Jump to content
EN
Play

Forum

[Issue 14] The Drugger's Handbook: CTF


 Share

Recommended Posts

druggershandbookfinal.png

 

So you love to drug – whether it is for top place in a battle, or just for the sake of it. Usually you end up wasting supplies you’ll need at an even more important time due to lack of knowledge on the correct use of drugs. Here’s a guide to help you out, and how to keep up a good score in battle even if you don’t want to use up all of your supplies.

 

1.       Analyse the battle statistics

Your position – Look at your position in the battle. There is no point drugging if you are rock bottom of the table with a D/L of 0.07, or have a lead of 3,000 points on the player beneath you. In CTF, always be sure to inspect your team. If you feel as if your team is full of low ranks or mults, don’t drug, considering you haven’t left the battle already – no matter how good you are (or think you are), without a strong team you’ll go nowhere.

 

Fund – The battle fund is vital when deciding whether to use supplies or not. You need to make a profit or else you’ll be wasting time and valuable crystals. Never use supplies at funds less than 3,000 – fully drugging (without mines) just four times costs 1,000 crystals. Bear that in mind always. For those really looking to rake in the crystals by stealing funds, wait until a fund of 5,000+.

 

Flag/Time Limits – If you’re losing 9-0 in a 10 flag CTF, don’t bother drugging. You may get the extra xp, but it’s crystals you need in the end, and takeovers as bad as listed are almost impossible unless a whole load of Generalissimos join your team. If the score is tighter, look at the time left. Will using drugs really get you 5 flags in 4 minutes? Of course, if there is no time limit, using supplies is the best way to get ahead.

 

2.       Order of supplies

Watching your enemies’ supplies run out before they've even taken a flag may make you clutch your stomach in laughter, but make sure it doesn’t happen to you. Though it may seem quite cool, don’t just run your finger across 234 at the same time. Only equip a certain supply when you need it. Always get to the enemies’ base first and then choose in which order to drug. If there are enemies all around but you are not the main target, take double power; if you are being shot at mostly, take double armour. When to use nitro is a common pitfall for most supply-users. They equip it all too early and end up slowly chugging along with the enemy’s flag only halfway to base, hoping no one will shoot them. Only use nitro when you are right by the flag – this allows you to reach your flag quickly, and if there are any high jumps, nitro allows all hulls to land safely.

 

3.       Mines

You only get one chance with these, unless you intend to camp for a while before beginning to attack. Using mines is most effective when you know the opposing team well. Plant mines where the majority of enemy defenders camp, and the route they’ll most likely take when destroying flag-takers, whether you’ll take that route on the way back or not. If you do take the same route, remember to run over your mine and other mines you may’ve laid – there is always a defender or two right on your tail – if you cover up the mine with your tank they’ll be so busy keeping up with you they’ll run over it without a clue of what on earth just happened.

 

4.       Planning Routes

Plan ahead at all times. Don’t leave decisions until the last minute when you’re fully drugged and don’t know which attacking routes to take. Choose your routes carefully – take routes which have the least amount of defenders. Since there’ll be less of them, you won’t have to use supplies until later; once you’ve taken the flag you’ll have an enemy-free route back. However, a well coordinated team will have all routes to the flag covered. In this case, take any route to attack, but keep your exit route in mind. Routes which include high jumps prove more effective as panicking defenders will all jump after you, but most will land on their backs.

 

5.       First Aid

First Aids (or health packs) can make the difference between a brilliant flag capture and a yell of ‘so close, yet so far’. But when should you use them? The most common traps people fall into are using the FA too late, too early or unnecessarily. Before taking an FA, consider these three factors: 1) Is there an Isida nearby? Using First Aid when an Isida can easily heal you is a waste – wait until they are destroyed before considering a health pack. 2) Has a First Aid bonus drop fallen anywhere? If so, make sure it is in your path to base or quite close to it – venturing away from your set plan may cost you a capture. 3) The enemy’s attack. When having to deal with enemy defenders on your way, don’t wait until you have next to 0hp before you use First Aid – full health is not added instantly and one shot from a Thunder, Shaft or Railgun can put you to an end. Equip FA too early and when you’re really in need you’ll have no back-up. The perfect time is when your health is about 1/3 full.

 

6.       The Actual Attack

Don’t go solo – even if you think you can capture a flag on your own just because you have supplies, you will need the support of your team – they’re the ones who will make your use of drugs worthwhile. Always call an Isida to attack with you (even if you don’t call one, I’m pretty sure they’ll be all over the person with the flag anyway), and attack alongside the team. When the majority of the team go, so do you.

 

7.       Saving up your Supplies

When you’re low on supplies but the game around you is full of drugging, you’re going to want to keep up with the other players in the battle without reducing your supplies to zero. With friends you can just ask them not to drug, but in a random game most likely full of Russians, asking won’t help the slightest, so you are left with the only option of drugging back. But how are you supposed to keep up without wasting all of your supplies? Just limit yourself from four drugs to just one or two.

 

-Hulls – Only double armour and nitro apply here. If you have a stronger tank like Mammoth or Titan, health isn’t a problem – just use nitro. If you are equipped with a weaker but faster tank, you’ll only need double armour.

 

-Turrets – Only double power applies to turrets. Unlike the hulls, each turret has its own logistics as to whether you really need double power or not.

 

Smoky – Take double power here, although there’s the chance of critical hit, Smoky only takes small chunks of health at a time.

Firebird – Firebird’s afterburn and ability to damage multiple adversaries means double power is not needed if you’re tight on drugs.

Twins – Twins is OP, why drug????? Double power isn’t needed with Twins, the large shot/min stat means you’ll constantly be shooting.

Railgun – Railgun takes a large chunk of health out of an enemy, destroying them usually; no need for double power.

Isida – Isida already heals itself when damaging enemies, so double power isn't completely necessary.

Freeze – Freeze allows you to take out multiple enemies at once while slowing down their movements, so double power isn’t necessary when saving drugs.

Thunder – Thunder’s shots damage more but are less frequent – take double power here to make every hit count.

Ricochet – Ricochet’s shot/min stats mean it works well without double power.

Shaft – Double power works well with this, but would you be attacking with Shaft in the first place?

 

So that’s the guide for CTF done, hopefully you can use anything you’ve learnt here to your advantage in drug wars if they occur. Good luck in your battles, and if you have any questions please leave a comment and either I or a more experienced tankman will answer you.

  • Like 1

Share this post


Link to post
Share on other sites

 

Isida – Isida already heals itself when damaging enemies, so double power isn't completely necessary.

 

Freeze – Freeze allows you to take out multiple enemies at once while slowing down their movements, so double power isn’t necessary when saving drugs.

 

These weapons will most likely be the main target on every map.Freeze? Yes.Have to be EXTREMELY STEALTHY no matter what map your in and most likely get killed first before you have a chance to freeze em.Isida? Ultimate drugging noob! But seriously,it gets so annoying when you tried to kill them (Because most players will be protecting them).And same as freeze,most likely to get killed first.

Edited by VectorSV50

Share this post


Link to post
Share on other sites

 

 

 

-Turrets – Only double power applies to turrets. Unlike the hulls, each turret has its own logistics as to whether you really need double power or not.

 

Smoky – Take double power here, although there’s the chance of critical hit, Smoky only takes small chunks of health at a time.

Firebird – Firebird’s afterburn and ability to damage multiple adversaries means double power is not needed if you’re tight on drugs.

Twins – Twins is OP, why drug????? Double power isn’t needed with Twins, the large shot/min stat means you’ll constantly be shooting.

Railgun – Railgun takes a large chunk of health out of an enemy, destroying them usually; no need for double power.

Isida – Isida already heals itself when damaging enemies, so double power isn't completely necessary.

Freeze – Freeze allows you to take out multiple enemies at once while slowing down their movements, so double power isn’t necessary when saving drugs.

Thunder – Thunder’s shots damage more but are less frequent – take double power here to make every hit count.

Ricochet – Ricochet’s shot/min stats mean it works well without double power.

Shaft – Double power works well with this, but would you be attacking with Shaft in the first place?

 

 

1. Okay.

2. You can kill much more enemies and do more damage if you have double power. Firebirds fuel runs out really fast (3-4 seconds) s you need it.

3. True.

4. False, it does take a lot of damage, but consider its reload speed.

5. Why do you even use an isida, quit tanki. (Unless you use it in a drug war, then you're unstoppable) 

6. Use double power, kill more enemies.

7. Yes.

8. No, rico is the only gun that NEEDS double power. No matter how good you are, you can't kill an M3 viking in 11 shots.

9. Why do you even use shaft, quit tanki.  

Edited by HichigoShiiro
  • Like 1

Share this post


Link to post
Share on other sites

1. Okay.

2. You can kill much more enemies and do more damage if you have double power. Firebirds fuel runs out really fast (3-4 seconds) s you need it.

3. True.

4. False, it does take a lot of damage, but consider its reload speed.

5. Why do you even use an isida, quit tanki. (Unless you use it in a drug war, then you're unstoppable) 

6. Use double power, kill more enemies.

7. Yes.

8. No, rico is the only gun that NEEDS double power. No matter how good you are, you can't kill an M3 viking in 11 shots.

9. Why do you even use shaft, quit tanki.  

You are basically saying drug every weapon  ^_^

  • Like 1

Share this post


Link to post
Share on other sites

Just finished reading the article ,,, and a pleasure read it was :D  well written, well thought of and although all of these are  common sense to old wolves, many new players and even some of my tanki friends still do not know how to drug properly, takes me only 1 drug to neutralise their 5 drugs they use at once (practically none if freezing)


 

-Turrets – Only double power applies to turrets. Unlike the hulls, each turret has its own logistics as to whether you really need double power or not.

 

i'm pretty darn sure logistics refers to the global operation of acquiring, deploying, managing, distribution of materials / workforce etc ...   perhaps something like "operational logics" would fit in more perfectly

 

Anyway you know i'm picking on that just cause you're normally the one picking on people for their grammatical inconsistencies :P :P :P ;) ;) ;)


 

1. Okay.

2. You can kill much more enemies and do more damage if you have double power. Firebirds fuel runs out really fast (3-4 seconds) s you need it.

3. True.

4. False, it does take a lot of damage, but consider its reload speed.

5. Why do you even use an isida, quit tanki. (Unless you use it in a drug war, then you're unstoppable) 

6. Use double power, kill more enemies.

7. Yes.

8. No, rico is the only gun that NEEDS double power. No matter how good you are, you can't kill an M3 viking in 11 shots.

9. Why do you even use shaft, quit tanki.  

 

Gotta agree with the dude here (except for the insults to medics and shafters) 

 

Railgun – Railgun takes a large chunk of health out of an enemy, destroying them usually; no need for double power.

Unfortunately drugs doesn't speed up the reload time of railgun, and so the 1 shot you're going to take on the enemy has to be a KILL ,, else useless in a drug war.
Isida – Isida already heals itself when damaging enemies, so double power isn't completely necessary.

Consider that in drug wars the likelihood of your opponents having a DA is very high, and for those that do not know DA reduces the effectiveness of an isida to half.  So for 1 charge instead of getting  x amount of health back, you only get half of it.  
Freeze – or like i love calling it, My ultimate ADM (Anti-Drug Machine),  no need for special drugs, just sneak on them and get them going  damn_slow :P

Ricochet – Sadly Rico doesn't work well without drugs as pointed by makarov

Shaft – Double power works well with this, but would you be attacking with Shaft in the first place?
Eh who said that a drugger is obliged to go catch the flag ?  A drugged shaft can be a very powerful friend in a drug war, reducing other enemy druggers and supporting his friendly flag runners.

 

 

You are basically saying drug every weapon  ^_^

euh, its a drug war,,  so drug :P  .. 

Share this post


Link to post
Share on other sites

 

2.       Order of supplies

Watching your enemies’ supplies run out before they've even taken a flag may make you clutch your stomach in laughter, but make sure it doesn’t happen to you. Though it may seem quite cool, don’t just run your finger across 234 at the same time. Only equip a certain supply when you need it. Always get to the enemies’ base first and then choose in which order to drug. If there are enemies all around but you are not the main target, take double power; if you are being shot at mostly, take double armour. When to use nitro is a common pitfall for most supply-users. They equip it all too early and end up slowly chugging along with the enemy’s flag only halfway to base, hoping no one will shoot them. Only use nitro when you are right by the flag – this allows you to reach your flag quickly, and if there are any high jumps, nitro allows all hulls to land safely.

 

 

 

I largely disagree with that part because if you are drugging you wouldn’t want to drug when you are in reach with the flag, that’s just plain stupidity, I support your claim that you must drug once you reach the enemies’ base, but what if you are already killed on the way. Luck is what makes you survive till you can reach the opponents base. But what if you drug early and go along the path where there are enemies’ in less.  Then, you can use it to reach the enemies base take the flag evade any respawners. It’s also good to have a team member by your side for taking the flag for you if you are killed or an Isida that hides behind walls to heal you. After having the flag, that is when you need the nitrous’ the most, that’s when you need to be using the nitro, not after you take the flag or where you respawn. Once you do that, go for a full power speed use shortcuts in a map if you see in any and which is possible.

 

Now, about the speed drug helps you in ramps. That’s partly not true. You see when you have a nitro equipped and you cross a ramp or any other high-levelled prop chances are that’s when you are gonna get your ass kicked. That’s when your high impact force equipped turret opponents sign your death warrant or your flipping.

 

I'll write more once I finish reading the entire article. Till know, a great piece Sel.  

 

ThumbsUp! :D

Share this post


Link to post
Share on other sites

1. Okay.

2. You can kill much more enemies and do more damage if you have double power. Firebirds fuel runs out really fast (3-4 seconds) s you need it.

3. True.

4. False, it does take a lot of damage, but consider its reload speed.

5. Why do you even use an isida, quit tanki. (Unless you use it in a drug war, then you're unstoppable) 

6. Use double power, kill more enemies.

7. Yes.

8. No, rico is the only gun that NEEDS double power. No matter how good you are, you can't kill an M3 viking in 11 shots.

9. Why do you even use shaft, quit tanki.  

Yeah, that's what is meant by Double Power (DP) it is supposed to double your power boosting the number of kills you rake. LOl :P 

The perfect guide for me. :lol: Well done Selena. Need to work on my First Aiding skills to be fair..

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...