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[Issue 8] An Attacker's Guide No. I


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An Attacker's Guide

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Most of the time, you probably don't exactly have a plan when you are attacking. However, the best attackers know that it is always a good idea to have a plan for their attacks. This will hopefully help you to become a great offensive player - by giving you a plan for your attack in each map.

Routes for Silence II

A very popular map, it does not have near the attack routes as people playing the map on each server. However, we will go over the attack routes for each side:

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Key:

Light Blue: These attack routes are distractions, but they can be used as main attack routes. However, it is suggested to just use them as distractions - to keep the attentions of the enemy defenders whilst team-mates go for the flag.

Dark Blue: The main attack route, this is one of the best because it doesn't expose you to enemy fire as much as the other two routes for blue team.

Red: This is probably the best attack route for red for the same reason that dark blue was the best attack route for blue - it exposes you to the least amount of enemy fire possible.

Dark Red: This route probably should not be attempted unless you are trying to distract the enemy or you have plenty supplies you can use.

Paints

Though you do not necessarily need good camouflage to be a attacker, you still should choose a good paint. Here is a guide to selecting the best paints for your situation.

Rock: This paint is a great paint, because not only does it provide good camouflage - which might be useful at some times, it also has excellent protection against popular defensive guns - such as Twins and Freeze.

Emerald: Though it does stand out, it does have very good protection against Thunder, which is a popular camping weapon for this map. However, though it does have some protection against Twins, it lacks protection against Freeze, which is a essential defensive weapon.

Iribis: It is excellent camouflage for Silence II in the winter, and it is a good choice for a tank-man who dislikes Isida. It also has some handy protection against Freeze, which many attackers love.

Picasso: This paint doesn't exactly blend in, but it doesn't stand out as much as Emerald. However, it has a excellent array of protections that fit attackers in this map very well. With handy Freeze and Thunder protection, you won't have to worry as much about these popular guns when you are trying to attack. It also has a good chunk of protection to ensure that Shaft and Rail will take at least one-fourth less damage to your tank.

Escape Routes

A quick guide to escape routes for the blue and red team:

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Blue: This route - the central route - is probably the best. It allows you to get in reach of friendly forces the fastest, and avoids the most spawn points. The key, however, to making sure your team will be able to meet you and to stop the enemy from getting the flag that you are racing away with is to have plenty of campers to rival the enemies camping area which is right behind you as you attempt to flee. This camping spot must be covered by either the campers or the mid fielders, who should have control of this sector.

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Red: This is officially the shortest escape route fo ther red team. It is a very safe route once you get to the ramp (for the most part), and enemy tanks cannot reach you from their spawn points. However, it is best to watch out - once you get to the bottom of the ramp, there is a common sniping position you are exposed to. Its always best to knock out whoever is there before you grab the flag! It is also best to have a camper covering this route, so you don't have to worry about pursuing Freezes!

Review of Hulls

Wasp: Though it is extremely fast, and some tankmen might recommend it, this probably is not a good attacking hull in this map. The reason being, first of all, that the best escape routes for both red and blue team require sharp turns, and these turns can make this tank flip, which is deadly for any driver. Secondly, in this map you probably will want to have a hull with more balanced health-speed statistics. This map is small, so it slightly downplays speed. Simply stated, your 7.0 speed will be like a 10.00 speed for this map, and if you have low health, the small, cramped spaces around the flag are filled with re-spawn points - a dangerous place for a small and vulnerable tank like Wasp.

Hunter: This is a okay choice for this map. Being more balanced than Wasp, it can navigate the turns with a much better chance of... staying on its tracks. The only problem with hunter is that, even though it has a little better statistics for use in this map, it still leans towards speed, rather than health, which can be deadly for you in some situations. However, it is a good backup tank for the main strike, and can, when needed, flee with the flag after a stronger tank has gone in and grabbed it out of the enemies' hands.

Hornet: Many a tankman uses Hornet after update 114, but it is not a good choice for this map. Like Hunter, it is more stable than Wasp, and should be able to take the turns in stride. However, it, (again like Hunter) leans toward speed, rather than health. This is a better choice for a bigger map, but with these concentrated spawn points everywhere, its best to stick with a hull that has more health.

Dictator: This tank is a subject of much popular debate. Many, seeing its size, and, of course, its back-heavy form, will think that it is not a good choice here. However, it does have some excellent statistics. In fact, it is only .3 less than Hunter's speed, and has a whopping 39 more health than Hunter. This makes it an excellent attacking tank - on paper. However, what about its not-so-shapely shape? This is the problem that confuses many strategists. However, my recommendation is - use it. Its shape is a huge problem in some instances, but it still can destroy many tanks - as long as it is equipped with the right gear.

Review of Guns

Smoky: The "little brother" of Thunder, as it was called before the rebalance, is now very unique - because it does not have to worry about close quarters combat (which will most likely happen more than once when you are playing Silence II as an attacker) unlike Thunder. However, it does not have as much damage as most of your normal guns, and relies upon its critical hits to make it a serious opponent. However, critical hits are not anything to sneeze at. If you want to get a serious chance of getting to the enemy base and back again with some kills in your belt, this is the gun to use.

Twins: This is one of only two rapid plasma-firing guns in Tanki. Its range is a little less than some guns, but you probably won't have to worry about that in Silence II. Fixed to a balanced hull, you will have a solid chance of both killing several enemy tanks, and grabbing a flag despite the defense's best tries. It is superior to Ricochet because Rico now has a much smaller ammo cartridge. This is a serious problem when you are up against ten enemies in a cramped space, like Silence II.

Firebird: A unique weapon, it can be used to deadly effect when you are attacking. However, with limited ammo and extra short range, you will be extremely vulnerable to enemy campers. If you can manage to light a few tanks up, you will probably not have to worry much about them anymore.

Isida: This is an excellent choice if you prefer to help other attackers get the flag. It is a must have for any attacking team, but it isn't as useful if it is on the enemy team! If you equip this weapon, you will become a very important attacker, and you will be able to stop an enemy tank from killing the attacker with the flag.

Freeze: A dangerous weapon if you know how to use it, it can now freeze enemies for a slightly longer time after update 114. Though most attackers look at this weapon with disgust, it still can be used to your advantage. If you are able to freeze up your pursuers (this only works on tanks that don't have Freeze), you will be able to ensure that they will have a hard time catching up to you once your gone! Though it does have short range, that matters little in this map. It is a very dangerous weapon in both attack and defense.

Conclusion

I hope that you have learned more about the art of attacking in Silence II, and now you should be able to pick out your combination, and start winning in this very popular map!

Edited by Hexed

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Well, I hate to tell you, but Rico does not have the power that it used to have. For example, at M3 it only has 12 shots. This allows it only 336 damage points per load, before it slows down considerably. Now, compared to Twins for example, which does (this figure is rounded) 3,000 damage per minute, Rico is at a disadvantage because Twins has a infinite amount of shots. Now, looking at Rico, we see that the number of damage per minute is 3000 (again, this figure is rounded). However, we cannot rely on this figure, because its load, if continually shot, does not last for a full minute, and I believe it lasts for about 3/4ths of a minute, tops. Subtracting 750 from this figure (750 being 1/4 of 3000) we can see that Twins does more damage per minute. This makes the gun useful only when the only way to reach the enemy without being exposed to enemy fire is to use the Ricochet effect, and that is not very useful when you are attacking a enemy position to get the flag. And, even if it is in, say, a TDM mode, you will then be out of ammo, making you very vulnerable. It is like this - if you are good at it, go right ahead. But it isn't easy to master, and it definitely doesn't have the greatest statistics. I would recommend getting Twins.

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Ranger, I'm afraid that that is not entirely true. You see, Rico is actually packing a slight advantage on Twins. It has a farther range than twins, so if you back up steadily, you can kill a twins extremely easily. And yes, the loading is kind of bad, but in silence maps, I have found extremely appropriote for gaurding. If you are at the red distraction route, simply go behind the buildings on your side, zoom out, use the Rico affect and destroy alot of tanks while in hiding. If the attcker has an isida behind it, you can kill it before it gets to your teritorry, therefore giving yourself and your teamates an advantage on the main attacker. I may be wrong, but Rico is my favourite gun. My opinion is diamond hard, and a few of my friends probably feel the same way.

Edited by Eragonxx4

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Well, you have read a rather crappy series of books judging by your name, and this may have affected your normal thinking patterns, but Thunder works much better in the situation you described.

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Awesome work. Because of your guide i earned 140+ crystals in silence 2 :). You could also add that we should lay mines at narrow places and ramps in the map. Its also an very effective trick to escape hornets,hunters and vikings ;)

Edited by inplatform

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Good article!

However, there are too many distraction points for the blues and not enough for the reds. the small hiding place as seen in scilence 1 should be an attack tunnel in favour of the reds.

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