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Viking4s

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Everything posted by Viking4s

  1. Viking4s

    Druggers

    If you use supplies you will be stronger, faster and more resistant. So the more you use them the faster you will progress and more battle fund you will get. However you should not waste them, you need to ba smart and use them when appropriate, because you don't have many at low ranks. The best is to use first the ones dropped on the battlefield and combine with one from your garage. The right use would be to help you achieve one of the main big objective of the combat mode (cap flag, kill Juggernaut, ...). Try not to buy any, and use the ones earned from daily missions, challenges and containers. Keep your crystals for equipment. Drugs helps those with few skills.
  2. Viking4s

    Quitting MMS battles before they are finished?

    I quit every time I get onto Archipelago and Stadium. Sometimes massacre. I quit if i get the blue team on ASL and i need to capture flags. I quit if Maf is in the opposite team.
  3. Viking4s

    Ideas for Game Modes!

    This is still based on luck.
  4. lol, you can try to ask. They said it was tricky, they did not say that it was impossible. You might grow more fingers or a third hand, let see if the devs are going to sell mutagenic pills with it.
  5. Viking4s

    [Guide] Parkour Tandem #1

    Note from the Translator: This guide is a translation of the first Parkour guide [FR] Parkour Tandem #1 written in French by @Dynasty, the Leader of the official Parkour club Fly To High. The sequel guides, part two ([FR] Parkour Tandem #2) and part three ([FR] Parkour Tandem #3), are already available in the French Newspaper if you are interested to improve your knowledge of the French language. However, if this beautiful language is beyond your interest, do not worry I will translate and publish them in English in the coming weeks. Done with the great permission of the honorable Dynasty. Great tricks. I am not parkourist but doing the translation made me wish I could do all of this. I learned that Tandem is very difficult, because you do sometime the job of a bigger team, one parkourist has to do 2 jobs at once. Also the timing and synchronisation is incredible. Good job, no wonder FTH is an official club. See you later laggers… > Other articles [Review] The Halloween Map 2016 Lexique du Tankist (French) Developers's Corner #1 - Amphibious Hovering Hull - Triton Developers's Corner #2 - [Review] The Tesla Turret [The Twilight Zone] The Keyboard - Chapter 1 [The Twilight Zone] The Keyboard - Chapter 2
  6. Viking4s

    [Guide] Parkour Tandem #1

    ?? In this guide, translated by me from the French Newspaper Parkour Tandem Guide written by @Dynasty - the Leader of the official Parkour club Fly To High - you will see that with a tandem of Parkourist you can acquire many targets, rooftop, or platforms whatever their heights or their distances, with simple and creative tricks! These tricks may be able to help you for the next Parkour tournaments to come or even help you find new and innovative tricks ideas. Introduction Parkour generally refers to the act of overcoming various kinds of obstacles, accessories, buildings or grounds with an appropriate and consistent trick. It also leads towards any unusual movement, complex configurations, spectacular jumps and flips. People who practice Parkour are called parkourists. Now we're going to focus on the first tandem video from my Parkour club, Fly To High, with whom I made the most creative tandems that can be found in the parkour world. Explanation of the thirteen tricks from the Video Tandem #1 Content 1 - The rebounder Action time in the video: 00:19 Map: Kungur Jumper: Wasp Mk3, Thunder Mk8 Assistant: Wasp Mk8, Hammer Mk8 (Turret Augment: Duplet) Difficulty: Easy ★ The Hammer must lean to the wall as close as possible, then the Thunder climbs up on top of the Assistant. When the Thunder is stable and set (not moving), the Hammer quickly retreats while remaining aligned below the Jumper and he shoots the wall two times so that the pellets bounce off the wall and raise the rear of the Jumper. Once the Thunder takes-off he shoots the wall or his partner in return to receive more impact force to flight toward the rooftop. 2 - Flyer Action time in the video: 00:28 Map: Future MM Jumper: Wasp Mk1, Thunder Mk8 Assistant: Wasp Mk8, Hammer Mk8 (Turret Augment: Duplet) Difficulty: Easy ★ The Hammer dashes from the bottom of the ramp and climbs it with the turret aiming at the rear. Once at the top of the ramp, the Assistant shoots a first time (which allows the Wasp to rotate vertically), quickly the second shoot follows aiming at the incoming Jumper’s tank who benefits from the impact force and ultimately will be lifted up further. The Thunder, driving backward from the building top, must meet the Hammer shot at the right time and simultaneously shoot the building wall to create an additional impact force so that he jumps higher and further in order to land on the opposite platform. 3 - I help you, you help me Action time in the video: 00:37 Map: Serpuhov Jumper 1: Wasp Mk3, Hammer Mk7 (Turret Augment: Duplet) Jumper 2: Viking Mk8, Magnum Mk8 Difficulty: Hard ★★★ At first, the Magnum shoots at an angle of 90° and 100% power, then turns the Viking without touching its partner and uses the edge of the map to lift the rear of the hull and lean it on the Assistant's Wasp. At this precise moment when the Wasp begins to tilt toward the ground, the Hammer fires two times toward the ground. The Magnum then shoots a second time at an angle of 0° and 100% power in coordination with the landing of the first shell exploding on the ground. The combined impact force from the two Magnum exploding shells and the Hammer double shoots blasts both Jumpers on the rooftop in one move. 4- The attraction Action time in the video: 00:43 Map: Skylark Jumper: Wasp Mk3, Magnum Mk7 Assistant: Viking Mk7, Smoky Mk7 (Turret Augment: Assault rounds) Difficulty: Medium ★★ The Magnum shoots once at an angle of 87° and 100% power. It is recommended to test the first shot to ensure the precise place where the shell will land (near the edge of the cliff). By shooting upward, the Wasp falls backward over the Viking top, then the Smoky takes a small step back and shoots the Jumper to stabilise the Jumper on the Viking. Then the Viking with the Wasp on his back drives to where the first shell of the Magnum will land (close to the ridge), and in perfect synchronisation the Magnum shoots again at an angle of 90° and 100% power. The combined impact force propels the Jumper in the air, and he lands on the targeted roof. 5 - The medium also flies Action time in the video: 00:53 Map: Skylark Jumper: Hunter Mk1, Hammer Mk8 (Turret Augment: Duplet) Assistant: Wasp Mk8, Railgun Mk8, 3-4 mines Difficulty: Easy ★ The Assistant stacks 3 to 4 mines at the top of the ramp just behind the flipped Hunter, which is positioned at the centre-up of the ramp, pretty close to the mine. The Assistant, with the rear of the Wasp against the wall of the house, stays aligned with the Jumper, and aims at the lowest part of the Hunter. The impact force of the Railgun’s shot pushes the Jumper on the mines which lift the rear of the Hunter. As soon as the Jumper's hull rises, the Hammer shoots twice in a quick succession toward the ground. With the strength and impact force that comes from the Hammer shots, the Jumper takes off and flies to the rooftop! 6 - Wheelie Action time in the video: 00:58 Map: Aleksandrovsk Jumper: Wasp Mk8, Thunder Mk8 (Turret Augment: Sledgehammer rounds) Assistant: Wasp Mk8, Isida Mk8 Difficulty: Medium ★★ At first, the Assistant makes a fairly high ramp against the podium (the wall facing him) and drives against the podium to maintain his inclination (sometimes he doesn’t need to drive because he can already be stuck / blocked by the texture of the podium). When the Thunder, piggy backing on top of the Wasp, is stabilized on the high and flat part of the Assistant’s Hull, the Wasp stops driving and normally the Assistant begins to move backwards without even doing anything, the Parkourist calls this trick a “wheelie”. The Thunder only has to stay balanced on the Wasp until it reaches its destination and then climbs on the roof. Note: Balance and stabilization is very important to maintain the Wasp’s wheelie. 7 - The dream duo Action time in the video: 01:08 Map: Future MM Jumper: Wasp Mk8, Thunder Mk8 (Turret Augment: Sledgehammer rounds) Assistant: Wasp Mk8, Thunder Mk8 XT (Turret Augment: Sledgehammer rounds) Difficulty: Hard ★★★ This trick consists of two steps. First step: The Assistant uses the Jumper to lean upright to the maximum. As soon as it is stable (no longer moving), the Jumper steps back and gives him enough space to execute a 180° turn by shooting to one side. Second step: Once the Assistant is in the right position, the Jumper pushes him slowly to keep the Wasp in a wheelie till he reaches the edge of the podium. At the ridge of the podium the Assistant shoots at the Jumper, which lifts the rear of the Jumper and the impact force makes him execute another wheelie, this time on the bridge while maintaining the Jumper at the perfect altitude. Both tanks move across the bride and the gained momentum allows the Jumper to land on the opposite platform. 8 - 2 in 1 Action time in the video: 01:17 Map: Polygon Jumper 1: Wasp Mk3, Hammer Mk7 (Turret Augment: Duplet) Jumper 2: Wasp Mk8, Magnum Mk8 Difficulty: Easy ★ First, the Wasp Hammer climbs the ramp with momentum, then shoots backward to flip the hull forward and lands with his back against the wall. While the Hammer reloads (i.e. the two Turret Augment shots), the Wasp Magnum shoots vertically with 89-100 power, and then lowers the angle of its turret to an angle of 0°. Then the Magnum tilts slightly forward and shoots a second time when the first shell hits the ground. At the same time the Wasp Hammer shoots twice the ground in order to take-off and to catch the shock wave of the Magnum’s mega splash explosion. The combined explosions propel both Jumpers in the air and toward their opposite houses. 9 - Slide Action time in the video: 01:32 Map: Kolhoz Jumper: Wasp Mk3, Thunder Mk8 Assistant: Wasp Mk8, Hammer Mk8 (Turret Augment: Duplet), 2 mines Difficulty: Easy ★ The flipped Jumper is placed in the middle of the ramp facing the house. The Hammer tilts forward on the ramp and flips over the Jumper. The gained momentum from the fall makes the Assistant slides on the Jumper’s belly. While sliding, the Hammer places two mines on the upper part of the Jumper and then quickly shoots when his hull nose touches the ground. The Jumper hull slightly begins to lift the front of the Wasp which is the right time for the Thunder to shoot in coordination with the Hammer, the combined impact force of the two turrets slings the Jumper to the rooftop. 10 - Come back Action time in the video: 01:44 Map: Noise Jumper: Wasp Mk1, Thunder Mk7 Assistant: Wasp Mk8, Railgun Mk8 Difficulty: Easy ★ The Jumper drives backward towards the ramp, then suddenly breaks at the top part of the ramp and maintains his vertical balance on the rear of the hull. At this point, the Assistant drives as fast as possible towards the Jumper and forces the Jumper into a 180° back rollover. As soon as the Jumper turret faces the ground vertically, he shoots the ground in synchronization with the Assistant’s Railgun shoots. The Jumper flies away while executing two back-flips and ultimately, he lands on the rooftop. 11 - Fusion Action time in the video: 01:51 Map: Osa Jumper 1: Wasp Mk8, Thunder Mk8 Jumper 2: Wasp Mk3, Magnum Mk7, 1 mine Difficulty: Medium ★★ Another two parts trick. First of all, the Wasp Magnum must stay flat and stable on its partner otherwise his shoot will go elsewhere. When ready, the Magnum shoots at an angle of 90° and 100% power, then the Thunder drives in reverse to make room for the first shot of the Magnum to land (the shell blast will propel both tanks toward the house). At the right timing, the Magnum advances up front of his partner, leans forward into a handstand. When the Magnum is standing vertically, he places a mine that will later lift the rear of the Thunder’s hull. Then the Wasp-Thunder pushes his partner towards the edge of the bridge, as soon as he triggers the mine. In perfect synchronization with the explosion of the first Magnum’s shell, both Jumpers fire simultaneously, the combined impact throttles them over the targeted house rooftop. 12 - The Two shots! Action time in the video: 2:05 Map: Barda Jumper: Wasp Mk3, Thunder Mk8 (Turret Augment: Sledgehammer rounds) Assistant: Wasp Mk8, Railgun Mk8 (Turret Augment: Electromagnetic Accelerator Scout) Difficulty: Medium ★★ Another, another and yet another two steps trick. The Jumper drives along the top of the house, from one end to the other, when closing to the edge, the Assistant leans slightly and shoots at the Jumper lifting the rear of the Jumper’s hull in the process. While flying the Jumper shoots at the right time (that is to say when his tank is neither too low nor too high) to allow him to land on his Assistant who will meet with him at the landing area. While the Assistant approaches the Jumper, while driving in reverse, he turns his turret at an angle of 180°, and as soon as they make contact, both fire at each other. After two back-flips the Jumper lands on the rooftop. 13 - The flying ramp Action time in the video: 00:19 Map: Arena Jumper: Wasp Mk8, Magnum Mk8 Assistant: Hornet Mk8, Magnum Mk8 Difficulty: Medium ★★ Simultaneously, the bottom Hornet Magnum shoots at an angle of 90° and 100% power, and the top Wasp Magnum shoots at an angle of 89.5° and 100% power. Then they both change their turret inclination to a flat inclination of 0°. After the first shoot the Assistant drives forward to the opposite ramp and when he reaches it, he immediately reverses towards the ramp wall and shoots at an angle of 0° and 100% power. As soon as the Hornet begins to climb the ramp wall, the Wasp in turn drives backward of the platform onto the Hornet which he uses as a temporary ramp. The Wasp shoots again at flat angle and full power to land on the target (platform or watchtower whichever you want). And now, the guide is coming to an end, I hope that you have learned something from it and put some tricks to good use to expand your Parkour’s playbook. ~Dynasty
  7. Viking4s

    The Ongoing Tale of NoDestroyWithTurret - Part 2

    Good job, it is funny and entertaining, and quite a lot of good tips for beginners. However, for me the bit about Hulls do not fit with your story initial purpose; it misses explanation on which hull would fit your purpose and which one would not.
  8. When we thought that all hope was lost... @Tidebreaker and @Person_Random came to the rescue to quench our thirst for rewards and our crave for recognition and mult fame ?, but mostly the crystals bits. Congo the exceptional writers, who braved the white page syndrome and come up with really good texts.
  9. Viking4s

    Let's Discuss Hornet!

    Yes they are. So noobs do not take the drops on the battlefield.
  10. Viking4s

    Form post

    Under your post it should show option one of them is "Options", click on it then you will see "Hide" - click on Hide. Your post will disappear. If the option is not available contact one of the forum moderator listed here Forum administrators and moderators
  11. Viking4s

    Anime

    Film anime: Patema Inverted This was is nice.
  12. Viking4s

    Meme it! - Results

    Congrats to the winners. Professor Snape is the best.
  13. Viking4s

    Meme it!

    lol, I did not see that ? Results published btw: Meme it! - Results
  14. Viking4s

    Describe This In 100 Words!

    Reporters are the most very-serious helpers amongst the helpers, except for @Person_Random who is more of a very-mult type of reporter.
  15. Tankis' 11th BD will be...
  16. Viking4s

    Describe This In 100 Words!

    it is a dream for all TO reporters ?
  17. Viking4s

    Ideas for Game Modes!

    Talk for you, there is plenty of players that master it. That guy, even with big fingers, has no issue playing JUG with the mobile command.
  18. Viking4s

    Ideas for Game Modes!

    Kill is 50 battle score, assist is 30. You can kill it 7 times; so max is 350 score. You have 2 options either try to kill the opposite Juggernaut, a hard task, or defend it, an easier task that can make you die just at the right time the Jug dies so you have a higher chance to become one. As a defender you kill attacking players and accumulate a good score in the process, while when you damage the enemy jug, it repairs itself and you lose all the damage point, much less point. By being the juggernaut it becomes easier for you to actually kill the other one. So best is defence till you become one. --- The current rules are the best. Otherwise it is the same as solo jug, and only the strongest player have the chance to become one and then they keep it for the rest of the game, leaving you zero chance to become one.
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