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Everything posted by TTK_229
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I don't escape XPs. Instead, I kill them.
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screenshot with a certain Noob http://prnt.sc/du1jv9
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why is the Thunder/Viking dead and not the Hornet/Rail? :huh:oh, it's m1. Nvm
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what happened to It_Is_TiMe_To_Win? :huh:
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Too complicated for a seventh grader :c :c :c my math teacher would be ashamed
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start pls
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i have crippling depression
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Very inglesh, much speell.
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Oh, it looks like we (Bro's post specifically) have been graced with the presence of Hairbrush. Hai mult
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Possible responses: +++ Mults indeed :*(( I cri U want an 1v1 I am not an mult Our clan leader is a mult Blame the NS >self-destruct< ttk used "self destruct"! Password=********************
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Thanks for the suggestions! :)) I'll try them in the future. I love you I love you moar
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idk how, I tried to post it but it didn't work :/ my bro
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#ShamelessAdvertisement
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Hill CTF Hill is a map for those who want to get a lot of exp and crystals, and quickly. It is a place where less emphasis should be put on the map itself, and more emphasis put on the players in the team. If you build your team right, you can and will easily steamroll the other team. Here's how. Map Layout Image C.O. @SuperNick95 and some other @Savage. Hill's layout is pretty simple. It resembles...well...a hill. The flags are both in the same spot on either side, and the supply drops also mirror each other. Gold boxes are located on the left and right side of the billboard. It is interesting to note that there is no repair kit spot, but with the way I play, drugs are off. Speaking of that, here's my personal settings: Also, don't forget to post the link in the chat, with some snappy text to attract other players: Team Compositions Now that i'm finished disqualifying myself from joining my own game, here are the main team roles, and what I think are the best combinations for them: Main DPS This person's job is to do as much damage as possible, and steal flags. They should be attacking around the edges, or anywhere where the enemy is not. They should be spending more time on the enemy's half than their own team's half. They usually get first place. I find that the best combinations are: Freeze/Viking (slows down any and all enemies, and deals damage) Fire/Viking (huge overall damage) Twins/Viking (high damage and impact force on defenders) Hammer/Viking (huge damage on one target, especially with High Capacity Drum) I would say that Viking is the lightest hull anyone should be using here, because light hulls will be flipped easily, and will never survive long enough to do any appreciable damage. Viking, on the other hand, is stable and strong, the ideal flag-carrier. Secondary/Heavy DPS This person is supposed to use a heavier hull like Mammoth or Titan. They are supposed to do damage, but they are also supposed to block damage coming from the enemy. They should be supporting the main DPS with damage. If the main DPS is not using freeze, they should use it. Freeze is now too powerful to be ignored, and its freezing effect far too valuable to be wasted. The best combinations are: Fire/Mammo (high damage and effective blocking) Freeze/Titan (good mobility and freezing effect) Twins/Titan (large impact force and damage) Hammer/Titan (huge damage on one target) Healer This person is one of the most valuable members of the team. They use Isida, and are supposed to heal attackers. They are supposed to be going with the attackers instead of sitting on the flag, because they are completely useless there. A better position is to be on the top of the hill with the fourth member of the team, unfreezing and un-burning whoever happens to hold the flag. They should not be going for kills unless they absolutely need to, like if the enemy has broken through the attackers. There are pretty much only three effective combinations: Isida/Mammo (long-lasting healing) Isida/Titan (more mobile heavy healing) Isida/Viking (mobile healing) Sniper/mult This person can do two things: attack a single valueble target, or just be a mult. This person really isn't too important, meaning that a mult will do well in this position. They are better with long-range weapons, but shorter-range ones like Hammer work well too. I prefer them to be: Hammer/Dictator (high damage on a single target, good firing angles) Ricochet/Dictator (long range damage, good impact, good damage, good ricocheting) Smoky/Hunter (huge damage, good mobility/health) Dictator/Railgun (high damage per shot, good firing angles, good mobility) Dictator/Railgun is an unorthodox choice for a small map, but it really does work. Its damage on one target is good, and its impact force can easily flip many enemies. Also, its high accuracy means that any target it focuses on is pretty much dead. I wouldn't normally tell people to use Railgun, but this is one of the few times where it is not completely useless. Attacking If you are playing in Hill, you should be attacking. In my section on team compositions, you may notice that I do not mention dedicated defenders. This is because of the fact that defending on Hill simply does not work. If your team is defensive-minded, they will inevitably be bullied into everyone trying to defend. If you are not constantly on top of or on the enemy's side of the hill, you will lose. Lucky flag captures rarely happen without support, and breaking through any defense is fairly easy. Instead, you and your team should be on top of the hill, with the sniper firing down on enemy defenders and the DPSes killing them outright. The Isida should be unfreezing and unburning teammates, and keeping them alive. Nobody should be on your side of the Hill, unless they are capping or respawning. If you lose control of the hill for just a few seconds, the enemy team, assuming they aren't braindead, will overtake it, along with you. Stealing flags involves the main DPS looping around the side, taking the flag, going over to your side, and all the while the heavy DPS blocking any damage to the flag carrier coming from the enemy team. The main DPS should follow a route similar to this: The more common and inferior route is represented in red, and the superior route in green. If you take the red route, you will be an easy target for enemies. Any freeze on their team will stop you, and you will probably die. Instead, take the correct route (represented in green) and you will be harder to hit and kill. The only problem is that you will be cut off from your team for a short time, and possibly without healing. Modules With only four enemies, selecting the right modules isn't that difficult. If you can, choose the three most dangerous enemies and equip a module that protects from them. If you don't want to change modules, or equipment changing is off, I would try to equip these five modules: Badger T-A Badger T-D Lion T-A Lion T-D Grizzly T-D Gold Boxes Everyone loves catching gold boxes. The adrenaline rush from the siren, the race to find it first, and the conflict to take it. I've already made an illustration of gold box locations, so it should be easy to find on such a small map. Golds are fairly common on Hill, with at least one or two dropping per every 30-minute match. I personally am horrible at catching golds, so what normally happens is me saying something like this: *gold box drops* Then, some dictator/hammer gold digger gets on top of everyone and takes it, while I just sit under them and watch. My only advice is to let other people pile up a bit, and then get on top of them. Just like every other gold box. *sighs* This pretty much concludes my guide to Hill CTF. Build the right team, confine your enemy to their base, and if you play right, win. And enjoy those big battlefunds! ~ttk
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okay, i figured it out. now I will start writing my guide to Hill CTF!
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tryna figure out LightShot
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Was mult
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[Issue 60] [Review] Treasures of the Archives: Categorized
TTK_229 replied to Night-Sisters in Newspaper Archive
It's all your fault -
Ewewew parkour
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which one is your alt
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don't wannajk already entered
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