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Blackdrakon30

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Everything posted by Blackdrakon30

  1. Because according to Tanki, the only "pro" turret is Railgun. :ph34r: :P
  2. Flow - A legendary paint composed of the tears of the innocent. Collected by Russian druggers and then distilled by Tanki Developers themselves, it embodies the raw pain of being surrounded by no-lifers.
  3. - Fixed a few typos - Fixed some sentence structure issues Approved My #1 piece of advice here is to improve formatting. It's not easy to read through such a large text wall, so I'd recommend adding some sort of formatting dividers, more images, and/or a different style of presentation throughout the article (like bullet points) to break apart all the solid text. Otherwise, interesting article!
  4. Blackdrakon30

    The Force

    "It’s an energy field created by all living things. It surrounds us and penetrates us; it binds the galaxy together. " :ph34r:
  5. Blackdrakon30

    Why Tanki needs Druggers and Buyers

    - Fixed quite a few spelling errors (Sargent to Sergeant, Smokey to Smoky, etc.) - Changed font size and font. Approved Interesting point of view. I think we've had at least one article on this topic here before. My main comment though is that you say "Why Tanki needs Druggers and Buyers", but you only address why Tanki Online needs buyers. I don't see any evidence supporting your claim that Tanki is better off with drugging players than without. I think if you either removed the "Druggers" part from the title and made it just about buyers, or if you addressed why drugging players are important to the game, it'd make your article much more credible. EDIT: Alright, thanks for the clarification.
  6. Blackdrakon30

    Nightbreeze: Story #1

    - Tweaked font color (The dark red was pretty hard on the eyes, so I gave a dramatic orange shade) - Slightly altered spacing between paragraphs. Approved Nice story start!
  7. Blackdrakon30

    My Opinions On The Upcoming Overdrives

    - Fixed some assorted spelling - Changed section header's colors to a lighter grey for visual appeal Approved I definitely have to agree; I'm really excited for the addition of Overdrives. I hope it'll be one step closer to a strategy-oriented game rather than a "pop lots of supplies" game. I'll be using Shaft/Viking and Shaft/Hornet mostly; I loved playing as both of those already and they just work even better with Shaft now, especially Hornet. :P
  8. Blackdrakon30

    Community Stream: Friday Live

    Oh boy, another one. -_- Have fun watching parkour people.
  9. - Fixed some really minor typos - Slightly altered formatting Approved Great article! I was impressed by the quality of the spelling/grammar (better than most), and it was interesting reading about your thoughts on the topic. I really agree about Mammoth, being someone who uses it myself, since when you're using a heavy hull you often don't need the mobility anyways. I've always been a Viking person myself though (not because of its statistics) rather than Dictator; I dig the low profile in tandem with Shaft. Anyways, well done. Now the thing that's really unbalanced, that'd be Magnum.
  10. I was actually wondering the same thing earlier. I would assume not, since Tanki would receive a lot of sabotage complaints, but it would add an interesting strategic aspect to it. So we'll just have to wait and see.
  11. Blackdrakon30

    Club "Happy Dragons" [H.D.]

    Your rank is much too low, you didn't read any of the rules on our front page, and won't be able to benefit the clan. So that's a no. Best of luck wherever you choose to go. I'm sorry if it sounds harsh, but it's important to be able to bring some good equipment in to the clan so that you can actually contribute.
  12. Blackdrakon30

    Club "Happy Dragons" [H.D.]

    Please keep these spammy posts to a minimum! I realize you are merely trying to give feedback on comments posted here, and welcome back Zanark, but these kinds of posts really don't need to happen here. RamnzanTheGreat, I know you're not in the clan so we can't really tell you what to do, but we'd really appreciate it if you could respect our guidelines when on our clan page. need.higher.rank, I explicitly said that there would be no more discussion on this topic. We (The Crested/Talons/Leader) already talked it over, and no more comments need to be made. We don't want scandals being made out of any event in the clan; we appreciate everyone having good conduct and letting us know when someone is getting out of hand, but no scandals are needed. Any further discussion of the topic may result in a warning, so if you'd like to comment on it, please do so in Skype rather than here. Thank you.
  13. Blackdrakon30

    [Issue 70] The Art of the Battlefield #1: Using the Environment

    Welcome readers to a brand-new series: "The Art of the Battlefield," which focuses on the strategy and intense thinking behind playing Tanki Online in an intelligent manner. Our eSports don't always provide the most stellar examples of strategic thinking, and certainly don't make it easy for players to learn, but this series focuses on strategy and how to be a top-notch player. I'm Drakon, and I'm here to talk strategy. Let's dive right in! __________________________________________________________________________________________ Introduction I know, I know. Nobody wants to read introduction. It's long, boring, and often unnecessary. But hear me out. I'll keep this as brief as possible to avoid boring you all, but if you want, you can just skip to the next section. I'd love if you all could read the introduction though, and if you'd like to, it's in the spoiler tab below. It just helps introduce this series. The Two Factors There are two main factors in every combat game: controlled factors, and uncontrolled factors. They are pretty self evident; controlled factors are everything in the game that you can control, while the uncontrolled factors are everything innately coded into the game that cannot be manipulated. There are several subcategories of each factor, which will be the subjects of each article in the series. In this article, as you might have guessed based on the title, we will be discussing the Environment. This is an uncontrolled factor, and in Tanki Online, specifically refers to the map that the game is being played on. It is the most basic knowledge of strategy, and is necessary knowledge for when we move into the more advanced strategy later on. __________________________________________________________________________________________ The Environment Today's topic is the environment. We already know that the environment is just the map, but every map has specific geographical features that are important to be aware of. A nice list of the various traits, which we will be discussing, is compiled below for your viewing pleasure. In addition to these physical aspects, there is a central concept called "Lines of Sight," which is arguably the most important aspect of the environment and is one of the vital building blocks for strategic thinking later on. All seven of these topics will be discussed individually during this article, and then we'll talk briefly about all of them as a whole. _______________________________________ Objectives Objectives are key points on the map that the gameplay typically revolves around. As implied by the name, the goals of one or both teams generally corresponds to them. In Tanki Online, the potential Objectives are both team’s Flags in Capture the Flag mode, or the Control Points in CP mode. In Overwatch, there are four different battle types, each with their own type of objectives. When playing Capture the Flag in Tanki Online, the primary goal is to grab the flag and carry it back to your own flag. However, if both flags are taken, one must be returned in order for the other to be captured. A beautiful young flag basking in the sunlight. The objectives are typically located on opposite sides of the map in CTF, and in CP they are scattered throughout the map in an even distribution. There is no physical objective in Team Deathmatch and Deathmatch modes. In most situations, the Objective is the feature that players consciously think about. It may be an important feature, and one that the game is technically centered around, but it remains crucial to keep other geographical details in mind as well. _______________________________________ Spawn Locations Spawn locations are, well, the places where each team spawns when joining a match or after dying. They are almost always on opposite sides of the map, with a decent amount of space in between the two areas. A diagram showing the general spawn locations of the Noise map is shown below for reference. The general areas of red and blue spawns are circled in their respective colors. A key piece of information to remember is that in almost every situation, the spawn locations will surround the team's objective. There are a few maps that are exceptions to this, such as Polygon, Camp, and Massacre, but generally the spawns are clustered in a specific area. The spawns often extend outwards from the objective evenly, but sometimes, depending on the map's geography, there are more spawns on a certain side of the objective. An example of this is Osa, which has wide bases and sprawling spawn positions that cover entire sides of the map. Respawn advantage is a vital concept to keep in mind. The closer a player is to their spawn zone, the more respawn advantage they have. It operates on a concept of distance decay. If you go further away from where you spawn, it'll obviously take longer to get back to that location than if you just die a few meters from the spawn zones. This concept applies in the same way to enemies. This is the reason it's incredibly hard to beat through a tough defense; when they die, they can just generate back and continue defending in just a few moments. A map like Polygon has no respawn advantage thanks to the integrated spawns, while maps like Massacre and Camp actually still have the same kind of respawn advantage as any other typical map. _______________________________________ Natural Citadels Natural Citadels are locations near the team’s spawn zones that are naturally defensible. This means that the citadel is protected on several sides from long Lines of Sight. Deathmatch and Control Points modes don’t have natural citadels that are useful because you need to stay moving, but TDM and CTF are much more side-oriented and reinforce crossfire gameplay. Crossfire gameplay is when the two teams fire across a center area into the other team's base, with the intent of getting a kill and creating an opportunity for attackers to strike. This only works with long range turrets, namely Railgun, Magnum, and Shaft. Industrial Zone's Blue base provides an excellent example of a fortified position. Natural citadels tend to be used as the main encampment where defenders will wait. Since near the team's spawn zones, they tend to be near the objectives as well. Natural citadels are actually often located on top of the team's objective. There are two main purposes for a citadel: visibility and coverage. Players want to have visibility towards attacking routes and choke points so that they can know where the enemy is coming from, while also having cover to duck behind in case the opponents fire a few long shots towards the base. An ideal citadel has three entrances, but that doesn't mean ones with a different amount don't work. By only having three, it's easy enough to watch the entrances while also having ample escape routes. A good example of a near-ideal base is the Noise Red-team base. There are only three ramps from the midfield that can be used to enter the base, with long lines of sight into the midfield, and sufficient cover. Even better, the base has a height advantage, which is massive in almost any game. _______________________________________ Choke Points Choke Points are among the most common features referenced in group combat situations. They are pretty obvious compared to all other locations; single-entrance locations that a player must pass through to get from one area to another. In Tanki, there aren't usually massive singular choke points like in Overwatch, but instead there are several smaller ones. In Solikamsk, the side routes that are commonly used for attacking are both choke points. Sure the team could go around it, but that’d mean traveling into the no-man’s-land in the center and letting the opponents dictate long lines of sight. When defending choke points, stand near the edges or in areas covered from the front, so you can then ambush the people coming through. It’s meaningless to stand directly in front of a choke point; at that point you’re letting the enemies dictate the lines of sight. When attempting to travel through a choke point, the #1 rule is to move fast. If you dawdle, you get shredded to pieces. In Tanki, there frankly isn’t much in ways of shielding for teammates, so I’d advise to just use a Double Armor supply and get past the choke as fast as possible. However, there’s not as much of a danger related to choke points in Tanki Online just because the maps tend to be wide open with many more potential attacking routes. Even further, the enemies usually don’t think to cover choke points, even though they frankly should. Don't choke! :ph34r: Another excellent example of a notable choke point is a tunnel on the map Noise. Specifically, the one that goes from the Blue base up into the midfield. The other entrances (the ramps) tend to be more exposed to enemy fire, and lead to routes that are somewhat longer. A common tactic on this map is to camp next to the warehouse on the high ground. The reason this position is so strong originates from choke points and lines of sight. By constantly watching the tunnel, a camper can easily ensure that no opponent can sneak past into the Red team territory. This also brings us to our next subject. _______________________________________ Lines of Sight I firmly believe that awareness of lines of sight (LoS) is the most integral concept of learning to play alongside the environment. They may sound a little complicated at a glance since people don't usually discuss them, but the concept is rather intuitive: everywhere you can see from your current position is your lines of sight. Wherever the opponent can see from their current position is their lines of sight. The main aspect to learn about LoS is that if you want to succeed, you must constantly be aware of them. Many good players do this unconsciously; it's natural to think about if the opponent can see you from where they are, and equally normal to think about the visibility you get from a given position. The assumption to remember is that whatever you can see can also see you. Therefore, if you can see and shoot on the opponent, they can presumably shoot at you as well or at the very least know where you are. The more exposed your position is, the more usable lines of sight you have at your disposal. Dictating LoS is when a team forces the other team to move into their lines of sight. This is typically accomplished by playing around a corner, where once an enemy rounds the corner they are in your Line of Sight. The best turrets for this are Shaft, Striker, Vulcan, and Railgun. Twins and Hammer are decent on closer-range corners. You always want to be the one setting the conditions of the battlefield, so you want to be dictating the LoS as much as possible. Otherwise you end up walking into already-encamped opponents who are watching every entrance. It's most important to be dictating the lines of sight when playing defense. Sun Tzu, writer of "The Art of War" once said "If you wait by the river long enough, the bodies of your enemies will float by." It's important to be patient. The opponents might reach you crippled by your outer defensive players, making them an easy kill, or you might just be able to wait and ambush them. Area Denial is when a team keeps LoS over a specific area and makes it unsafe for enemies to traverse it, and essentially locks out that zone. The opponents cannot safely enter without risking death and charging the other team’s Overdrives. By denying access to a certain area, a team can create artificial choke points because it will force the opponents to take a certain alternative route, which the main defense can be stationed at. Maps like Highways have so much Area Denial on the entire map that almost the full middle is turned into a no-man’s-land. Line of Sight balance means being in a position where you are protected or can move into a protected area while also having a nearby location where you can have LoS towards enemies. This is used for both Covered Positions (which will be covered soon) and Natural Citadels. The best location to be in is in one with with a line of sight balance, since it provides strong defensive possibilities alongside powerful lines of sight and offensive power. _______________________________________ No-Man's-Lands A no-man’s-land occurs when there are lines of sight over a wide area from both teams. When area denial is in effect for both teams, a dead area is formed that doesn't let either team enter, lest they be swiftly assassinated by a long range turret. The obvious master at forming these is Shaft, followed by Railgun, and Magnum. The best examples of this are Serpuhov, Highways, and Brest. These maps have large unobstructed viewpoints that give long-range weapons a field day. Neither team can enter the zone because of fire from their counterpart team. Instead, players tend to take side (or flank) routes. Just look at that beautiful vast expanse of nothingness! It’s mostly important to know where no-man's lands are so you can avoid stumbling into them or wasting resources on defending an area people likely won’t attack through. It makes your defense stronger where it matters the most. However, if you choose to not defend your side of the no-man's-land, it can cause some tricky situations. Having nobody defending the no-man's-land also means that there is nobody contesting the enemy snipers unless you have a flanker (someone who goes via side routes to take out enemy defenses from different angles). This could result in many players on your defense in more exposed positions being gradually picked off. This isn't usually a major problem, though. _______________________________________ Covered Positions A covered position is any place that avoids enemy LoS. This includes common attacking routes through valleys and behind barriers, or the small crevices used to hide a player holding the other team’s flag. Covered positions are arguably the most common environmental factor in any game, and generally the most applicable in a 1v1 situation as well. They are the bread and butter of not dying, and everyone plays around these so-called “obstacles” unconsciously. After all, “If you know the enemy and know yourself, your victory will not stand in doubt; if you know Heaven and know Earth, you may make your victory complete.” This was said by Sun Tzu, in the famous literature “The Art of War.” A massive part of combat is being able to cooperate with your environment and use it to your advantage, rather than merely playing around it. Crazily enough, the main purpose of covered positions is to avoid being shot by the enemy. Covered positions can either be mono-side, dual-side, or triple-side. A mono-side cover means that you have a wall of some sort on one side, but then have large expanses of open space on all other sides. An example of this is being next to the map border on the map Sandbox. These don’t provide much cover, but give you the best visibility and escape options. Dual-side cover gives excellent cover, and is usually some sort of valley or ditch. They can restrict space and be dangerous strategy-wise because they only have two exits. If enemies attack from one end, they can easily force the attacked players out the other side into a trap. The person being attacked will be none the wiser; it’s a natural reaction to try and escape if you know you have a route. An example is if you go inside one of the tunnels underneath Industrial Zone. Another more common form of dual-side cover is corners. These can easily leave the player trapped if forced into one, and should almost always be avoided unless camping with a long-range burst turret, namely Shaft, Railgun, or Magnum. Finally, Triple-side positions are fairly rare, and frankly have very niche value. They either are optimal for protecting a player holding a flag, or for some situations when camping with a long-range turret. These locations are extraordinarily risky to be in, because they either give you an advantage or a huge handicap when fighting an approaching enemy. You have no way to escape, but you at least can see all approaching enemies and take a last stand. An example of this is the very short tunnel entrance in the Blue base of Noise. It provides a good shelter point for a player holding the flag, but can easily leave them without a way to run when attacked by a player using supplies. It is a standard tactic in dueling to use walls and rotate around them to stay covered. Essentially, mono-side is any positions with one protected side, dual-side is any covered positions with two protected sides, and triple-side is any protected position with only one entrance. Now, it isn't actually all that important to know all of this information. Every player instinctively thinks about how to avoid being shot, and naturally thinks to duck behind cover. However, I do think it's important to know the breakdown behind the environment so that you can play more consciously and have a better awareness of what you do in the game. It's a step towards improvement, essentially. Map Analysis & Using the Environment in Combat There’s two parts to playing with the environment. We covered the first aspect (knowing the environment), and now we can touch on the second aspect: utilization of the map. Something that always helps with this is “map analysis.” You know all those fancy diagrams us Reporters like to put in our guides to playing on certain maps? That’s essentially what I’m talking about. You need to be able to recognize what certain areas of a map are, and their role during the game. It aids in general gameplay and also in strategic thinking. I’ll present map analysis in a simple step-by-step process, and then I’ll talk about using the environment in combat. Map Analysis Take note of where you spawned. In nearly every situation, team's spawns will be located in a centralized area, meaning that most spawn locations will be very close to where you appeared when first joining the match. Locate the map's objective for each team. For obvious reasons. Note the size of the map. Large maps will have longer sight lines and be more conducive to longer-range turrets, while smaller maps will be much more brawly and involve significant amounts of close combat. Note the verticality of the map. The more vertical the map, the less lines of sight will be available. On the flip side, the more horizontal the map, the more open it tends to be. Wide open maps like Massacre and Serpuhov will almost always have a central no-man's-land, and longer lines of sight in general. A more confined map like Red Alert or Canyon will generally have shorter lines of sight and will often be more difficult to navigate. Vertical maps like Skyscrapers, Noise, or even Silence usually give an advantage to the team with the higher spawn locations, and often require much more coordination when attacking either objective. Look for choke points. There may not be any, but if there are, you want to use them. Any single route that becomes the main place that opponents attack through is a chokepoint, and these routes are excellent places for your team to defend. Draw a line in your mind from your team's objective to the opponent's objective. This is the most direct attack route, in theory, although there are likely walls in the way. You don't want to take the most direct route if you can avoid it. However, you don't often want to stray too far from this line either. Areas far away from the most direct route usually take too long and are a waste of time. Essentially, stick to the routes that are near the middle but not too far away. Note the halfway point between the two objectives, since it is the midfield. On an open map, this is usually where a no-man's-land is located too. Take note of areas with large amounts of concentrated cover. These places usually have cover from a lot of angles, meaning they often make good natural citadels or sniper locations. There may be multiple per map, but there might also be no covered areas. Ideally, you want your hideouts to have line of sight to your team's objective, so you can see if someone is stealing the flag. That's all you really need to know about any map. It doesn't sound like much, but there's only so much broad map analysis that will actually be of use. For example, things like covered positions are obvious and natural to use, so there's no reason to think about it on a map-wide scale. By taking the steps I listed, you can note the map shape, spawn locations, objectives, places to defend, viable attacking routes, unviable routes, no-man's-lands, and the midfield location. Using the Map for Combat Using this information, you can formulate team positioning, know which turrets and hulls to use, and decide how many people you want in each area of the battlefield. You can compose attack and defense strategies, predict opponent movement, force opponents to go to a certain area, and control the way the entire game is played. After all, knowledge is power. This does, however, require extensive team cooperation, and is probably only viable for Tanki eSports teams. An average team won't have the coordination to execute any complex maneuvers. Despite this, analyzing the environment will help you individually too, even if your team isn't particularly good or experienced. I can actually condense this whole article into a tiny little "Key Summary," which you can see in the first comment below the article. It will contain all the essentials of playing with the environment. Technically, you could read just the summary to learn all my advice from this article, but everything else I wrote is for information. Because like I said, knowledge is power. For example, knowing how to cook is infinitely more useful than just knowing how to follow a recipe. __________________________________________________________________________________________ That's all for today folks. Stay tuned for future "Art of the Battlefield" articles, and feel free to leave your thoughts in the comments below! Also, make sure to read the "Key Summary" to grab all the basics. Cheers!
  14. Blackdrakon30

    [Guide] Utilization of Shaft

    :ph34r: Pro article. As a Shaft user though, I think I'd bump VIking/Shaft to a 7.5. Hunter is better by a small margin, but Viking's low profile just makes it oh-so-good for being stealthy in grasses far away from the enemy. My personal module I went for is the Kodiak T-F, although I haven't had the chance to try it yet since I only just bought it. Anyways, nice job making sure you talked about all the combinations and aspects, and the interview was a nice touch as well.
  15. Blackdrakon30

    Club "Happy Dragons" [H.D.]

    Thank you for bringing this to our attention . There is no formal decision on how we will respond yet, but let me say one thing: that sort of behavior is condemned by this clan's leadership and by no means should anyone ever act in this manner. If this was joking, then I don't want to see any "humor" of this sort ever again. It's stupid. I don't know what Dedicated did, but even if he took 10+ gold boxes saved for an event, that doesn't make this sort of behavior acceptable. It would be better to show self control and just leave before you take out your frustration on other people. Anyways, Extreme245, know that I don't want to see this behavior from you in the future. You can be better than this. There does not need to be any further discussion on this, so please don't make any more comments on the subject. One of the other Crested dragons or leadership roles will make a post later deciding if we actually want to deal out a strike/warning or not. On a side note, I may not play Tanki nowadays much, if at all, but I had some crystals stocked up so I bought my first non-Legacy protection module, did the last two upgrades to get my Twins to M3, bought the Taiga paint, and did a few other small upgrades. :P
  16. Blackdrakon30

    Club "Happy Dragons" [H.D.]

    "The teachers can even take inferior equipment to show that it is more in thought and skill than just brute force. " I'm actually working on something that might be somewhat of an aid for working in situations like this.... No spoilers, since honestly when I work on side-projects I can never guarantee they get done, but if I do, well, hopefully it'll be of some help to the clan in the future. :P At any rate, please keep it together people. We don't need a huge ordeal and/or public event every time someone doesn't get what they want when they want it. There are many reasons that people are/aren't in the in-game clan. I'll go ahead and list a few: Activity: Players in the in-game clan must be active enough to have them worth filling a slot. This is the main criteria of course. Cooperation: Players must be willing to listen to the clan leadership roles and trust their decisions. If you have a problem with any decision made, then by all means, take it up with us. But cooperation is very important. Rank range: Players in the clan need to be in a similar rank range. If the gap is too large, then it will be difficult for the lower-rank members to participate in battles with the higher-ranked ones and stand a fighting chance. This one isn't the most important, but still something to consider when seeing if someone will be added to the in-game clan or not. Attitude: The player in question must be a good influence on the clan. This is according to our judgement. ​And there are also other things worth considering, and just because you feel you may meet all these requirements doesn't mean you are guaranteed a slot into the in-game clan. We most likely won't kick someone out of the clan just to make room for another person. Putting people in an in-game clan for the sake of having high ranks and a good DL is ridiculous. That just shows you care more about looking good to other people than actually doing well. At any rate, I hope this cleared up some potential questions.
  17. Blackdrakon30

    The Gods

    :ph34r: Approved. #ConspiracyLivesOn #NoEdits :ph34r:
  18. Blackdrakon30

    Club "Happy Dragons" [H.D.]

    Just a reminder people, make sure you try and keep posts relevant and important! We want to make sure we're keeping clutter to a bare minimum, although I've been letting everyone have slack for the past few months because you guys were being fairly good about no spam. Personia and Bon.Voyage please remember that essentially every post should have greater than four words, and should actually have a message that needs to be conveyed. If you are just confirming participation in a training or event, use Skype or PM the event host on the forums. It helps a lot. And please; if you think something is funny or agree with a post, just "like" the post. It's so much neater. Yes, I know I don't have authority over a lot of people here (including both of you iirc) since you're not in the clan anymore, but I'd hope you can respect our efforts and rules to at least some degree still even when others aren't following them.
  19. Blackdrakon30

    Random Screenshots

    https://prnt.sc/cirabs Just for kicks, changed the original edit by D4T to an "s" at the end, and got some French stuff. Calling all French speakers here, is this a formula? A date for something? I need assistance. :P Also, I used the original "cirrbr" code and upped every letter twice in the alphabet, to get "ekttdt" and found this young fellow. xD https://prnt.sc/ekttdt
  20. Blackdrakon30

    My Punishment

    Oh my gosh. Just realized something. Firebird / Titan, also known as Fire / Titan. Who is the Titan related to fire? Prometheus. Prometheus, chained to a rock so he cannot move, as he is forced to just watch and be eaten by vultures. #LivingTheConspiracyLife In all seriousness, I really liked this poem between the overall artistic presentation, the choice of word pairing, and the repetition. Great job!
  21. Blackdrakon30

    Fatal Flaws: Introduction and the Railgun

    - A few assorted formatting changes (Font size and font) - A few sentence structure changes (Just some minor ones to help the flow of the article) - Capitalized Tanki Online and several other proper nouns Overall just wanted to say, great job on this article. The analysis was really great and its refreshing to see more thoughts on patterns and strategies rather than merely saying "Remember to charge your turret behind a wall", like 90% of the Railgun-related articles have. My one piece of advice would be to remember to capitalize Tanki Online and the turret names (Railgun, Firebird, etc.) since they're all proper nouns.
  22. Blackdrakon30

    A Guide to Highland

    I do like me some Highland. If I remember right, the map is being boosted up to 10/10 and getting an expansion, right? Also, I really love Dragon as a camouflage paint for this map. The scaly tan texture fits in perfectly with the dry grass texture of the ground.
  23. Blackdrakon30

    Club "Happy Dragons" [H.D.]

    Spinster, this is an informal reminder to please keep these short posts that are just to eachother in PMs or Skype. If you have a question about postponing the timing of an event, all you have to do is PM the person scheduling. The whole clan doesn't need to know. And if the event does end up being rescheduled, the person in charge of the event could just update their post. Also reminding Bachoo and PAXI2 that you two should work something out in PM or Skype rather than making posts that are literally five words or shorter. Like, are you serious? Almost anything that's less than five words doesn't usually need to be said here. Anyways, sorry for having to be the spoilsport and all, but we can't have posts leaking in again that cause us to just end up with spam again.
  24. Blackdrakon30

    The Musings of the Living

    EDIT (8/02/17) - So uh, I suppose this is the first time I've ever bumped an article really. And before anyone flips out and calls me a hypocrite or something weird, I don't honestly think this is a big issue since the article is fairly recent, and quite honestly, this will be the last bumping I do on this article. Anyways, I added a new piece called "Just Another Bittersweet". Since I'm a little preoccupied right now, I just put the link in the spoiler, so you'll have to actually just go via the link rather than reading it here. I apologize for the inconvenience and etc, but I'll put the full article into the spoiler sometime later. Feel free to check here every once in a while since I'll continue to add more articles as time goes on. Probably just one every month or two. EDIT (8/17/17) - I'm just going to be posting the Google Links in the spoilers now, because it's a real hassle putting the articles into this page over and over. Spoilers breaking, reformatting, you know. Just the usual. I hope it's not too much of an inconvenience. Added the piece "Every Day I Despair". I'd say hope you enjoy, except his isn't necessarily a piece made for enjoyment... more something to make people think. You can check this post whenever to see if I add anything new; I'll keep this post updating like log of sorts. EDIT (10/02/17) - Haven't updated this log for a bit, but I recently added "The Writer's Words", "Collision", and "Endings" to the Musings of the Living. "Collision" is honestly one of my favorites, but all of these pieces here carry just as much meaning to me as the others. I just like how the beat pattern turned out. "Endings" turned out somewhat reminiscent "Just Another Bittersweet", although they were based off similar thoughts. Anyways, that's all for now! EDIT (10/24/17) - Sorry people, got a little lax on the changelog. Added "Truth vs Beliefs" to the Google Document linked in the article; it's one that I wrote right after "The Writer's Words" but hadn't felt like adding it till recently. It's another piece like "The Telos of Life" that I wrote for the "Repercieved" project. EDIT (01/05/18) - New Year, hurray for the start of 2018. The previous year was one of my best, and a fateful ten years from when some of the events that inspired me occurred. At any rate, I didn't update this for some time by accident, but a few more pieces have been added to the document. "Thoughts on Hesitation," "A Sailor at Sea," and "Every Bitter Step" are the new things I've written, the last one being something I wrote just today. Stay strong people, and may you have a good year. EDIT (10/18/18) - The Musings of the Living have reached completion. No more pieces will be added to this collection, and you can find the final version in the linked google document. At any rate, here is its final edited conclusion, to replace the one that's in this forums post: __________________________________________________________________________________________ My time of writing this has ended. It has become time for a new stage in life, though my thoughts have not changed. I now pass my baton to anyone who reads this in the future, and pray that you will find the strength to stand up for the weakened, and help make this world a place where we are not alone. Most of these pieces weren’t really written intentionally; they came to me in times of sadness, dramatic music, inspiration, or sleepless nights. These are all based on real experiences and thoughts, and you’ve likely noticed some common themes, topics, and events between them. Yes, this was me. I have never had thoughts of suicide or self-harm since the day I wrote about in “Eternal Grace”, and I still don’t know how the girl is doing who tried to kill herself and caused me to write Falling Stars. But it’s also for you. It’s always been for you, and for everyone out there, even as much as it was for me. There is so much pain in this world, but remember: There is pain in the night, but joy comes at dawn. You are not alone. __________________________________________________________________________________________
  25. Pro. This is literally my favorite D-Class car. :wub: Managed to get a hold of it soon after it was released and have never regretted it lol. Took a while to get enough Tokens from all the events and etc, but totally worth it. I played a lot of A8 for a while, and even now look at it occasionally, except now I've gotten to the point where I have to buy cars of 1,000,000+ coins and it's really just not happening. My favorite car is my Maxed out and Pro-Tier C-Class Lotus
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