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[Guide] Deathmatches


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Your combo in Deathmatches  

25 members have voted

  1. 1. What hull do you use in Deathmatches?

    • Wasp
      4
    • Hornet
      10
    • Hunter
      1
    • Dictator
      2
    • Viking
      4
    • Titan
      1
    • Mammoth
      3
  2. 2. What turret do you use in Deathmatches?

    • Smoky
      2
    • Firebird
      1
    • Twins
      2
    • Railgun
      6
    • Isida
      0
    • Thunder
      9
    • Freeze
      2
    • Ricochet
      2
    • Shaft
      1


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As you spawn in this arena of destruction, shots echo throughout its vast space, bringing with them the essence of doom. Five drugger turn around five different corners, heading straight for you. As you ponder your options, you begin to ask yourself if this battle was worth the wait to get in to.

 

Without a doubt, the battle described above is a Deathmatch, a free for all gamemode where only the strongest survive. Known for the seriously large amount of Mammoths that play in them, Deathmatches bring to the table a whole new element - independence. The key is not to try to team with that M3 drugger who gets all the, nor to charge right into the heat of the battle, but to rely on your strengths, your special abilities, and of course, yourself. In this unique article I will teach you how to not just play, but to thrive in Deathmatches. With a bit of help and a lot of luck, soon you will be the one who owns the battlefield, the most feared tank in the game.

 

Starting off, I will tell you about the hulls that are ideal for Deathmatches. First up is the Wasp, a peedy hull with great handling but not enough health to consider it a threat. Although you can easily be destroyed in close combat, the Wasp's small size can allow it to hide better than other tanks. Sniping is a snap with this hull in any place where other tanks cannot kill you. Similar to the Wasp is the highly favoured Hornet, which has major drift and is like a fast sportscar. Because of the lack of health compared to other hulls such as a Mammoth with double shields, the Hornet can only be considered a competitor when used with close range weapons. The Dictator's shape can give itself the disadvantage, but what it lacks in size it makes up for in health. Although it does not have that great speed, it has a fantastic rotating speed. This can help when you need to whirl around to defend yourself against sneak attacking tanks. Another medium hull with the most stability in the game is known as the Viking. This is a fairly good hull for Deathmatches, as you do not flip when battered by the Twins or rammed by the Titan. It has around the same health as the Dictator but is signifigantly slower. Its fantastic aceleration can come in handy in the peek a boo trick, although it's not likely you will be using that in Deathmatches. The third and final medium class hull is the Hunter, which for no reason at all is completely underrated. It has the third most speed in the game, right behind the Hornet, which gives it the same advantage there that the light hulls do. It, like all medium hulls, has noticably more health than the light hulls, which makes this ideal for close up short range turrets. Moving on to the fortress on tracks, the Titan. Because of its odd shape and that it has a bit less health than the Mammoth, you don't see many of these around. That is a real shame for you, but a real relief to the rest of us; no one wants to face a hull that good on the battlefield. This hull is perfect for any turret, but in Deathmatches, so that you can get as many kills as possible, equipping close range weapons and using the Thunder's splash damage will maximize your score. Thinking back, if the Titan was a fortress, words cannot begin to describe the Mammoth. This hull and any turret are a perfect fit for Deathmatches, except for the Shaft, which is mainly used for sniping only. Camp out with a Mammoth and drugs, and you'll never die.

 

In terms of turrets, it depends on what your gameplay style is going to be. If you prefer charging the field, not caring if you get hurt, only that other tanks need to be killed, the three close range weapons, the Firebird, the Freeze, and the Isida are your best bet, along with the Thunder and its amazing spash damage. If you prefer sniping, you have to go with the Railgun, the Shaft, the Smoky, or once again the incredible Thunder. If you prefer camping out, then the Twins, the Ricochet, the Railgun, the Smoky, and (big surprise) the Thunder. Last but certainly not least in terms of points, are the druggers. Every turret but the Smoky, because of its relatively low damage, and the Shaft, because of its long reload and very low durability can be used very well with drugs.

 

Paints with protection from the short range are ideal, but again your gameplay style will determine the result. If you are going to be up close and personal with other tanks I recommed paints with protection from close combat turrets such as Zeus. If you are going to be a hardcore one man sniper, give Prodigi a shot. If you are a camper or a drugger you need to find a paint with protection from a lot of turrets. Maybe you could win one like Lucky 7 or Helper one day. If you plan of being a mid range tankman, paints with protection from Smoky, Twins, Rico, and Thunder do the trick.

 

Overall, we have discussed what is the best combo for playing in Deathmatches, the many different mathods there are to play in them, and how to improve your overall performance in them. Remember, be independent. Be strong. Use your turret and hull's special abilities. Expect the unexpected. And in the end, you may die. You may lose. You may not have accomplished what you had hoped. But at least you took those five druggers down wih you. At least you went out with a bang.

 

An mini-guide by SpiderPig1

Edited by r_SpiderPig12
  • Like 2

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Well done, could use extra information :)

and pictures

and he should also recomend some combos for DM and describe them,some tactics about placing mines in the field...

and that independence in a DM is not always true,you can relly on others because of alliances beewen players with same gun

in high ranked DMs,smoky and twins alliances are the most popular,you almost never see a smoky user shooting another smoky user,same goes for twins and freezes btw

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how do you make an alliance in DMs? do you just say it or can you actually make it so you cant damage someone else....?

Two ways:

 

You can simply ask for it, copy/paste or write the name and ask for it with:  team? mir?

Something like this: "Lord, team mir?....ok" ;)

 

When you get better and have good D/L 's or are simply somewhere in the top of the score-list it becomes much easier.

Many want to team with you and will ask you.

If you want to team yourself with someone, you sign "do not shoot" or "no" with your turret:

simply sway your turret in repeated short left/right movements. So it looks like saying: "no"

 

Sometimes you still get shot once, but if the other wants to team with you, you simply have to take that shot.

He simply had to make up his mind in a very short timespan. A second ago you were still his enemy! :)

If he accepts your proposal you will know and you can continue as a team.

 

Sometimes you have temporary alliances in a DM. This can happen for example if you spawn next to a Tank

and he does not notice it. If it is a good spot, you simply start shooting the other opponents next to the other tank.

If he is smart he knows that two firing weapons like for example Thunder are better as one and you can perform as a

double-shots weapon, which is ofcourse very effective! You simply have to accept that he will "steal-kill", like he has to

accept it from you also.

When you both get killed, sometimes it continues to be a team, but don 't count on it in this case.

 

Asking or shaking with the turret and getting a positive response means you have a team and IMO that means for the

whole battle long. A team mate that shoots you once can happen, twice becomes questionable and you better ask again

if it is still mir/team? If you get shot a third time you can be sure it wasn 't an accident.

 

Don 't know how others do react, but I definitely make that person kill-priority number one! :angry:

(can 't help it :D )

Edited by Lord-of-the-Snipers

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Lord,the most alliances in DM are based on the weapon you have,the players with same weapon never shoot in each other,an classic example of alliances are in DM desert beetwen rail users

Well, I make more often a team with a good player and I don 't really care if that is a Freeze, Isida, Railer or whatever.

If the guy plays well it 's in our both interest to not fight with each other. In Polygon DM this happens more often IMO.

 

So I do not look at the weapon, but at the player.

Sometimes there are indeed these spontaneous Desert-like alliances between Smoky 's and Thunders in Polygon DM.

When they happen you can sure count me in! :)

 

Do you never make friends with the above actions like I do in DM 's?

Edited by Lord-of-the-Snipers

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Two ways:

 

You can simply ask for it, copy/paste or write the name and ask for it with:  team? mir?

Something like this: "Lord, team mir?....ok" ;)

 

When you get better and have good D/L 's or are simply somewhere in the top of the score-list it becomes much easier.

Many want to team with you and will ask you.

If you want to team yourself with someone, you sign "do not shoot" or "no" with your turret:

simply sway your turret in repeated short left/right movements. So it looks like saying: "no"

 

Sometimes you still get shot once, but if the other wants to team with you, you simply have to take that shot.

He simply had to make up his mind in a very short timespan. A second ago you were still his enemy! :)

If he accepts your proposal you will know and you can continue as a team.

 

Sometimes you have temporary alliances in a DM. This can happen for example if you spawn next to a Tank

and he does not notice it. If it is a good spot, you simply start shooting the other opponents next to the other tank.

If he is smart he knows that two firing weapons like for example Thunder are better as one and you can perform as a

double-shots weapon, which is ofcourse very effective! You simply have to accept that he will "steal-kill", like he has to

accept it from you also.

When you both get killed, sometimes it continues to be a team, but don 't count on it in this case.

 

Asking or shaking with the turret and getting a positive response means you have a team and IMO that means for the

whole battle long. A team mate that shoots you once can happen, twice becomes questionable and you better ask again

if it is still mir/team? If you get shot a third time you can be sure it wasn 't an accident.

 

Don 't know how others do react, but I definitely make that person kill-priority number one! :angry:

(can 't help it :D )

so he can still damage u?

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so he can still damage u?

:D

 

Well, you are right that happens ofcourse. Also it 's not good for your D/L at all to go after one particular tank/person in a battle.

All about a narrowed vision...but what has to be done, has to be done! ;)

 

What I didn 't say that this team "breaking" does hardly happen anymore. (the last one half a year ago? And I team very often.)

It 's something I found a lot more in my lower ranks battles. Maybe higher ranks get more serious? Don 't know, but it 's true.

 

And finally in the longer DM battles I fought, the team-breakers got so fed up with my relentless and with some bragging succesfull

hunt on them, they all left! :D

Edited by Lord-of-the-Snipers

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