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[Issue 12] The Different Combinations No. III


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

Thunder Mammoth

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Before the rebalance, this combination was very dangerous to everyone it opposed. After the rebalance, however, it has lost a little of its popularity to Mammoth Twins. Still, it is a very dangerous combination.

Stats
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Style

Since Mammoth is the slowest tank in game, it is probably a good choice to use this combination as a defender. Whether in DM, TDM, CP, or CTF, this combination can really defend itself. However, in some maps and game modes this combination can also be an excellent mid fielder. For example, in Sandal, Mammoth's speed is not as important because of the relatively small size of the map. Overall, however, it will probably be most seen defending.

Tips

CTF: This combination can be very effective at guarding the flag in this game mode, and it can also be very effective at knocking out enemy campers at moderate range from good sniping positions. Either way, it probably isn't best for this combination to be used as an attacker, unless you have a Nitro. As a defender, this combination is usually best in sniping positions. Though sitting on top of the flag can be great for the team, it might not be best if you want to get any kills in this mode.

CP: Though this mode is newer than Thunder Mammoth, Thunder Mammoth can be extremely effective here. Since big Mammoths sitting on the points are very effective, this combo is excellent at it. The only thing that you might want to watch for is small maps. Thunder's splash damage certainly won't be very effective close up. However, if it is used in Kungur CPs for example, it can be very effective.

TDM: Thunder Mammoth really is good at several different game-modes. With Mammoth's huge amount of health, the defense in any team will be much improved when a Mammoth is on it. This is especially true in TDM, since the main goal in this game mode is to get kills. Using Thunder's splash damage to self-destruct once you are almost dead is an excellent way to prevent the enemy from scoring. This is really the ultimate combination for this game-mode, and it is probably best to play Thunder Mammoth here.

DM: Though a Thunder Mammoth is effective in team battles, it is also moderately effective as a loner. The splash damage can be doubly useful here, since there will probably be a whole lot more enemies in DM than there will be in TDM, or any other team game mode. Taking out multiple enemies, as well as self-destructing, can make this combo a very annoying, yet effective combo, especially in this mode. However, it is best to stay away from Island or Farm TDMs, since they are much too close-quarters for Thunder.

Smoky Hunter

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Though this combination probably won't be the combo that you might think of first to choose, most likely you won't see it very often, it still is a very interesting combo. Though Smoky used to be a very minute gun, it has certainly gotten a lot more power than it had before.

Stats

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Style

This combination certainly isn't going to be a defender. Hunter's speed is to great, and Smoky is a bit more geared to attack. Mid field is okay for this combination, but since Smoky does not have the range that some other guns have, it might be best to stick with the attack. Hunter is really effective when used with Smoky since it can get up close and personal with tanks, something that Smoky is very good at. So, the style for this combination is attack.

Tips

CTF: This combination can be very deadly here, especially because of Hunter's speed. It is best to use this combination as a back-up attacker for most CTF games. With another team-mate, you can be devastating to the enemy defense. Just be sure to go ahead of your partner, since most of the time, your critical hits will be able to clear out a few defenders before getting the flag.

CP: Smoky Hunter is really effective at attacking enemy-controlled points. With just the speed enough to get to the enemy point within a reasonable amount of time, and enough health to survive several enemy shots, you will probably be very effective. However, use the critical hits in the best possible way, and be careful not to get to close to enemy Freezes!

TDM: With Smoky's critical hits, you will probably be killing several enemy tanks if you decide to play this game-mode. However, Hunter's health is not enough to prevent you from being killed often, and in this game-mode, you will probably see more high-caliber guns than you normally do. Still, you can use that to your advantage. By making Rails and Thunders miss, you can really decrease the damage that they do to you. Still, because of Hunter's health, it might be best to choose a different hull.

DM: Though you might not have much success here, since you will be facing multiple enemies (Something Smoky normally cannot do effectively), you can still have lots of fun. Making individual tanks miss, and giving out critical hits plentifully is always fun. One important thing to remember here, try to stay away from large maps, and stick with the smaller ones. The fewer enemies that you have to deal with, the better.

Firebird Titan

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This combination used to be a popular combo for those who liked to use supplies 24/7 below the rank of Warrant Officer 1, but now (after the rebalance) it has become a very rare, but very interesting combination.

Stats

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Style

Though Titan does have moderate speed, it isn't enough to allow it to become an attacker. I recommend this combination for use as a defender. The speed is just enough to return the enemy flag once the enemy attacker who took it has been killed by the burn effect. Even mid-field is not a good choice for this combination due to the low range of Firebird. Though you can still attack in Farm or Island, in most other maps it isn't a good idea.

Tips

CTF: This combination can be a very effective defender in this game-mode, and you will have a bit of success here. However, don't try to attack, or even to advance (the latter mostly concerns bigger maps). Use your burning effect well by firing at the enemy tank before it can reach the flag. If it manages to get a few feet from the flag, don't worry.

CP: Firebird Titan is really good at this mode, since it can hold most points very effectively. However, watch out, since you might have problems with your range. In this mode, it might be best for this combo to stay relatively near the spawn points of its team, since this will allow it to constantly be capturing points while holding down the base while the attackers strike at the enemy.

TDM: Though Firebird Titan is a better choice for CP, this game-mode is fine for it, as long as you choose a smaller map. It (Firebird Titan) is not very effective in big maps. If you find a good game, try shooting more than one tank at a time, this will allow you to kill many more tanks than if you only try to shoot one.

DM: Since you will be battling many more tanks in this mode than in some of the others, you will have a much better chance of hitting more than one tank with your flame-spitter. This combination can be deadly here, if you choose the right map. As long as the engagement will probably be in close-quarters, this combo will do a ton of damage. Just watch out for long range weapons!

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The only time I used firebird/titan was when I was a corporal and that was for about a day ;)

Edited by mchen

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in agreement with MTAOTHE and Silvercenturion

Smoky is best if you master it just bought m1 today

 true smoky masters are simply the most devastating players in the game, SMOKY is THE most VERSATILE gun in tanki online. It is the only gun capable of ALL positions, in long range it is tied for second with railgun since they are the antis of each other(rails high damage per shot and hiding until reloaded makes smoky unable to use its high speed shots to deal lots of damage, and yet a smoky master can keep a rail at long range from hitting him almost every time by using his faster shot to knock the rail of target when the glow turns on)and smoky beats thunder at long range because thunder does only 25% damage when smoky does 50%, at medium range smoky and thunder swap places depending on the modification(thunder ranks up to m2 far before smoky m1 ranks up, but smoky m2 crushes thunder m2 and smoky m3 is equal in power to thunder m3)and smoky is better then rico and twins at medium(and even close) because the slow moving shots can be dodged enough to cause the smoky to win, smoky is easily beaten when snuck up on by a freeze and firebird but still has a chance against an isida if it has a mine, thunder is again beaten by smoky at close range because of the thunder damaging itself with its splash damage when the smoky gets next to it.

 

Because of this versatility smoky can fill whatever position is needed in an emergency and can save a clan war with its critical hit when an enemy is escaping with the deciding flag. also..  with its critical hit it can either destroy an enemy team's charge(granted it is not reliable for defense) or smash through the defense for the 1 flag that is often needed to decide the clan battle.

 

In closing, for these reasons, I am.. and always will be.. a smoky specialist,.. and hopefully.. one day....a SMOKY MASTER.

Edited by donut70

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