamez "Are you tired of Tanki? Have you lost all joy for playing? Are you absolutely sick of losing CTFs by 5, 10, or 20 flags? Are you fed up with minuscule EXP and crystal making?" If you answered yes to any of these questions, then this guide is for you. Sit back, relax, and get ready for an epic tour of both the most annoying weapon (for would-be enemies) and the most exciting (for you, tanker). Tutorial But first, a brief history and tutorial. Freeze was originally released as a "Tier 2" weapon on July 8th, 2010--Firebird's successor. However, though Thunder (Tier 2 of Smoky) was notoriously overpowered, Freeze seemed slightly underpowered. The Developers removed Freeze for three days, working to rebalance it. They soon gave a boost to Freeze's cooldown speed. Suddenly slight damage from Freeze could instantly slash an enemy's speed in half or worse. Freeze was here to stay. (Thanks to Hogree for his Issue 15 article "In the Beginning, Tanki" Part. 3. The link is at the bottom of this article.) In order to effectively battle with Freeze, you first must learn how to utilize it. I prefer to keep my Freeze angled 30 degrees right. Like this: That way, when I approach a target, I can flank him from the left. Then I circle quickly around him, always turning my turret (with the z and x keys), keeping him in my damage zone and ensuring he can’t retaliate. Another tactic for Freeze is to attack from tall ramps. Drive about 5-10 meters up, turn your freeze downward, and spray unsuspecting enemies in your line of fire. The slowdown effect once more keeps them in your damage zone and stops them from turning their turret and angling it upwards to hit you. These tactics work against any turret. However, there are a few precautions against certain weapons. Against mid-long range guns (Smoky, Thunder, Ricochet, Railgun, and Shaft) do NOT get caught in the open. You will become cannon fodder. Rather, hide behind buildings, steadily creeping towards enemy snipers. Also, try not to get caught from the rear. Enemies can nail you from there. If you are sure you are being followed, carefully lay a mine and trip your stalker. Once you have mastered Freeze, you can then move on to its strengths and weaknesses. Pros Excellent damage per second, though less than it’s brother Firebird. Quite inexpensive. It’s M3 cost is third lowest among all turrets and hulls (only Isida and Hornet M3 cost less). Its trademark “freeze” (slowdown) effect, obviously. There is no range penalty. Whether the enemy is right in front of you or the maximum range away, your turret still deals full damage. Cons The long recharge: 12 seconds to fully recharge the gun! The short range: less than 20 meters. Often you will see anti-freeze paints. Jaguar, Python, Rustle, and Inferno are quite common among tankers. Now we can proceed to the actual battlefield. The Other (Non-CTF) Game Modes While Freezes are mostly found on CTFs, they can shine on the other modes as well. DM Much like Firebird, Freeze has a high DPS and an area attack. Take advantage of this to steal kills and obliterate clusters of enemies. You notice 2 tanks dueling? Rush in with a quick burst and snag two kills. TDM Although here killstealing is unnecessary, another of Freeze’s attributes comes into play. If an ally is burning slowing, a quick spray of ice will put out the damage, thus preventing enemy kills from afterburn. Otherwise, keep flanking those enemy tanks! CP On small maps with three or less Control points, Freeze shines. Simply equip double attack and wipe out the enemies near the point. Flanking is not required. Overall, because Freeze is close range, for DM, TDM, and CP, small maps are best. Maps with 16 players or less is optimal (such as Highland, Polygon, etc.). CTFs This is the most entertaining, complex, and popular game mode. Here, Freeze works on any-sized map and can play a critical part in both the offense and defense. Defense There are two categories for defenders: "rocks" and "pursuers". Freeze plays both well. The "rock" category is self-explanatory: sit on the flag with a heavy hull such as Mammoth or Titan. However, hulls are merely half the equation. With a Freeze and Mammoth camping on the flag, you can be sure that enemies will have a hard time taking the flag and a harder time escaping with it. But in the event that a light hull is speedily escaping your base, the defense has to switch into pursuit mode. To keep up with fast hulls, you need to use fast hulls--Hornet or Wasp will do. Once you are within striking range, press that space bar! The capturer will soon be in your Arctic grip, and you can then safely return the flag. Offense As in defense, there are two subsections for offense: the actual capturer and the backup. For capturing, equip Freeze with a light hull: Hornet or Wasp. Quickly spray the defenders and make a quick getaway with the flag, making sure to drop mines in case of pursuers. You could also equip a heavy hull, equip 2x defense, grab the flag, slowly steam out of the base, and use first aid when low on health. The back-up tanker's job is to either distract or physically block the pursuers. A good hull here is one that can (somewhat) keep pace with the capturer, yet withstand enough shots to buy time for him to get away. Hunter, Viking, and Dictator are best. Again, if the goal is to slow down enemies of any kind, Freeze is the cream of the crop. Conclusion: Freeze+ Wasp or Hornet: Capturer, Pursuer. Freeze + Hunter, Viking, or Dictator: Offensive Back-up Freeze + Titan, Mammoth: Defense. In short, Freeze is a powerhouse. It has excellent DPS and a low cost. It makes even the Wasps look like Mammoths. It pairs well with any hull given the right circumstances. With a bit of practice, you can devastate all kinds of battles. "Side effects of Freeze include: exhilaration, renewed joy, and abnormally large crystal and EXP amounts. Ask your Garage if Freeze is right for you!" Hogree's article: http://en.tankiforum.com/index.php?showtopic=180270 -
Thanks so much man. I now know what to buy for Christmas :) As a freeze player, rustle should be great for outmatching my rivals and tanking hits from those annoying thunders ;) I'll definitely consider Loam too!
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Is rustle a good paint? I'm almost a major, and I want a paint a little more high-end than swash :P
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