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[Issue 12] An Attacker's Guide No. II


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An Attacker's Guide No. II

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 Kungur.

Paints

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Though you might think that camouflage is not necessary for an attacker, it can be very helpful, especially in this kind of map, since it is large, and it is best not to attract the notice of the enemy. You probably won't regret choosing a nice camouflage paint to match your surroundings. So, I have included camouflage in considering which paints should be included in this little guide.

(Summer - Major and below)

Flora: This is a great paint for this situation. It really matches most of Kungur's greenery, and with a nice mix of brown that is common in Kungur. Though it only has 10% protection against Smoky, we really shouldn't look at protections until later on.

Forester: Really, this paint is almost the same as the one above. However, it has some major differences. It has protection against Railgun instead of Smoky, which is a bit better than the latter, since Rail is more likely to be used in Kungur than Smoky. Due to low amounts of this protection, it might not matter as much. Still, if you think that the green is better than the green and brown, this is a great choice.

Digital: This is an excellent choice for this map. With excellent camouflage, you will have a much decreased chance of being spotted trying to sneak and grab the flag, or to kill some defenders. Digital also protects against some very effective defending weapons, including Rail and Shaft. This is probably the best choice overall for this situation.

(Summer - LT Colonel and above)

Savanna: Many tankmen view this paint as a highly effective answer to Smoky. Since this weapon is swiftly growing in popularity, and because many tankmen argue that Smoky is more effective than Thunder, several English Community members would highly suggest this paint. In fact, it is quite useful, if you run across enough Smokys. It also has a nice green in it, making it hard to spot. But it doesn't stop there - it also has a very useful 20% Rail protection. My recommendation is - buy this, if you don't like defending Smokys. Otherwise, stick with Digital.

Emerald: As Savanna is the answer to Smoky, Emerald is the definite answer to Thunder. Due to the immense popularity of Thunder, this can be a highly effective paint, especially in Kungur. Though it might not hide you as well as Savanna, it still has a lot of green, so it isn't as easy to spot as orange.

Prodigi: My personal choice, Prodigi is highly effective in many situations. This is no exception. Due to the size of Kungur, many tankmen choose long ranged weapons such as Rail and Shaft. And due to Thunder's immense popularity as a mid-fielder weapon, Prodigi's protections against Thunder, Shaft, and Rail can be exceptionally useful. Not only that, but due to its relatively low cost, and good amount of camouflage, this is probably the best choice when it comes to attacking in Kungur.

Notes: I left out several possible paints, and I will tell you why here. Needle is good, but it has problems competing with Emerald and Prodigi because it has a useless 20% Rico protection. Though it was good before the rebalance, after the rebalance Needle is very ineffective. Clay is OK, but as with Needle, it has a unappealing Rico protection. Simply put, you probably won't be fighting Ricochets in Kungur. As to the final one, Picasso, each of the possibly useful protections can be bought at a cheaper price with Prodigi.

Escape Routes

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This route can be exceptionally effective, due to the armors that are dropped virtually right in front of you as you try to escape. Trust me, they can be very, very useful when you are trying to escape with the notoriously low on health tanks like Wasp or Hornet. Just be careful, and don't let the enemies get it before you!

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Though the previously mentioned route can be extremely dangerous, this one is a bit more dangerous and risky because you will not get into your base very quickly. However, many of the enemies will not expect the attacker to take this route, and they might not see you as you go around their spawn points to your base. Since the actual distance traveled is practically the same, though, you might not have too much trouble.

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This is the most direct escape route for Red team. Though the enemies might expect it, this trusty route can always be relied upon in a pinch. It is definitely the best way to get out of Blue's base. If you can contact the others on your team to cover you while you cross the middle of the map, you will definitely have a good shot at capturing the flag.


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This route is the best if you do not want to be hit by opponents on the bridge. By virtually going straight under the bridge, you should have little problems with enemies on it. However, you risk being spotted by a spawning enemy tank. I recommend using the first escape route, because most of the time the bridge is so dangerous to be on, that most tankmen don't even go there.

Closing Notes

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Instead of actually reviewing all the hulls and weapons, I decided to go over some of the best combinations here before closing. As to your hull, it probably should be either Hornet or Wasp, depending on which you have the higher upgrade on, or which your style fits best. Either of these are great tanks for the attack. A final note on hulls - though Hunter can be useful as an attacker in many other maps, in Kungur it simply isn't fast enough to make a successful attacking tank. Weapons are a bit more tricky, since you probably want to be able to knock out a few of the enemy tanks when you are attacking - either to keep up a good D/L, or simply to keep up your points. The weapon I suggest for this job is Smoky. Though, admittedly, it might rely on luck a little bit, what do you rely on to make sure the enemy doesn't spawn right in your path of escape? Well, I look at it this way - if you have enough luck to get out of the enemy base with the flag, you should have enough luck to have plenty of critical hits with Smoky. However, if this doesn't fit you, then Twins might be another option to look at. Freeze is useful, if you can use it right. However, if you can't handle dodging in and out and making sharp turns, you will probably not have any fun playing with it. Some friendly advice - don't use Thunder. Though it might have a nice amount of damage per second, it certainly isn't a good choice for an attacker, due to the splash damage.

Conclusion

Thanks for reading. I hope you have enjoyed reading this little guide to Kungur, and I hope to see you in battle, fellow tankmen. I wish you good luck in all your battles, and may you win many funds!

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Helpful stuff. Relevant considering the commonness of this map. It would be nice to summarize slightly more clearly in some cases what you prefer, but very useful. Keep doing common maps. As an attacker, I really enjoy these.

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HAHA I said smoky was the most powerful gun in the game after the rebalance and now everyone else is beginning to see it to.It is also the best for most CTF attack situations because every few attempts or so you will get lucky and have enough critical hits to smash through the defense.

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