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Everything posted by You.Have.to.die
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Do you think they will be available at our rank?
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16
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Wow, this was quite fast. Good work!
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Tanki Tribute: 500 Updates
You.Have.to.die replied to You.Have.to.die in Tanki Tribute: 500 Updates Writers' Corner
Credits goes to Tanki Wiki for the pictures! Hello readers and welcome to a brand-new review on the celebration of 500 updates ever since the start of Tanki Online. In this review, I will be talking about: a little bit of history about older updates (don’t worry, this is not a history lesson), highlights from this year and what I think future updates maybe about. So, without further ado, let’s begin! ________________________________________________________________________________________________________________________ History of Updates The first ever update was published on September 1st, 2009. This update was the first ever appearance of Capture the Flag mode and the creation of a currently existing map: Kolhoz. Ever since September 1st, 2009 there has been another 499 updates, can you believe this? For those who were part of the earlier stages of Tanki Online and are currently here now, I applaud you. Finally, with almost every update there has been at least one bug or glitch removed. This means that, there must have been at least 500 bugs been removed since the start of Tanki Online, the amount of effort put in by the developers is outstanding. Top Ten Updates of 2017 Number 10 – Update 431 The addition of an XC (Striker and Hornet) format in the 431st update on January 11th was meant to increase the popularity of Striker after it got an improvement on its reload speed, angular velocity of its rockets and grace period for recovering a lost target. However, it may have increased the popularity slightly, but I don’t think it was as much as the developers wanted. For example, I have never seen a Striker and Hornet battle at my rank before. Therefore, it comes at number ten spot on this list. Number 9 – Update 437 Player ratings were added to the game after constant feedback from players wanting to know their “Kills per Death” ratio on February 1st (437th update). The player ratings system became useful to clan leaders as they could see the players statistics and equipment easily, without having to ask the player themselves to tell them the equipment they have got currently. This means that, there was less chance of the applicant lying. Number 8 – Updates 453 & 484 Rank limits were changed to balance the level of equipment of the participants in respective battles, this made the overall battle fairer (453rd update). Furthermore, ranks to unlock specific maps were also decreased too help new tankers get experience in popular maps before moving up the ranks (484th update). Number 7 – Update 469 In the 469th update, there was a massive change in the parameters of all supplies and the addition of a new supply: overdrive. These changes shocked everyone. The new parameters of these supplies helped to make the game more diverse and increased the usage of skill in supply battles rather than it being based on the amount of supplies they own. Number 6 – Update 450 New protection modules were added to the game alongside the new turret “Magnum” in the 450th update. These new protection modules were filled with vast combinations that protected against every single turret in the game, as well as nearly completing every combination of any three turrets. Overall, protection modules made Tanki Online more skilled-based and tactical. Number 5 – Update 449 Alterations were added into the game quite a while ago, but you could only buy them to keep forever, even if you didn't like them. But in the 449th update, they were able to rent for 5000 crystals for 24 hours, this was because tankers were complaining about not liking their alteration after buying it permanently. Number 4 – Update 436 The clan systems first iteration was during the 436th update and was working with limited function. The clan system gave the leader and some others free access into pro battles without a pro pass. The clan system also allowed clans to take part in clan vs clan battles and improved the complexity of clans forever. Therefore, this update was forth on the list. Number 3 - Update 500 Assault mode was first seen in one of the new year’s celebrations as a test run. This was a success and most players enjoyed the unique style of gameplay. This battle mode is now seen in the battle list quite commonly and has sparked interest of many legend players after being adapted in the 500th update. This made it worthy of the 3rd place spot on this list. Number 2 - Update 455 A lot of people would have thought this would have took the top spot, but it is beaten by one special update (more on this in a minute). Space mode is a mode without gravity and is used mainly for parkour or just having fun. The 455th update made this mode permanently stay in the game forever, unlike “Moon Silence”. Number 1 - Update 500 This update took the number one spot and contained the permanent release of containers. Containers were first seen on “Black Friday” and the feedback was extremely promising. New paints, crystals and supplies were available to be unlocked from these containers. Containers during the 500th update were permanently put into the shop and are still obtainable by catching black boxes in non-pro battles instead of gold boxes. These new paints looked better than the original paints in the game, therefore containers became so popular for its low price and excellent prizes. Future Endeavours In the future, I think that some of the updates implemented in 2017 will be provoked such as the removal of the self-healing mechanism on Isida. Furthermore, I think that in a few months Magnum will be nerfed to suit its price at all ranks and to reduce the negative feedback from players saying that it is "over-powered.” Finally, I think that the rugby mode will change its name to fit something more suitable. These are just my personal predictions. ________________________________________________________________________________________________________________________ That is it- a review of the new milestone of 500 Updates since the start of Tanki Online. If you enjoyed this review, then leave like and feel free to leave any questions or feedback in the comment section down below and enjoy the rest of your day before the release of Tanki Newspaper tomorrow. See you in the battlefield! ~You.Have.to.die Previous Review: [Opinion] Halloween Celebrations Review -
The Ins and Outs of Aleksandrovsk: Capture The Flag
You.Have.to.die replied to You.Have.to.die in Writers' Corner
Thanks guys! :) -
2406
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Server Update at 10:30 am UTC 0... Weird :huh:
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You may regret saying that on Monday ;)
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The Ins and Outs of Aleksandrovsk: Capture The Flag
You.Have.to.die replied to You.Have.to.die in Writers' Corner
I never said that you were saying that I was wrong. Everyone keeps saying that (about Vulcan etc.). I have already took this idea into massive consideration. -
The Ins and Outs of Aleksandrovsk: Capture The Flag
You.Have.to.die replied to You.Have.to.die in Writers' Corner
Not quite, I wouldn't attack with Striker. I would say that, Hammer and Smoky are well suited to attack in Aleksandrovsk. Doesn't this prove my point about using is Isida and Titan to defend the base? -
In this case, people who got 11/12 were randomly put into the random 39 of the 40 possible.
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The Ins and Outs of Aleksandrovsk: Capture The Flag
You.Have.to.die replied to You.Have.to.die in Writers' Corner
I recommended it because with enough practice striker can be useful helping your teammates to defend the flag. -
:O I must hunt him down!
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Damn it, I got the drop zone one wrong :) Hold on, Combatcat2 is back??
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I loved it! Some of those pictures look well constructed. :)
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The Ins and Outs of Aleksandrovsk: Capture The Flag
You.Have.to.die replied to You.Have.to.die in Writers' Corner
Next time I will get those grammatical errors! :) "I shalt triple check thy work". Also, for dictator: I meant that dictator in general could block the flag if you needed to. But, like you said, I wouldn't do it with Magnum as that would leave you exposed. -
The Ins and Outs of Aleksandrovsk: Capture The Flag
You.Have.to.die replied to You.Have.to.die in Writers' Corner
Thank you for your feedback. I always though that it was 12 font size for text and 14 font size for headings but ok. -
The Ins and Outs of Aleksandrovsk: Capture The Flag
You.Have.to.die replied to You.Have.to.die in The Ins and Outs of Aleksandrovsk: Capture The Flag Writers' Corner
Hello readers and welcome to a brand-new guide: “The Ins and Outs of Aleksandrovsk: Capture the Flag,”. This guide will focus on basic tactics such as mining positions, effective use of the Overdrive supply and my recommendations on which turrets and hulls are most effective for your playing style in this map. Lets jump right in! ________________________________________________________________________________________________________________________ Red Team Defensive Turrets: Vulcan: Vulcan is a highly versatile turret that can be used over long and short distances with a relatively high accuracy. Its impact force allows it to knock off the aim of your opponents and potentially flip them (it would need to be a light hull like wasp). This allows Vulcan to take minimal damage whilst defending the flag at the same time. Overall, the main reason I recommend Vulcan is because of its constant damage over extremely long distances. Who wouldn’t want that? However, it takes a lot of practice to control Vulcan’s accuracy. Striker: Striker can deal four regular shots of damage (in salvo mode) rapidly to one or more opponents within its splash area, this is an advantage because if the other team decides to counter attack in a large group, Striker’s lethal accuracy can target these “unwanted soldiers” and stop them before reaching your base. Likewise, you will take recoil damage if the attackers get too close to your turret. Furthermore, its extremely high range allows you to target exposed tanks without taking damage. In other words, “a free kill." Consequently, I wouldn’t place Striker on top of the flag because its reload time makes it poor in one on one situations. Isida: This next turret, I think, is the most important turret to have in defense. Yes, you guessed it, it is Isida. To begin with, Isida can heal other team mates who are also defending the flag e.g. Vulcan. Isida also reduces the effect of burning and freezing which is particularly good on turrets who burn up or take recoil damage. In addition, when attacking your opponents, it repairs some of its own health. This saves you tons crystals on Repair Kits. Talk about economics! Finally, I personally recommend Isida because it is moderately cheap at most modifications and gives you extra experience points when healing team mates. However, do not use this turret on hulls like Mammoth while defending the flag. “Dominating The Battlefield” - Turrets: Twins: Twins has a limited range at all modifications, so prioritizing it to small, enclosed areas of the map will make you a threat on the battlefield. Likewise, its double barrel rotation speed allows you to be sharp and alert to your opponent’s surprise attacks. Plan to target tanks with some supplies active otherwise you might be in for nasty shock. Furthermore, try to take cover behind houses or walls; this will allow you to take minimal damage from your opponents. However, do not use the brick on the keyboard mechanism (while hiding) as it will reveal your location. Finally, Twins is the perfect turret for dominating the battlefield because of its high damage (at a close range), making your battle much more enjoyable. Smoky: Smoky, the turret no one likes facing but loves playing. It is an important part of any team. Its diverse shooting ranges allows you to knock off the aim of your opponents, like Hammer, which could make a real difference in whether the flag carrier gets destroyed or not. Think of Smoky as an assistant. Its fast reload allows it to crush opponents before they even get out their base. On the other hand, its accuracy is quite hard to manage - requiring intense practice and vast experience to perfect. Finally, this turret would be a good choice for Aleksandrovsk because it can be used on small hulls to lurk around corners taking minimal damage from your opponents. Offensive Turrets: Hammer: Thanks to a recent update, Hammer’s pellets can now bounce off walls without any need of an alteration. Thus, hitting opponents that are not in direct sight is now easier. This is important because it allows you (the attacker) to get into the enemy’s base and take the flag without getting destroyed. Secondly, Hammer’s fast rotation speed allows you to shoot behind and to the sides of you quickly and effectively to stop incoming attacks. It also has decent impact force which can deflect shots off your opponent's making your escape more successful in Aleksandrovsk. Defensive Hulls: Titan: Titan has superb durability against strong turrets because of its high protection, making it difficult for opponents to break through and take the flag. Furthermore, its weight makes Titan as strong as a battering ram, it takes at least three Hornets to be able push titan out of the way. Besides, who is going to attack with three Hornets anyways? I would recommend using Titan with Vulcan or Striker because its durability will allow the turret to do major damage to your enemy’s attackers before you get destroyed. Hornet: You’re probably thinking: why would anyone want to defend with Hornet? Well, I think hornet is a good defensive hull because it is not too weak, compared to Wasp, and its decent speed allows Hornet to dodge and quickly hide from the attackers shot. Overall, I would only use this hull for defending with Isida because as a healer you need to sharp and quick to rescue any damaged team mates. “Dominating the Battlefield” – Hulls: Viking & Hunter: Viking and Hunter are relatively flat hulls, this gives them the advantage when attacking opponents up ramps because the opponent will have to lurch down its hull to get a clear shot, this means that you will be able to kill your opponent before your opponent kills you. Furthermore, Viking and Hunter move at a decent pace, thus increasing your chances of dodging your opponent's shots and will give you extra time to hide behind buildings or structures to deflect your opponent's shot. Offensive Hulls: Wasp: Wasp is the number one hull to use when attacking. Its amazing speed makes it a difficult hull to spot or even hit. Likewise, this speed is also useful for getting away with the flag because it reduces the amount of time exposed to your opponent's attacks until it finds cover, say for an example, behind the bridge next to the blue base (see diagram). Consequently, its lightness makes it perfect hull to jump over Titans or even surprise the defenders by using parkour to escape (Just ask @SwiftSmoky :P). Masterpiece! Even better than @eragon33! Blue Team: Defensive Turrets: Magnum: Magnum is a turret which requires a good mind and a patient attitude. Its complex shooting apparatus gives you accurate details on where the bullet is going to land. Magnum has outstanding splash damage, this is extremely lethal to all attacking Wasps. However, its reload time is very slow, thus be careful to not waste your shots. To conclude, Magnum can be easily operated behind houses, where they cannot be spotted. This means that Magnum is unlikely to take any damage. Shaft: Shaft has two modes, scope and arcade. Scope is special in Aleksandrovsk because there are a lot of open spaces to snipe your opponents. Arcade can be used effectively by shooting at the sides of the attacker reducing the chance of a successful shot against you. I would recommend hiding behind the tall, narrow buildings because this will allow you to reduce the chance of your opponents to discover your location. **I also recommend Isida, but I have already explained why in the Red Team section above.** “Dominating the Battlefield” – Turrets: Thunder: Thunder has good impact force which allows the turret to be effective in the middle areas of Aleksandrovsk. Likewise, Thunder’s small shooting area allows it to peek around houses which minimizes the chance of taking long shots by Railgun. Furthermore, Thunder’s explosive splash damage and reload time work “hand in hand” when conquering the battlefield because if there were four or five tanks heading towards you, it would only take about three shots to wipe them out, thanks to it deadly splash damage. Ricochet: Ricochet’s bullets can bounce of various walls, this is an advantage in Aleksandrovsk because in the center of the map there are lots of hexagonal building that can be used to hit opponents behind other buildings in the center of the map (see diagram). In addition, Ricochet deals a high amount of damage in a short time making it impossible to beat at close range. I didn't know Ricochet shot out black arrows... Offensive Turrets: Smoky: This information is the same for attacking the red base and "Dominating the Battlefield" in the red team. Standard Route: for an expert (hold on, isn't this guide for beginners and intermediates?). Defensive Hulls: Dictator: Dictator would be most suited to defend the blue base because it’s height allows the hull to target low places on the blue base whereas hulls like Viking would struggle at this. Secondly, Dictator’s long body is useful when stopping attackers because it can block every inch of your flag, this means that the attackers will have to kill you to get the flag. I would recommend using Magnum with Dictator. **"Dominating the Battlefield" - hulls and offensive hulls are the same for both teams (blue and red).** Protection Modules Griffon T-F: I recommend this protection module for attackers to get extra protection against common turrets used by defenders. This protection module also has most of the turrets I recommended in the guide. Lion T-D: I recommend this protection module for players who want to “dominate the battlefield” and get extra protection against other strong turrets that are mostly found in the center of Aleksandrovsk. This protection module has most of the turrets I recommended in this guide when trying to “dominate the battlefield.” Grizzly T-J: I recommend this protection module for players who want to defend against common turrets used while attacking in Aleksandrovsk. This protection module has protection against most of the turrets I recommended in this guide. Supplies: How to use supplies effectively when you spawn? To begin with, when some people respawn in a battle, they immediately equip Double Damage or Double Armor. This is wrong because you will lose valuable time with the supply as there is usually no one around you when you respawn at your base. So, I would wait until you see someone trying to attack you and then equipment Double Armor or Double Damage which will save your crystals and improve your effectiveness at using supplies from the start of the battle. However, if you did want to activate supplies early, then I would recommend activating Speed Boost first because it allows you to activate another supply a few seconds afterwards, whereas Double Damage or Double Armor would take double the time as a speed boost to activate another supply. How to use bonus boxes effectively when attacking in Aleksandrovsk? Bonus boxes are very important to any successful attack. With or without supplies, bonus boxes give you a huge advantage over the defending players. In Capture the Flag, try to pick up bonus boxes only when you need too because if you take all the bonus boxes for yourself, your team mates could be stranded to defend against strong army of Wasps. So, once you have gathered all the supplies you need, try to make full use of their effect by getting the flag as quickly as you can (use the long strip of buildings near both bases to reduce the chance of getting caught). If you get damaged along the way, don’t use the Repair Kit straight away. Save the Repair Kit until you have very low health points, this technique can be the difference between getting the flag and not getting the flag. Mining Positions and Overdrive: The diagrams below show possible mining positions for both teams defending their respective bases. Each mine placed in these positions has its own purpose and is important to stop incoming attackers and earning experience points. Overdrive is a supply which activates all other supplies except Gold Boxes once it has reached 100% after its cool-down. The overdrive supply should only be used when attacking the flag, where there are no bonus boxes near you on the map or in a group of at least two other teammates to help your team to defend the flag. Red Team: Blue Team: ________________________________________________________________________________________________________________________ That is it - a guide on how to effectively dominate in "Capture The Flag" on Aleksandrovsk. What do you think of it? Leave all questions and feedback in the comment section down below. Remember to give this guide a like if you it enjoyed. See you in the battlefield! ~You.Have.to.die Previous guides: Accomplishing Osa (Prt.2) Accomplishing Osa (Prt.1) Choosing a Combo Duality: Simple Steps, Creates Success! -
[Forum Game] Guess the Turret/Hull modification of the user bellow.
You.Have.to.die replied to High in Forum Games
Yes M0 shaft -
Results The Best of the Amateur Writing Section - 2017
You.Have.to.die replied to tweezers in Writers' Corner
Congratulations to all winners and everyone else in the AWC. Without your contribution, AWC wouldn't be standing this strong. For this we thank everyone who is involved. -
http://game.tankionline.com/thisisthekeywordpage/ Final picture
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Couldn't agree more!
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