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[Issue 10] The Different Combinations No. II


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The Different Combinations No. II
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Each combination has it's own skill and style.
This article should give you a definitive guide to each combination, it's style and a few tips as well.




Railgun Dictator

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This combination really has a unique history. In the old days, it used to instill fear in its opponents (and Railgun was even named the "Fear Machine"). However, when Viking and Co. came around, it was outclassed. Before the rebalance, many players had "Dictator Rail" battles, in which only Dictators and Railguns were supposed to take part. With the rebalance, however, it has become once again a competitor.

Stats

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Style

Like its history, its style is also very unique. Railgun is definitely a sniper's weapon, because of its long range and high caliber. Dictator, meanwhile, is a medium tank. It is a balance between health and speed, with health slightly having the upper hand. Its health is significant enough to make it a effective defender, but with so much speed, it is almost a waste to defend. Mid-field is better suited for this combination, because it allows it to utilize its health, high caliber, and good speed all at once.

Tips

CTF: Dictator, as mentioned above, is effective for middle field. Its speed is very useful because if the attacker can bring the enemies' flag into the Dictator's domain, it can be a highly effective with moderate speed and good health. It can also do another very important thing in CTF - cover attackers either grabbing the flag or escaping with the flag. It can be vitally important for an attacker to have a pestering Wasp knocked out by a Railgun.

CP: This combo can be effective in this mode as well, because it can be the main force. With good speed and health, it can reach the points that need to be captured without much problem, and with enough health to be dangerous to the enemy defensive or offensive units. Another great thing with using this combo in CP is with a high caliber gun, you can knock out tanks that would otherwise get in range to attempt to capture the point. Even if it doesn't destroy the tank with the first shot, Rail can take enough health away from it to prevent it from becoming a major problem to its teammates.

TDM: Though this tank does not have huge amounts of health, it still can be effective here. Railgun is literally a killing machine, and it can easily rack up points with its high-caliber shots. However, speed is not as important in TDM as it is in CP and CTF, so this isn't the best place to use this combination. The best way to use this combination in this situation is to work on securing important areas, from which Railgun can use its long range to greater effect.

DM: Having no team really limits the power of this combination, and though it does have infinite ammo (it doesn't have to reload like Ricochet), it doesn't have a fast rate of fire, so it cannot take the multiple enemies that it would almost always have to deal with in DM. However, it can shoot through multiple enemies, which helps it to some extent.





Isida Hornet

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With the unique ability to heal, Isida is one of the most unique guns. Combined with Hornet, it is the cheapest combination available in Tanki Online, yet it also is one of the most dangerous, and most definitely the most annoying.

Stats

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Style

With Hornet's high speed and low health, it is clear that the tank is geared toward attacking. The weapon (Isida) has short range, which fits well with Hornet, since it needs speed to get up close and personal. Isida is a special gun, because it can heal teammates. This is very important for the whole team, but can be specially important for attackers, since they always need some extra health, since they usually have speedier (and thus less healthy) tanks.
Tips

CTF: Equipped with the speedy Hornet, Isida is very effective attacking in CTF. With Isida's healing capabilities, the person who is running with the flag won't have to worry as much about being killed. This can be vitally important to any team, and in fact can turn the tide of the battle. Isida can also defend, running through its base healing the defenders and campers. However, it is agreed that this combination is best used on the attack.

CP: Like with CTF, Isida is also important here. It can heal tanks defending important points, and it can also attack enemy points. Its self-heal capabilities make it a very dangerous attacker. It also can support the main attackers, and it is very good at this. Since it needs to be close to the enemy tank to hit it, Isida should not be used in maps like Stadium.

TDM: This combination can be useful in TDM because the only way to get points in this game mode is to kill enemy tanks, and that is a lot harder to do if the enemy tank has a Isida behind it. In a pinch, though, this combination can also defend itself well. Its always best to stay behind friendly tanks until you are close to the enemies' tanks though.

DM: Though this isn't the best option for Isida because it isn't possible for Isida to heal anyone but itself in this game mode, this combination can still be dangerous because Isida can heal itself. However, it is always recommended to stay away from this mode and to play in team games if you have Isida equipped.



Freeze Viking

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Freeze Viking used to be a very important combination before the rebalance - it had been one of those combinations that was very commonly used by almost all tankmen. However, after the rebalance, it now has more competition than before.

Statistics

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Style

Though its stats and perhaps popularity have changed since the rebalance, its style certainly has not. With moderate speed and good health, Viking makes a good companion for Freeze. Since Freeze's freeze ability is very useful for the defense, it is almost always used for this (though certain speedy attackers prefer to use it for attack). Viking's speed is useful for Freeze because it allows it to use the freezing ability of Freeze for avoiding the enemies' shots, because with viking you can usually out-maneuver a frozen tank.

Tips

CTF: Since this combinations' style is defense, its role here is going to be just that. With this combination, most of the time, you can let the enemy grab the flag before killing him. Not only will this get you more points, but sometimes it is best to wait, so you can intercept both the isida (and most attackers love to use these to back them up) and the attacker himself.

CP: This game mode is very unique, and Freeze is probably best used to defend the base. You would be surprised at the amount of enemies that will come at you. Most of the time, the enemies take for granted that their base will be taken care of, and most random teams don't have good defense, and focus on offense.

TDM: Since Freeze doesn't have self-destructing capabilities, it isn't most people's first choice when it comes to a gun used in TDM. However, when it is used, it still can rack up kills. Its Freeze ability can make it very hard for the frozen tank to move the turret to compensate for enemy movements, and that can save your team a lot of trouble.

DM: When playing this mode, it is always best for Freeze not to have to worry much about long range guns. It isn't good for Freeze to go into open spaces, and it is highly recommended to stay out of these. Because Thunder is very popular in this game mode, many Freeze Vikings will have problems with them if they go into the open areas.

Edited by Hexed
some text stile variation

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interesting prespective!

but really for those who play dictator railgun, i dunno about the game before but i guess since rail is a snipe wep. u need speed and need to be invisible, and dictator doesn't grant any of those since its really big and the speed is not that high!

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hmm would dictator be good for railgun or would viking? any thoughts?

Probably dictator given that the speed as well as the height factor

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