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Everything posted by Crip
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Approved. - There was little to no formatting in place. I attempted to inject some into it and failed. Added colour. Changed font to Trebuchet MS. Added spacing in some areas and separated each interviewee's response. - Corrected a few typos. - Added a few apostrophes where required. Spelling and grammar were pretty much there throughout. Overall, a very fun article to read :P
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Battle Moderators. They don't let a lot slip through their fingers.
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You don't have to pay 36$ to join a clan you know...
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Rankup of :) My friend then dropped 2 golds, the first of which was taken by a heartless player. However, the second one wasn't stolen from him.
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
Crip replied to theFiringHand in News Archive
Madam, I think you should actually wait until you have the opportunity to test these new additions to the game before you start attacking the developers, or their ideas. Alterations are optional and expensive, meaning there will not be many players with the resources to afford them so Ricochets with no bounce will not be common. Your Ricochet will be almost unchanged, and it is being improved... Your Ricochet shots will now be twice the size (if I'm correct on this) meaning your hit success rate will be much higher (larger size = more chance that it will hit). Also, Ricochet is not a close range turret, and neither is Twins. Twins relies on maintaining constant fire while keeping away from close-range opponents such as Firebirds or Freezes (Freeze is Twins' biggest nemesis in small maps). Also, how will this alteration make it like Railgun? That's an absurd thing to hear from such an experienced Tanki player as yourself. Again, please have patience and wait. If this turns out to be a failed update, then you have every right to start complaining. As it is, you've given this update no chance to prove itself. Edit: XT Ricochet isn't necessary, seeing as there are more popular turrets which could gain an XT version before it. Hammer for instance. -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
Crip replied to theFiringHand in News Archive
It's an alteration. No one's forcing you to buy it. The original Ricochet will remain unchanged, save for 1 or 2 minor changes. The size of the projectile will increase (Radius will be increased from 0.5m to 1m) and it will now have a limited number of bounces (20). -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
Crip replied to theFiringHand in News Archive
Great! My Plasma Core Accelerators + Twins M3 are going to love the new Twins splash damage! :D Edit: The visual bug for Microupgrades was annoying. Thumbs up for fixing it. -
1) Well, there goes your karma. But really, I wouldn't advise Lieutenant Colonels to play in regular Legend battles. I reckon the only reason Legends can play ranks as low as Lieutenant Colonel is because it was designed with XP/BP in mind. 2) It actually will not. M2s get extremely low scores versus M3s, especially as you're using M2 Hornet (weakest M2 hull in the game in my opinion) or M2 Dictator (3 shot by M3 Thunder). You're not going to survive long enough to have any lasting effect on the enemy. My advise = go win games at your rank level and reap the rewards. If you feel like continuing, please PM me :)
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Guide to being a free player on Tanki! (With my own personal experiences)
Crip replied to Epic_Space_Mango18 in Writers' Corner
50$? Where did you put it all? :o Apart from the golds I've bought and my Watercolour paint, I've spent less than 30$ on this game. -
Zooming around the battlefield throwing supplies in all directions isn't very skillful, I agree. But tactical usage of supplies (such as activating a Double Armor when you pick up a Double Damage) actually takes some skill. Activating your supplies in the correct order also takes practice.
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:D Yes, I'm actually only 3 years old. I only started playing Tanki in January 2016.
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I found some other very small errors myself. - Capitalised a few more turret names. - Rephrased a sentence to make it clearer. - Again, the apostrophe is uses for possessives. M2s are M2s, not "M2's" in a plural sense. - Also remember to include apostrophes where necessary. In terms of pictures, try uploading them to a site such as Imgur or Photobucket then copy/paste the "Direct" link using the image button. Good article though. I like the detailed statistics which are often not fully explored by many writers.
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Lol? :huh: Veteran players "drug" more than everyone else put together. Look at @Oufa for the best example. He's one of the oldest Tanki players that still enters the game. Check out the number of supplies he has used. I agree with what Pdox said. Tactical drugging and effective usage of supplies takes a certain amount of skill. And only Parkourists save supplies for Parkour, not regular players.
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Don't play battles with Generalissimos and above using M2 equipment. You'll get considered as a mult, reported and then potentially banned. There's also a fine line concerning ranks to battle with. You'll get more crystals if you (as a Lieutenant Colonel) come first versus Warrant Officer 4s than if you came last versus Legends. Also, what you just wrote had actually already been stated (more than once) by numerous other people :P ;)
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Guide [Issue 63] Under the Microscope: Novel
Crip replied to Crip in [Issue 63] Under the Microscope: Novel Newspaper Archive
Greetings fellow tankers! In today's article, I will be subjecting the map Novel to the microscope. Like many other maps of today, Novel has largely been gathering more than its fair share of cobwebs and dust. Here, I want to highlight the original and interesting gameplay Novel has to offer, and hopefully rekindle some interest in this visually striking map. Let's take a look. ____________________________________________________________________________________________ Introduction Novel is, well, a novelty compared to the majority of other maps. The variety in both the scenery and the map layout make it an interesting playing environment, even overwhelmingly so for players who are new to Novel. There are bridges, prominent hills and ridges, decrepit buildings and dark underpasses to successfully negotiate your way through. Novel actually shares many graphical features with Year 2042, from the classic urban to a sense of industry; both being popular destinations for parkourists of all shapes and sizes. But regarding its popularity among everyday tankers, Novel is barely ever mentioned. Year 2042 seems to always be the preferred choice when battle creation is underway, even by the server itself. Even though Novel is unlocked at the low rank of Corporal, it's relatively unheard of to stumble across a Novel battle at those ranks. Sadly, Novel should be classed as "Critically Endangered in the Wild", and it may be heading towards a stagnant state where the only thing that occurs in it is parkour. History and Evolution The original map Novel appeared in the game on March the 19th, 2010. The original scenery was much the same as it is today - with the main structures all occupying identical locations. There have been several small changes made though, including the introduction of a ramp spanning half of the chasm beneath the main bridge. Several stacks which now stand erect on the largest building were also added. Here is the original Novel map: As you can see, everything is roughly the same, though the graphics are noticeably much better in appearance in today's version. According to the Russian Wiki, this map was the first of its kind to use the second props library in its construction, possibly a clue as to where the name comes from. Today, the current Novel map measures approximately 40 by 32 meters, with an overall surface area of 1280 square meters. Map Overview Novel, like its relative Year 2042, is not symmetrical; meaning that different teams require different tactics and playing styles. Blue Base The flag itself is concealed inside a large ruined building. There is plenty of cover and many decent locations for defensive camping. To the north of the building are two means of access onto the Bridge, and to the east there is a ramp providing only one of two routes to the Ridge which cut the map from north to south. Red Base The flag is more exposed, but overall the base is much better protected than the Blue one. Although tanks can easily jump down to steal the flag, there are only three narrow ways of escape: a ramp, an underpass up to the Factory and another tunnel which leads to the Northern Outskirts. However, compared to the Blue Base, there aren't many readily available camping locations. The Factory This area contains the majority of the buildings in Novel and is essentially an extension to the Red Base, though much more fighting takes place here. Two down-ramps provide access to the Red Base, though incoming Blue players would tend to avoid using them. The Factory also links to the Bridge as well as both Outskirt sections. Essentially, this sector links the majority of the eastern map together. The Outskirts These contain rougher terrain which can sometimes be difficult to navigate through - and the green rises resemble those found in Massacre. Several buildings can be also be found here, although the crumbling walls found in the Northern section provide much better cover. The Chasm Spanned by the Bridge, this sector can sometimes be extremely frustrating. A lengthy pipe snakes across the floor of the Chasm, which is flanked by steep sided walls. There is only one means of escape, which comes in the form of a small ramp. There is, however, an underpass at the northern end which links directly to the Depot. The Ridge The most exposed area in the map with little to no cover at all. It connects with both Outskirts, the Bridge, the Chasm, the Depot and the Blue Base, so it stakes a very solid claim at being the most important part of the map to control. Much of the heaviest fighting will take place here. The Depot This area feels slightly separate from the rest of the map, as if added as an afterthought. In modes such as CTF, only small regions of this sector will play host to anything more than a mere skirmish, although the occasional flank attack may travel though it. Several small buildings and a tumbledown walls gift ample cover, and there is also a ramp leading upwards to our final sector. The Bridge of Khazad-Dum You shall not pass... The real centerpiece to the map, and it is what Novel is most renowned for. The Bridge spans the majority of the map, and provides a very direct route between bases, linking The Factory and The Ridge at the same time. It is very exposed to fire from the Blue Base however, and not a safe place to remain on for any length of time. Supply Drop Zones Possibly in a contradiction to what you might expect, Novel supply drops aren't that plentiful. The graph below illustrates this fact, and compares this with the number of supply drops on several other maps of a similar size. As you can see, whoever added the zones evidently wasn't all that generous. Isidas and supplies will most likely be doing the majority of the healing work, as there is only one Repair Zone in the whole of Novel, located on The Ridge. There are three Double Damages, four Double Armors and six Speed Boosts in addition to the solitary Repair. In case of the Blue team, their supplies will largely come from The Depot, which is aptly named, where there is an Armor and a Damage. For the Red team, there is a similar layout. The main supplies are to be found in The Factory, although there are Speed Boost drops fairly close to the flag. As well as the Repair, The Ridge is home to another Double Damage and a Double Armor, which are located at opposite ends of it. To compensate for the biased Armor zone, a fourth Double Armor is situated at the Factory end of the Southern Outskirts. Controlling the Drop Zones ~ For the Blue team, the supply zones in The Depot and, of course, their base are straightforward to control, since the majority of the Blue team's spawn points are located in and around The Depot. Several of the Bridge zones can also be held with relative ease, owing to their close proximity to the base itself. Blue base defenders can simply keep a close eye on proceedings from the shelter of the ruined house. The Red team's task is slightly easier in some respects, as the few Supply Drops that are in the vicinity of their base tend to be fairly sheltered from attack. The most exposed point is the Double Armor on the edge of the Southern Outskirts, and effort should be made to protect it from Blue attackers. From the cover of The Factory, Red team members can also fire upon The Ridge. The Ridge drop zones are much more contested, and due to sheer exposure, no tank tends to remain alive there for any length of time. Both teams are supplied with ample cover on either side of the Ridge however, and the best course for both teams to take is to simply keep the Ridge under close surveillance and protect attackers when they emerge to collect the supplies. Now, we will begin to dive more deeply into the detail behind this map and explore each individual format in turn, beginning with CTF mode. Format - CTF Capture The Flag is definitely the most popular battle format in Tanki Online, and unsurprisingly it is (or was) the most favored format among Novel players. The dynamic map means that one can never quite fully master this format here, and a Novel CTF always makes for an interesting game. Attacking Routes ~ For both teams I have marked three of the best attacking routes from one base to the other. They are shown on the map as A, B and C. Attacking Routes: Blue Team Route A is on of the most direct routes from flag to flag and can also be used by the Red team in reverse. It offers several Supply Zones en-route, and several more can be plundered without expending much time. It is very exposed in some areas however, and passes through the centre of the Ridge. Route B is possibly the fastest way from base to base, and sacrifices nearly all cover. There are few drop zones along the route, and for this reason it may not be as highly favored as others. However, it does pass close to the edge of the map for the majority and is thus, less conspicuous. Route C is a definite contrast to the two mentioned before. Keeping exposure to the minimal, this route sacrifices speed for protection. Supply zones are a fairly rare sight, and you must be prepared to use your own once you get close to the Red base. Attacking Routes: Red Team The first main Red direction of attack, Route A, corresponds in part to the Blue Route C. It follows a similar path for some time but then branches off to take an even longer route along the edge of the map. Again, supply drops are limited but the cover is nearly always better than average. The Red Route B is the quickest path from the Red base to the Blue one, although it has the advantage of beginning in an area where supply zones are fairly plentiful. The equivalent of the Blue Route A, and thus carries all the same dangers with it. Owing to the "hemmed-in" feel of the Red base, attacking routes from it generally all begin at roughly the same place. Route C is sourced from the same location as B but branches off and along the Southern Outskirts before reaching the Blue Base. Fairly well sheltered, but a severe lack of drop zones. Escaping with the Flag ~ After successfully penetrating the enemy defenses and snatching the flag from its stand, you must make your way as quickly as possible to your home base with your precious burden. For both teams, there are several different options available. It may sound like an over-complication, but your tank's momentum is actually a very important factor when deciding which escape route to use. Above some possible escape routes for both teams are shown and then below I will analyse each one. Escape Routes: Blue Team ~ There are three main exits from the Red Base, with one marked route for each exit (though A branches out into two in the Factory). Escape Option A offers the most direct route for a Blue player from Red base to Blue. It scales the ramp, entering the Factory before splitting into two paths, both of which are roughly the same length. One passes over the Bridge before entering the base from the north. The other takes a route across the Southern Outskirts. A should mainly only be used if the remaining defense are weak, or if you've attacked from the point marked C. Option B makes use of the south underpass, and exits using the Factory's dike before making an appearance in the Southern Outskirts. Use this if you've attacked from A or C. Remember not to head straight up the dike and over the ramp, as the ramp looks deceptively easy to use, but actually the rise in the ground slows your tank, meaning it won't make the jump. This can be countered by a bit of MUs and a Speed Boost. It may look like a straightforward leap, but looks are deceiving. Option C is the longest route back to the Blue base, but the route is usually covered and it hugs the edge of the map, meaning you're less likely to run into enemies. Useful if you've attacked from B or A. Escape Routes: Red Team ~ Option A is by far the most popular exit from the Blue base, simply because it's the easiest and fastest way back to the Red base. After utilising the large ramp on offer, one makes their way back over the Ridge before entering the base from the south. Useful to remember to jump off the ramp at the right side, or you may end up flipping. Escape Route B is also a rapid way of escape. It uses the Bridge to quickly flash across from the Blue base to the Factory. Watch out for enemy midfielders on the Ridge as this route is very exposed. If you encounter enemies, make use of C. Route C leaves the base in the same way as B, but exits the Bridge long before the Factory. It plunges down into the Depot, and uses the Ridge's underpass. A long way around, but safer and there is less chance of you being cut down by the rallied Blue defense. If all other exits are cut off, the main door at the rear of the Blue base can be used, but it is more time consuming. Defending ~ Attacking the other team's base, snatching and successfully capturing the flag are obviously the main fundamentals behind this format. However, many regular players simply neglect their defense and go charging in seek of the flag. A solid defense though, can be the difference between victory and defeat. Defending: Blue Team ~ Unlike many other maps, this base essentially has pre-made defenses. The flag itself is already fairly well guarded in a building with limited escape routes and there are even well-covered locations for defenders. Defenders sporting Smokys, Shafts and Thunders will do very well here - they can keep careful watch on activity on the Ridge. With the base being contained, it's a good idea to have a Freeze on standby to stop any escapees. The end of the Bridge should also be manned by Blue defenders (preferably a Vulcan or Shaft) and supported by an Isida which can move to and from the Blue base accordingly. A perfect spot for this defender is pictured below. This position offers a view of a decent-size portion of the map. Nice to have a pet Isida handy. Mining Positions ~ Position 1 Defensive Aid: 8/10 Laying a number of mines here may see a little superfluous, but actually these few mines can prevent the majority of flag escapes as many attackers utilise this ramp as part of their offensive scheme. Make sure you place them high enough so that attackers can't simply skirt around them. Position 2 Defensive Aid: 7/10 The ideal position to prevent attackers from breaching the building's natural defenses from the bridge. Though not as important as some of the other locations, it is definitely worth placing at least one mine here to dissuade enemies from using it. Position 3 Defensive Aid: 10/10 The most-used entrance to the Blue base, and therefore it should be heavily mined to prevent unwanted visitors. Make sure to keep them replenished, as they will disappear surprisingly over the course of the game as enemies come to and fro. Extra Position Defensive Aid: 5/10 A little extra defense, as light hulls can actually wriggle their way out of this gap. Not all that necessary, but if you're the player who likes to be safe rather than sorry, a solitary mine placed here can prevent escape. Defending: Red Team ~ Defending the Red Base isn't as straightforward as it is for the opposition. Owing to the fact that the flag itself is in a relatively small "well", the Red defense cannot simply "camp around the flag". Instead, positions must be taken up in the Factory and along the edge of the Southern Outskirts. Freezes will serve as the best defenders for the actual flag itself, with an Isida for support if necessary. A Shaft-Titan/Mammoth can be fairly concealed behind the solitary house to the south of the base, which offers a decent view of the Blue base and the Bridge. In the Factory, there are numerous defending locations which can be utilised by Thunders and Smokys. A Firebird with "Compact Tanks" will also provide invaluable support to the main defense, heavily weakening incoming attackers with its near-eternal afterburn. Mining Positions ~ Position 1 Defensive Aid: 8/10 The north underpass into the Red base is sometimes forgotten by the defenders, which can result in a catastrophe for the team. To avoid this, it is a good idea to place a few mines just inside the tunnel entrance. Position 2 Defensive Aid: 7/10 Mine placement here is only to try and stop attackers escaping with the flag, and aren't as important as the other two positions. Nevertheless, they can prove to be lifesavers in certain situations. Position 3 Defensive Aid: 9/10 This is a popular access point for enemy attacker both entering and leaving the base. With the entrance being out of view of the majority of the defense, a few mines placed here will definitely pay off if an attacker tries to break in. Building and Maintaining Pressure ~ Good tactical gameplay can often prove to be the difference between two teams with similar equipment. Applying pressure to the enemy team is a tactic which can spiral into them losing concentration, destruction of their moral and their eventual flag loss or another important occurrence for your team. Here are a few scenarios and a few suggestions on how to end as the winning side. Scenario 1: Both Teams have each others' flags. After this happens, it can be a race to see who can mobilize their team into action first. Here are some steps you should take to get your team into a pressure-building force: Make sure the enemies' flag is well guarded, and the bearer has mined for protection sufficiently. Leave an Isida or two if possible for support. If their are any enemies on or around vantage points such as the Ridge, the attackers should be sent to clear them out. Follow this up by moving the Midfielders up to strengthen the position, although they should be wary of enemy campers. Campers (Shafts,Thunders, Railguns etc) can take positions fairly close to the enemy base, sniping enemies before they have time to regroup. Midfielders and Attackers can now press towards the enemy base, and lookout for openings in the defense. Scenario 2: A team has walled themselves into their base. Leave one or two defenders at your base Encircle the enemy position, choking the defense. Bring an Isida or two for support. Keep your campers set back slightly to destroy any who manage to escape. Make sure to target enemy Isidas. Camp them into submission. Equipment Combinations ~ After all that, I think it's time to have a look at some possible equipment combinations for Novel, based on my own experience and that of other players. There are others, but I've highlighted a few that perform very well in a Novel CTF. Attackers Option 1: Smoky/Hornet (Role: Flash Attacker) + Hornet provides flexibility and agility to support lightening attacks at the enemy base. It is well-suited to Novel as its ability to regain speed is unrivaled. Smoky provides the extra support (in the form of recoil) and the potential to annoy the defense with steady fire. Option 2: Hammer/Hornet (Role: Support Attacker, Initiator) + This combination merges the devastating force that is Hammer with the maneuverable (and sometimes unstable) Hornet. This tank can blow a hole in the enemy defense remarkably quickly, especially when paired with the "High Capacity Drum" alteration. It can also snatch the flag when required. Midfielders Option 1: Smoky/Viking (Role: Central Midfielder) + Smoky excels in Novel, mainly because of its quick reload enabling it to hit an enemy multiple times before it manages to retreat behind cover. Smoky and Viking is a popular combination, and the stability and steadfastness of Viking gives Smoky a perfect firing base. Option 2: Thunder/Hunter (Role: Offensive Midfielder) + Thunder, like Smoky, enjoys Novel immensely. Its splash damage works wonders on a strong enemy defense, damaging multiple defenders with just a single shot. It does require support from another tank though, as it is prone to quickly subsiding if a close-range enemy surprises it. Hunter provides better flexibility than Viking, due to its better acceleration which is perfect for Thunder's quest to escape self-damage. Option 3: Magnum/Hunter (Role: Offensive Midfielder) + Magnum doesn't actually find a place in the defense, possibly in contrast to many players' thoughts. Its splash damage and lengthy reload time means that one has to be extremely accurate, because damage could be done to yourself or an enemy could make an easy escape with the flag. In midfield though, it will perform much better. The huge splash damage will leave an enemy team reeling from the shock and you may find that you've single-handedly destroyed an entire defense. Use the parabolic trajectory to fire over buildings and into the enemy base. Hunter is here to provide much-needed acceleration for flexibility as well as offering a height advantage. Defenders Option 1: Freeze/Hornet (Role: Escape Preventer) + Freezes are almost always a necessary part of any defense. Its unique ability to slow down enemies renders it indispensable for a defense which is struggling to hold back the tide of incoming attackers. Hornet provides it with enough speed to pursue escaping enemies if needed. Option 2: Shaft/Mammoth (Role: Camper) + A hated combination by all the players who come up against it, but it can form an important part of many defenses. Shaft's ability to snipe enemies from range is highly useful, and the Mammoth provides enough HP to help keep it alive long enough to destroy incoming attackers. Module Advice ~ For Attackers, modules that provide protection from different ranged weapons will suit them the most. I'd recommend choosing a module out of the Kodiak or Grizzly Series, though an Ursa module can also work. Midfielders should be more wary of attacks from long range. For midfielders, devoting one protection slot to Shaft can be a good idea. Kodiak and Griffon are good series to choose a module from. The Defense should focus on protecting themselves against short-range weapons, but a mid-range turret protection can be useful. Defenders will come up against a variety of turrets, and it's usually impossible to have protections for all. Turrets such as Firebird, Hammer and Smoky are usually the most irritating. Choose a module from the Badger or Lion series. Alteration Advice ~ Paints ~ If you're the kind of player who likes to blend-in with your surroundings, here is a selection of paints which are suitable for Novel. Hive - Price: 120 000 crystals Rustle - Price: 35 000 crystals Desert - Price: 4 500 crystals Format - CP Novel CP is laid out in an interesting fashion. The spawn-points for both teams are set relatively close to one another, and rather than each team being handed an opposing side of the map, it is fixed so players have to "race" the other team to the capture points. Definitely a Novel format worth checking out. Points A: This point is situated on the most exposed position on the map, the Ridge itself. Because it holds a strategic location, capturing this point is a key to the rest of the map. B: Located in the center of the Factory, this point offers better cover for defenders than point A. C: Situated right in the corner of the map, C offers a good vantage point from which to conduct attacks on E and B. D: Surprisingly close to B, this point is also located in the Factory, in the North-West corner. E: This point is situated in an almost identical position to the Red Flag, set down below the level of the Factory. Capturing the Points ~ A: The sheer exposure of this point can pose a big problem to defenders, and the enemies on this point should be treated with no mercy. A highly-contested point with it being situated so near both bases. Attempt to destroy the defenders from cover and range before moving up from the Bridge or Factory to take possession of it. B: This point is another contested one - the defenders should be weakened from distance before close-range weapons rush in to finish the job. Preferably attack from the Outskirts rather than the Bridge, as it is in full view of point B. C: Due to its location, this point will see less action than most. Simply snipe off the defenders before sending in light attackers to capture it. D: Point B is usually taken before this one, as both are fairly close to one another. Attackers should first seek to win B before moving here. E: Very susceptible to attack from above, and point B is a good starting point for players moving here. Equipment Combinations ~ After analysing this format, it is time to take a look at some suitable combinations for your tank that suit Novel CP. Medium hulls will play a large role, due to their acceptable HP and decent speed. 1: Vulcan/Titan (Role: Point Camper/Defender) + The task of this tank is simple; severely weakening the enemy team as they respawn, from an elevated position such as the Ridge. From its lofty vantage point, it can simply blaze away at any enemies that come into range. 2: Railgun/Hornet (Role: Camper/Point Capturer) + The speed provided by Hornet makes this tank suitable for racing to uncaptured or unoccupied points, and exploiting a situation. The power provided by Railgun is perfect for picking off enemies from range. 3: Hammer/Viking (Role: Point Clearer/Defender) + Hammer's bludgeoning power paired with Viking's solid base and enviable HP make it a dangerous foe in Novel CP. Several shots (with Double Damage) can destroy a host of point defenders. 4: Firebird/Hornet (Role: Point Clearer) + Firebird is one of those annoying turrets that won't go away. Pair it with a small, rapid hull such as Hornet and you can quietly slip up to a point before unleashing a dose of burning naphtha on them. "Compact Tanks" would be useful here. 5: Striker or Thunder/Hunter (Role: Point Clearer) OR + Both of these turrets deal huge amounts of splash damage, making them suitable for destroying clusters of enemies. Striker will be more conspicuous with its laser, but its effects are much more devastating. Hunter provides good height and decent acceleration, perfect for turrets who can inflict damage on themselves. 6: Smoky/Viking (Role: Point Defender) + Rapid-firing Smoky provides a team with the perfect point defender, capable of severely weakening enemies before they reach the point itself. Viking always pairs beautifully with Smoky, due to its solid base and low profile. 7: Magnum/Titan (Role: Camper) + Magnum's massive splash damage makes it perfect for conducting bombardments on enemy positions and wiping a whole point defense out with 1 or 2 shots. Titan's solidity and large HP make it a perfect firing base. Module Advice ~ Similar modules to the ones used in CTF, but with the addition of a close-range protection slot from Firebird, Hammer , Freeze or Isida. Kodiak or Ursa Modules will serve very well. Remember that weapons with splash damage, such as Magnum and Thunder, are highly dangerous and possibly dedicating a protection slot to one of these turrets could prove to be a lifesaver. Alteration Advice ~ Deathmatches and Team Deathmatches A Novel Deathmatch can be compared to a Year 2042 DM in some ways, though there are many more possibilities for campers in Novel comparatively. The gameplay is slower than Year 2042's, but is generally more fulfilling, as Year 2042 generally relies more on luck and supplies rather than skills. Year 2042 is Thunder's territory, and in Novel it performs pretty decently. It is outmatched in DM however, by other turrets, especially Hammer and Smoky. This is because Novel is more open than Year 2042, and so splash damage becomes less dangerous. Camping players, such as those using Shafts will find several decent positions from where they are offered a wide view of a lot of the map. Usually a few mines will have to be used for protection, and a close eye has to be kept on your surroundings. There are some very decent locations, and three such positions are pictured below: Position 1 Position 2 Position 3 Most players simply aren't the camping type, and Novel does its best to incorporate every genre of Deathmatch player (except of course, if you're the Fire/Mammoth M1). In recent Novel DMs I played in, light hulls (usually Hornet) performed really well when paired with a turret such as Smoky, Hammer or even Railgun; while "hunting" their targets. Medium Hulls also perform well, and a combination of Ricochet or Thunder and Viking won't let you down. Below are examples of a combination for a Light, Medium and Heavy hull. + + + + + + Team Deathmatch isn't a common format for Novel, and actually isn't a popular format on any map. Your main focus as a team should be to capture and hold the Ridge, from which you can push the enemy back into their base. Team Deathmatches aren't all that interesting here, as the stronger team tends to end up simply camping the other into submission. Gold Boxes Thanks to the sacrifice of a very good friend of mine, every single Gold drop zone in Novel has been located and painstakingly recorded for your benefit. Enjoy, as I'm sure this is the only part of a map guide that every player reads. There are 21 Gold Box zones in Novel, most of which are centered on and around the Ridge. With the recent update which meant that supply zones didn't fade with increasing distance, it has become far easier to locate the Gold zone itself. If are struggling to find it however, make for the Ridge which offers a very good view of nearly all the Gold zones. If the zone is still invisible even from here, there is a good chance that it will be located in one of the left corners of the map. Novel Gold Advice~ Zones 1 - 6: These are all caught in the same way through pure timing, HP and hull power or your climbing ability. Try to get on top of another tank if possible. Zone 7: Wait near the ramp below the zone, then lunge up it as the Gold is dropping. Zones 8 - 11: With these zones being in fairly confined spaces, it's a good idea to move near the zone early if you can withstand a lot of damage. Use the sides of the Bridge to climb onto other tanks. Zone 12: Move inside the Blue base building, then utilise the ramp inside to soar out of the window to catch it in mid-air. Zones 13 and 14: Stay back at the beginning, as you'll require your repair later (especially for 13). Move up the ramp when the Gold is dropping to get on other tanks. Jump down over the wall from 13 to catch 14. Zones 15 and 16: Simple jump-catches from the Ridge. Zone 17: Similar to most of the Ridge zones. There isn't any terrain one can use for an advantage, so pure timing is generally the success story for this one. Zone 18: Rather than using the ramp, move to the opposite side. Then, as the gold is dropping, move towards the ramp. The tanks (if there are any) pushing upwards should raise you into the Gold. Zone 19: This can be easily taken in multiple ways from either the Factory or the Ridge. Another method is to use the Factory's ramp to catch it. Zone 20: See 17. Zone 21: Try and use a mine to hinder other tanks from pushing in here. Move into the space early, and be ready to repair. ____________________________________________________________________________________________ About This Series This will hopefully be the start of a Guide series where I take a map that isn't that popular, play a few battles on it, test different theories, collect information and then condense them into an article for your viewing. Feedback-dependent, there should be more articles like this in future Newspapers. ____________________________________________________________________________________________ And with that, you have finally reached the end of my guide to Novel! Hopefully you have found it interesting and maybe even mildly useful. Many thanks to (Generalissima) for dropping the required Golds to fill the map and allowing me to record the zones. I also want to thank you, the reader, for actually reaching this point in the article! Please don't hesitate to leave feedback below, and stay tuned for possible future installments in this series! Till next time!- 19 replies
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Not at all :D I was just feeling in a not-so-savage serious mood when I wrote that message.
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Not everyone has the means to buy into the game (parental restrictions, preference to spending money elsewhere).
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Rankup of @Cortana :D Sorry for the amateurish attempt at a decent picture :P
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1) Look at it this way. When you lose a 1v1 you get barely any crystals for your score, whereas on a larger map you get a much larger sum of crystals for the equivalent score (even as a loser). Playing on larger maps is a much better option than simply playing in maps like Sandbox. 2) Solution = use a medium - long range turret. I personally think ever player should practice with both short and long range turrets, so he/she is better equipped and a more versatile player. Hammer is a good example of a close-range turret that isn't limited to small maps. I frequently finish 1st in large map Deathmatches when using Hammer. 3) Fire/Wasp doesn't make you into a good player. You'll learn relatively nothing by continuously firewasping from Recruit to Legend. Also, it's extremely boring.
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The F5 refresh key isn't functional at the moment, due to several updates on the Client. This problem has been mentioned several times, and I'm sure it will be fixed soon. Be patient! AshsPikachuDwij's solution does work. It will serve as a temporary solution till the F5 gets fixed.
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