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[Issue 9] An Attacker's Guide No. II


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An Attacker's Guide No. II

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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. This issue is on Noise.

Routes for Noise

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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: These are the main attack routes, 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 route probably should not be attempted unless you are trying to distract the enemy or you have Nitro.

Dark Red: This is probably the best attack route for red, it exposes you to the least amount of enemy fire possible

Orange: This route is only good if you have a weapon that has recoil, such as Smokey, Thunder, Rico, Rail gun, and Twins. This is for Red team.

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 is a very good choice for this map. It does have handy camo which can be useful when sneaking by enemy sentries guarding their base, but it also provides healthy protection against Twins and Isida, two very powerful guns. It also gives a little protection against Freeze, one of the most powerful defensive weapons.

Zeus: Though its dark blue stands out, it does have good protections. With a good amount against Freeze (usually the defense's most popular weapon), and protection against both Firebird and Smokey (both of which just were on sale for 50% less than the normal price), this paint is is a good choice for tank men who like good protection.

Picasso: This is the most expensive paint in Tanki for a reason. It has hefty protections against several irritating guns including Thunder, Rail, and Freeze, plus 30% protection against Shaft, this paint is a good choice for tank men who really dislike these sniping weapons.

Emerald: Like the gem, it also stands out. But, it is rather cheap compared to the other paints mentioned. It also is unlocked at a much lower rank (Major General). However, despite the price it is a reliable paint. With protection against the widely popular guns Twins and Thunder, you probably will not regret buying this paint.

Escape Routes

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Red: This route is the best in several situations. Though it does have a turn, which can slow you down, it is a swifter route than the other climbing ramp. However, if you have enough speed, it might be best to go up the tunnel. This area is good in supplies battles because you can drop a mine right on the narrow end of the ramp. In no-supplies battles, it is good because that narrow part of the ramp makes it harder for enemies to turn their tank around to shoot you. However, this is a downside for you too, since you will also have a little bit of maneuverability problems. However, the thing this hinders most is the aiming of the turret at the level above, so it is more of a problem to the defense.

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Blue: The tunnel is the best choice here, because not only does it protect you from fire (once you get there), it also provides one of the swiftest escape routes. You could, of course, tumble down across several enemy spawn points, but you would almost certainly get killed or knocked over. The best thing about it is that once your inside, enemies from the flag area are probably not going to intercept you if they try to dive into the tunnel. Remember though - its always best to have a teammate next to you so he can protect you from fire, and knock of any that try to pursue you.

Review of Hulls

Wasp: This tank is exceedingly fast, but it is a much better choice for big maps. Its low health prevents it from having a very good chance of escaping the many spawn points in each base. Though it can be used to sneak the flag while some tanks are re-spawning, this takes a very experienced tankman, and I would not recommend doing this unless you can manage this tricky tank.

Hornet: This is probably one of the best choices for this map. With more balance than Wasp, it is easier to handle and manage. Though it does have less speed, it still can sneak away from the enemies' base very fast. It can also manage any turns it has to make easily, which is good. Only watch out - Thunders are very, very dangerous to this tank.

Hunter: Like Hornet, this also is a good choice for this situation. However, it leans toward health more than Hornet. Which of these you choose really depends on your style and your weapon. Hunter has excellent agility and speed (though it does have less than Hornet) and combined with increased health, it can be a very dangerous attacking tank. Thunders aren't as dangerous to them, and your main worry will probably be Freezes.

Dictator: This is a very good choice here. The only problem is it's shape, which prevents it from sneaking out as easily if it were on Red team. However, on Blue, it does not have to worry about not fitting into the main escape route. It also won't have to worry about being knocked over by high-recoil guns while it is making its escape (at least for a time). With a higher amount of health than Hunter, it probably won't have to worry to much about Thunders (though groups of them could be a problem).



Review of Guns

Smokey: Small, yet dangerous, Smokey is a very good gun to attack with, especially in this map. Though it has lower range than Thunder, it does not matter in this map because of its size. You really don't have to worry about your range in a map of this size. What makes it a good attacking gun though, is its lack of self-destructing capabilities, and its Critical Hits. These massively destructive hits can knock out many a defending Freeze.

Firebird: This is a excellent attacking weapon, but it is not to be used as the flag-grabber in CTF. It is, however, to be used when the attacker needs a cold-repelling teammate. It allows the attacker to get away without being frozen, which is vitally important, especially in CTF. However, its burning power is a very useful tool to a experienced tankman.

Twins: Like Smokey, it doesn't have a very long range. However, this is not so big a problem because of the size and form of this map. It is very powerful, and can (as it says in its description) "will melt enemy tanks in seconds." It is best equipped with hulls like Hunter or Dictator, because of its knockback.

Isida: This weapon can be used to be the main force, or it can be vital support. With its self-heal ability, and a experienced tankman, this weapon is virtually unstoppable. But it also has another unique quality - healing others. Like the unfreezing ability of Firebird, the healing ability in Isida is very important for attackers. An attacker with an Isida following it is like an attacker with his hand on the number one.

Freeze: With its ability to freeze up tanks, this weapon can be very useful to the experienced attacker. Making an enemy miss is priceless. It is a extremely cheap solution to a good attacking gun. It is best equipped with either Hornet or Hunter.

Rico: Though this weapon lost its former glory before the rebalance, it still packs a punch when there are places to shoot its ricocheting plasma balls to hit the enemies' defense. However, with its limited ammo and minimal damage, it is not recommended.


Conclusion

I hope you have learned how to be an effective attacker in Noise, and I wish you luck in all your battles!

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Edited by Hexed
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