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Everything posted by Person_Random
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Thanks a bunch! I do tend to write on the longer side. Glad to see you back on the forum! Hmmm... about that, Cedric, mind keeping Tanki alive for another fifty years? Thanks! Can't wait for 999 Part 4! Sorry sir, I can add you in, what would you like? Heh totally sorry. Adding you in as I fix errors. AWS? Go right here. If not AWS, then I dunno what you're saying. Was it really that long? Yeah, the forum kept dying and all my links just kept unlinking.... AGHHHHHH I didn't procrastinate but I failed to forum... criii.
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Thanks for the feedback! For images, there are two options: either you use img command, or you can press the image icon on the toolbar and paste your image link.
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Yay fun... I am going to work on medium hulls.
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Hi, any way for my parents to get me photoshop (or affinity photo)? Because I did some edits at school but now at home I have to use GIMP and I have to say it isn't that good. Whenever I select something I have to rightclick to get it done and now everything is the move tool, which sucks even more than having to do extra right clicks
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But... the Dictator is dead, my good sir. We have not heard of it since February! PUM gets stuck in customs and can't leave the airport.
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Noopsesthingsess
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Editorials The Authoritative Guide to Wasp
Person_Random replied to Person_Random in The Authoritative Guide to Wasp Newspaper Archive
You thought you were the best on the field, with the “Zero Supply” carrying you through those early games. Now, the Overdrives have changed everything. Here’s what you can do. The new Overdrives have been in the game for a short amount of time, but they've already vastly changed the form of gameplay that Tanki has had for several years. With these new updated game features, most of us, especially those in the middle ranks, have trouble keeping up with finances, and frantic panic buyings of hulls such as Mammoth and Viking are sure not going to help. To counter this, I've made a few guides teaching you how to use your overdrive most effectively with the hulls you've got handy. First up, here's Wasp, the hull I've used since I was a Private. A Quick Bit About Wasp While it could run your wind sprints, don’t expect it to last that long, as the armor’s nothing to write home about. Back then, the Zero Supply constantly replenished Wasp's lack of health. Now, with the addition of overdrives, these fast feet come with a bomb. All you can do is hope that you drop your bomb in the right place, and make sure that no one escapes. In three seconds, you've accumulated a few kills. Sounds pretty easy, right? Most of the time, though, your enemies run away and all you get is a big blast of smoke. I suppose you sure could use some strategy. Strategies While Wasp's bomb might seem like an unwieldy object, hard to handle, and mostly useless, you can turn that into consistent triple or quadra kills against other teams. I'll first give a quick intro to the overdrive, then a bit about how maps can affect gameplay, which is followed by a bit about Hull vs. Hull. Finally, I'll try to discuss the Ultimate Move that can show the true power of a Wasp, as well as how to deal with setbacks. Overdrive Basics Hull: Wasp Overdrive: N2-Bomb Charge Time: ~30% per 30 seconds, 10% per kill from the bomb Detonation Time: 3 seconds Bomb Radius: 25 meters Damage: 9999 HP at the center of bomb, decreasing with distance from bomb General Notes: Hunter's Overdrive deactivates bomb, Titan's Overdrive reduces effect by 85%, stops Mammoth's Invincibility. Maps In-game, the maps don't quite matter when it comes to your success, but generally, most Matchmaking maps are either medium, give or take a few percent, with a variation of obstacles and props around to make a different setting. Firstly, open maps, which include Massacre and Stadium, can be a hassle for Wasps. Since anyone can escape left and right, make sure that you don't look out of place when trying to launch an assault. For example, take the flag and drop the bomb, leaving enemies ready to attack but also blasted to bits. However, don't rely on more cluttered maps like Barda - there are often escape routes that reduce the effectiveness of your weapon. Most cluttered maps will include a bridge or a ledge to allow the enemy easy access to safety, provided that they can outrun the damage radius. The same thing goes for tunnel maps, including Silence, Year 2042, and Industrial Zone. These maps have a high number of escape routes, but it is best to try to put the bomb in places where the escape can be harder to achieve (e.g. on top of the repair kit drop sitnear the bridge for Industrial Zone, as the land is more zigzag to escape). For base-oriented maps, like Brest, tankers out of place will simply die, so as a Wasp, the speed and timing needs to be perfect to coordinate a great attack. Either way, successful or not, you will die, so just consider it a kamikaze mission, with high risk and higher rewards. In my opinion, the best place to launch a bomb is on a ramp, preferably one enemies often use to reach their base. On any elevated surface, such as a bridge, the bomb somehow does not damage the tankers below as much, but on a ramp, the weapon is deadly at both areas, and you're simply stopping enemies in their tracks. Last of all, don't get frustrated when you make a mistake. Sometimes, they'll teach you how to be careful, and other times, they might be helpful. Once, I was playing Aleksandrovsk TDM when I scaled up a ramp to chase an enemy, but tried to backtrack when I saw three of his cronies targeting me. When I tried to go back down, I slipped and ended up on my side. When I tried to press Z to turn my turret to shoot myself upright, I accidentally pressed Shift instead, and the bomb activated, killing the four and well, I was dead after their assault. Though technique might get you farther with Wasp, practice is the best way to achieve consistent positive results. Now that you've got this down, I've got a special surprise. It's... the... Ultimate Move! Yep, if you can time your bomb down to the millisecond, you can cause destructive damage that will leave your enemies puzzled for ages. Ready? So this move preys on Titan (team modes) where a horde of enemies surround Titan. Now, it's a fact that Titan's dome lasts for twenty seconds, so if you are attentive enough, you can rush in at seventeen to eighteen seconds since activation and lay your bomb there. Make sure you have Double Armor and Speed Boost engaged. While you rush out, the tankers under the dome will not fear for their lives (85% damage, and it'll all heal within seconds), and since no one can see how much time the dome has remaining. At the last second, the dome disappears, people panic for their lives, and BAM! They're all dead. Equipment Choices Once you've mastered some techniques, it's time to complete your tank combination. I'm going to discuss turrets, then in case you have a few ten thousand crystals lying there for no reason, then it's the perfect time to go and get some modules and drones to complete your build. Turrets There are a huge selection of turrets to choose from. I’ll rate it like how my English teachers grade essays, but with a letter grade. (A+ for a 10/10 and let’s curve an F to a 0/10) I’ll be going into detail about some of the alterations if the turret has reached a grade of a B or higher, just to make life simpler. Firebird - With this fiery turret, Wasp can whisk around and cause havoc, steal the flag, and zip away to safety. Even though the bomb might accidentally get the better of you, let’s face it, the afterburn is especially useful in finishing off enemies, recharging that overdrive even faster, so this combo is definitely a yes. Rate: A- Alterations Freeze - Wasp is easily workable with a melee turret, and Freeze is no exception. Freeze can end multiple enemies faster than Firebird due to its extremely high DPS (damage per second). Of course, if you ever find yourself overwhelmed with the pressures of several enemies closing in on you, fire off your bomb and finish them off the other way. However, it’s not likely that Wasp’s unstoppable energy can work with Freeze trying to slow down enemies. Rate: B Alterations Isida - Isida’s high damage can finish off enemies in a snap of the fingers, and of course, the healing grants bonus points. And, if you are in a jam, just fire off that bomb and call it a day. Rate: A Alterations Vulcan - It’s raining bullets! Vulcan’s annoying nature can get any tanker to feel like quitting in a matter of seconds, but with Wasp? The self-damage that it does can lead to a self destruct before you want to, and plus, you’d have to park near a repair kit to stay alive. And you said you wanted to capture flags. Did I mention how quickly this might go up in flames? Rate: D+ Hammer - This is my friend Nem’s favorite combo. Agile and potent, this combo can easily destroy a swarm of Wasps and Hornets in a clip, of course, with the help of a little double damage. The only trouble is dealing with the awkward reload times, which requires a little practice. But overall, this is probably one of the best turrets to be paired with Wasp. Rate: A+ Alterations Smoky - This fickle little duo really can sting. Being fast and equipped with the chance for a critical shot, this combination quickly does damage to any tank within range and has enough power to stop enemies in its tracks. However, if melees are close enough, they can end Smoky off before it has a chance to activate its bomb or do some serious damage. In lower ranks, it might be preferable, but when turrets such as Firebirds and Freezes are prevalent (mainly the sergeant and lower Warrant ranks), steer clear and try for something with more armor. Rate: B- Ricochet - Rico has a good range, nice auto-aim, and a quick enough reload to keep those pesky Firebirds and Freezes away, but its shortfall lies in the fact that this combo can be quickly ended with a single shot of the double-power Hammer or Thunder. And it doesn’t even have to be that close. Rate: C+ Thunder - Sounds potent, but Wasp and Thunder make an imbalanced combo because of Thunder’s sheer power and Wasp’s lack of armor. A single shot that goes off aim can end up in an embarrassing self-destruct and a loss of self-esteem, so you have to be extremely skilled to handle this volatility. Practice makes perfect, though, so the hours put into private training might make you a strong tanker even with this combo. Rate: C+ Twins - Why are orbs of plasma suddenly trailing me? That, my good friend, is the work of Twins. Twins and Wasp can make a great duo if they are used effectively. I particularly believe that it can end up being a great flag defender/retriever because of its speed and impact force. However, in modes such as TDM, it’s toast. There are simply no other objectives to do but fight to the death, and then there are so many builds suited for a quick and easy death to all other tankers. Rate: B- Railgun - No. Just no. A fast Wasp equipped with a Railgun can slide for XP/BP, but for anything else, oh, it’ll likely get beaten over and over. Really. Trust me on this one. I’ve been a Thunder, Freeze, Firebird, and Hammer, all at M1 to M2, and all of them have gotten the better of a Wasp with a Railgun, except that occasional one time that I needed to reload. (Also, I’ve watched many a round where my friends have been obliterated into smithereens with other turrets before snatching a kill once in a blue moon.) Put it away. Rate: D- Shaft - Mobile sniper. This build can be mastered well, using both arcade shots to fend off nearby attacks and scoping it in for the kill, but not without hours of dedication. Finally, though, the bomb starts to come to use. While waiting for a reload, the bomb can be your way out of trouble, just set it off and watch your enemies become shards of metal. Rate: B+ Alterations Magnum - Someone has finally come up with the idea of easily movable cannons. This risky combination can be the road to success, but usually, you don’t see the short-ranged turret sneaking up for an easy kill. In maps with some room for camouflage, you might survive, but out in the open? Maybe not. Rate: D+ Striker - Again, it has both the troubles of Magnum and Thunder, being unable to see a full view when trying to net a kill on that annoying Mammoth and the fear of firing off a single rocket, while having it hit you right back in the face. You'd want to try a heavier hull before heading out to battle. Rate: D Modules A well-chosen module will benefit you greatly. I've listed a few recommendations and a few potential builds that might work well on the battlefield. Fox (Firebird Resistance) - Without this protection, you’ll simply burn like thermite, dissolving into a bit of flaming metal before you can warm up those jets to escape. It’s a good idea to buy this module as soon as possible if you are planning to use Wasp, especially in the M1 ranks, where “Drugger Firebirds”, usually star hunters, will want to snatch anyone up for an easy kill. Especially Wasps and Hornets. Strongly Recommended. Badger (Freeze Resistance) - Freeze cools off your speed and makes you feel like an old Viking instead of a fast-moving Wasp. Once you’re lured into the Freeze’s range, it’ll be hard to retaliate, unless a nearby Thunder or Smoky hits the Freeze and kills it. However, once you get past the middle ranks, Freezes tend to decline in number, so it’s not the most, well, frugal choice. Optional. Ocelot (Isida Resistance) - Isida’s high damage per second could be compared to that of Freeze’s, maybe even higher, but without the after-effect. If you do get into an encounter with Isida, make sure you have a Repair Kit on hand and try to attack it at a range where it can’t fight back. Optional, but leaning towards Not Recommended. Wolf (Hammer Resistance) - Hammer can easily two-shot, or one-shot (with Double Damage) any light hull if upgraded enough. Just keep that in mind, because there are few Hammers beyond the early M1 ranks where several kits are sold. At that point in time, you’re usually unable to fire back because your hulls aren’t armored enough to survive the shots. So if you’re in the higher Sergeant to Warrant Officer ranks, I’d strongly recommend this, but after those ranks, it’s more of something that collects dust. Optional. Dolphin (Smoky Resistance) - Smoky can net a few good shots and can get annoying, especially with tons of people buying the popular “Keeper” kit at the lower ranks. This is pretty much the same case as Hammer though, once they reach the middle Warrant ranks, Smokies are discarded in favor of lower-unlocking M2s. If you’re a newbie, this is the first protection you should get, but keep it at a M0, no more than a M1, because it’s not used much more after that short bit of time. Overall, though, it’s optional. Lion (Ricochet Resistance) - Ricochet can be annoying, because it has the makings of a Twins but a much better damage to end you faster. In the middle ranks, it’s a preferred weapon for many since they can use it for fun activities like parkour and dominate on the battlefield as well. I’d make this one a recommended module, especially if you’re in the middle ranks with no sight of reaching Brigadier. Panther (Twins Resistance) - Twins are so annoying, especially in parkour battles, where some random Mammoth-Twins will mine up the whole area, making tricks impossible. But in battle, it can knock off your aim, leading to those unfortunate moments where you accidentally hit a wall and maybe have shrapnel fly back at you. For this, I’d recommend a Twins module, but then again, there aren’t too many Twins fans outside of your Silence parkour battles. So, if you really have a vendetta against it, then buy the module, but for everyone else, it’s okay to just skip it. Not Recommended. Shark (Vulcan Resistance) - Vulcan loves to choose anyone for a tasty snack, or even just an appetizer, but it also needs to look good. It needs a few easy kills once in a while, and the perfect person is a Wasp, whose suffering will be over in just a matter of seconds before they spawn up again to get mowed down. However, there aren’t too many Vulcans out there, just one every three or four battles. So, if you keep running into annoying Vulcans and feel sick of it, then I’d recommend it, but otherwise, it’s optional. Grizzly (Thunder Resistance) - Thunder is constantly a strong offensive force, especially in the hands of players that actually can handle the turret’s power without giving themselves a shot full of lead. In higher ranks, though, Railguns can end a Thunder’s reign before it actually releases a shot that almost ends him. Yep. Thunder has a fatal shot that nearly saps all the health of a Wasp with a single hit, so it’s a good idea to put on your Thunder protection once you reach the ranks of a Warrant Officer 3. Strongly Recommended. Falcon (Railgun Resistance) - Railgun is usually that one turret that is played by two types of players: “pro” and “wannabe”. As I’ve written before, most people are just wannabes at lower ranks, but pros begin to emerge the higher you go. At middle ranks, it’s more of an optional suggestion, but as you move up, I’d strongly recommend it, unless you want to go and yell at seasoned eSport players. And then a few hours later, you''ll be angry and they'll be chatting to their clanmates about a noob they met. At lower rankes, Optional, but as you move up, Strongly Recommended. Eagle (Shaft Resistance) - Shaft is particularly annoying, especially that now many see it as a strong power in the low ranks. Some lower ranked players can be extremely skilled with Shaft, and for those who don’t have the Lifeguard Drone unlocked yet, a Shaft module can be a saving grace. Strongly Recommended. Griffin (Magnum Resistance) - Magnum can be deadly if someone knows how to use it, but most people don’t really do that too well. Sorry, Magnum-lovers, but you kind of look like noobs in my book. After all, you keep burning up, with that one occasional self-kill that destroys me in the blast. I wouldn’t recommend this module at all. Not Recommended. Orka (Striker Resistance) - As a turret, Striker may seem a little weak, but as the ranks progress, more alterations unlock, and its power gets greater under the hands of a skilled professional. You might think it's not worth worrying about in the M1 ranks, but definitely purchase the M2 or M3 module to keep yourself safe from constant keyboard smashing. But then again, there aren't too many Strikers, right? Recommended. Now that that's all out of the way, I'm going to make a few combinations of Modules you can choose as a Wasp. These are my suggestions based on experience and lack thereof. Enjoy! P.S. Make sure you get these on sale. Your Basic Cheap Combo #1 (Firebird, Smoky, Hammer, all M0) As a Master Sergeant, any up-and-coming player would ask for this if they had an extra 15,000 crystals just lying there. This group of modules counters the most annoying people at these ranks, especially those pesky Sergeant-Majors and Warrant Officers who won't stop bullying you and laughing at your Thunder M0. Your Basic Cheap Combo #2 (Firebird, Hammer, Shaft, all M1) When you've reached the rank of a Warrant Officer 1, give yourself a pat on the back and open a container. Hopefully, it's good. With the upcoming sales, you've got an opportunity to upgr- oh, you already have M2s? Er.. let's do modules. While Drones might be really useful, modules can keep you alive longer and stop "Drugger Firebirds" from obliterating you every other day. This one will render most of the top powers in the early Warrant ranks useless. Movin' on Up: M2 Modules (Firebird, Thunder, Shaft) M2's is when the days get tough. If you have a late-unlocking M2, you're in for a nightmare. M3's and M4's are ready to eat you up alive, and they also have endless numbers of drugs! Even worse, Alterations. Duplet, Compact Tanks... it's only going to get worse. With this pack of modules, you'll be spared from the worst of damage. Alternative Option: (WO4 - Third Lt. combo - Firebird, Ricochet, Freeze) Facing the earliest of those buyer kits. Your Last Stop: M3 and M4 Gameplay (Firebird, Railgun, Mines) This is your go-to combo once you reach Brigadier. Woah, wait. Mines? Yes. While mines were just a little trip-up in the early days, people love using Saboteur. So it's not one, not two, but up to eight mines that could leave you... dead. Otherwise, always watch out for Firebird and some other alterations with afterburn (Incendiary Band, Dragon's Breath, Incendiary Rounds, etc.) and eSport Railgun masters. Yep, they have a black belt in Railgun; don't mess with them. Drones Drones will be your new best friend... provided that you have enough batteries. Many Micro-Upgrades will ensure that your drone will become powerful to dominate both your Gear Score and the battlefield. I'll quickly go through a few highly recommended drones and rate them with my letter grades. Assault - As a beginning drone, Assault is one of the best offensive drones at a relatively cheap price and also a great way to counter buyers with skill. Since it increases the active duration of supplies after you earn a kill, it's highly recommended that you either play endlessly in TDM or focus on kills rather than secondary objectives. I'd also recommend using a melee turret as those can rack up kills quickly and easily at most ranks. So if you want something to stretch your thin supply lines, it's a great choice for players looking for a drone to try. Rate: A- Trooper - Another excellent option, focused at tankers who may be vulnerable to being spawnkilled or always being stuck on the losing team on MM. As a Wasp, this can give any normal tanker a good boost in the beginning, ideal for fending off a flag stealer at the base or trying to survive a "drugger Firebird" burning you alive. If your luck in Matchmaking is down the drain, or if you need a little extra defense, this drone is a perfect option. Rate: A Driver - While Wasp's overdrive charges faster than it can rush around Sandbox, this drone could especially benefit under the use of a skillful player who knows the ins and outs of this overdrive. But if you don't come across triple or quad kills with this bomb available, it might not be a great way to waste all those batteries from weekly containers. However, the price tag deflates the purpose, half of a hundred thousand is out of your bank, so it might not be the most economical option. Rate: B Sprinter - Using Wasp's agility, picking up a flag or ball in their respective gamemodes is a piece of cake. But of course, when trying to rush back to the base, a horde of angry opponents come armed and ready to strike. However, if you use this drone, it gives you a helpful boost so you can run your way back and stay (relatively) safe. At a hefty price of 90,000 crystals though, it might be something you want to buy at a sale. Rate: A- Defender - Wasp isn't quite known for layers and layers of armor, its swift nature only comes at the sacrifice of protection. Fortunately, the developers have managed to come up with the Defender drone. With the simple press of a button, you earn up to three extra times the protection of a simple Double Armor. Any sniper will instantly throw a tantrum at not being able to snipe a Wasp, and you can laugh as they call you a hacker. Again, before rushing in to buy it, do take note that firstly, when the drone is not in activation, you only get a normal double armor, and secondly, the price tag of 90,000 crystals can be a pain in the drain. Rate: B+ Lifeguard - This drone can be a sniper's nightmare, as well as your way into catching meteorite golds and staying in league with the overweight Mammoths. On the other hand, the price might not be a great plan either, crushing through your M3 savings, as well as the problems that come with the usage. Once you've been "saved", it leaves you with barely enough health to survive, so even a Striker missile 5 meters away could end you, which means you have to use a ton of repair kits. So if you're in favor of raising your K/D and have a ton of Repair Kits and crystals, it's a pretty good idea, but for anyone who's tight on supplies and crystals, it's not the way to go. Rate: B Blaster - Isn't that just Wasp's overdrive? Rate: C+ Recap Wasp's overdrive consists of a fast charging bomb that does immense damage. Hunter and Titan can nullify/weaken effects of the bomb, the bomb nulls Mammoth's invincibility. One of the best places to place the bomb is on a ramp. Being secretive is a strategy to delay the reactions of opponents. Melee turrets work well with Wasp - Hammer and Shaft are also two excellent options. Modules are a great investment for Wasp while Drone purchases can be saved for later. Now that you've mastered Wasp, it's time to try out this powerful hull. Good luck!- 25 replies
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Nice story beginning, though I agree with the feedback. I also wrote something similar in your Slenderman Finale, it's right here for reference. This will definitely make the storyline flow better.
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Great! Now all you have to do is wait two weeks...
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hbty shoul be happy someone talked lol... but i was saying is that i get bored waiting... everyone does sometimes. Although coincededences happen a lot... hmmm... though the letter writer in question was a little bit more rude to me than i was to them....
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Just say there are no buildings... haha. I'll try to find the original file. Position? Rejected Guest Writer and Resident Boring Storyteller. I've editorialed once but it took 5 months to write and two whole months to publish! I had to wait a full rotation before I could get myself in there. Urghhhhh... they love former reporters but not me. They make me wait a full rotation but everyone else gets to go instantly... or near instantly
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Hmmm, more exclamation mark shortage. Where could everyone else be? Seeing that no one else is here, maybe I could go and vent about how it will probably be about two years before my year in tanki article is published... talk abot procrastination~!
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Islands don't have buildings :P I did remember you said something like that. That was a week ago. How about 2222?
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good luck then!
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Was there an exclamation mark shortage earlier?
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Nice clickbait there... might want to try other link lol
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Stars getting DELETED from the Game... come on... I hate them.
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Lol I did it offline on my notebook.
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I suppose I'll be enlightened next year as I am taking AP Physics
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I did that last year. Gave up midway.
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Randomness can be measured in entropy (please don't beat me up for the fact of the day). Do you like to play Tanki?
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Whoops... I may have *accidentally* taken it.
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