THE GUIDE TO PLAYING IN FORT KNOX EFFICIENTLY
so this is the fort knox map after you have seen it lets move ahead to the tactics.
I will now tell you which is the best hull and turret for playing in the fort knox
TURRET:
these three turrets are recommended for playing in fort knox efficiently
1. Magnum
2. thunder
3. Hammer
HULLS:
These hulls are recommended for playing in fort knox efficiently
1.Wasp
2.hornet
3.viking
and I recommend the guerilla or metallic paint for camouflage in this map.
the modes available are :
deathmatch
capture the flag
team death match
control point
as this is a medium map then the tanks will have mid range weapons like smoky , ricochet ,or twins so don't forget to get protection modules for these turrets.
SUPPLIES:
Repair Kit: The repair kit returns the health of your tanks to its original level until you have a complete life, that is, a complete health. When you have complete health, these boxes do not double your lifespan. It bothers me to see the players on the same team take these boxes when they already have complete health.
Double Armor: The Double Armor provides your tank with an enhanced armor for a few seconds, assuming your tank is not destroyed within that time. They are an excellent boost when you have a good standard of living in your tank and even when your standard of living is low, can give you an edge over the fight for a short time.
Speed Boost: The Speed Boost will make your tank go faster, ideal for attacking a base, fleeing from a base with a flag attached to your tank, or simply making a map faster while chasing enemy tanks. Used in conjunction with Double Armor reinforcement, these are brilliant for the flag snatching from an enemy base.
Double Damage: The Double Damage boost provides your tank with improved firepower for just a few seconds like Double Armor, assuming your tank is not destroyed within that time. These are an excellent thunderbolt at any time, and even when your standard of living is low, they can just give you an edge in the battle for a short time.
Mine: Mines are not boosters, but your on-screen inventory = displays them as part of the "family" reminder. The mines certainly have their place in Tanki battles and may be the difference between catching an enemy flag or not, at the top of the ranking for the scored points or the second. They are also fabulous to defend a base against enemy tanks looking to take the flag of your team.
Gold Box: All the cards on Tanki Online have several drop zones and there are maps on the internet that will give you an idea of where they might fall, but since there are so many drop zones, it is almost impossible to guess where They will land. All you can do is wait until the siren sounds and the message that the Gold Box will soon be dropped. You have about 20 seconds to find the marker on the ground and hope that other players will not find it until it is too late. This can be done on larger cards, but the smaller cards are mangled because everyone can see where it will fall because it floats under the clouds. The marker of the deposition area, when it appears on the ground, is a white square box with a yellow diamond inside. The markers are large enough to show outside the width of any tank shell, so neither the largest hull can conceal it completely "
THE GOLDBOX DROP ZONES IN FORT KNOX
THE TACTICS :
CAPTURE THE FLAG
the easiest and the most interesting game mode in which you have to capture the flag of the other team and bring it back to your teams flag.
so the flag of both the teams is on the ground. So the best tactic is to avoid the ground and move on the castle or bridge and then come down from the other side. If you are magnum then you should be a defender and defend your flag and shoot from the above . But if you are a raider then equip railgun or thunder always watch out for firebirds and freezes.you should always have an isisda in your team and ask him to stay near the flag and defend the flag and also heal passers. If you want to capture the flag then always have a hammer to assist you , in case you are destroyed he will take the flag and if possible, an isida . Always keep a shaft on the flag point to finish the raiders and if a vulcan is there then it is twice much as better. If you are confronted by someone on the bridge then don't keep standing there, fall back and then when you are on the ground then attack from the back or place a mine on the bridge.Always raid the team by taking 5 tanks with you which will be on the ground. of which two will be isida.
CAPTURE THE POINT
In capture the point you have to capture your point and turn the red to blue or blue to red.
you just have to wait till the enemy captures the point and when he turns his back then pounce on him and kill him.always take two people to capture a point as that way it is captuired faster. Always keep in mind that if you have captured the point then it is not permanent so jus t place a mine on the point so the enemy will not notice and will be killed.
DEATH MATCH
Death Match battles area game where it is every person for themselves. Some maps seem to be more popular for this type of battle and the small to medium sized maps are often the better ones to play, something like Polygon, Sandbox, Rio, Tribute or Future. Most of these smaller maps are dominated by Firebird but the likes of Hammer, Freeze, Ricochet, Thunder and Railgun can all compete well. Death match battles are not my priority when playing Tanki but I do enjoy them when there is a full compliment of players, which normally happens.But in this guide , we will be learning only for fort knox
Always use hiding places like pillars bushes and walls . when two people engage , dont go there just wait until a tank is killed and other is weakened and kill him.Always remain on the bridge and don't go on the ground use magnum and kill every single tank on the ground.
TEAM DEATHMATCH
in as much that many players do not actually play as a team quite so much and tend to treat it more like the individual death match battles. ALWAYS fix your teammates position and always move in groups of two . Isida is the most prefered as it can heal and save the points of your team.
This unique map is names after Fort Knox, a U.S. Army post in Kentucky and is where the US currently stores its gold. This map is meduim sized with a maximum of seven players a side. I think this map is unique because the best hulls to use are heavy or light- the only reason why someone would want to use a medium is too catch a gold box and you could probably get away with using a heavy hull anyway…. The rest of this guide is about what combos to use in different modes and why and to show you different tactics to help you capture the flag or control point in a much easier, quicker fashion.
Defender Combos and tactics
I think that the defenders should use Heavy hulls and short range turrets such as isida mammoth and firebird titan. I think this because basically nothing can get past heavy hulls, especially if they heal each other. This is a good map to use heavy hulls because there are a lot of corners and it is hard for long range imbeciles such as shafts and strikers to attack from afar.
Midfielder Combos and tactics
I feel that the midfielder is very important because these are the tankers that show the medium hull enemies who think they can barge in to our base through the middle of the map are WRONG. These tankers should be heavy hulld with isidas behind them in case these noobs are duggers as well – very common. They should use mid or long range such as striker, ricochet and thunder. Ricochet is especially useful because is will be able to bounce around corners to get the people behind walls who are also trying to get pass. Look at the diagram to see where these tanks should hang out if they are on the red team (if they are blue then use a mirror to work out where they should go as the map is symetrical).
Attacker Combos and tactics
I think the best combos to use for an attacker is Hornet with Ricochet or Firebird. This is because Hornet is the hull with the most protection. This is vital because the best way to take the enemy flag is to go down the “allyway” which is the quickest way to enter and exit the enemy base…
Fortknox2
I chose firebird as a turret for its sheer firepower damage and ricochet because it does a lot of damage but wont do splash damage onto itself (because all the walls are curved so its bullets will bounce up) . Now that I have explained my combo choice my attack tactics are pretty obvious - some heavy hulled druggers tankers go down the middle whilst some firebird hornets slip around the back and nab the flag and slip back out.
thank you guys for reading this guide and hope you learned how to play in fort knox efficiently.