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Hex

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  1. Hex

    Battle Fund Distribution -- Logical or Absurd?

    So either the picture is a BIG misleading glitch, or a bug has entered the system ~ In case you can't find it, the first person on the red team got 0 crystal reward, while those below them got a few crystals. WUT?! EDIT: I completely forgot there was a P&S section for this...
  2. Hex

    [Issue 64] [Review] Beyond M3: Field Tests I

    Choosing the way you play and what you play with are two of the most influential steps a tanker goes through in the beginning and middle stages of their career. Both decisions are relatively quite easy, but it is the final stage where most tankers face difficulties. While micro-upgrading at beginner stages is easier, making an item M4 is a difficult task, considering that doing so eats up hundreds of thousands of crystals, usually per upgrade. Plus, the decision of which turret or hull to M4 first itself is a hard one, especially if someone plays with a wide variety of combinations. This article series aims to clear these last-stage confusions, paving way for a more cost-effective and strategic account. _________________________________________________________________________________________________ _________________________________________________________________________________________________ Introduction: I have already written most of the basics of this article in the introduction, let me explain what I will actually do: I'll select a M4 combination. I'll select a map. Then, I will play with that combination on that map with supplies. Then, I will use the same combination in another map without using supplies. While playing, I'll grab notes and take pictures; then explain my findings and tests in an article, like this one. Now, here are the things that will remain constant in this article series: I'll explain three combinations in each article. There will be a poll in each article which aims at collecting information regarding the most popularly voted combinations. In the next article, I'll test and write about those combinations (which you people voted for). There will always be two maps for each combination. The mode will always be CTF, as it tests a players knowledge of the map various vantage points (as in CP), skills in the enemy base (as in DM) and finally, effectiveness in defensive offense (as in TDM). Finally, there will be two ratings for each combination - one for use with supplies and one without. That being said, let's jump right into the field! _________________________________________________________________________________________________ _________________________________________________________________________________________________ Smoky-Wasp: First up: the light, swift and agile combination of Smoky and Wasp. There are people who might say that Smoky works best with Viking, or Titan. But the thing is, different people have different opinions. Some like to midfield and go with Smoky-Viking, while some like to defensive and use Smoky-Titan. Other than events and organized battles, I have seen only a handful of people using Smoky and Wasp. According to the majority of tankers, Wasp just doesn't have enough hit-points for it to be used in a CTF battle. What's more is that when you pair Wasp with a powerful turret like Smoky, the combination becomes very difficult to control. If you get hit by a Thunder, another Smoky, Railgun, Shaft or just any high-recoil turret, you will swerve and lose control of the direction you were going in. Theory: Well, I certainly agree with the facts stated above. Is Wasp-Smoky too "underweight" to fight with the big boys? Can it be effectively used in a battle so that it isn't categorized as a "mult combo"? Experiments and Tests: First, I jumped straight into Industrial Zone. This map seemed as a good candidate for testing Smoky and Wasp in, as it had enough cover for me to hide behind and surprisingly, enough routes for me to effectively penetrate the enemy base. After getting myself ready and acquiring all sorts of snacks and juices, I played my first battle using Smoky and Wasp: Battle Result - Industrial Zone CTF | Smoky-Wasp + Kodiak T-C + Supplies First impressions on the result? I was quite surprised by this to be honest. I was using the Kodiak T-C module, which gave me a massive 50% against Twins, Railgun and Thunder - the three turrets I was fearing would be used in majority in the map I joined. Sure enough, my instincts were right - there were a lot of Thunders and Twins, as well as a couple of Railguns. Now, let's break down this result: Afterwards, I jumped straight into another battle to play with this combination with Smoky and Wasp. Alekdasjasbdavk Aleksandrovsk. Battle Result - Aleksandrovsk CTF | Smoky-Wasp + Badger T-B Uhh, yeah. :mellow: I'm straight gonna go into dissection, and explain what happened. Results: With supplies, Smoky-Wasp can be a fatal opponent, but when it's used without supplies, it will no more than a burden for your team. Ricochet-Viking: Next up, the fierce, dangerous and killer combination of Ricochet and Viking. Thank God the experimentation for Smoky-Wasp was finally over, and I could move to a much stronger and stable combination. The combination of Ricochet-Viking is a very strong, energetic and a chaotic one, because first of all, you have Ricochet - a turret with massive damage and one that can hit anyone, anywhere. Secondly, you have one of those most sought-after hulls - Viking, owing much to its perfect statistics, such as health, weight, maneuverability and steadfastness. This combination is an all-time favorite for seasoned players. Even with a hull other than Viking, Ricochet can provide the damage one needs to take out just about anyone. Theory: This time too, I was relying on the damage of Ricochet and and stability of Viking to excel in battles. Can Ricochet be used effectively with Ricochet in any battle? Could Ricochet survive without supplies? Experiments and Tests: For my first map - in which I was going to use supplies, I chose Brest. This map seemed good, because I would be able to test Ricochet and Viking to their limits. For Ricochet, I had to test range, damage and just how easy it is to hit someone if a lot of people are hitting you; while for Viking, I had to test its speed and healthpoints. Following the same procedures as I did before, I jumped straight into a Brest CTF, to test my awesome-looking Ricochet-Viking and Kaleidoscope! Battle Result - Brest CTF | Ricochet-Viking + Grizzly T-J + Supplies So, what really happened? Note that I just had the proper Ricochet-Viking, without any alterations equipped. So I couldn't make my projectiles go faster. While Grizzly T-J gave me 50% protection against Hammer, Smoky and Railgun, I was pawning people in the enemy base with my M4 Ricochet. Let's jump into dissection ~ To test Ricochet-Viking without supplies, I once again stepped into Aleksandrovsk. Battle Result - Aleksandrovsk CTF | Ricochet-Viking + Grizzly T-J To be honest, I wasn't even expecting this when this battle began. Still, I managed to get myself a little up on the leaderboard, with all those other non-druggers. Results: With supplies, Ricochet-Viking is a mere killer. When used without supplies, your score depends entirely on your skill. Titan-Magnum: And finally, the destructive combination of Magnum and Titan. When used properly, Magnum can literally one-shot everyone in a certain area; not to mention that it has a very big splash damage radius, which is useful for getting those multi-kills you know. With Titan, Magnum can put out lots of damage, while remaining safe from enemy fire behind some sort of cover. Theory: Would I be able to kill my enemies over and over again without dying many times? Can Magnum be used in medium-ranged maps effectively? Experiments and Tests: After theorizing, I chose Highland as the first map in which I would be testing Magnum. Highland was a small-medium map, perfect for testing my second question in theory. Afterwards, I would test Magnum in any random map without supplies. So, I stepped in a Highland battle to test out Magnum. Battle Result - Highland CTF | Magnum-Titan + Kodiak T-C + Supplies As usual, Magnum's parabolic trajectories. To test Magnum without supplies, I chose Fort Knox. Battle Result - Fort Knox | Magnum-Titan + Grizzly T-J Though we did lose, the battle was actually quite interesting. See the dissection in the spoiler to know what I mean! Results: With supplies, Magnum-Titan can excel in the most difficult of matches, and it won't let one down when used without supplies either. _________________________________________________________________________________________________ _________________________________________________________________________________________________ So there it is - the first installment of this, hopefully helpful series. I will be open to questions, suggestions and comments below. Also, don't forget to vote for the next three combinations you want me to test. See ya! ✯ Antartica ✯
  3. Hex

    [Issue 64] It's Time To Excel In: Kolhoz

    Kolhoz - a mixture of scenic beauty, bushes, ridges, and even a mountain. It is definitely one of the most complex and sophisticated maps in Tanki - and this makes Kolhoz a playground for skilled Vikings and Titans. With a layout that provides effective shielding and countless no-man's-lands, Kolhoz is one map that's neither too boring nor too demanding to play in. Behold, the map Kolhoz! _____________________________________________________________________________________________ _____________________________________________________________________________________________ Introduction: Generally said, Kolhoz hosts some of the most heated and skill-based battles in the game. Its mere design makes for a very dynamic, skill-requiring and a dangerous map. The bases are well-protected, with both of the flags deep between them. There's cover all over and props are abundant. Now, more about size. Kolhoz has a decent span of roughly 300 x 125 meters, with a total area of 37, 500 square meters, or 1500 in prop length. It unlocks at the rank of Master Sergeant and can accommodate 24 players. Kolhoz is available in all four modes - DM, TDM, CTF and CP with a maximum team size of 12 players. History: Kolhoz has been in the game for quite some time. It was released on September 1, 2009, along with Solikamsk. Berlin and Boombox were released seven days later, on September 8, 2009. When it was added, Kolhoz's name was actually 'Ergnach', but it was changed to Kolhoz just twenty-four hours later! The map was originally designed by ZeRUS - which later on proved to be one of the most successful maps Tanki has ever seen. The old Kolhoz - you can see some drastic changes between this and the current version of it. Major changes include the reworking of the Blue and Red bases and the addition/removal of some random props (walls, bushes etc.). However, the general design remained the same, not to mention the infamous mountain in between. Overview and Division: Kolhoz can be divided into five different parts: the Bases, the Middle and the two Passageways. 1. Red Base: Pretty much self-explanatory. This is the entire area of the Red base - contains the Red flag and the spawn points of the Red team. It also contains a total of ten buildings and four ramps. As for the supply drops, the Red base is home to a solitary Repair Kit, three Speed Boosts and two Double Power drop zones. Although it doesn't contain a Double Armor drop zone, it should be easy getting one, as one drops right on its border with the Middle. 2. Blue Base: Exactly opposite to the Red base lies the Blue base. It contains the Blue flag as well as the spawn points of the Blue team. It contains a total of eight buildings and six ramps. This area is also home to two Repair Kit, two Double Power and two Speed Boost drop zones. Like the Red base, the Blue base also doesn't contain a Double Armor drop zone, but again, one is located right on its border with the Middle. 3. The Middle: The Middle is one of the most used area in the map and hosts almost every attack or escape route. It contains a ridgy mountain which separates both of the bases. Aptly said, it stops the Blue team from hitting the Red team directly through the middle, or vice versa. 4. Northern Passageway: Home to many campers belonging to the Blue team. Look out for Shafts, mines and everything in between. This area is also used for quick onslaughts and getaways, so placing a defender here might just prove to be worthy. 5. Southern Passageway: One of the most rarely used areas in the map, albeit it might be used by sneaky Smokys and Hammers trying to get behind the enemy base, with a sole purpose of getting many kills as possible and then stealing the flag. This tactic, being sneaky, can sometimes prove to be the key for winning a Kolhoz game. Supply Drops: Attacking: Okay, to be honest, the supply drops in Kolhoz are also unevenly placed. There are two Repair Kit zones in the Blue base, whereas there's only one in the Red base, setting the Blue team at a very big advantage than the Red. The supply drop zones in this map are: 3x Repair Kit 7x Speed Boost 4x Double Power 2x Double Armor As you can see, there are only two Double Armors and four Double Powers, but seven Speed Boosts? It's a big-large map, and that can be one of the reasons why there are so many Speed Boosts. But the major thing, again, are the Repair Kits. Let's suppose there are two Vulcan-Mammoths from the Blue team and one Shaft-Titan from the Red team. They start shooting each other. If the Shaft uses its own Repair Kit first, it will be at a great danger of being destroyed by the Vulcans. But, it could just drive back and grab the Repair Kit present in it's base. The Vulcan are now starting to overheat. They use their Repair Kits and get full health again. The Shaft shoots one, causing tremendous damage, but the victim just retreats, grabs a Repair Kit and comes back. The other Vulcan also does this and gets back to its position. Now there are two Vulcans and one Shaft over again. Who wins? The Vulcans. Thus, it can be said that the Blue base is at a higher level than the Reds; both in terms of defensive capabilities and Repair Kits. However, the Reds can try to counter this by sneaking into the Blue base instead of just THIS IS SPARTAA'ing their way right through the middle. The Blues can also adopt this strategy and work their way around the map. Try to use the Northern and Southern Passageways to secretly enter the Red base. If someone spots you, ignore them and keep doing your objectives. The illustration below explains the most famous attacking routes used by either teams' attackers ~ Kolhoz - Attacking Routes Defending: As for defending, there are two Double Powers in each base. This means that people who don't use their own supplies can defend effectively by just picking up these Powers and deploying mines around their flag. As aforementioned, the Blue base has one more Repair Kit than the Red base, so it might be hard for the Reds to effectively penetrate into the Blue base. Furthermore, both of the bases have many spots in which one could temporarily camp to either reset his/her supplies or the energy bar of their turret. There are also many camping spots in each base, where a Magnum or a Railgun could efficiently help in defense. Escape: Escaping with the flag can be a slightly difficult task in Kolhoz. The tank density in the bases and sometimes in the Middle is always high, and can result in you getting blocked and the enemy flag getting returned. On the other hand, both the Passageways have low density but no cover at all. You can easily get shot by enemy ranged-weapons which again, will result in half of the enemy team hot on your tail. To make a successful escape, you need mid-fielders, a handy Repair Kit, lots of cover and an area where you can drive by without getting stuck. Generally speaking, the escape routes in Kolhoz are almost the same as the attacking routes. But, do switch between different routes to confuse the enemy. For example, if you're escaping via the Northern Passageway, jump down into the Middle and then drive all the way right/left to the Southern Passageway. Doing this will certainly confuse the enemy team. If are communicating with other players on the team, tell them to provide cover for you. They'll understand and block the invading enemy attackers. 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 after 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/her, 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! Optimum Mining Positions: Red Base: Position 1 This area is one of the most used attacking routes used by the Blues to get the Red flag. Mine placement here is necessary. If you're a dedicated defender, make sure you place mines here every now and then. If you're an attacker, place a mine in this position and leave for the enemy flag. Since mines do not affect Repair Kits, an attacker wont' have any problem if he/she places the mine after equipping a Double Armor. Position 2 If you're playing a 'drug war' (a battle with supply cooldowns off) or a non-supply battle, the Blues will try to be sneaky and go through here. Even if it is a normal battle, most people tend to come around this position. Though it not necessary, as after a Blue picks up a flag, he/she will most likely go through the middle. But still, precautions. Position 3 The previous two positions cover the most used entrances to the red base. However, this entrance is still used by sneaky attackers. Hence, placement here is needed, albeit its necessity can be equaled with the fact stated above. Blue Base: Position 1 The Blue flag is located on a small hill, which has four ramps leading up to it. One of the ramps is the most important to defend, as it is in the middle of the Blue base, and almost every Red attacker tends to use it. Some mines here will greatly help in defending. Also, since this is a ramp, you can be cheeky and place the mines on the very top-edge of the ramp; causing people to flip over. Position 2 This position is located on the back side of the Blue base, but somehow and someway, the Reds do tend to attack using this ramp. Though a lot of defenders will be present here, maybe even Freezes, it will be worthy to place some mines here. If you think you have a strong defense, place these mines a bit back or all the way right to the ramp next to Sniping Position #1. Position 3 This is also one of the most used attacking routes used by the Reds. While defenders will be busy defending the middle and the base, there is a good chance some sneaky Reds will sneak through here and try to grab the flag. Placing some mines here will be worthy. Sniping Positions: Picked up here are some of the major sniping spots in Kolhoz. 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. Kolhoz - Sniping Positions All of the sniping spots in Kolhoz are well hidden, if you use them well. You can pop out of cover, make a quick shot and then pop back to your cover again; a.k.a utilizing the 'Peek-a-boo' technique. If you think someone has spotted you, don't leave cover till they shoot. Moreover, all of these shots work well with Shaft, Railgun and other turrets such as Magnum, Thunder and Smoky. The illustration below shows four of the best spots, for either team ~ Turrets: - Firebird Firebird is a deadly turret - one that can leave groups of tankers burning for a considerable amount of time. When 'Compact Tanks' is equipped with Firebird, it becomes fatal and can take out a whole horde of people in no time, even without drugs. In a DM, a Firebird will be very annoying here, if it knows how to play. You can stick to a certain location and kill all the people there over and over again. In a TDM however, Firebird could have some use if it's equipped with Wasp or Hornet, with the main goal of burning enemy tanks by sneaking into their base. For CTF battles, Firebird can perform if it plays well, and knows how to counter enemy onslaughts. It could hide in its base and burn enemy attackers or it could secretly camp in the enemy base. In CP mode, a Firebird will be useful, as it can kill a group of people on a point. Ratings: DM - 8/10 TDM - 5/10 CTF - 6/10 CP - 8/10 Special Notes: Instead of killing people one by one, aim to kill a group of tankers, even if it is of two people only. You will save a lot of energy and get more score. I strongly advise using 'Compact Tanks'. - Freeze A Freeze user can or can not be that big of a problem for the opponent team. In a DM, it would have to do the same thing as aforementioned for Firebird. However, do note that a Freeze has to keep shooting a tank until it dies, unlike leaving it to burn and eventually die. It would, however, have no point of being used in a TDM battle. Unless the battle is one-sided, a Freeze will not be able to get going on the leaderboard in a TDM. It can perform in a CTF battle if it's in the right hands. Support the attacking flank by slowing down other tanks. Sneak your way to the enemy base and you will be able to grab the flag, kill at least two people and get away. In CP, I wouldn't advise using Freeze, there are better options to go with. Ratings: DM - 8/10 TDM - 4/10 CTF - 8/10 CP - 5/10 Special Notes: Circling around is one of the most used ways a Freeze can take out an enemy. Though Kolhoz is tight in some areas, it is still possible to do this in respective bases. But, you really wont have enough time to do this -- just grab the flag and escape. But what is the use of Freeze then? Once you reach the enemy base, start shooting at the people. They'll become slow and wont be able to catch you. - Isida With its damage per second set at 1000 DPS at M4, Isida is now the most dangerous turret to exist in the battlefield. If you're playing a DM and see it coming, run. In a TDM, an Isida user can heal people attacking the enemy base. It can also sneak into the enemy base and take out the enemy in less than thirty seconds; for the enemies will drop by the second. The most important thing for an Isida user to do is to heal other people. This ability of Isida comes in useful in CTF and CP mode. In CTF, you can stay in your base and keep the defense up and about or you can go with the attackers, providing them health again and again for them to make it back to their base. In CP, you can become a "pocket Isida" for a heavy, drugging Mammoth sitting on a point. That point will literally become a fortress with you healing the Mammoth. Ratings: DM - 10/10 TDM - 9/10 CTF - 10/10 CP - 10/10 Special Notes: Heal, heal and heal. Don't waste energy by healing people you know are going to die before you reach them or people who stand no chance even if you heal them; like mults. - Hammer Hammer is one of the strongest turrets in the game. With an immense amount of impact force and a very high value for damage, it is safe to say that if you go against a Hammer, you're pretty much a nail. On a more serious note, Hammer can outperform many others turrets in a Kolhoz DM. You will need to constantly be moving from place to place in order to steal most of the kills. It is, and should be very useful in a TDM, as it can knock off people's aims and can cause 'em to miss you. In a CTF battle, go attack - pair Hammer with Viking and wreck havoc in the enemy base. Though turrets with lesser reload times such as Smoky or Thunder prove to be good in the longer run, Hammer is useful when it comes to: 1) knocking off aims and 2) generally teasing other players with Hammer's massive pellets. In CP battles, a Hammer would slightly fall behind Twins or Smoky; can possible act as a point capturer. Ratings: DM - 9/10 TDM - 8/10 CTF - 9/10 CP - 7/10 Special Notes: Use Hammer's one-time-bouncing pellets to their fullest in Kolhoz -- a map with a lot of cover and props. - Twins One of the most useful turrets in Kolhoz. The fact that Kolhoz is a small-medium ranged map and that Twins is almost perfect for such ranges, means that Twins can be one of the annoying and highest damage-dealing weapons in this map. A Twins user would find no difficulty in finding and killing opponents in a DM, as all you need is a brick and you're off. In TDM, a Twins can help with onslaughts as well as quick defense. In a CTF, it can go attack and provide support wherever necessary because it can just fire on and on. First, you would need to get into the enemy base, so try to sneak into it through the Northern/Southern areas. In CP, you could pair Twins up with Titan, equip its famous alteration 'Plasma Core Accelerators' and rain plasma on the enemy team. Ratings: DM - 10/10 TDM - 9/10 CTF - 9/10 CP - 10/10 Special Notes: When 'Plasma Core Accelerators' is equipped, Twins literally becomes a mean, green knockout machine. It can deal lots of damage to people very far away while simultaneously knocking off their aims. - Ricochet A turret that can excel in the most fierce of DMs and the most complex of CTFs. You could basically grab a heavy hull, get Ricochet and go bouncin'. A great way to reach enemies is... to not be in reach. Yep, just use your bouncy projectiles to hit enemies via any props available, be it houses, walls or even billboards. Use the same technique to play effectively in TDM. I'd advise camping in the Middle for both modes. In CTF however, your turret will come in handy when it comes to suppressing the enemy. Go in the Middle and keep firing. If possible, take an Isida with you. You'll be holding back the enemies in their base while the attackers on your team go and take them out while they're distracted from you. In CP, your role will should be a point capturer and possibly an attacker. Ratings: DM - 10/10 TDM - 9/10 CTF - 10/10 CP - 9/10 Special Notes: 'Minus-field Stabilization' is a very worthy choice for a Ricochet user. Your projectiles will gain speed and bounce off more times, easing the need for kill. - Smoky A Smoky can literally tease people in a battle. If you grab Mammoth or Titan and then equip it with Smoky, you'll pretty much be one-man-army. In a TDM, attack the enemy base while taking an Isida with you. Make sure the Isida doesn't go AWOL and stays with you. This way, you'll be pummeling the enemy team while constantly getting health from behind. One of most effective turrets to use in a CTF. Can attack as an attacker, a midfielder or a defender. Can keep the enemies pinned in their base if used with a medium-heavy hull. Using the 'Kamikaze' tactic also proves to be fruitful, as it lays down a clear road for other attackers to get the flag. In CP mode, stay put on any point and keep firing. Ratings: DM - 9/10 TDM - 10/10 CTF - 10/10 CP - 9/10 Special Notes: Since this turret can produce very massive damage over time, Smoky should be used in all three phases of a battle - the beginning (in which the teams stabilize and start battling), the middle (the battle gets fiercer) and the end (the final, most pugnacious moments). - Vulcan Talking business, a Vulcan user can have hopes of acing the leaderboard in a Kolhoz DM. You should probably mount Vulcan on Titan, since it has good health and just enough speed for you to go around and chase the enemy. Stay around a point, possible behind a building for cover; so that whenever you overheat, you can rest for a while. In a TDM, I'd recommend the same hull. Camp in the Middle with an Isida, but do take care of Railguns and Shafts. For CTF mode, a Vulcan can cut off the enemy team into bits. If you stay put in the middle of your base, you can make the whole enemy attacker group divide, making it easier to kill them off. For CP, Vulcan is one of the most dangerous turrets you can play with in Kolhoz. The points around the middle should suit you really well, since you'll be able to shoot and hit everyone around the map. Ratings: DM - 9/10 TDM - 8/10 CTF - 9/10 CP - 10/10 Special Notes: While you're busy with the enemy team, it is advisable to take an Isida with you. Camp near a wall and make the Isida stay behind it - so all in all, you'll keep firing and getting healed. - Thunder Though Thunder can ace the leaderboards most of the times, it is actually not worth using it if you don't have it micro-upgraded. This is because protection from Thunder is widely available, and almost everyone will have it. If you do use it, the better way of playing a DM would be to shoot a group of tanks in hope of a multi-kill. In a TDM, a Thunder would have little use, since the Isidas on the enemy team would patch up the damaged tank before you make your next shot. In a CTF, what you can do is try to take out the enemy Isidas, go for the flag and then take out rest of the people. But this is a very limited style of play and doesn't prove good every time. As for CP, you should go an attack the enemy base, while capturing points in your way. Ratings: DM - 8/10 TDM - 7/10 CTF - 6/10 CP - 8/10 Special Notes: Not much to note here. - Striker Striker is currently one of the strongest turrets in the game. Though it is hard to hit a single point over and over again without needed practice, it is still very worthwhile using Striker in any DM. Since Kolhoz is such a big map, you'll find lots and lots of enemies to kill. Some of them are going to be alone and some fighting each other. With personal experience, I advise going for both. With Double Damage, a Striker M3 can kill a Viking M3 in two shots if it doesn't have any protection. Since it is a new turret, protections from Striker are rarely bought, meaning that Striker is definitely the turret of choice. On the other hand, in a TDM, Striker can be used to provide cover or simply do the 'midfield snipe'; a tactic where you camp in the middle. In CTF and CP, a Striker needs to provide support for their respective teams. Generally, a lot of medium and heavy hulls can be found in these two modes, making Striker really valuable as it can lock on and can deplete a vast amount of their health. Ratings: DM - 10/10 TDM - 8/10 CTF - 8/10 CP - 9/10 Special Notes: Striker is very strong if you know how to use it. It can deal thousands of hit-points in damage while being away from danger all the time. While camping near a wall, only expose that part of the barrel from which you know the rocket fires. This is the right one every time you spawn. - Railgun Railgun is also one of the more stronger turrets in the game, but it just can't compete if you don't have it micro-upgraded. This can attributed to the fact that, like Thunder, protections from Railgun are also widely available. Though it deals a lot of damage and sometimes promises to be a multi-killer, Railgun definitely to be highly micro'd if you want to have a good game with it. This goes directly to DM. Unless you're a really good camper, you won't find the feel and rhythm necessary to ace with this turret. However, I do suggest using Double Powers and going for double/triple kills. In a TDM however, things are different - there are people healing you and you have the entire base to yourself. But, people on the enemy team will know that there will be Railguns, and so they will be using protections. You can counter this by sneaking into their base and taking them from the inside-out. Is a life-saver in CTF, as it can knock off aims and make people swerve badly. For instance, you could just knock the dimensions out of a sniping Shaft and make it lose time and energy, or you could flip a Viking escaping with your flag. Definitely a good choice for Kolhoz CTF. In CP mode, I'd advise using turrets with smaller reload time, albeit Railgun can help in taking out groups of people. Ratings: DM - 8/10 TDM - 9/10 CTF - 9/10 CP - 8/10 Special Notes: Huge damage, relatively low reload time and a certain period of charging. Use all of these characteristics while camping in your base or staying in the midfield. - Magnum Magnum deals a lot of damage per shot, but has a very troublesome reload time. If one notices where the shot you just made came from, you will no choice but to run, lay a mine and hope for the best until the next projectile is loaded in your barrel. However, from experiences, this can be countered easily by camping in places you are not likely to see people in. This includes the back side of the Red base and the left-backside of the Blue base (when facing the Red base). In a DM, you could just camp here with a heavy hull and take out medium and smaller hulls one by one. If a Gold drops, you should go for it and kill everyone piling under the Gold, as the biggest splash damage radius will definitely help in increasing the necessary kills. In a TDM, just shoot the enemy base safe from enemy fire, behind cover. For CTF, play like what you would in a TDM. As aforementioned (and mentioned below too), a Magnum can provide cover, air strikes and support fire all across the map, making its presence a must in a team. In CP mode, try to kill people coming to capture points in your area. You can also shoot in the enemy base. Ratings: DM - 8/10 TDM - 10/10 CTF - 10/10 CP - 9/10 Special Notes: Never leave cover - keep shooting behind a wall and you'll pull off some amazing D/Ls in the end. - Shaft A rather controversial turret - one that is taken to debates on the mere topics of 'the noobiest gun', or more simply, 'the gun for noobs'. I, however, think differently. People using Shaft are - almost every single time - helping their team, much effectively than attackers in some cases. Take the example of Highways or Kolhoz for example. Snipers in the enemy team keep on killing their opponents so the job of the attackers is much easier. Shafts take the Isidas and other people out, paving a clear way for an attacker to go and grab the flag. However, this doesn't mean that Shaft is also good in a DM. Unless - like Railgun - you know how to camp really well, you can say bye to the first position, as it will always be taken by a drugging Smoky, Ricochet or the like. In a TDM, you probably know what to do by now... Shaft can most effectively used in CTF, where it can do what I just wrote above. You know, clearing out the enemy base for the attackers and so on. Not very useful in CP, there are better options out there. Ratings: DM - 8/10 TDM - 9/10 CTF - 10/10 CP - 6/10 Special Notes: Not much to note here. Hulls: - Wasp Wasp is too light and doesn't have enough hitpoints for it effectively compete in a Kolhoz DM. You'll be able to get a couple of kills, but you won't be able to get high on the leaderboard. In a DM, you'll become pronounced as an easy target and will have everyone leaving others to kill you first, since you're a tiny Wasp. Can work in team games, but isn't quite useful in CP mode. Ratings: DM - 1/10 TDM - 7/10 CTF - 7/10 CP - 3/10 Special Notes: Not much to note here. - Hornet In a DM, it should similar to a Wasp, but might just work with Ricochet or Hammer. Still, there are better options to use other than Hornet. In a TDM, your only choice would be to snipe safely from your base or become an Isida. Same thing goes for CTF mode, as attacking will get you nothing other than a poor D/L. Better than Wasp, but still poor in CP. Ratings: DM - 4/10 TDM - 8/10 CTF - 8/10 CP - 7/10 Special Notes: Not much to note here. - Hunter Moving on, Hunter. It might just be good enough to get high on the leaderboard in a Kolhoz DM, but you would still have to play secretly and strategically. One way you could play is by getting Ricochet, Smoky or any high damage turret, placing yourself in a corner, laying some mines and stealing kills. Considerably good in a TDM, especially if you have Magnum. Again, Hunter was thought to be bad, but it actually is quite good in CTF, as it can be used with Smoky, Thunder and so on. In CP, I advise using Isida with Hunter. Ratings: DM - 6/10 TDM - 8/10 CTF - 9/10 CP - 8/10 Special Notes: Contradicting its current reputation in the game, Hunter is actually really good. With Magnum, Railgun, Thunder, Smoky or Striker, you can get high on the leaderboard in very little time. - Viking Viking shouldn't be a bad choice in a DM or a TDM. In fact, it will be quite wonderful and will work a treat - if you know how to handle it, that is. In CTF, Viking is probably the best hull to go play with, since it's quite balanced, has good maneuverability and speed. Remember to switch areas while attacking or escaping with the flag. Lastly, I suggest acting as a supporter or a medic in CP mode. Ratings: DM - 9/10 TDM - 10/10 CTF - 10/10 CP - 10/10 Special Notes: Probably the most balanced hull - good speed, hit-points, maneuverability and so on. All the characteristics of a hull required to excel in Kolhoz. - Dictator For Dictator, I'll simply quote what I said earlier: Dictator is one of the finest hulls to use in Kolhoz. This is because first of all, it has good speed, maneuverability and height. Thanks to these features, you will have no problem shooting over walls, Peek-a-boo'ing from ramps or do what Dictator is famous for - grabbing them boxes. In a DM, stay near the middle of the map and shoot anyone you see. If for any reason you do need to hide, do so in the Passagways or the Bases. 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 - 9/10 TDM - 8/10 CTF - 7/10 CP - 6/10 Special Notes: Though its height might set off the enemies, Dictator-Magnum is a beastly combination you can play with. First of all, you've got Magnum - which just refuses to calm down. Then Dictator - a hull which can climb and see everything. Oh, if there's a Gold Box, do it. - Titan Next up, the heavy boys. Titan is a great hull, which can provide one with enough health and speed for them to cruise on the leaderboard. One of the best hulls you can go play with in a Kolhoz DM. Camp near the Middle and dominate everyone who crosses your path. In TDM and CTF, I would highly suggesting doing the same, but with an Isida. If you equip Smoky, Vulcan, Thunder or the like, you'll be able to suppress the enemy in their base. For CP, sit on a point and wreak havoc. Ratings: DM - 10/10 TDM - 9/10 CTF - 10/10 CP - 10/10 Special Notes: Not much to note here. - Mammoth In DM, using Mammoth will be quite similar to Titan. In all other modes, provide support and make sure you move from one place to another, because if you don't, your enemies will get tired of you and will try to kill you for whatever it takes. Ratings: DM - 10/10 TDM - 8/10 CTF - 9/10 CP - 10/10 Special Notes: Fat-tastic! On a more serious note, a Mammoth can actually be very valuable. It can camp in the base and block off people attacking it. Paints: Even if paints don't provide any protection or such values, they do provide the aesthetic look. Here are three paints which you can use to stand out in Kolhoz: - Disco Price: 100 000 - Nano Price: 350 000 - Watercolor Price: $19.99 Modules: Kolhoz is a map with tight spaces, lowlands, highlands and big, open areas. It is maps consisting of all three, small, medium and long ranged spaces. Therefore, you'll see a big variety of turrets present in the battle; ranging from leechy Isidas to deathly Shafts. I recommend using the modules of Grizzly, Kodiak or Ursa series, as mostly all of them provide universal protections. The Grizzly Series: A series that provides protections from the pesky close-ranged turrets, up to the snipers. - Grizzly T-B - Grizzly T-J The Kodiak Series: Has a wide range of protections available; truly a must for Kolhoz. - Kodiak T-C - Kodiak T-E The Ursa Series: Provides protection from short, medium and long ranges - certainly useful. - Ursa T-B - Ursa T-E Effective Combinations: Every map has two or three combinations which suit it really well and excel almost every time. For Kolhoz, the top three effective combinations are as follows: - A combination that can supply air strikes for attackers, cover support for midfielders and huge blasts for defenders. An all-in-one! Stay in your base and try to shoot the enemy base over and over again. If you spot a midfielder getting pinned, provide cover for him/her. Finally, if someone attacks your base, shoot him/her from the side or diagonally at full power. You'll be a deadly lead-raining machine punching holes all over the battlefield! Overall Rating: 9.5/10 Recommended Position: Midfielder/Defender - In a word? Deadly. If you have the 'Minus-field Stabilization' alteration for this turret, say no more. Turn off the chat, grab them crisps, place a cushion, sit base and pound the 'Spacebar' key. You'll definitely get the enemy team hot on your tail at times; beware! Overall Rating: 9.5/10 Recommended Position: Midfielder - Was one of the strongest combinations, is one and will be one. A Smoky - which can deal thousands of hit-points and damage over time, when paired with Viking - a stable and maneuverable hull, becomes a fatal opponent for the enemy team. You can play defensively, act as a midfielder or shoot the enemy base while you go for the flag. Definitely a must for any team in Kolhoz. Overall Rating: 10/10 Recommended Position: Attacker Grabbing 'em Golds: There are a total of twenty Gold Box drop zones in Kolhoz - six in the Blue base, five in the Red base, two in each of the Passageways and five in the Middle. These zones are well spread out, and it can be said that they're well-balanced across the map and can be taken with ease if you follow the following guide ~ Zone 1: Stand on top of the ramp or next to the house. When the Gold Box begins to fall, jump onto the tanks on the ramp. Zones 2-4: Simple - jump down from the top. Zone 5: Use the ramp on the right side of this zone to get up on someone. Or, jump onto someone on the ramp when it begins to fall. Zones 6-8: Pretty much the classic way of taking a Gold. You'll need to push and try to get onto someone. Zones 9-10: Jump down from the top. Zone 11: Similar to Zones 6-8. Push and try to get onto someone - use the wall. Zones 12-15: Jump down from the top; don't mess up timing though. Zone 16: If you're a light hull, make use of the ramp or do the 'Piggyback Ride'. If you're a medium/heavy hull, push and get in between the oncoming tanks. Zone 17: Jump down from the top. Zone 18: Stand on the top on either sides of the ramp. Once it begins to fall, jump onto the people on the ramp. Zone 19: Your best bet will be the small hill behind this spot. Go there and try jumping onto someone, as it is usual for someone to be there. Zone 20: If you find this zone early, do not get on top of the hill. People will spot you and kill you if they notice the Gold drop zone isn't anywhere on the map. When it begins to drop, jump down from the hill. _____________________________________________________________________________________________ _____________________________________________________________________________________________ So there it is - a complete guide to Kolhoz CTF. I hope that this will come in useful while you're facing difficulty in battling it out in Kolhoz. It's a wonderful map, go try it if you haven't yet. Oh, and always, feedback is greatly appreciated in the comments below! See you in Kolhoz tankers! ✯ Antartica ✯
  4. What does 'hay ka' mean? Also add the new turrets and maps (y)
  5. Yeah I agree with above, maybe Chelsea will beat United but will it be a close one?
  6. Hex

    Let's discuss April Fools gold boxes!

    Event is over. This should be closed :)
  7. Hex

    When you were a nub...

    I actually learned to turn my turret from the very first day thanks to a very good friend of mine, who actually got me into Tanki. And I probably liked to get banned in the chat :X
  8. Hex

    Some tanks are impossible to destroy

    Listen, I have been playing this game for three years now and honestly, I have never killed a Gladiator, except in XP/BP though. They just never seem to die, which brings me back again to their skills -- drop control, skillful use of supplies, advantages of M4s, kill-stealing and lots of others.... Also, there is a <<No-Damage Glitch>> that happens quite frequently, the solution to which is either restarting Tanki or SDing, both of which make you lose one kill and gain a death.
  9. ^ Sorry for the inconvenience, but the Magnum is behind a wall in that little 'rank-up' area.
  10. Then I would have no guarantees on whether a picture is old or new (I can check with experience count though, but paints confirms best). The picture has to be now, which can be easily confirmed by: 1. Paint 2. Exp count.
  11. No. Are you @already.dead?
  12. Hex

    *NEW PAINT* in eSports

    Impulse should've been a bit more like Pegasus, if not entirely. And Pegasus, is this:
  13. Hex

    [Issue 63] High Score Board

    ^ Can candidates/helpers participate in Newspaper contests?
  14. ^ The people with the three highest D/Ls will win. Not from a single picture, but from the entire entries of the contest.
  15. ^ I think you misunderstood the contest. The starts of three stories are given, you have complete either one, not each of em. The tanker who writes the best piece (one winner for each story) will win.
  16. Hey Cedric, what was the name of the team again?
  17. Hex

    Some tanks are impossible to destroy

    First of all, that guy is a M4 Gladiator. Evidently, his skill level is above yours (both profiles agree with this statement). Next, looks you only used Double Damage, whereas he would've been on full drugs and a RK in hand.
  18. Hex

    No kits in garage?/?/

    They will come back. No worries!
  19. Hex

    [F&F] Fight & Flight

    Came here straight from the livestream. THE HEARTIEST CONGRATS to you on getting the Pheonix paint. Go party guys, you really deserve it)))
  20. Hex

    ★ Tanki Online Wiki Hub ★

    Page: http://en.tankiwiki.com/Turrets Problem: A turret with the greatest recoil, longest barrel, and biggest explosion. It requires a lot of practice in order to master targetting. Pairs well with heavy and medium hulls, since light hulls are too weak and either inflict an overwhelming amount of self damage or they won't survive long enough in order to launch more than one shot. Light hulls also risk flipping over from the immense recoil and impact force. 2. Great limited, range. Solution/Edition: A turret with the greatest recoil, the longest barrel and the biggest explosion. It requires an extensive amount of practice in order to master targeting with this turret. Pairs well with heavy and medium hulls, since light hulls are too weak and either inflict an overwhelming amount of self-damage, or they simply won't survive for long. Although there are certain exceptions, such as camping with a camouflage paint, light hulls also risk flipping over from the immense recoil and impact force. 2. Can shoot anywhere while being behind cover. Page: http://en.tankiwiki.com/Missions Suggestion: Add 'supermissions' in Daily Mission types. Just a few minor edits, but necessary. Note that Magnum has no 'range'. Well, it does, but its range can cover any Tanki map.
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