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Hex

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Everything posted by Hex

  1. Hex

    Tanki Picture of the Day - Have any?

    That wasn't a dodge. He missed by miles... And it's easy to flip Wasps from Railgun now (y) But really, nice to see you rekting others :P
  2. Hex

    Guide - Isida

    This statement is completely false - even after this Rebalance.
  3. Hex

    The Golden Toy

    ^ A single typo - cheers!
  4. Hex

    The Golden Toy

    Beautiful. Simply awe-inspiring!
  5. Necessary changes made: - Standardized font, font color and overall spacing - Slight grammar (Doesn't include intentional sarcasm) - Indentation removed - Foreword has been put in a spoiler Overall, I think this is a good summary of the Alternations Update, with a list of improvements.
  6. Hex

    Tanki Picture of the Day - Have any?

    There is no way on this green Earth that I died millimeters under this Gold... But the result? (y) Nice timing. VERY nice indeed!
  7. Hex

    [Issue 59] The Biggest, Meanest Quiz EVER!

    Welcome tankers! The entries sure went by real quick, quicker than I imagined. So, without further ado, I present, the winners.​__________________________________________________________________________________________________________________________________________________________________ ​Contest Results: ​In first place, winning 25 000 crystals, is the incredibly fast and super-intelligent, @OneeSama. ​In second place, winning 20 000 crystals, is the rather fast but still very intelligent, @missingknight. In third place, winning 15 000 crystals, is the rookie, @mynameisdaniel_2015 Grabbing the 4th and 5th places, winning 5 000 crystals each, are @Intense and... no one. Oh yes, there were only four winners of this contest. Amazing, right? The Answers: ​Future Quizzes: ​Think the quiz is over? Wrong. There will be more of these insane quizzes; nastier, evil and much, much meaner. This time, look up in the Wiki and the Forum. Stay tuned! __________________________________________________________________________________________________________________________________________________________________ The crystals will be distributed on Monday, December 5th, 2016. Congratulations to the winners!
  8. Necessary changes made: - Formatting - Grammar Very nicely done!
  9. Hex

    Tanki Picture of the Day - Have any?

    So the legend is back?
  10. Get yourself a signature (y) ^_^
  11. Hex

    ★ Tanki Online Wiki Hub ★

    That is because it has not been written yet. The Map Guides Section is currently under progress.
  12. Hex

    [Forum Game] K/D

    Nope. 1.4?
  13. Hex

    [Forum Game] Nutella vs. The Rest Of The Chocolate World

    Simple. Vote for Nutella? Count +1 Vote for any other chocolate? -1
  14. Hex

    [Issue 59] The Previous Updates: What Happened?

    A lot of updates have hit Tanki Online in the recent past. Some of them were highly anticipated and much appreciated, while some did not spark even the smallest of fires. Summarizing them all up, here is a list of the great many changes of late! ___________________________________________________________________________________________ The New Rank - Legend: So, to start off, this was probably the most requested update since long ago - longer than I remember. Back when Generalissimo was added into the game, people already started asking for new ranks. And now... The dreams have come true; the wishes come forth, bringing us a brand new red-and-silver emblem, Legend! Getting into the various details, let's start off with the design. In my opinion, this isn't too bad. In fact, it looks like a mixture of Field Marshal and Generalissimo. However, many people were complaining about the rank, claiming it was appearing too small in the main chat and on the Forum. One even said he was confusing this rank with Major, owing to its small appearance. Making it slightly bigger would be better. Let's roll over to the working: Legend unlocks at 1.6M experience points. Now, this isn't a single rank, but an infinite system of ranks under the same icon, unlocking at every 200k growth in experience points. So if I were to have 2M experience points, I would be a Legend 3. At 2.2M, I would be Legend 4; at 2.4M, Legend 5, and so on. Every step you climb grants you 40 000 crystals a reward. The rank up effect also appears whenever you rank up to any Legend level. Time for statistics. You know how destroying different ranks in a battle contributes more or less crystals to the battle fund? Well, destroying a Legend, no matter what Legend-level he/she is, contributes 9.9 crystals to the battle fund. So technically, a battle full of Legends has more chances of a Gold box dropping than Generalissimos. It has been unofficially confirmed that the Daily Mission rewards have actually been increased for Legends, although no official confirmation has been given. Furthermore, it is suspected that there will be some things exclusive only to Legends, while super-missions will stay exclusive to Generalissimos as well. Rating: 10/10 The Global Update: The game balance update hit us almost one month ago. It brought a lot of changes with it, out of which the statistical changes made to turrets and hulls were the most important. The health-points, damage, weak damage, range... anything you can think of, it was changed. Note that this includes XT versions. Seemingly, the values of damage and protections were multiplied by 10, in order to make for neat damage counters within the game. If this hadn't been changed, the counters would sometimes show damage in decimals, and that wouldn't have been neat at all, more annoying than anything else. All M3 hulls and turrets are now available at Marshal, and again, this also includes XT versions. Due to this change, the prices, prices for micro-upgrading, prices of product kits and speed-ups were also changed. This has already been explained here and here. For professional eSports and XP/BP players, it has been very hard to adhere to the new changes. For instance, I play a lot of XP/BP, and after this re-balance, I was desperate to get a shot straight at someone. Seems like updates like this one require a lot of practice after they get implemented. Another major change was the complete removal of Hornet's capability of drifting. This had a major effect on dodging shots, since dodging was all but dependent on drifting. This further caused the masses to switch to BP, since Wasp has the same speed and health-points as Hornet. I do see a lot of XPs out there, but there has been definitely, definitely been a cause of the great increase in BP users. Now for some intriguing facts. Our new drift king: Viking. Yes, Viking can now drift. You can easily see it drifting when going into a sharp turn or spin with a Speed Boost activated. Isida and Hornet were both nerfed very badly. Isida was feared in DM battles for its incredible self-healing rate when Double Power was active. But now, with that lowered, there are no Isidas at all in any given DM battle. On the other hand, Hornet got equaled with Wasp in terms of health-points plus getting its one-of-a-kind drifting capability removed. The characteristics of supplies were also changes, which I will discuss below. Rating: 8/10 The DR Format: The Dictator-Railgun format was an unofficial format which started way back in end-2009 to mid-2010. It probably started when a group of tankers decided to use Dictator, Railgun, and Digital on the Sandbox map. Then, it must've become popular with more and more people using this combination and eventually, it developed itself into one of the most prestigious eSports format ever played. That period is so called as the 'Age of Dictator-Railgun'. And now, it is back. I had a feeling this format would be back, since it was so popular, well-played and stuff. Now, you all know how we play this, but just for this article's sake, I'm going to explain everything right now. First of all, you have to use Dictator-Railgun and that's the most obvious thing you've probably read so far in this article. It takes 2-3 shots, depending upon the modification of your Railgun and others' Dictators, to destroy enemies. The most important change of all is that in this format, Railgun's reload time is increased significantly; you can't just make a shot after every 3-4 seconds. Now that we have gone through the basics, let's bounce over to the game-play. Be ready to get flipped, bumped, sided, driven over, shot, and trolled at every moment. You might also see a triple/multiple stack of Dictators too, especially when a Gold box drops. You can still flip enemies, but that's very rare, since it requires two people to shoot at the exact same time and on the exact same spot. Note: The flipping here refers to flipping while in mid-air. You can't flip a Dictator when it stands on solid ground. In this format, a special alteration for Railgun is equipped by default. This alteration causes its damage to increase and the reload time to decrease heavily. Though you won't see a shot every two seconds, this will certainly balance out to counteract with Dictators' weight and speed. Moreover, a special protection module is also equipped by default for M2 Dictators only. It serves a massive 24% protection from Railgun. Heed, even with this module equipped, an M3 Railgun can still two-shot a Dictator M2. Three-shotting is incredibly rare - you might be lucky if you get one. The huge height of Dictator had a bad effect on auto-aim. If someone stands on a level below you, you have to rock your hull - sometimes barely over the edge of something - to make the shot. One more tip: DR is totally different from XP/BP when it comes to 1v1 in Sandbox. You can literally shoot from anywhere, even from one corner to another corner, provided that the other Dictator is actually visible. Rating: 10/10 Changes to XP/BP: XP/BP battles were probably the most affected due to the re-balance. The changes were so absurd that I decided to write them under a separate heading. So what was actually changed? Lots. The game-play itself changed. Before the re-balance, XP/BP battles were all but a bit boring, especially when playing an extremely long one. You didn't get that adventurous feeling and were only restricted to constantly shooting each other after every few seconds. We all know that Hornet lost its legendary drifting ability - and that had a massive effect on this format. The whole concept of dodging shots with Hornet was based around drifting. You can still dodge, but not like before. The other things that caused havoc were the changes in speed, acceleration, and control. The procedure to 'Peek-a-boo' completely changed. Now you have to stay closer to the objects end you are hiding next to, or your shot will hit the very same object. Both Wasp and Hornet feel a lot heavier now; this can be easily felt while driving their M0 or M3 equivalents. Another change was the increase/decrease in rotation speed. These factors determined the actual skill of the tanker - since, in XP/BP, skill is pretty much measured by how accurate your tricks are, not to mention that overrated 360 No-scope. Now, you do have to struggle to find that exact time of pressing the 'Spacebar' key while rotating your Railgun. The protection module which is equipped by default when joining an XP/BP battle gives 24% protection against Railgun. This is for M2 hulls only. Furthermore, the impact force, penetration power and the delay before each shell is actually fired were changed. This, in my opinion, shouldn't cause too much wreckage. Penetration doesn't effect anything in XP/BP, since MUs are off; however, impact force will cause a problem in parkour, but it is still possible to flip Wasps and Hornet while moving on the ground. Last but not least, the delay time got decreased, and that's actually a good update. *thumbs up* Rating: 9/10 Supplies and Cooldowns: The Global Update caused another change in the game: it completely changed the way supplies and cool-downs work. A lot of changed were made, and so, the topic comes in a completely separate heading. A swanky picture and we will move on - There it is. Ahhh. The view of glowing supplies falling through the Forum amazes me. Getting back to the topic, let's first look at the changes made to supplies: Activation Time:The activation time for several supplies, specifically the likes of Double Armor, Double Damage, and Speed Boost, now last for 40 seconds. This, in my opinion, was a needed change, since it makes for a more dynamic and challenging game-play. Increased Top Speed:The Speed Boost now increases the top speed of any given hull by 40%, whereas the previous value was only 30%. This too will make the battle more fast-paced, rendering in bigger experience to crystals ratios, which further contribute to the battle fund. Definitely a good update! Faster Reloading:Not only will this cause the battle to be more intense, lively and spirited, this will cause everyone to 'spam' supplies at every moment. It seems like the update towards supplies had an aim to make them subjected to even more use and ultimately, making battles bigger, better and powerful. However, keep in mind that the reload time for Mine has actually been increased, to balance out the spamming of the said supply. This will require a skilled strategic use of Mines, seen never before. Goldi's opinions: No Activation Lock-down for Mine and Repair Kit:Seeing from a really wide point of you, this will only have a positive effect in either CTF or DM mode or both. CTF requires you to safely steal and escape with the flag tightly bound to your tank. Once you have used a Repair Kit, you can now deploy a Mine straightaway to save yourself from the incoming defense. Result? A more skilled, nerve-racking attack. In DM, you can drug and lay mines on the map to get those 'extra kills' needed to win the game. Now that I have covered the general changes, let's move over to the next thing: smart cool-downs. Below is a table showing the changes made to smart cool-downs; courtesy of the Wiki. It seems that every cool-down was decreased by 5 seconds, with the exception of DD's activation when DA has already been activated, or vice versa. The cool-down time between Repair Kit and Mine was completely removed, as I discussed before, and also that the cool-down for a Mine deployment when a previous Mine has already been deployed has been increased to 40 seconds. Important Note: After Update 428, this timer has been decreased back again to 30 seconds. The only things that remained neutral were: RK >< RK, DA, DD, SB, GB SB >< RK, M, GB M >< RK, DA, DD, SB, GB GB >< RK, DA, DD, SB, M, GB '><' indicates activation when the specific supply has already been activated. Said '><' are subjected to vice versa. Rating: 9/10 The 'Battle!' Button: On the 16th of November, this year, an update was released. It wall called 'Quick Battles'. Upon release, the developers were anxious, worrying the type the reactions people would give. They had changed the battle mechanism - which had remained the same for many years - to a more, efficient and stable one. And I can assure you, the reactions were amazing. Everyone had the same words: Finally, here comes a useful update!' Some time later, heavy changes to this button were made. Now that we've the latest working principles of this feature, its working can be attributed to the following points: Battle Filtration:The first and foremost thing is that the battle filters do apply to this feature. So, if you want to play a DM battle, you can filter out all other modes and then click on the button. It will take you to any DM battle. Battle Creation:Let's take on a scenario. For example, if there are no battles available for your rank, the button will automatically create a battle and then send you to it. You will be the only one in the battle, but the others will be redirected in a short period of time. Joining a Battle:You can still join any battles from the list. Note that these are the standard 15-minute battles created by the 'Battle!' button mechanism. You can also invite friends to these battles, which is only possible when there are slots open for joining. You can also create battles, but at the hefty price of the Pro Pass (at your rank). Conclusion: All in all, this is a very big change for the game, something that will take several weeks, rather a good number of months to getting used to. It completely changes the way the battle mechanism used to work since... almost the beginning. However, this update was surely meant for the best, and results have confirmed that the update is going right on track. The developers shared some statistics with us in one of their posts: Many people tend to join battles using this feature - defeating the conspiracies that this mechanism will destroy Tenki Onlene the game. A 'Number of the Day' post made on Tanki Online's Facebook page revealed that this button was clicked a mesmerizing 1 440 911 times during the first weekend after it's release. In conclusion, this is a big step for simplifying the game's interface for new users. It also eliminates the danger of mults and saboteurs from battles. Rating: 10/10 Other Changes: There were a number of eensy weensy tiny lil' changes made to the game in the previous months. Some completely changed the way the game used to work, while some were just a bit of small tweaks and adjust. Summarizing them up, here is a list of everything (not very minor changes, such as bug fixes, interface changes etc.) that changed recently: Inactivity Timer:To balance out the 'Standard 15 Minute Battle Update', the inactivity timer was decreased to two minutes from the previous five minutes. This is because skipping one-third of a standard battle doesn't make any sense. So, if you want to leave in between in a battle, you would have to hurry or use any other mean to stay in the battle. Auto-finish Timer:The time for the auto-finish timer to become active has been decreased to 180 seconds and the timer itself was decreased to 30 seconds. This will have a good impact on long battles, like STGs. Most people tend to end STGs by capturing flags/making kills etc, but this will also end the battle without much of a wait. Either way, both ways have their own benefits. Rank Ranges:To make for more balanced battles, the ranks ranges were changed. The current ranges are: Legend to General Generalissimo to Lieutenant-General Commander to Major General Field Marshal to Brigadier Marshall to Colonel General to Colonel Lieutenant General to Lieutenant Colonel Major General to Major Brigadier to Major Colonel to Captain Lieutenant Colonel to First Lieutenant Support for Multiple Accounts:This update was expected by quite a few people. The fact that it was a massively popular idea meant that it had to be on the priority list of the developers. Now, you can save your login credentials in both, the browser version and the Downloadable Client. The method to do this is explained here. Default XP/BP Protection Module:As both the M2 Wasp and Hornet have the same health-points, they have the same protection module equipped by default. This gives 24% protection against Railgun. Previously, M2 Hornet and Wasp had 20% protections while M3 Wasp had no protections at all. Even before that, M3 Wasp was allowed 10% protection against Railgun. Note: This was before the 'Paints & Modular Protections' update. ___________________________________________________________________________________________ So, now that we have analyzed the major changes/updates that were implemented during the recent months, what do you think? Do you like these changes, or not? Do you have any suggestions or ideas regarding these changes/updates that would make them better? If so, we would all like to hear your thoughts - please do comment below and share your opinions! Newspaper Ground, this is PX181 XP, requesting departure...
  15. Hex

    [Issue 59] It's Time To Excel In: Polygon

    Polygon - the dream world of every gold-hunter and fund-lover out there. Not only does it provide an extensive amount of opportunities for learning basic skills, it also makes for great and fast-paced game-play. With people blazing in the center, Polygon is one map that never loses its luster. Behold, the map Polygon! _________________________________________________________________________________________________________________________________________________ Introduction: In some way or another, Polygon qualifies for the best map when it comes to player-battle fund ratio. Other maps fighting for this position are Dusseldorf, Arena and Farm. The reason I think Polygon should be determined the winner is because first of all, it's such a 'dynamic map'. You spawn, go to your objective, kill, and get killed shortly after. This contributes to higher-than-average experience and battle fund growth. Plus, the fact the Polygon is a medium-sized map means it offers a very fast-paced gameplay. Now, more about size. Polygon has a span of roughly 175 x 100 meters, with a total area of 175,000 square meters, making it a decent medium sized map. It unlocks at Master Corporal, and can accommodate 16 players. Polygon is available on all four modes - DM, TDM, CTF and CP. Note: Polygon is actually set to FTC mode . The positions of the bases in Polygon are inverted; that is, the blue flag is the in the red base while the red flag is in the blue base. The spawn points for all modes, however, are very similar to DM mode. History: The map Polygon was added into the game on June 4th, 2010, along with several other well known maps. This includes the likes of 2042 (Year 2042), Deck-9, Plato (Highland), Gravity, Pass, Combe, Island, and Canyon. It was designed by Figishe - the designer of some of the most popular maps in the game. It was an instant hit! The old Polygon - you can see some drastic changes between this and the current version of it. There were no side barriers present before. Also, the place where this tank is currently sitting on could only be climbed with the help of the ramp, right next to the Blue flag. The remaining map components, however, are still the same as before. Overview and Division: Polygon can be divided into five different parts: the Bases, the Centre, the Twin Hunts, and Lodge. 1. Red base This is pretty much self-explanatory. This is the area where the Blue flag is located as well as the spawn point of the Red team. It contains a total of six buildings, three ramps, one bridge, and an extra part of the map commonly known as the 'Island'. It contains all the three of four drops necessary for a tactical advantage, with the Repair Kit being the only absentee. 2. Blue base The opposite of the Red base. This is the are where the Red flag is located as well as the spawn points of the Blue team. This area contains three buildings and two ramps leading out from one massive inlet ramp, which leads to the upper level of the Blue base. Contains a Double Power and a Speed Boost drop zone. 3. The Centre This is the most-driven on and the most-used area of the map. You will find most of the fighting occurring here, as well as the highest tank density in all of the map's regions. 4. The Twin Huts Just to the North of the Centre are the Twin Huts. Although not alike, these two buildings provide some good cover for increasing that D/L. The building right next to these huts is the most effective position for a dynamic sniper - one who keeps moving back and forth through a small area of the map. The most important of all drop zones is located in this area: Repair Kit. However, it is sadly barren of anything else. 5. The Lodge To the South of the Centre lies the Lodge. This is also a snipers' area and makes for great hiding too. This area contains a Speed Boost drop zone. Supply Drops: Attacking: The supply drops in Polygon are a bit too uneven. There's only one Double Armor and Repair Kit drop zone in the entire map. This results in one of the team to use supplies just a bit more than the other team. The supply drop zones in this map are: 1x Repair Kit 2x Double Armor 3x Double Power 3x Speed Boost The unevenness of these drop zones means you have to consider all objectives before you start your attack. The best way for Reds to attack is through the potential neutral areas. These include the Twin Huts and the Lodge. After you pick up the enemy flag (that is present in your base) keep sneaking your way behind these buildings and you will end up below the big ramp. Ultimately, you need to drive just a bit forward to make the capture. If in any case you need to take a detour, go through the centre of the map. Pause your attack in the tunnel or at the top of the map if you need to - but that's only if a stalemate situation arises. For Blues, however, going through the centre is just not worth it. Although its a smaller route, it has almost no cover and you will likely end up in bits before you can cross it. Pick up the enemy flag, and head straight for the Twin Huts or the Lodge. Either way, you will end up below the ramp that leads to the Red base. Climb it, and it's a straightforward capture. Polygon - Attacking routes. The expected defender zones have also been highlighted. Defending: There are three Double Power drops in Polygon - one in each base and one in the Centre. The defending team should try to conserve these boxes until necessary. For instance, let's suppose two Viking attacking the Blue base. They already have your flag, and just need to touch theirs to capture it. Your team however, is nowhere in sight. Take a Double Armor box, grab that Double Power and jump down onto the enemy flag. You now have the enemy flag, plus two activated supplies of destruction. Thus, more efficiency! Escape: Well, there is almost no escape in Polygon because: The map has been set to FTC modeYou have to pick the enemy flag that is already present in your base and attack towards your flag, that is present in the enemy base. Therefore, eliminating the logic of escaping. To be clear, escaping means grabbing the enemy flag from their base and running towards your base to make a successful capture, and that isn't quite possible in this case - since you already have the enemy flag. It is such a small-medium mapBoth the bases have no problems when it comes down to damaging the other team. Both the teams can easily see and even hit each other without having to come out of their respective bases. This also eliminates the logic of escaping. Optimum Mining Positions: Remember what I said about Polygon being in FTC mode? Well, this is another thing affected by that system. Your flag is in the enemy base. You are not going to defend your flag in the enemy base, now are you? However, keep in mind the you can still stop the enemies from touching, or capturing the flag in your base. So - Red Base: Position 1 This is probably the most useful mining setup in Polygon. The fact that you can just jump straight up the ramp and get past any defender sitting on the flag means an easy-peasy capture. This position will eradicate that possibility! Position 2 Even if the attackers do get past the first line of defense, these will ensure a complete block ahead. Make sure to place them in a circle, surrounding the flag. This will cause the attackers to take a great risk to capture the flag - either go through the mines in hopes of not dying, or find a gap big enough to fit through and lose time. Position 3 There are two ramps that lead up to the Red base. One has already been fortified. What about the other? The other ramp, unlike the first one is prone to the snipers sitting on the opposite wall. This will cause a terrible turn of events if you get killed after you lay your mines. To be safe, lay the mines here - close to the flag. Blue Base: Position 1 The big ramp provides loads of opportunities for the Reds to safely capture a flag in your base. Place a defender on the ramp that guards every bit of land in that stretch. If any attackers do get past this defender, they will certainly be low on health. After tripping on these mines, they will surely live no more. Position 2 To defend against anyone attacking from the Lodge, place a couple of mines here. The defenders on the top should be notified of the presence of an enemy so that they can deal the maximum damage possible. The mines here will finish the attacker off. Position 3 To prevent the attackers from being sneaky by climbing this ramp and then capturing the flag by jumping on it, place a couple of mines here. These mines will also act to defend the six of anyone stationed under the ramp. Sniping Positions: Picked up here are some of the major sniping spots in Polygon. Note: These spots may or may not protect you from all four sides nor from the top, but give a wide view of the whole map. Polygon - Major sniping spots. Note: Slightly transparent numbers indicate a spot under a prop. The majority of the sniping spots are present on either sides of the map, with the exception of spot 7. Shaft will work on every spot in the Blue base, whereas the spots in the Red base require more dynamic weapons; including Railgun, Thunder, Smoky and Vulcan. Spots 4, 5, 6 and 9 are located under ramps, which provide protection from above platforms. Spots 1, 2, 6 and 10 are the most safest spots available and should be mined to prevent any disturbance in your sniping and score-streaks. Turrets: - Firebird Have an idea on what happened to Firebird after this global update? It became deadly. The fact that its damage got a greater increase that the hit-points of a specific hull means it can deal an extensive amount of damage - and that seems to be the only thing you need in DMs. Due to its relatively small size, Firebird can be a very valuable asset for a team game. An Isida behind and you will dominate! Ratings: DM - 9/10 TDM - 8/10 CTF - 9/10 CP - 10/10 Special Notes: To keep the battle blazing and the temperature rising, burn 'em all. Go for groups of tanks together, instead of attacking one tank at a time. Alteration - Compact Tanks: Firebird's alteration is undoubtedly one of the current best in the game. The fact that you are increasing maximum temperature and rate of heating by 200% and 300% respectively in exchange for only 50% faster energy consumption open up a whole new area for attacking. If you have this alteration, heed this advice: Always, always go for groups of enemy tanks, then duck behind a friendly one. You will maximize damage output of your team, and in return, you will be taking minimal damage possible. Remember that Firebird doesn't pierce through tanks any longer, so you have to spray them directly! - Freeze Freeze is definitely one of those most powerful turrets currently in the game. Its overall rate of freezing, damage as well as reload speed got a good buff. For DMs, Freeze will... prevail! In team battles, stick to the midfield and attack positions. Defending also requires one or two Freezes, but the mid-fielders can help out if necessary. Overall a valuable asset for a team - one which can't be replaced. They can perform excellent crowd control like Firebird, but remember, they too suffer from lost pierce damage. Ratings: DM - 10/10 TDM - 8/10 CTF - 10/10 CP - 9/10 Special Notes: Since the rate of freezing got better, it will take less time to completely restrict the opponent to near crippling speeds. Make use of this and circle around many people at once as possible. Alteration - High Pressure Pump: Freeze's alteration causes its range of maximum damage to be increased by 100% in return of the cone angle being decreased by 70%. This is, in my opinion, not a worthy alteration. Remember what I told you? Circle as many people as you can - blah blah. This will restrict the cone angle to such a point where it will only be possible to shoot at one tank, provided that it is facing directly towards you. - Isida To be really definitive: Do not use Isida in DM battles - it is just not worth it. The damage output to self-healing ratio got decreased to a point where you are no longer able to maintain enough health-points while facing opponents directly. However, in team battles, Isida will still work, better than before actually. However, do not go on the front lines; stay in your base and keep healing injured teammates. Ratings: DM - 2/10 TDM - 9/10 CTF - 10/10 CP - 9/10 Special Notes: Isida's lack of maximum and minimum damage makes it effective for staying a respectable distance behind allies or something. Alteration - Broadband Emitters: With a 30% decrease in range and a 150% increase in cone angle, one would think that this is complete no-no. In fact, it is. Isida got a big nerf when it comes to self-healing. When you top that with decreased range, it gets restricted into the friendly base only. In a nutshell, if you want to stay in your base and heal others, this is a perfect alteration for ya, but otherwise just ignore this one entirely. - Hammer Hammer is still the number one turret to use use in close-range combat, with the exception of very small maps. It deals a massive impact force together with a deadly amount of damage. This is why Hammer will still rock in DMs. For team battles, spare CPs, Hammer should be used as a supporter. It may or may not be used as an attacking combo, but that depends on the skill of the person. In CPs, use Hammer to ward off approaching enemies. This can be done while sitting in the tunnel. Another useful trick Hammer can pull off is flipping opponents when they jump into the middle portion. Ratings: DM - 9/10 TDM - 7/10 CTF - 8/10 CP - 8/10 Special Notes: Focus all of the pellets onto the very corner of approaching tanks. This will cause them to absurdly change direction - minimizing your chances of getting shot at. Alteration - Slugger: This is one incredible alteration - definitely one of the best in the game. I know, I know: 50% decrease in vertical and horizontal ranges and a 65% decrease in turret rotation speed? But on the brighter side, this will cause all the pellets to be focused on one single point, rather than spreading out. This will further cause a huge blow to the opponent. Result? A brilliant performance in ranged combat. - Twins Twins is one of the turrets that was the most drastically changed by the re-balance. The recoil, weak damage, impact force, reload, anything available. They all line up perfectly for a DM battle, where there's no one to help you reach the top. Use Twins with Titan to get the most out of this turret. As for team battles, Twins has shown a bit decrease in reliability, except for CP mode. You will either need to have supplies activated all the time or have at least one Isida behind you at all times. However, it still makes for a great defender. Ratings: DM - 8/10 TDM - 6/10 CTF - 9/10 CP - 10/10 Special Notes: The constant output of plasma energy combined with impressive impact force will enable you to distort enemy movements. Use these abilities to increase the potential of your team. Alteration - Plasma Core Accelerators: Here is another example of a good alteration. With the range of minimum damage and projectile speed increased by 100% and a decrease of just 20% for reloading will open up lots of opportunities to practice as a Twins user. You will be able to shoot people from a larger distance and cause greater impact force. This will save you from getting shot at closer ranges. In Polygon, one can sit at the top and provide cover support, or blaze through the middle. - Ricochet Ricochet was another turret that underwent drastic changes. The most important of these were 1. the energy consumed per shot and 2. weak damage. Both got improvements and now, this turret feels nothing like its older self. I would say it is still very effective at opposing several opponents at a time, which makes it very good for DMs. For TDMs and CTFs, use Ricochet only if you want to provide support to your attackers. Ricochet projectiles can easily bounce back enemy shots and thus, saving you or others losing some portion of your health. For CPs, use Ricochet very wisely. One projectile could make all the difference. Ratings: DM - 8/10 TDM - 9/10 CTF - 7/10 CP - 8/10 Special Notes: Make great use of Ricochet's projectiles' ability to bounce back and forth, striking enemies behind buildings or walls by sending bullets into an opposite one. Alteration - Minus-field Stabilization: This alteration is the exact copy of Twins' alteration. It accelerates projectile speed and increases range of minimum damage both by 100%, but causes reloading to decrease by 20%. This will only be helpful if you wish to stay in your base and provide support fire to the mid-fielders. Other than that, this alteration will have a negative effect on attacking, since constant back-fire is needed while escaping. You can, however, flip people jumping from considerable heights with this alteration. - Smoky Smoky is a wonderful turret. As mention in the previous guides, it has all the appropriate requirements to maximize damage. When equipped with Titan, it can act as any role - be it defending, mid-fielding or attacking. In DMs and TDMs, a Smoky-Titan can do amazing - sustaining damage while providing constant firepower. In team battles, make a choice whether to defend to attack. If you attack, do mid-fielding as well. Note that attacking doesn't always mean going for the flag. In CPs, I would suggest taking a medic and sitting on a point. Ratings: DM - 10/10 TDM - 9/10 CTF - 10/10 CP - 9/10 Special Notes: The critical chance for Smoky was increased to 20%. In the light of this statement, try to hit the opponent every time in order to avoid missing the critical shot. Alteration - Assault Ammunition: Assault Ammunition causes the impact force to be increased by 20% in return for a 0% chance for critical. Believe me, the critical is way more important than impact force in the case of Polygon. This is due to the fact that the critical will take a lot of health from the enemy, while impact force will cause them to swerve in multiple directions. Killing the enemy is more important than disrupting - hence, I would suggest not using this alteration here, period. - Vulcan To be honest, this is the winner over all the turrets. The fact that it can deal so much damage in such a small amount of time means IT. CAN. DOMINATE. With this in mind, the previous statement wraps up the explanation required for DM battles. For team battles, equip Vulcan with a heavy hull. It works good with Mammoth and great with Titan. Stay in your base or assualt everyone from the middle; wherever you are, provide cover support. If you see a friendly stealing the enemy flag, immediately direct your fire to tanks behind them. In CP battles, stay in the middle or on top of the ramp and constantly shoot till the last second. Ratings: DM - 10/10 TDM - 9/10 CTF - 9/10 CP - 10/10 Special Notes: You many want to fire constantly with Vulcan, unless you have to turn your turret in the opposite direction. While firing, Vulcan turns slowly, and you'll take a lot of after-burn during the process. Alteration - Faster Horizontal Tracking: Vulcan is known because of its amazing ability to 'lock onto' any target, be it way up or way down. Decreasing this ability by 50% with the favor of only 70% increase in turning speed is, in my opinion, not a worthy investment. I would not buy this alteration because then I would have to rock my hull back-and-forth to hit opponents and that would cause a lot of bullets to miss my target. Hence, you shouldn't either. - Thunder Thunders have always haunted Polygon, blowing up anyone who crosses their path. Thunder shells can cause splash damage, and this ability right there,THIS is the key to success in DMs. Firing upon a group of tanks who are crunched together can result in more kills with the use of less ammunition. As for team battles, Thunder can prove to be really useful, and sometimes mean the victory or loss of a team. With Thunder, you should stick to providing supporting fire for the attackers or stay as a mid-fielder. Ratings: DM - 10/10 TDM - 9/10 CTF - 8/10 CP - 8/10 Special Notes: Polygon is a relatively small-medium map. Unless you choose to fire on the direct opposite side, you are going to inflict self-damage. Alteration - Lightweight Ordinance Auto-loader: This alteration causes Thunder's both minimum and maximum damage to be decreased by 20%, while reloading occurs 20% faster. This, in my opinion, is good for parkour but bad for normal battles. You know how we are supposed to inflict more damage upon foes? Well, decreasing maximum damage won't help. Less reloading and damage inflicted can be a treat to parkourists, as they need to spend hundreds of Repair Kits in order to stay alive, especially when dealing with Thunders' annoying self-damage. - Railgun Railgun has been a king for so long. It has proven to be best in all terms of game-play - be it a DM or any sort of team battle. It was subjected not to be used for DMs, courtesy of its long reload time; but, that was decreased heavily in the latest re-balance; which means, one can now shoot people every 2.9 seconds at M4 and at 4.356 seconds at M0. That's really amazing, considering it has such a great amount of impact packed within its shell. However, it has little use use in Polygon - since you need to be constantly shooting each other using powerful weapons. Railgun is a powerful weapon, even with the considerable damage drop, but still, its moderately long reload time provides consequences for the everyday Polygon'er. Ratings: DM - 7/10 TDM - 8/10 CTF - 9/10 CP - 5/10 Special Notes: Pre-firing is the key to success for Railgun. It takes some considerable time to charge up, which means, if you fire after seeing the opponent, you might miss because of his shell's impact force. Practice the 'Peek-a-boo' technique to master the legendary pre-fire. Alteration - Shell Stabilization: This alterations makes Railgun to deal constant damage throughout. There is no more ranged damage. So you can't deal 100+ damage in one shot and less in the other. I would rate this an 'okay' alteration, since sometimes you need that one lucky shot to finish off other tanks. - Shaft Umm... There is no need of using Shaft is such a small map. This turret was designed for use within long ranges, so there's really no point is using it in Polygon - unless you want to decrease your K/D for some reason. But if you want trolls, go ahead. Whenever I get killed by a drugging Shaft, I... You get the point, right? Ratings: DM - 2/10 TDM - 4/10 CTF - 2/10 CP - 0/10 Special Notes: Nothing worthy of nothing here. Alteration - Heavy Capacitors: Ok, so: The horizontal aiming speed, which is sniping, and the power-up time gets decreased by 30% and increased by 100% respectively; bad, bad, bad, especially for a map like Polygon. However, the damage at maximum gets increased by 30%. Huh. Decreasing the 'reload time' already proved to be bad, but decreasing it even more? Hulls: - Wasp Now, you might be thinking that Wasp is actually the worst hull possible for use in Polygon. Nope, you're wrong. It's actually pretty good; in fact, its even better than Hornet and Hunter combined! Let's talk business: In a Polygon DM, you need to be constantly on the move. You stay in one place, you die. What better hull to run away other than Wasp, right? Seeing this, you do need to hide whenever you make a shot. If someone spots you, you die. After making a shot, hide or simply run away. Stay out of sight, by either driving around the corners of buildings or ducking under ramps. You get seen, you die. I, for instance, would use Wasp only if I use Thunder or Railgun alongside it and stay at the top. Lay mines to ensure someone doesn't just stroll up to you. Let's move over to team battles. For TDMs, Wasp could work a treat. Stay on either sides of the map and deploy mines whenever they can be. Since no one, almost no one exits their base in TDMs, you will have a great chance to be on the move while providing fire power for your team. Wasps can cause a team to win or lose when playing a CTF battle, depending on how well. Do attack with medium hulls, grab the flag and choose the shortest way you can think of back to your base. The medium hull will stay as a distraction, hopefully saving you from any shots. As for CP battles, I would not use Wasp. There is only one point to control, and medium-heavy hulls work best in a one-point map like Polygon. Besides, you can also get on top of tanks when a gold box is dropping. Ratings: DM - 8/10 TDM - 9/10 CTF - 10/10 CP - 2/10 Special Notes: Always, always change your location when using Wasp. If you get spotted, you die. If you stay too long in one place, you die. If you don't deal enough damage, you die. - Hornet Hornet's the same as Wasp, right? It's a straight-up no no. The fact that Wasp has more speed, but the same health-points as Hornet means Wasp is actually better than Hornet. (No kill pls XP users.) In DMs, I would say its pretty much the same. You will need to time your moves though. As Hornet accelerates a bit slowly than Wasp, you will need to be careful when moving from one place to another. As soon as you see everything's clear, move. When using Hornet, either snipe from the top or under of the ramps. Do not attempt to go in the Centre, ever. Talking team, Hornet would not be my choice for neither TDM or CP. The drifting is gone, acceleration is slow, etc. But, this doesn't limit its abilities in CTF. You can still alternate Wasp with Hornet and follow the same aforementioned techniques to grab the flag and capture it. Also, Hornet has more torque and stability than Wasp, making it easier to shove other tanks out of the way in the event of a gold box or using high-recoil weapons. Ratings: DM - 8/10 TDM - 6/10 CTF - 9/10 CP - 2/10 Special Notes: One way Hornet can be effective in any mode is through the use of fire-running tactics. Fire, fire, run, repeat. - Hunter Hunter has been changed a lot since the previous re-balance. Its original drift, speed and maneuverability doesn't feel anything like now. It still drifts, but not much, ad only with Speed Boost active. This has a good effect on escaping, but it makes attacking and defending your position a lot more difficult. You may remember how I told you to alternate between the up and down arrow keys to maintain a non-sliding turn, but this is no longer an option. In DMs, Hunter would definitely make for an easy kill. You will be targeted upon spawn, and the combined with slow maneuverability will take you out in the blink of on eye. So, its a no-no. Hunter's performance will depend upon the handling and the skill of the user in modes such as TDM and CTF. This is because both of these require strategic battle techniques as well as good awareness of the battle. If you know to drive this thing, go for it. In CP, Hunter will only work as a medic in my view. Who knows, it also might work with Thunder or such. Ratings: DM - 4/10 TDM - 8/10 CTF - 8/10 CP - 6/10 Special Notes: Hunter has an advantage on Viking in one area, though: height and power. Viking doesn't have the strength to shove around everyone else anymore, while Hunter can easily take advantage of other opponents and push them aside to escape from a fray or nab a falling crate. - Viking Ahh... Viking. The most prestigious and glorious of all the hulls. Even its name shows how mighty and how much of a fighter this thing is - a true Viking! Viking got a lot of changes made to it in the re-balance. These changes completely changed Viking, like, literally. It can now drift, it has less weight and a wee lil turning radius. The fact that its weight got decreased a lot means that it can now be pushed and slammed pretty easily. Let's talk DM! Now, Viking shouldn't be a bad choice for a Polygon DM, but due to @Shedinja's first Law of Map Relativity, stating: In relation to the size of the map, the hull durability increases and decreases inversely, I would highly suggest using a heavier hull. If not, then you would be more of a runner than a fiery viking. Viking shouldn't be a bad choice in TDM either. In fact, it will be quite wonderful and will work a treat - if you know how to handle it that is. Now comes CTF. Viking is probably the best hull to go play in a Polygon CTF with, since it's quite balanced, has good maneuverability and speed. Remember to go through the either sides, since Shafts will take you out in the Middle. Act as a supporter or a medic in CP mode. Stay in the tunnel, ask a Titan-Mammoth to sit at the tunnel's entrance and dominate. Ratings: DM - 7/10 TDM - 9/10 CTF - 10/10 CP - 9/10 Special Notes: Viking can now drift. YEP. Do take care when going into turns as well as when someone shoots you. You are going to swerve! - Dictator Dictator is one of the finest hulls to use in Polygon. This is, because first of all, it has good speed, maneuverability and height. Thanks to these features, you will have no problem grabbing those shiny lil' boxes, plus the fact that there are so many Golds in Polygon... C: C: C: I would rather use Dictator in a Polygon DM rather than Viking or Hunter. It has way more weight, a balanced ratio between speed and acceleration, height and steadfastness. Stay near the middle of the map and shoot anyone you see. If for any reason you do need to hide, do so in either the tunnel, behind the Lodge or Twin Huts or beneath any ramp. In a TDM, I would recommend an average-damage dealing weapon, such as Smoky, Ricochet or Hammer. Stay near the front lines. As for CTF and CP, provide cover support and charge respectively. I would highly suggest asking for Isidas to go with you, as they increase the maximum potential of your weapon, making for a higher team damage output. Ratings: DM - 8/10 TDM - 8/10 CTF - 9/10 CP - 8/10 Special Notes: Make good use of Dictator's height - there are some places in the map where you can shoot above buildings to either side. - Titan In a nutshell, Titan is the best hull when it comes to playing in maps like Polygon. Go to your Garage, get Vulcan (or any other high-damage weapon), make friends with an Isida and start shooting. Don't stop. You will see your name cruising through the leaderboard till it reaches the top. The aforementioned steps should be taken to excel in DM. It should also be the same for both TDM and CTF. Stay on the front, and whatever you do, don't go grab the flag with Titan. The trick to CP is entirely different. Remember the Lodge and the Twin Huts? These two areas are the keys to your success with Titan. The way you play here will determine the fate of your team. Once you spawn, activate a Double Armor or Damage (depending upon the environment of the battle) straight away. Start shooting at anyone crossing boundaries to the Middle. The more hits you make and the greater damage you cause, the higher the chances of your team winning. There is a good chance that there will be other Titan too. Stand for teamwork, and you shall achieve glory the fund you need. Ratings: DM - 10/10 TDM - 10/10 CTF - 6/10 CP - 10/10 Special Notes: Micro-upgrading Titan will be a good investment; seeing the amount of goodies this hull provides. - Mammoth So, if Titan's so good and Mammoth has even higher statistics, is it really better? No, not at all. Mammoth has a wee bit more weight Titan, but this wee bit extra weight actually has a negative effect. However, this doesn't apply to DM, TDM and CP. Since in these modes, you need to deal as much damage possible. The only mode remaining is CTF. Due to quick flag movements, it will be hard for a Mammoth to adhere to them. For instance, one second, the flag will be here, and the other second, the flag will be halfway through the map. I know that this is a medium-ranged map, but no risks, right? Uh, right? *crickets chirping* Ratings: DM - 9/10 TDM - 10/10 CTF - 5/10 CP - 9/10 Special Notes: The only goodness Mammoth has to CTF mode is cover. If the flag bearer stays behind a Mammoth, there's a good chance he/she won't be shot. Paints: Remember Iran? Dust and all, lightest themed paints? Well, Polygon has a lot of red, orange-brownish props, making for a slightly darker themed dynamic lighting. Result: To look beautiful, equip a light-dark themed paint. Here are three paints that will make you truly stand out in Polygon: - Amber Price: $18.99 - Spark Price: 200 000 - Kaleidoscope Price: 160 000 Modules: Polygon is a pretty small-medium map. There is a high chance you won't see any Railguns or Shafts. Note: The two best modules are definitely Africa and Lumberjack LGCs. If you have any of these, use them, provided that the turrets these modules give protections from are actually present in the battle. That said, let's take a look at the most effective and efficient short-medium ranged module series. The Badger Series: Probably the best module series, since it provides protection for mostly melee-ranged turrets. - Badger T-C - Badger T-G The Grizzly Series: Provides an excellent array of protections from various turrets. A highly recommended set of modules! - Grizzly T-H - Grizzly T-J The Lion Series: Another great choice for Polygon. These modules provide protections from medium-long ranged turrets, but not against the infinitely ranged, such as Railgun and Shaft. - Lion T-B - Lion T-D Effective Combos: + Deadly. I would highly suggest using this combination! It can operate anywhere in Polygon, be it defending or attacking. Make sure you have a ton of supplies and/or an Isida by your side. Protection from Firebird is a must, since without it, your health will drain before you even know it. Overall Rating: 10/10 Best Position: Mid-fielding + I'll tell you what, this combo is AMAZIN'. It can deliver punches, blows, hits, kicks, criticals and uppercuts straight in the face - knocking off the enemy's aim miles away. It has so much potential, so much damage output capability that believe it or not, this combo is a must for Polygon! Protections? I would recommend choosing between the Grizzly series, since you will have to face against drugging high-damage weapons. Overall Rating: 10/10 Best Position: Mid-fielding or Supporter + The king of turrets, the emperor of hulls, the medium-ranged jack-of-all-trades! With this combination, you can literally send Wasps and Hornets soaring into the air and cause even the biggest of hulls to flip miserably. Now, remember: In this case, the hull needs to be leaning on the side of your Dictator or half-below, half-above you. This combination can't flip a bigger hull if standing on the same plane. A definite must for maps like Polygon, where the pellets can be projected to the targeted object easily. For a protective module, use one the Lion series type. It will provide protection against short-ranged turrets - something you need as an attacker Overall Rating: 10/10 Best Position: Attacker or Control Taker Capturing Points: Polygon - Control points There is only one control point in Polygon; and where would that be except for the direct center? Yep, exactly in the middle of the map lies A, a point ever so brutal, it can actually be fatal trying to step on it. Capturing Point A: Reds: Spawn -> Drive -> Jump -> Fight -> Capture Blues: The same sequence as above. Stalemate Situations: If such a situation arises where both teams have the opposite team's flags, follow the following steps to safely return your flag. Do a recon of the map - locate your flag first. This is the most important step! Send the first wave of tanks to flank your flag. The best way to end a stalemate is to surround your flag from all side. This way, no one person has to deal with all the defenders. Send the second wave (if needed) immediately below the first one. Go through the edges of the map, since you need to stay undercover as long as possible. Surround your flag from all sides and focus fire on the flag bearer. Once you kill him, don't hesitate to go after the dropped flag. If you do so, there is a good chance someone else will pick it up. Return the flag! Gold Boxes - The Shiny Lil' Wee Droplets of Gold: Polygon - Gold box drop zones There are twenty Gold Box drop location in Polygon; almost all of them are concentrated around the Middle. Some are in the Blue base, while some are on the opposite side - the Red base. Some also lie near the Twin Huts and the Lodge. In conclusion, only some of the drop zones can be conquered by some trick other than flat ground practice. Zone 1: Hide behind one of the two wall segments and if possible, lay a mine. Once the Gold box starts to drop, wait for the initial wave of tanks. Once the first wave begins to pass, fit yourself in between the tanks and brake once you reach the zone. Zone 2: Stay beneath the zone if you find this zone early. Then, after five-ten seconds, come out and stand fast on the ramp. Once the Gold box starts to drop, drive ahead in full speed. You can utilize the second ramp, which is to the right of the aforementioned one. By starting here, you can jump on top of the tanks present on the first ramp and take a ride to the Gold box. Zone 3: Stand on the ramp which you use to grab the Gold box at Zone 2. There is a good chance someone will be standing beneath or to the side of you. Jump onto their tank at the perfect moment and you will enjoy a peaceful ride to the Gold box. Zone 4: Utilize the ramp next to this zone. You can also stand on the extra space present right next to it. You need to time your drive on this one, as a triple stack can, and does form here. Drive up when it drops and hold yourself steady. Zone 5: Stay towards the building on this one. Either 1) jump on top of anyone going after it, or 2) climb the sides of the bridge to get yourself above the tanks already present there. Do not, I repeat, do not get smashed in before anyone else. Even a Repair Kit can't save you then! Zones 6 & 7: Use the ramps right next to these Gold boxes. Stand on them for as long as possible and only drive up when the Gold box starts to fall. Shoot at the right moment and get yourself on top of someone. Zone 8: Standard flat-ground practice. Zone 9: Get on top of the pipe and jump down at the perfect moment. Do not go on the pipe if a lot of tanks are fighting for it. In this case, stay behind and try to drive on top of someone. Zones 10 & 11: Drive up to the highest level and hold yourself. Once the Gold box drops, jump down. Zone 12: See the huge ramp? Stand right next to it. One a colony of tanks forms, push yourself up on to a tank. Shoot and get yourself stable. Then, just drive into the Gold. Zones 13 & 14: Standard flat-ground practice. Note: For Zone 13, you can also try to jump from the tank and landing on top of another tank to take a ride to the Gold. Zones 15, 16 & 17: Standard flat-ground practice. Zone 18: See the space beside the wall? Drive there and hold. Once the Gold box starts to drop, jump onto someone on the lower level and voila! Zone 19: Stand besides the tunnel. Once the Gold box starts to drop, jump onto someone below. You can also try to the steps mentioned for Zone 18. Zone 20 [special]: This one is a special drop zone - the Gold box drops here in any mode except CP mode. For this one, either do the aforementioned tunnel trick, or get lucky. _________________________________________________________________________________________________________________________________________________ And with that word, I end this amazing (and bright orange) guide. Well, feel free to discuss Polygon. How do you like its overview, diversity, dynamic game-play, modes and features? I hope you enjoyed reading this guide, and that it helps you in your future Polygon'ing. See you next time!
  16. Hex

    The New Dictator-Railgun Format!

    Got over 600k experience under the belt in XP/BP now... I don't think I will change to this format. Idk, maybe?
  17. Hex

    [Issue 58] [Contest] Design A Rank

    Greetings, my readers and contest lovers! Do you have ever, ever wanted that dream rank? That awesome rank with that extravagant delineation you have fallen in love with? Your chance has arrived! ________________________________________________________________________________________ The Rules: 1. Your entries must be drawn on paper. 2. The ranks must be following the color profile of the current ranks. That is, they can be drawn with any of the following colors: Yellow, Red, Blue, Orange, Purple, Silver and White. 3. After you have drawn your picture of your rank, you need to take a photo of it, upload it to an image hosting website and then post it here. The better the quality and resolution of the photo, the greater are your chances of winning. 4. Your post must include the following information: i) Your ranks name. ii) Your ranks number; where it would fit in between the other ranks. iii) Experience to earn your rank. iv) Crystal reward for your rank. 5. Your drawing must include your nickname, the name of this contest and the ranks name. This will be in any corner of your paper. 6. Reserving posts will result in disqualification. 7. Only one entry per entrant is allowed. This includes alternate accounts! 8. And most importantly, plagiarism will result in immediate disqualification. 9. The deadline for this contest is 23:59 UTC on Friday 25th November. The Prizes: 1st Place: 40 000 2nd Place: 30 000 3rd Place: 20 000 Consolation for worthy entries: 5 000 Tips: Be creative! The most artistic and creative entries shall have a greater chance to win. Keep in mind the you may make a rank and fit it between the current ranks or place it after the last rank, that is, Generalissimo. The higher the quality of your image, the better! Unsure on how to upload and post an image? Click on the links to find out more. _________________________________________________________________________________________ Though the ranks won't be actually added into the game, this is the chance to show how creative and artistic your mind is. Now go grab those pencils people!
  18. Wiz Khalifa - See You Again Come on, come on, turn the radio on It's Friday night and it won't be long Gotta do my hair, put my make-up on It's Friday night and it won't be long 'til I
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