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Everything posted by WoundedWarrior
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we dont even get the paint as a prize? Not participating.
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meh... dont have that kind of time and pacience for 5k crys. Its a ripoff because I already have almost 2 mill hhhh
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Yes!! 3rd place?! 2nd contest i have ever entered!! I won the last one too btw... the guidebooks for the maps see me there too nice job to 1st and 2nd too!!
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Thanks hate! It has been like 2 weeks now and my clan, once full, is down to 4 members :(
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I got banned for an hour recently and when I got back, my clan was blocked. Now a week later, my clan is still blocke and everyone is leaving. Make the blocking of clan end when you are unblocked. EDIT or even make it so getting banned does not affect the clan. there is no point except to hurt the clan members for somthing they didnt do...
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make a rare mission and rare paints like the xt missions. It can be a rare paint for the reward instead of golds or suppplies or xt equipment
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sure, but dont let it affect the matchmaking. somoene will get to liek prestige 100 and have nobody to play with otherwise :( rip them
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Because of Parkour Battles, my KD goes way down. It should be a lot higher than it is. Dont let parkour influence your kills or your deaths in your overall profile KD
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Weekend Giveaway with hot prizes and Double Funds!
WoundedWarrior replied to r_Nives5 in Contests Archive
and x2017 gold drops?? Wow that is a gold rain if i ever saw it... Regular 1/10000 New 2017/10000 that means gold will drop ever 5 cry to the battle fund!! That is like 1 every kill!!! -
Wait... each of the crystal 'millionares' are only getting 500k crys right? Because every 500k crystals the winners number goes up by one. How does this work? BTW I'm buying pack! :)
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When you want to change equipment in parkour but you have to wait 2 more minutes... hhh today doing parkour survival I had to leave the battle several times to change because we were trying different tactics. The time you need to wait to equip something else should be nonexistant in parkour mode
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Um... no. A big part of parkour is trying to survive as several others shoot you onto who knows where. To be able to fire unlimited shots defetes the purpose and one of the main challenges of parkour. Otherwise, why not just get a dozen strikers and launch you off the face of the earth? or a dozen magnums to totally blast you out of the atmosphere. GOod idea, but it wil defeat the perpose. sorry
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Standalone Flash Not Working
WoundedWarrior replied to WoundedWarrior in Standalone Flash Not Working Archive
I started playing on the standalone a while ago and had no problems with it. It was less laggy than online, and I was able to excel. One day (like a week ago) I saw a video about the seam paint and I had to get it. I bought the steam and now my flash player doesn't work. What is happening?! Please Help! -
valid Space mode: night or day
WoundedWarrior replied to WoundedWarrior in Space mode: night or day Ideas and Suggestions
Many people like flying around in space for ranks, but the dynamic lighting does not look as cool at day. There should be an option to change space mode to night or day like there are for other maps, night and day because right now when you put a map into space mode, it is always day, wich also doesn't make sense... -
Category Ideas for extra information to add in the Tab score table
WoundedWarrior replied to BlackWasp777 in Ideas and Suggestions
Number of golds dropped that game -
There should be a direct way to contact clan members. Something that will show up like a gift for example. Right now to reach my members I am sending a gift every time and that is getting expensive and takes forever. Instant messaging to clan members
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booooooo! This update sucks! I had to play with a bunch of m4s after waiting 5 minutes and then I couldn't check if m mission was done yet! and 2 golds dropped but had 0 chance of taking because m4s kill me in like 2 shots! totally unfair and not productive this sucks I am done buying from a noob program!!! booooo!
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Godbye Cedric! You leaving is like missing a gold box!
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noice! I cant wait to see how much the bundle is!! BTW Yay I got 2nd! Will the green holiday paint go away in the garage/? the one for 72k crys not the holiday paint
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Thank you ettiquite! In all honesty I thought I had cross in the bag, (if you want to you can see mine above) but, because my entry was one of the first I did not see the incredible entries very far back. I have to say, I looked at yours and I think it might just be a little better than mine :P But good job to everyone!
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Yay I won! Have the prizes been given out already or did I just miss something?
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When are the winners going to be announced? Didn't the contest end like last week?
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Contest [Issue 66] Describe This in 100 Words!
WoundedWarrior replied to Flexoo in Newspaper Archive
You can also see a blue glow from the blue flag on the wall by the blast. This glow comes from the flag on dynamic lighting. -
Nice i want to join the next one!
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The Tanker's Manual of How to Play in Cross Successfully Contents: Map Overview Capture the Flag Capture the Point Team Deathmatch/Deathmatch Paints and Protection Using Supplies Playing in Space Mode XP/BP Tips and Tricks Conclusion Map: Cross Maximum Players: 16 (8v8) Number of Points: 3 Available at: Gefreiter Rank Overview: Cross is a very unique map and is used by tankers of many ranks for every type of battle, CTF, TDM, CP, and DM. While capture the flag is probably a more popular mode for this map, it is required to know a little bit about the map before you start any mode. As one can see, there are three ramps that go up and over, that cross, onto the opposite side where players may spawn after death or after first joining the game. But that is not all. There is an underneath to the map Cross, where cement barriers and houses can be beneficial when running away with the opposing team's flag. At the corners of the map, one can see each team's flag, as well as a silo, which is a good place to hide for any mode. In the opposite corners there are cement barriers, also a good place to hide. Notice that on the edges of the map, parallel to the bridges, there is a gap between the wall and the bridge. This gap is very crucial in many CTF battles. In Capture the Point, there are three points, at the top of the bridges. CP battles on Cross can become very heated due to the large number of tankers allowed and the relatively small map. CTF: Capture the flag, as stated earlier, is a very good battle mode for Cross. With the many hiding spots, passages, and symmetry of the map, both teams have an equal chance of capturing and returning the flag. When playing in CTF, a recommended hull is dependent on what task you are completing for your team. Are you offense or defense? Offensive players require a quick hull that can withstand attacks from the enemy from their flag to your flag. Suggestions for this are Viking, and Hunter, and, if you use them right, Hornet and Wasp can perform very well on this map. On defense a bigger hull may be necessary in providing good coverage of your flag. However, you still need a fast hull to follow the enemy if they get away with your flag. This stated, mammoth might not be your best choice in hulls. Viking and Hunter can get the job done for defense. Choosing a turret is also a very crucial part of CTF in Cross. Cross being a smaller map, Firebird and Freeze are good choices if used right. However, many tankers don't prefer fire or freeze and may want to try Smoky or Thunder, which are two of the more popular choices for turrets on Cross. This is because they allow you to shoot and back off, trying to stay hidden from the enemy, and shoot again in rapid succession. Defensive and offensive, Smoky and Thunder are great choices for Cross. The gameplay of capture the flag on Cross will include tanks going randomly into the enemies side, taking out as many players as they can in getting to the flag. However, players with a strategy tend to do better. When going to get the flag there are three very beneficial ways to attack. One, going up and over the bridge closest to the enemies flag. This is a very popular way because the distance you need to stay in enemy territory is very short, just on their side of the bridge, and then you are back in your own team's territory where isdas can heal you and you can capture the flag. Second, through the gap between the bridges and the side wall, closest to the enemies flag. This is a very beneficial tactic because without a speedy hull or a longer ranged gun, your enemy has no chance of stopping you. An addition to this includes placing a mine at the entrance of the gap to slow down or even destroy the approaching enemy. Thirdly, going through the bottom, under the bridges. When you reach the flag, go back through the bottom, weaving in and out of the cement barriers. This will prevent railguns from hitting you, as well as making it harder for your thunders and your smokies. On defense, watch these three places for enemy tanks. Stay close to the flag while not in plain sight. Good spots for this are behind the silo or in the gap closet to your flag. By attacking them early, tanks will have a hard time in capping your flag. CP: Capture the point in Cross battles can get very heated as there are only three points in the center of the map, on the apex of each bridge which goes across the map. Good hulls in this battle mode are heavier than in CTF, because quickness is not a necessity. With this being said, Dictator, Titan, and Mammoth are good choices for Hulls. While smaller hulls can thrive, it takes a very skilled player to win with a small hull because of the lack of health smaller hulls have. Larger hulls are required to capture the points and guard the captured points. Turrets for CP battles are very similar to CTF on Cross, except there are some additions. Isda is required to maintain a capture on the points, and ricochet and twins are also good options because everyone will be out in the open. Railgun can also be used, but it generally isn't the best in close combat situations. As is magnum, but, if the magnum stays out of the battle on the side, it can easily pick enemy tanks off. When capturing a point, the main strategy is to go straight up a ramp to the point. This can be especially effective if there is an isda behind you, healing you every step of the way. When you get a point captured, keep it by laying mines on the down side of the ramp, or the up side for the enemy. This will slow down enemy tanks and give you a chance to destroy them. By having multiple isdas and multiple stronger tanks on your team, you will be unstoppable in CP. However, if your team is losing, a strategy is to go underneath the bridges and come up the back side. This helps keep your attack anonymous and even destroy some of those pesky isdas. By doing this, your team can make a full recovery. Be sure, when you to to the back, to attack the isdas first because otherwise the bigger tanks will just get healed again. TDM/DM: Team Deathmatch and Deathmatch are very similar, in that the main object is to just go out and kill everyone else. However, in a TDM, isdas are needed to save your teammates. Bigger hulls are generally a better bet for both forms of Deathmatch because your health is significantly greater, and more of a necessity than speed is. In in both TDM and DM turrets with lower reload times and lower damage delt are usually better. In DM, the best turret is smoky because it is easy to steal kills from your opponents by waiting until they have been shot at alot, or thunder, because it is easy to get double kills and triple kills with the splash damage. Usually enemy tanks will attack whoever is closest so tanks will be grouped together and it is easy to take advantage of that. In TDM use thunder's splash damage to hinder multiple tanks teaming up against one of your teammates. Smokies can knock off a railgun's shot if used right. Another good turrets are twins and ricochet. The low reload rate is exceptional when throwing off an enemies balance. To approach an enemy, attempt to stay hidden behind one of the houses or barriers below the bridges, or out of the way of other tank's attacks on the apex of the bridges. By moving back and forth on the top of the bridges where the incline meets the flat, you can dodge enemy shots and then take a few of your own while they are reloading. By using these strategies for TDM and DM, you will be unstoppable. Paints and Protection: While many tankers believe that paint does not do anything, that is untrue. While most paints make you stand out in your team, there are paints that can throw off the enemy. These paints include correct camouflage for the appropriate map setting, darker paints in night battles, and paints like Cedar to make them believe you have been destroyed already. Many times, especially when farther away, tanks will not shoot at a tank wearing paints like Cedar when they are not moving, because the destroyed tank visual looks very alike Cedar. Protection modules are also another topic that is merely glanced over. However, with correct modules for cross, those featuring smoky and thunder, can made a big difference in your battle. Using modules with protection from smoky and thunder is a good idea because those are the most common turrets used in Cross. Protection from thunder will also be beneficial in reducing self damage when equipped with thunder, self damage that is caused by splash damage against walls or other tanks. Using Supplies: Mines: Using mines in CTF and CP modes strategically in the gap between the bridges and the side of the map and on the ramps will distract and kill enemy tanks. In TDM and DM, place mines in busy parts of the map, where tanks will hit them, and in TDM be sure to place them in enemy territory. Double Damage: Use double damage to distract enemy tanks and kill them while one of your teammates are capturing a flag or a point, and use them upon spawning in TDM and DM to make the most out of your supply. Double Armor: Use Double Armor to help capture the flag and point, or to increase your armor in DM and TDM. Speed Boost: Use Speed Boost boxes to help capture the flag in CTF and run away from freezes and fires that could do massive damage in close combat. Repair Kits: Use repair kits when you have about 25% health left and are trying to capture a point or flag and you think you are close to killing an enemy tank. Be aware that with the new update, repair kits work a bit differently. To use a repair kit to the fullest extent, make sure you are not withstanding any enemy fire. Overdrive: Many tankers save overdrive, a new feature, for goldboxes, capturing flags or points, or when they are around many tankers. This is because it will activate every supply except gold boxes at the same time. Use it around other tankers because the affects will be transferred to everyone on your team that is touching you or very close to you. Make note that using overdrive will not use any of your save up supplies. Goldbox: While many tankers don't consider gold box expendable supplies like they might for every other supply, they can also be used at strategic times to capture a flag or point, or have a large quantity of kills at one time. When capturing a flag for an important battle, a way to distract enemy tanks is to drop a gold box. Because of the 1,000 crystal bonus they give the catching tanker, many tanks strive to catch them. By dropping a gold box while trying to capture a flag, you will be given anywhere between 30 and 45 seconds to capture the flag. Use Supplies in coordination with each other to maximize results on the battlefield. For instance, use double armor and speed to capture a flag very efficiently, and double damage and mines when trying to take out the enemy, or use overdrive when health is low. Playing in Space Mode: Space mode, for those who are not experienced and used to the conditions can prove to be a difficult task to carefully maneuver around Cross. When playing in space mode, a bigger hull is effective in keeping your tank stable, as a low recoil turret will do as well. With this in mind, speed can play a big factor in space. Speed, as always is effective for capturing flags and running away from enemies. However, with speed comes difficulties in keeping your tank on the ground. Going up bridges without caution can send you hurling into the enemies base, completely unprotected and without ability to control your tank. So, for space mode, a larger hull is recommended. Depending on your hull, your recommended turret can differ. For instance. If a tank has wasp and hammer, one can easily see that wasp will often be thrown off its tracks because of the recoil hammer has. But, on a larger hull like dictator, titan, or mammoth, this recoil can be used to throw off an enemy tank's aim and possibly save you some health points, that can be valuable in countless different ways as you all know. The recoil of each turret needs to be carefully examined when playing in space mode, or a tanker might suffer greatly in battle. XP/BP Modes: Playing on cross with either hornet and railgun or wasp and railgun also includes strategies. By using the cement barriers talked about before, one can safely deliver a shot and move back into hiding. Areas like this can be found all over the map and can be very effective if used correctly. A big part of xp/bp is choosing which hull, hornet, or wasp. While wasp is faster than hornet, hornet has more health points. When hit by a railgun, a significant amount of health points will be taken on both hornet and wasp. In xp/bp mode, it will take from two to three shots to destroy you. By equipping wasp over hornet, the amount of times you get destroyed by two shots will increase significantly. Other than that, the only difference is speed, which, depending on what battle type you are playing in, can affect what hull is recommended. For CTF, a faster hull, wasp is recommended. For CP and DM/TDM modes, health is more crucial than speed, so hornet is recommended. When shooting an enemy tank, you will take away more health points if you hit the enemy's hull, somewhere in the middle. More HP subtracted means more likely chance you will two shot the enemy rather than three shot. One way to achieve this aim is to slightly back up right as your shot is going off. This will pull your turret down just enough to hit the hull. But, be careful not to dip too much or your shot will go off into the ground. Tips and Tricks: When a double armor box is dropping, jump off the bridge right next to it to retrieve it before another tank does. Place a mine in the gap between the bridge and the outside wall in CTF to make a more likely escape from an enemy tank coming after you. In space mode, when trying to stop, move backwards just slightly to slow down and make a clean stop. In CP mode, go under the bridge to avoid direct enemy fire from the top of the bridge. This will allow you to take out any isdas healing the enemy and any other enemy tanks guarding the points. In XP/BP mode, move around a lot, making short jerky movements. This can cause the enemy tank to miss and give you an extra shot at destroying it. Use recoil to your advantage in space mode, by equipping a heavier hull and shooting enemy tanks to make them off balance. Conclusion: Overall best combo for Cross: Vicking and Hunter with Smoky and Thunder. Use supplies effectively in Cross for best results. Be comfortable with Cross's terrain, and know the best routes for escaping with the enemy flag. Be aware of isdas healing enemy tanks.