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I'm honestly still confused how the turns worked because I never did find them. All I ever did was buy the paint and kill. Hopefully that doesn't mean I don't get anything...might have to find where it says. Still, it was fun.
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Thanks very much! And I shall take the advice in the future if I'm able.
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Fatal Flaws: Introduction and the Railgun
Logician_UC replied to Logician_UC in Fatal Flaws: Introduction and the Railgun Writers' Corner
Greetings and salutations fellow users! This is my first attempt on what is essentially a Tanki guide. Welcome, to Fatal Flaws, the guide where I critique Tanki Online aspects like turrets, drugs, and hulls, and point out their fatal flaws. It is designed for both those trying to take on people using what I talk about as well as those using what I write about. To start out I'd like to make some clarifications. I've been playing Tanki Online for around eight to eight and a half months now. Not long compared to some of you but plenty long enough to get a good grip on most things not exceeding Warrant Officer 4 as I repeat the ranks very often instead of just keep going. Another thing is that this particular guide is going to cover patterns, in addition to what I consider the most predictable turret, Railgun. What I noticed in particular was how predictable people become, even plenty of the professional players. They seems follow many of the same patterns that you can see in the earlier ranks. Each turret and hull combo either follow the patterns set before them, and for most combos there's around two or three styles that they may follow. Of course there are exceptions, but they aren't all that common, especially the longer you play Tanki. Now that the introductions is done, as bad as it may be, let's move on to actual analysis. The Railgun: Arguably one of the most well known turrets and even deemed the "Professionals" turret. It is however, one of the most predictable turrets out there. It's fatal flaws are all to obvious, and there are three of them. Slow reload, slow warm-up, and unstable for light hulls. Slow Warm-Up: This causes a very serious issue when in combat against essentially anyone except a Vulcan on a light hull. Unless you're in a titan you can't just go out and start shooting, you'd have to kill them or knock them over on the first shot or you're doomed to get hit. For this reason most good players will hide behind cover or move quickly, as well as press space before moving out of cover just as it actually fires (hence why hornet and wasp are popular hulls for a Railgun). This also means against almost any moderately armored enemy with a long term firing gun like Vulcan, Firebird, Freeze, Twins, and Ricochet, you are in serious danger if you can't escape. Because even with landing the first shot, on a light hull without armor you're doomed if they can maintain firing on you and you don't. That's why it'd be wise to choose wisely where you place your hull if you're a rail, they can make excellent snipers and campers if your enemy can't see when you're about to fire, making for great backup as well for a team. In groups they can also cause terror to any hull as repeated shots from them will even offset the Titan's aim considerably. Slow reload: In addition to firing slowly, the Railgun takes a long time to reload...to then have to warm up. Yet another reason why Railguns have to get in and out, it is also why Railguns like to offset an enemy's hull so that they can get that time to reload. If you shoot first and hit your target in a Railgun battle without drugs, then they can be in serious trouble. The Recoil: This is both great and terrible, admittedly more to the former once you play with it for awhile. But there are a great many shots that you have to stop yourself from taking because of the recoil, shots midair require significant attention to the placement of your tank, surroundings, the angle of the shot, and etc. If you took them, you'd end up on your side, or worse, upside down. - - - - - How to combat a Railgun? If you have moderately good aim as well as some power behind your shot, simply wait until they began to fire and shoot their side (unless you're using a Ricochet or Twins, in which case just keep shooting their side). This prevents most Railguns from ever getting a hit on you. If they're hiding behind something then remember that the Railgun always lights up before it actually fires, giving you the chance to get out of the way or perhaps prepare a counter fire before they can (do not attempt if you are also using a Railgun and haven't had the right practice/hull to avoid it offsetting your own aim thus wasting a shot). If you're using a close range turret like the Freeze, Firebird, or Isida, the best way is to follow the circling method (the same one used by Freeze). However if you see they can keep up try to reverse and possibly move to the side. Weapons like Thunder and Smoky can be especially annoying if you use the typical wasp and rail combo as they very easily change your aim and have a much faster reload rate. If you use a Railgun? If you're using the Railgun however there's a bit of different advice on how to avoid getting taken down by the methods mentioned. Mostly, it's choosing your targets and hull. Druggers are probably way worse for Railguns and Magnum turrets then any other type due to their reload rates and slow fire. So if you come across one that's in a fast hull, it might be easier to simply try to flip their hull instead of actually taking them out. If a Vulcan gets their sights on you and you're fast and they aren't, try to close in and run around them. Vulcans are to slow to keep up if you do this right and you can still manage to hit them. It can also work with magnums. However if they're too far away either try to change their turrets aim and get away, or spend what life you have left trying to kill them or someone else of importance. Just as recoil can be your enemy it can also be your ally, every time an enemy hull makes a jump or fall it's possibly to shoot them and hopefully flip them if aimed right. This tactic can be used by other turrets obviously, but it's very common for a Railgun do to the power behind it. Again, aim for a corner or edge instead of the center. Noticing patterns and making predictions is way more important for a Railgun then any turret other then artillery, which requires much more effort in calculations my opinion. For this reason it's a good idea to keep aware of the situation a lot, fire when you can actually do damage or strategic advantage, but don't waste a shot on someone if it'll get you killed and they can just find a way to heal. This is my first Fatal Flaws for the Tanki Online Amatuer writing forum and I wanted to get opinions on it. -
This is pretty good update, the main issue is the lag which has gotten rather significant. I have to minimize my battle screen to almost a quarter or less of my computer screen sometimes and even then it may not work. I did however like the new map when I came across it once. IT was very interesting.
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Weekend Giveaway with hot prizes and 1.5X Funds!
Logician_UC replied to theFiringHand in Contests Archive
Oh....well I probably should have kept going then. I'll try to remember that next time. Thanks -
Weekend Giveaway with hot prizes and 1.5X Funds!
Logician_UC replied to theFiringHand in Contests Archive
Crap. Well I'm probably screwed now. Thanks though -
I congratulate everyone! And while I haven't read all of these some of them seemed interesting. I would have joined in the last ones but I was so busy and now I'm unsure about my writing skills.
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Weekend Giveaway with hot prizes and 1.5X Funds!
Logician_UC replied to theFiringHand in Contests Archive
Thanks! -
Weekend Giveaway with hot prizes and 1.5X Funds!
Logician_UC replied to theFiringHand in Contests Archive
Do I need to finish every battle to still count the kills? -
Whaaaat?! My gosh this is awesome! Got second in Project of the month and fifth in top articles! Thanks! Just got me even more interested in continuing to do stuff here And congratulations to all the other winners!
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Agree with this. Also perhaps make some optional like you get to choose out of one of three, one could create zero gravity (whether just on you or on a certain area maybe), one could create a 360º blast area/or a protective shield perhaps, and one might allow you to see jump extremely far and fast (like a blitz)
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Interesting. I'll be participating in this. Probably won't win but I'll give it a go.
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Happy birthday tanki! Mwaha! Zero Supply! And did they just say free crystals if I log on...
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Contest [Special] ICC Champions Trophy 2017 Lottery
Logician_UC replied to Zenyth in Newspaper Archive
Click the links to each match, enter your gmail, then enter your answers. You have to do each one individually. -
Contest [Special] ICC Champions Trophy 2017 Lottery
Logician_UC replied to Zenyth in Newspaper Archive
Initiating minimal studying for prediction analysis. Well this should be interesting at least. I'm making as many predictions as I can but only have three in so far. Hope the method I'm using will actually be worth something because I haven't seen a single professional cricket match....ever.