Jump to content
EN
Play

Forum

[Guide] Supplies


 Share

Recommended Posts

I don't really think a guide has been made over this - getting the best out of your supplies.

 

2yor02a.png11uvq7n.pngetehye.png205z6rm.pngInventory_mine.png

 

Review of usage:

 

First Aid - replenishes health until your HP bar is full

Double Armor - doubles your tank's health

Double Power - doubles the power of your turret

Nitro - increases the speed of your tank

Mine - a passive drug that takes a while to set (be ready for usage) and cannot be picked up via regular boxes, and all placed ones will disappear when dead

 

__________________________________________________________________________________________________

 

When NOT to use supplies:

 

First Aid - if you have nearly full HP

Double Armor - if you have little to no HP

Double Power - if you have little to no HP and you are not a camper

Nitro - when if you are about to make a jump, a nitro will flip you, don't use nitro if you are a camper... imagine a Shaft using nitro -_-

Mine - if you aren't serious about defending

 

Never use drugs (if you are)

- flipped over

- your team is winning and you can win without drugs

- using a crappy combo

- "for the lulz"

__________________________________________________________________________________________________

 

     Now, here is some advice. I wouldn't recommend drugging if you are playing with your clan or team, or with friends. Also, think before starting a drugwar. Do you have about 3-4 of each supply and you just want to cap a small flag against another team of M3 Mammoths? Chance are, the enemy team will have lots of drugs, and so will your team, thus resulting in you having no drugs and being killed constantly. Drugging might not be the surefire way to victory.

 

     Also, if you want to maybe drug a bit without anyone noticing, wait about 25-30 seconds after you picked up a boxed drug or until it starts flashing, and the use one of the same drug that you picked up.

__________________________________________________________________________________________________

 

Is drugging right?

​     In some occasions, you may be drugging, and the enemy team doesn't have any drugs to fight back. Sure, noobs who have blatant disregard for people will continue to drug, non-stop, even if there isn't a good reason to. Many battles still contain supplies, like about 75%. The amount of battles with supplies increase a dramatic amount as you go towards lower ranks, due to lower ranks having little money. Drugging is allowed, but there comes the question of morality. Is it right?

 

     Nobody else is drugging, and you come to ruin a battle. It's like joining a Hornet-Rail battle with Smoky-Mammoth-Prodigi. The top reasons for drugging are to get quick exp, because the druggers feel threatened, or that its a daily habit, and they're just too weak when not on drugs. Sometimes, people drug to "take-over" a battle for a friend. But that friend might be some noob, who joins a battle with hard-working people with already 2000 points, and if you come and just ruin it by drugging non-stop, chances are - people won't like you. You'll be know as the "infamous noob drugger" to those people. If you can't win without supplies, then you're obviously a loser.

 

     However, say that everyone else is drugging, and you're just sitting there, with no drugs at all. You should expect this: "GET OUT NUBBBBB," "NOOOOB U DRUG," and "MULTTTTTTTTTTTT NUB." But those circumstances are most likely if you have 40 points and a 0.27 D/L. If you can hold your own against druggers perfectly fine, then stay, but if your getting killed constantly, you're not helping the team. You're a mult, and mults get PUNISHED.

__________________________________________________________________________________________________

 

Using supplies well:

     Sure, there are many supplies, but under what circumstances are they best used in?

2yor02a.pngFirst aid

First aid is used to replenish health. Obviously, you wouldn't want to heal 1/10th of your health bar, but you don't want to be taking so much damage that the first aid has no effect. The key is to decide when to use it, and judge the amount of damage that is being taken in. If your camping, and just happen to be low on health, then you can use the first aid once you have around 1 HP, but if you're drugging, and you are under attack by three or more tanks, then you probably should use the first aid when your health dips just below half, even if you have double armor on. If your fighting a rail, and you have a hull such as Hornet, you're going to want to put that health kit early, otherwise the Rail will kill you while the first aid is replenishing your health, for it takes time.

11uvq7n.pngDouble Armor

Double armor, it doubles your health. I'd say to use it if you have FULL or nearly full health. Because if you use double armor with basically 0 HP, its not going to help much. Either you use this or you don't. You don't go using a double armor if someone is attacking you, and your about to die, because you'll still die, unless you use a first aid, but that's a waste of a first aid kit!

etehye.pngDouble Power

This is best for campers and snipers, such as Rails and Shafts. But when do you use it? Well, if your in a concealed location, you take very little damage, but you are ALREADY very damaged, then you could still use it, taken that nobody is trying to kill you in particular. You wouldn't use double power just to kill one tank, or if you are in an awkward position. Its a total waste of 50 crystals then.

205z6rm.pngNitro

Nitro, first of all, is NEVER needed for campers. You don't need to move around... if you camp. Nitro is mainly used for capturing flags, where you can speed away from the enemy base and where you can capture it. Or, in CP, DM, and TDM, it is used for catching up to your enemies, which I don't really see a point in, unless you're doing a DM in Kungur (which is very rare), or if you are using Twins. (Which has terrible range). Sometimes it might be overkill to use nitro. You could be using Wasp, and you are jumping off the cliff in Silence's blue base, but if you equip a nitro, your certain to flip. Don't use drugs that are unnecessary to accomplishing your goal.

Inventory_mine.pngMine

Mines are usually placed for defense, similarly to the real world. However, if you are being chased, then I suggest placing a mine. But don't place this mine randomly, place it in narrow places, or places that the enemy are sure to go through! Don't place it in plain sight, for they'll see it! Unless you are placing it in a narrow spot, such as on a small ramp, in a tunnel, across a bridge, etc. If not, try to hide it in a bush, or just hope that they don't notice in time to chance direction, esp. if you are using nitro and they are too. As for defense, don't just use mines in random spots. Place them where the enemy is most likely to come, the narrow places, corners, and things like that. Place them at the entrances to your bases, not around your flag, because they'll still get into your base a kill you, rendering those mines around the flag useless. Mining where the enemy spawns, or near where they spawn is also a good idea. Imagine them spawning, and then getting a nice surprise! A mine exploding under them!

__________________________________________________________________________________________________

 

What supply best fits each hull?

I'm not going to include the mine here, since its not really an active supply. Also, only the double power applies to weapons...

 

150px-Hull_wasp_m3.png Wasp - Nitro205z6rm.png

Wasp, being the fastest hull in the game, should go even faster. Its main purpose is to capture flags, not sit and defend.

150px-Hull_hornet_m3.png Hornet - Nitro205z6rm.png

Same reason as above. Except Hornet is second fastest.

 

150px-Hull_hunter_m3.pngHunter - First Aid2yor02a.png

Hunter isn't exactly high in health, but its not meant for flag capturing either. Most likely a mid-fielder, where one might need a first aid to hold their position.

150px-Hull_vicing_m3.pngViking - First Aid2yor02a.png

Same reason as above.

150px-Hull_dictator_m3.pngDictator - First Aid OR Nitro2yor02a.png205z6rm.png

Same reason as above, except Dictator has 255 health, which is about 40 higher than Hunter, but it has good speed. You could use nitro with Dictator to cap some flags.

150px-Hull_titan_m3.pngTitan - Double Armor11uvq7n.png

Heavy hulls are for defending, so why not give them more health to defend with?

150px-Hull_mammoth_m3.pngMammoth - Double Armor11uvq7n.png

Same reason as above.

 

Note that I picked the supply or supplies that I think BEST fits each hull.

Chances are someone is going to say "JUST USE ALL DAT MAKE U PRO!"

 

__________________________________________________________________________________________________

 
Which weapons use double power most efficiently?
 
1. Isida
Isida is known for leeching health off enemies. Double power makes Isida have a whole lot more health, and it could be useful in healing damaged Mammoth teammates.
 
2. Railgun
With Railgun on DP, your chances of enemies dying in one hit are greatly enhanced. Who doesn't like a 1-shot kill?
 
3. Smoky
With Smoky, the critical damage is doubled too! It makes it very handy for killing other tanks.
 
4. Firebird
Firebird's burning effect and the damage of the burning effect happens twice as fast and has twice the damage. 
 
5. Thunder
You can splash your enemies and gain many kills. Boom.
 
 
 
I hope you all enjoyed this guide, and that you don't become one of the mindless drugging noobs out there, who put a first aid kit on while upside down!
 
-TP2
Edited by r_The-Player20
  • Like 8

Share this post


Link to post
Share on other sites

this might be even better than the one in the newspaper awhile ago. of course i have no idea why you think nitro makes you more likely to flip on the jumps when ,in fact, it does the opposite

  • Like 2

Share this post


Link to post
Share on other sites

this might be even better than the one in the newspaper awhile ago. of course i have no idea why you think nitro makes you more likely to flip on the jumps when ,in fact, it does the opposite

For example, if you use Wasp, and you jump off the cliff in Silence, with old physics, you flipped over, since it was TOO fast, it still occurs sometimes, but is less likely now with the new physics.

Can I have a link to the newspaper one?

Edited by r_The-Player20

Share this post


Link to post
Share on other sites

''What Supply Best Fits Each Hull''

 

Unless it is based on your own opinion (you should probably put ''Based on my Opinion'' or ''May Vary due to Gameplay'' at the end) I disagree .....

 

First of all, Wasp is already fast as hell. The Nitro will have minimal impact. You're right, it is for capturing flags. So that is why DA would be best for it. Speed combined with Health? Now that's good for Flag Capture.

 

Same goes for Hornet. And you don't want too much speed with it. The drifting affect could get in your way unless you've truly mastered it. . . So a safer bet would be DA.

 

Furthermore, light hulls have low HP of course. So to prevent yourself from getting 1-shot, you'll need a DA.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

For Medium Hulls I'm good with what you put. Thumbs up.

 

And sadly. .. you're right. Heavy Hulls , especially Mammoth, is only meant for staying at base to get shot at. No use except for that. . . .Titan still has a chance. . . .

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...