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[Issue 30] Can you contribute to the official Tanki Online Wiki?


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Greetings, tankers!

 

Are you capable of writing a quality guide which can effectively educate the reader on a given topic? Look no further! This section of the Tanki Online Wiki is yearning for some fresh new guides over a myriad of different topics! If you are intrigued by the concept of contributing to the Tanki Online Wiki, all you'll need to do is the following:

 

Create an in-depth guide regarding any of these topics:

 

- A guide on any turret (pick one)

- A guide on any hull (pick one)

- A guide on how to attack, capturing a flag, defending, etc

- Micro-upgrades

- Smart Cooldowns and/or the Predictable Drops

- Crystals; how to earn them

 

Your entries will be judged on the following attributes:
 

- Its legibility; it should be well-presented (this includes spelling, punctuation and grammar)

- Its intricacy; good guides are detailed

- Its clarity; the message of the guide should be abundant - and not only by the title

- Its interest; does it consist of thought-provoking points?

 

Additional information:

 

- The use of images are allowed

- An ideal length would be around 750-1250 words, but bear in mind, to some extent, it depends on what you're writing about - it's okay to breach this but depending on how you've written it, that can deter the overall judgment of your entry

- You have until the 20th of January 2015 to send in your submissions

 

Prizes:

 

The top 3 entries will win:

- 50,000 crystals

- Your entry appearing on the official Tanki Online Wiki

 

Good luck, tankers!

 

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Good luck! Yay, @Remaine favourite mod! :P2072 words, presently. No spoilers guys. I want everyone to see. :P 

 

 

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How to: Attack, capture and protect the flag!

 
Capturing and protecting of the flag is only possible in "CTF" modes. (Capture the flag). How to find a CTF battle? Following are methods to assure that a battle is CTF:~

  • 1UsE3Fg.png

             First, search through the game lobby for battles shown like  in the above picture. All CTF's are preceded by their map's name. So, you can choose which map you want to try CTF in. You can also use the battle filter mode for searching CTF's. There is also a representation of the match's details i.e if the battle is full both teams would have a grey box  like in the above picture, if positions are accessible there would be the team's respective colour and number of participants in each boxes of each team.
 
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You can also find the mode after the battle's name. 
 
 
Attacking the enemy


 

Well, what is assaulting? Assaulting is to strike your adversaries.  Attacking requires great skill and  luck. Maps differ in size and shape. Different maps  accounts for dissimilar styles of movement with hulls and turrets. Choosing the right combination is in fact a crucial aspect of invading the enemy territory and securing the flag for the point. To learn, to choose combinations is simply through the use of logic. It is logically foolish to use a Hammer Mammoth combination in Dusseldorf, possibly in terms of damage and defence it certainly can take on  an enemy circle of tanks up till the Titan and Mammoth: Wasp, Hornet, Viking, Dictator. Following gif shows on how to attack:~

 

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Your duty is simply to aim your turret at your adversary and press spacebar. And if he dies, you shall see a blink in your experience bar like this:~

 

 

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On the other hand, the above said combination (Hammer Mammoth) is deadly dangerous at Island, the smallest map in Tanki. Attacking largely differs as the level of combinations are present. Earlier when people attacked they'd drug to their fullest which is impossible now as the new update, Smart Cooldowns,  hinders this possibility. However, the chance of finding at least two of the said drugs are not remote. Mainly people use a shield to defend themselves; some employ double power. A nitro engaging nearly 15 seconds after employing of another drug, is quite often the second-most drug to be exerted. Either the player attacks with the Double Power and Nitro or  Double Armour and Nitro. Let us not go in to that doubt. Rationally proving a Double Armour and Nitro is much better as you can stay alive to attack either peek-a-boo style, railgun-style of playing that is hide and seek, or fighting relentlessly. In my opinion, even if the Double Power helps in scoring more points, it's not much productive than living more to kill as I prefer to attack restlessly. So, in terms of drugging, it is best to start with the shield, then the Nitro and then Double Power, consuming in total 60 seconds (One minute),  if you choose to try out peek-a-boo, which is possible with all turrets. If you choose to attack relentlessly you may choose to use the Nitro first, then Double Power and proceed to Double Armour, exhausting nearly 60 seconds (One minute).  The two approaches are different as there is a possibility of the former drug expiring nearly half it's time before utilizing the later. 
 
 
Up until now, we have covered using combinations, drugs etc. Now, it's time to venture to the part of tricks. Fighting through tricks consist of two methods: The first ones are the basics tricks, which is employed in combat for victory, the second one is parkour fighting.
 
Basics tricks are essential to an effective attack strategy. Without one of these, a suited victory would not be certain. A player who attacks normally against a player with tricks, ultimately the player with tricks shall have won the challenge. In terms of speed, time and effective striking, he would have finished the duel quite easy.
 
 
Following is a condensed list of basic tricks employed in a battle for certainty of victory:

  • Cover and strike.
  • Jump on enemy hull.
  • Forging ignorance.
  • Murdering Tanks during S/D's.
  • Pushing Tanks.

Cover and striking, a strategy similar to Peek-A-Boo style we have early discussed works on the same basic principles. Assuming you hide and shoot, which works great in turrets that reload slowly or ones that are potential if you cover and shoot: Railgun, Hammer, Thunder, Smoky, Shaft and Ricochet. The rest close-ranged  turrets: Isida, Freeze and  Firebird are not suited to this style unless evading  from long-rang firings and firing upon a close-range victim. An exception for the turret Twins, which is fully operational for relentless combat.

 

 

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Jumping on an enemy hull is another potential trick to parry a blow. Such as for instance, you bear the turret Railgun and Wasp and you encounter a ruthless Viking and Thunder, you shoot at him with your Railgun to maximize your velocity to the point of jumping on the Viking to prevent the Thunder from damaging you. Surely, you are inflicted with damage but so is he. As much as that is a suicide, it would dearly benefit your team.  Another example, you bear the same combinations and you encounter a hornet and Railgun, he shoots before you at another hull and is now in cover. What you do is, you materialize to his spot and fires at him, either two of these would happen: (1) You might have a bit of a recoil which with your top velocity would climb on him. (2) You may flip too.

 

 

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Forging ignorance is another key art for an outstanding success. For instance, you are a Railgun and Hornet and  you see your opponent, Railgun and Hornet, darting towards you, this trick is a sure and suitable one indeed, you produce the illusion of ignoring him. Right at the second, when he pauses to fires at you, press your space bar and turn your turret, if this trick perfectly done, your adversary is likely to lose aim with the addition of being damaged. 

 

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Mudering tanks during Self-destructing, though it is advised by many not to destroy tanks while self-destructing, this trick, when you find no one in the enemy base except the flipped tank, is the best trick to use. If you see a flipped tank and no adversary is there in your enemy territory, either they are in your team's territory or is dead. The best trick is to count for the flipped tank. Once he presses delete, count to 7 ( It is the minimum count for killing tanks, you can make it to 8) and then shoot, if you are a railgun or any other turret requiring a long time to reload and evade from the spot. If you are using any other turret like twins, it is advisable to stay in cover (Hiding most part of your tank, with exception for the turret) and strike. This trick is definitely useful, if the situation asks for it. 
 

 

 

 

 

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Impelling tanks is another method of parrying blows. Battling with a potential foe would be very fatiguing unless you know this trick. For example, if you bear the combination Railgun and Hornet and your foe bear similar weapons too. Shooting first you must wait a few seconds, 3 to be precise, and plunge at him staright to his tank if he is horizontally positioned to you as his reloading is finished he shall attempt to set his aim at and fire at you, at that moment you must plummet at his sides, which would have devastating effect for him missing the shot .  This type of trick is useful against freezes too, this trick hinders them in encircling us possibly letting more time to reload. If this trick is used against the right turret, victory would be certain for you. The only turret that poses a threat to this said trick is Firebird. Also, if the opponent bears heavy hulls (Mammoth, Titan), it becomes essentially strenousto perform this trick.

 

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Now, it is time to venture into the part of  Parkour-Fighting. Employing parkour in fighting to gain an advantage over the enemy team is known as Parkour-Fighting. Chronologically, starting from what Parkour is, we shall venture to Parkour-Fighting. 

 

There are two versions of Parkour-Fighting too: Solo Parkour-Fighting and Team Parkour-Fighting. Solo parkour-fighting requires great dexterity as there are not many assistants for this method. There are, however, two neighbourly alternatives that is to dismount on ascendable objects like houses, elevated-skyscrapers like in Rio map or to utilise  your teammates or adversaries in parkouring.

Following are tips to parkour using your teammates or adversaries:~

  • Climbing on a tank: Using a ramp or through shooting, it is possible to clamber at the top of your teammate or adversary.
  • Nudging a flipped tank to the object you choose to clamber by ascending on him, with the right amount of force from the flipped tank's self-destruct, it is possible to jump on the desired object.
  • It is possible to jump using your enemy/teammate's turret force. By using the momentum of the projectile, ascending on him to the next object is possible.
  • Employing a mine to jump is another resourceful and simple method of climbing on an obstacle. The only defect of this procedure is the loss of health and the possibility of flipping.

 

 

Pictures of Parkour fighting:~

 

 

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A parkour fighting picture of @biswa134's rank-up. Supplied through Rent-A-Spec. 

 

 

 

 

@SwiftSmoky's parkour-fighting pictures. 

 

 

 

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Supplied through 's article on Parkour-fighting.

 

Now, we have come to the end of assailing. Now, onto retaining and defending the flag. Bear in mind that on similar basis of classifying attacking, we can conclude to two efficient and less-time consuming methods to increase the probability of retaining or defending the flag.

 

 

 

 

Capturing a flag 

 

Ferrying flags and capturing them comes with luck and stealth. Before we start onto the choice of equipment, drugging types and Combat Parkouring tips, we must start on how to capture a flag.

 

The following gif shows on capturing a flag. The map is Island and it's mode, apparently, CTF (Capture The Flag).

 

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The colour of your health bar is same as your flag's colour. Your aim is to go to the enemy flag and come to our flag without getting damaged or killed by the opponent.

 

Defending the flag

 

 

Defending flags require stealth, luck and skill. Now, let us start onto the basic method of defending the flag:~

 

 

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Your job is to kill your opponent and return your flag my moving to it.

 

 

 

 

 

 

 

 

Capturing and defending the flag in detail

 

 

We can learn about capturing and defending the flag in detail by knowing these conditions below.

 

 

Chronologically and with several additions:~

  • Equipment (Hull and Turret).
  • Drugging methods.
  • Combat Parkour (Read in the above paragraphs).

 

 

Equipment plays the most crucial role in taking a flag. Specific equipment are the most deadly in a given battle, they not only does the work  fast: Retaining, capturing and defending the flag. But also damages hard, as I said before. 

 

To better explain the role of equipment, we shall take three maps: Island, SandBox and Seruphov. Note these maps show the basic types of maps: Small, medium and long.

 

Island (Small Map)

 

  • Turrets best suitable for this map are (M3 versions of the top 3 turrets are selected):~

 

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  • Hulls best suitable for this map are:~

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SandBox (Medium Map)

 

  • Offensive and defensive turrets (M3 versions of the top 3):~

 

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  • Offensive and defensive hulls (M3 versions of the top 3):~

 

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Seruphov (Large map)

 

  • Offensive and Defensive turrets (M3 versions of top 3):~

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  • Offensive and defensive turrets (M3 versions of top 3):~

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Drugging Methods

 

As earlier explained, the drugging methods for attacking are:~

 

  • Relentless attacking: 

(i)   Nitro

(ii) Double Power

(iii) Double Armour

 

  • Peek-A-Boo (Hide 'n Seek):

(i) Nitro

(ii) Double Armour

(iii) Double Power

 

 

 

Drugging methods for defending the flag are:~

 

(i) Double Power

(ii) Double Armour

 

It is advisable to use any of these drugs while defending.

 

 

So, we have come to end of this guide, thank you. And this is signing-off.

 

 

 

 

 

 

 

 

 

___________________________________________

All the written material(Style) and gifs are copyrighted to

Note to ask his permission before utilizing any of these resources.

The picture of parkour-fighting by @SwiftSmoky and @biswa134's rank up are not properties 

of

 

 

 

Note: The copyrighted text is also part of the article. Special thanks to @mana_killer, @Dredrick, , @bigscott.

 

End of article (Written material). You can start reading. Amendments of designs shall me made, however.

 

Albeit, work in progress....
 
 
 

A player, @AceAgent's,view! :D

 

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Edited by Superlative
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:excl: UNDER CONSTRUCTION :excl: 

 

A COMPREHENSIVE GUIDE TO - ISIDA

 

Isida. We often see instances in battle chat when players beg for Isidas to come and heal them. Such is the power of this turret. Along with devastating short-range attacking capabilities, it is also gifted with the ability to heal teammates, resulting in lots of XP. Used effectively, it has the power to dominate any battle effortlessly, provided the tanker knows how to use it, which, sadly, many players don't. If you don't, fear not, tankers! Here I come with a comprehensive guide with lots of tips and strategies which you can use to your advantage in a battle.

 

PROS AND CONS

 

Okay, so like any other gun, Isida has its own advantages and disadvantages. Here are a few of them - 

 

PROS

 

  • It feeds on other tanks' HP, in short, attacking a tank fuels your own health bar.
  • You can heal your teammates to earn their respect and commendation and also Experience Points!
  • You can use heights to your advantage ; it can fire from high as well as low altitudes.
  • It's a very useful gun for CTF and CP, you can use it to effect a quick escape.
  • Highly destructive when combined with supplies.
  • It can combat the afterburn effect of Firebird and the freezing effect of Freeze.

 

CONS

 

  • It's got a very short range; makes you vulnerable to attacks from turrets like Railgun and Thunder.
  • Unlike Firebird and Freeze, it can only attack/heal one person at a time.
  • There are lots of paints with protection from Isida.
  • Unlike Freeze, it is better used in the thick of action rather than for camping.

 

STRATEGIES

 

Okay, so now we get to the most important part - strategies. Pay heed to these and you need not worry about the Cons at all. Isida is a versatile turret. You can have a variety of strategies like Healing, Defense, Drugging, Attack and Capturing. I'll explain them all to you.

 

 

HEALING

 

  • First of all, I'd recommend you to have a good supply of mines and double armour and a good protection paint from long range turrets, preferably Tundra or Corrosion.
  • Stick behind buildings so that enemies cannot notice you, or keep skirting the base. Never stay in one place for too long, because it results in getting killed more, ultimately leading to poor D/L and low battle reward.
  • If you see a teammate in need of healing, dash out from behind your vantage point, do the needful and go back to your shelter. Only pause if you need to heal the person carrying the flag.
  • In this case, stay behind him and use your tank as a shield for any shots that might hit the one carrying the flag. Keep up the healing till he captures it, and should he drop it, take it and bring the flag home.
  • Do not go out of your way to heal a teammate. Getting yourself killed will only put your teammates at risk.
  • If discovered, keep changing your vantage points.

 

DEFENSE

 

  • The essential trick in this strategy is to defend your flag from hostiles. I'll recommend you to take a heavy hull like Mammoth (Viking will suffice) and stay closeted in the bushes next to the flag or behind the buildings.
  • View the battle from the topmost angel (Press 'Q' till the screen can't go up anymore) so that you can see enemies without leaving your shelter.
  • When an enemy invades your territory, take him by surprise. Attack when he is least expecting it and block his path with your tank, so that even if your tank cannot finish him off, backup has time to arrive.
  • Use mines!

mZIjwKz.png

 

ATTACKING

 

  • Most people will say that this is not what Isida is meant to do, but they are wrong. Used properly, Isida can break all known stereotypes and become a formidable weapon for offence.
  • Take a light hull like Hornet, and under cover of camouflage, hide in prominent spots your enemies will pass through and then attack from behind.

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  • If your enemy's hull has a slow rotation speed, keep moving in order to confuse him.
  • Learn to turn your turret - For better tactics!

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Edited by TriNitroToIuene
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Thunder 150px-Turret_thunder_m0.png150px-Turret_thunder_m1.png150px-Turret_thunder_m2.png150px-Turret_thunder_m3.png

1. Description

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"A great choice for mid-range battles. Rounds from Thunder explode on impact and damage everything within their blast radius. This makes it risky to use at short-range as it may inflict self damage. Goes well with any hull."

-Garage description

 

Thunder is an unique, dynamic, and powerful weapon, considered by some to be too much so. This is a point of debate best left out of this guide. Thunder has many features, the most redeeming of which is the splash damage. Within a certain radius of the epicenter of the shot, all enemy targets will be damaged, less so than the actual target. This can be utilized in a variety of manners, which will be of discussion later. However, the splash damage also damages your own tank, if the shot goes off within the radius of your tank; thus, stratagem for Thunder users mostly involve keeping an enemy at a distance. On the other hand, damage dealt by a shot decreases with range. At extreme ranges, damage dealt will be minimal.


 

2. Supplies

Supplies, or 'drugs' will be briefly covered here. Generally, Thunder users attempt to find a relatively safe camping overlook that has access to most areas of the map.

 

I. Double Armour (DA)

For the most part, as you would/should have a relatively safe camping spot, DA is not needed. If drugging, activate only when under direct attack.

 

II. Double Power (DD/DP)

This, without doubt, is the supply most used by Thunder users. At M4, a Thunder deals upwards of 150 damage per shot, every 2 seconds. Few tanks can stand such firepower for any period of time. However, avoid this when enemy is close to your tank. It makes the splash damage twice as damaging to yourself as well.

 

III. N2O (Nitro)

Rarely used unless fleeing an enemy, or charging into a control point for the CP mode.

 

IV. Mine

Very useful for drugging Thunders. Protect your camping spot with a few well placed mines. An alternate use: when cornered/chased by an enemy, who will come very close in order to use your own splash damage against oneself, back up, while placing a mine. It will usually force the enemy to back off, giving you valuable escape time, or even kill the enemy. Going around a corner while doing this can prevent the enemy from seeing, which may lead to them running over the mine. A shot or two will then finish them off.


 

3. Maps

A general piece of advice on maps: medium to large maps are best suited for Thunder; too large, and the range penalty for damage will lead to one dealing virtually no damage; too small, and be dominated by short range/medium range turrets.


 

4. Game modes

I. Deathmatch (DM)

Thunder can be quite useful here, given its high damage rate and splash damage, which can affect multiple foes. Useful for kill stealing; shoot at weak hulls and damaged enemies first. For example, if a Railgun hits a light hull, one shot by a Thunder will likely finish them off. In addition, it is best to find a camping spot, as Thunder generally does abysmally at close ranges. Protect the camping spot with mines, if you have them, and pick off short range turrets that approach the camping spot from a distance - Ricochet, Twins, Isida, Firebird, and Freeze users are priorities. Be wary that self destructing subtracts one kill from your counter.

 

II. Capture the Flag (CTF)

Generally, Thunder is not considered one of the better weapons to attack the enemy flag. Due to its self damage, you may be unable to flee while finishing off pursuers. Rather, if it proves imperative to attack, it is better to pick off the defenders at a distance, then charge in and take the flag. Still, Thunder is better used in the midfield - finishing enemies that venture into the middle.

 

III. Control Point (CP)

On maps with one point, such as Polygon, Thunder can rack up incredible amounts of damage, with its splash damage and all the targets clustered in the center. It is generally a good idea to stand by the side, perhaps using hit-and-run techniques to kill enemies in the center, then moving the the center to capture the point. If trapped in the center with multiple enemies, if your team has more players in the center, it is best not to shoot, as your tank will be destroyed sooner. If there are more enemies that allies, it would be advisable to shoot, as the enemies will likely capture the point anyway.

 

IV. Team Deathmatch (TDM)

Thunder proves to be quite useful for TDM. The splash damage can affect multiple enemies, allowing for fast experience. Yet, be wary of damaging yourself; it is best to avoid self-destructs, as that deducts one point from the team's score counter. However, if cornered on the brink of destruction by a weakened opponent, accept the the penalty and kill both the enemy and oneself; this will not change your team's score. Else, the opponent's team will gain score relative to your own team.


 

5. Techniques every Thunder user should know

I. Turning the turret

Self explanatory, use the Z, X, and C buttons to turret the turret.

 

II. Using the splash damage

(i) When an enemy is pushing against your tank, it may be more advisable to shoot a nearby wall than to shoot directly at the enemy, as to inflict less self-damage.

(ii) When an enemy is hiding around the corner, it is a simple matter of shooting a wall, which will deal damage to the enemy.

 

III. Tilting

Tilting is a technique, simple to learn, that allows you to be able to damage other tanks that are at a different elavation from yourself. Tilting takes advantage of the auto-aim mechanism, which allows the turret to target enemies at within a certain range of elevation, within a certain angle range. By moving your tank backward and stopping suddenly, the turret's angle with respect to the ground changes from the usual, 0o, to perhaps 10o-20o (depends on the hull). This allows auto-aim to target tanks that are at ever greater elevations with respect to yourself. Moving forward and stopping drops the angle to around -10o; this allows auto-aim to target foes that are at lower elevations. Tilting forward also allows you to shoot the ground. Where walls are not available for using the splash damage, shoot the ground close to a hidden enemy; this will damage them.

 

IV. Hit-and-run

Hide behind a obstacle, and pop out once your shot has reloaded and shoot the enemy. Withdraw and repeat. Effective against turrets with higher firing rates than Thunder (Smoky, Twins, Ricochet, occasionally, Hammer).


 

6. Hulls evaluation

I. Light hulls - Hornet, Wasp

 

(i) Hornet

Hornet-Thunder is a rather common combination, and for good reason - in the right hands, it can be deadly. Hornet is quite stable considering that it is a light hull, allowing for accurate aiming. The speed allows one to escape approaching enemies and suffering self-damage. The downside: less health and still unstable in the face of enemy fire.

 

(ii) Wasp

Wasp-Thunder is vastly rarer than Hornet. Perhaps it is due to the inherent instability present in the combination; aiming is difficult while on the move, and you can even flip yourself. Still, Wasp proves to be even more effective at escaping and avoiding enemies than Hornet.

 

II. Medium hulls - Dictator, Viking, Hunter

 

(i) Dictator

A large target, yet with ample amounts of health. Reasonable speed can be used to escape some enemies, and pursue most targets. Height allows Thunder to auto-target victim's turret, which can throw off a Railgun shot. However, somewhat unstable under enemy fire, and has a blind spot - small hulls can avoid a shot by pressing against the tall end of the Dictator. Sees excellent results when tilting.

 

(ii) Viking

A far smaller profile than Dictator, but also has reasonable amounts of health. Slightly faster, allowing for more mobility; better for escaping/pursuing. No blind spot, and far more stable. Harder to utilize tilting.

 

(iii) Hunter

Less health than both Dictator and Viking, but faster. Fairly stable, but has a wide turning radius due to drift, more so than the other medium hulls.

 

III. Heavy hulls - Mammoth, Titan

 

(i) Mammoth

More health and heavier than Titan, but slower, and less powerful. An ideal combination for camping, but you may die of old age attempting to reach the camping spot.

 

(ii) Titan

Similar to Mammoth-Thunder, but faster and more powerful. Has less health, but many find gameplay with Titan to be more dynamic than Mammoth.


 

7. Paints

Choose the paint that fits your gameplay best, but if stuck, a Thunder protection paint is always useful, as it reduces the self-damage inflicted on you by yourself. A tip on a Thunder protection paint: Cedar is a cheaper alternative to Rustle with the same protection from Thunder.


 

8. Advanced knowledge

i. Thunder with a light hull can climb many shorter platforms.

ii.


 

9. Versus other turrets

I. Short(est) range turrets - Isida, Firebird, Freeze

Do not allow these to approach you; once latched on, you are either dead or severely damaged. With these, the best defense is a good offense; destroy them before they reach you. A mine may prove useful in narrow corridors, due to the limited range of these turrets. If one of these does manage to reach you, try and minimize self damage; shoot a nearby wall. Do not approach!

 

(i) Firebird

Extremely high damage per second, lethal afterburn. If it reaches you and you do not eliminate it in time, death is inevitable.

 

(ii) Freeze

Somewhat lower DPS, yet more sinister; you may not be able to even damage the user, as it slows down most aspects of your tank: turning speed, turret rotation rate, speed, acceleration. If caught, turn both hull and turret to increase chances of hitting the Freeze. Shoot a nearby wall; the splash damage may affect it.

 

(iii) Isida

Has the unique ability to heal itself by a certain percentage of the damage it does, up to 50%. As such, if one of these gets close, all bets are off. A Hornet may take 4 shots instead of 3 to finish.

 

II. Medium range turrets - Twins, Ricochet, Hammer

Hit-and-run tactics prove effective on these due to the high rate of fire but relatively low damage dealt per shot. In addition, not particularly effective at long ranges - finish them off before they reach you.

 

(i) Twins

Capable of the highest sustained DPS of all the turrets, attempting to stand your ground against this is foolhardy. Use the aforementioned tactics, and if cornered, avoid self-damage by shooting a nearby wall.

 

(ii) Ricochet

While the energy bar is full, this turret has the highest DPS of all. Again, Ricochet users may try to press against you; shoot a nearby wall, if possible, if this happens.

 

(iii) Hammer

Fires three highly damaging shots, almost on par with Railgun, with the rate of Smoky, the requires long reload, almost as long as Shaft. Damage fades rapidly with distance. Take advantage of the long reload time to finish the Hammer user.

 

III. Long(er) range turrets - Thunder, Smoky

Hit-and-run may be effective. Smoky users will try to approach and corner you; avoid this.

 

(i) Thunder

A battle of skill will likely ensue. No advice will be given, as either way a Thunder user will win, most of the time, the user with the better paint.

 

(ii) Smoky

Higher rate of fire means that hit-and-run tactics are effective against Smoky users. Pause before firing to ensure that you are not knocked off balance by the Smoky. Try to engage them at a range; the damage from a Smoky, as well as impact force, tapers faster than Thunder, meaning you will likely win the duel. A note while drugging - avoid using a DP against a DP'd Smoky, as a critical hit will almost certainly KO or severely damage your hull.

IV. Longest/Extreme range turrets - Railgun, Shaft

No damage reduction with distance; extremely slow reload rate, but high damage per shot. Will use hit-and-run tactics against you; avoid this by taking cover when they emerge.

 

(i) Railgun

Often used in conjuction with a light hull. Users usually take cover behind a obstacle and utilize hit-and-run tactics against you. Make use of your splash damage, and shoot a wall or the ground near them. If they realize their position is not safe, they may either make a last stand, which you usually will win, or flee. Pursue if your situation allows, as they will re-emerge to cause more annoyance. Shooting the corner of their tank or their turret will cause they to lose aim, especially with light hulls; take advantage of this.

 

(ii) Shaft

Hit-and-run tactics are frequently employed by Shaft users. In other cases, they will sit in a secluded spot and snipe across the map. Luckily, they have an obvious laser scope, which tells you when you are in the crosshairs. Faster tanks are advised to take evasive countermeasures; heavier hulls generally have no hope of avoiding the shot. Hide in cover when the Shaft is scoping; sneak up to them and slaughter them when they are not pointed at you, taking advantage of the fact that they have a limited field of vision in sniping mode, and cannot exit it without an extensive reload time.


 

10. Conclusion

In conclusion, Thunder proves to provide very engaging gameplay. It is similar, in ways, to the sniping turrets, in that you can camp in a spot and blast away at distant targets, as well as practice hit-and-run against closer targets. However, it is differentiated by splash damage, which, most of the time, is an excellent attribute, allowing unseen targets to be damaged. Performing the best at medium to long ranges, it deals puny amounts of damage at extreme ranges, and performs rather poorly in close combat. Thus, it is the ideal support weapon, but still can be easily adapted to a variety of situations.

Edited by greyat
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Wow Remaine with all these competitions and Editorials on the press, your going to be very very busy reading all of this :P

Good luck!

Edited by jazz20

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                swwfo3.jpg

 

Earning Crystals - The Ultimate Guide:

 

Crystals are most desired in Tanki Online. Without them, turrets, hulls, paints, supplies, kits, micro-upgrades, passes, and other garage items cannot be obtained except through very rare circumstances (like winning a fully micro-upgraded M3 tank through a contest). Countless tankers constantly desire the best tactics to earn crystals. This guide was written specifically to aid the curious tankers that want to know the best possible ways to earn them. The different methods are categorized according to the varying ways in which the crystals are earned.

 

Easiest:

 

Buying crystals -

 

The easiest, most convenient and consistent method of earning crystals is through simply buying them with money. Click Buy at the top of the screen when you're logged into your account, then follow the steps to buy your crystals. This method of earning crystals is very efficient; just buy, and earn.

 

It is not best to buy crystals whenever, but to wait until you have a Double Crystal Card, which doubles the amount of crystals that you buy.

 

There have been some unusual cases of no crystals being added to the buyer's account. If this problem should ever happen, contact: help@tankionline.com

 

Hardest (yet most fun):

 

Official Contests -

 

Contests... these events are truly entertaining, whether you take part in them, or not. The variety of creativity required in different contests stimulates and encourages the average tanker. You, yes YOU, may take part in contests at www.tankiforum.com

 

Though contests are very exhilarating and fun, and the prizes for the winners are truly astounding, they are still quite hard to win. Many tankers participate in the contests, and many strive to win. The variety of talent in Tanki contests range from creativity, to dedication, to intelligence, to luck, to skills, etc. You can win, not only crystals, but other Tanki Online related in-game items, as well as real, expensive items such as phones and T-shirts.

 

Try taking part in some contests, and see if you can pick up some needed crystals.

 

On the Tanki Online forums, simply click Contests under the Developer's Information category. There may be an active contest in which you can take part.

 

Press Contests -

 

Press contests aren't much different from official contests. The only primary differences are:

 

1. Less tankers take part in them.

2. The contests usually require less software and hassles.

3. Because of reasons 1 and 2, the Press contests are automatically caused to be less difficult.

4. The prizes are smaller and are limited to crystals only.

 

Press contests are part of the monthly Tanki Online Newspaper. An issue of the Tanki Online Newspaper is released once every month, with usually about three contests in it. Official contests, however, are unpredictable, and are less frequent than Press contests.

 

On the Tanki Online forums, click Press, then see whether there are any active contests.

 

Most Fun:

 

Battle Funds -

 

So simple... play Tanki Online.

 

In Tanki Online, as battles are being played, a fund grows. The bigger the population and length of the battle, the bigger the battle fund. At the end of the battle, the fund is split among all of the battling tankers respectively. The tankers with the highest score/most kills earn the biggest share of crystals.

 

You MUST play until the end of the battle in order to earn crystals from the battle fund. You can't take your share from the fund and then leave whenever you want. Therefore, (unless you just want to have some fun) you shouldn't join a battle that's longer than the amount of time you'll spend there. For example: don't join a 60 minute battle when you know you're going to have to leave it after 45 minutes. You won't earn any crystals from the battle fund if you do so.

 

Sometimes, days of Double Battle Funds occur. During these days, battle funds are simply doubled. Take advantage of these days.

 

Gold Boxes -

 

Ah, yes... Gold Boxes... The most exciting, heart-pounding method of earning crystals. At random times (the probability for one dropping is 1/7000 for every crystal that is added to the battle fund), a Gold box will be dropped soon will appear at the top of the screen. Twenty seconds later, a box containing 1,000 crystals will fall from the sky onto a certain section of the map... Get it.

 

Catching Gold Boxes is fun and challenging, and will usually result in a pile of tanks. No matter which hull and turret you use, you have a chance of catching one; depending on how well you use your skill. Here are a few basic tips:

 

1. As soon as you see the Gold Box warning, immediately start searching for the drop zone for the Gold Box. It is a gold square with a gold crystal inside it on a section of the map.

2. You should always use supplies to aid you in catching the Gold Box.

3. If you have little life left, try to quickly be destroyed. If you can't, just activate a shield or a nitro, and then a repair kit.

4. If you have plenty of health, and you're prone to being damaged, activate a shield.

5. If you have plenty of health, and you're NOT prone to being damaged, activate a nitro.

6. Tips 3, 4, and 5 may vary if supply boxes are around you.

7. Try to find a ramp or ledge to catch the Gold more easily. This technique is more effective with light hulls.

8. Adapt into the situation quickly. Use your skill and precision to catch the beloved box.

 

During certain events, Gold Boxes may contain larger quantities of crystals. Over time, as you catch them, the extra crystals will add an abundance to your wallet.

 

Luckiest:

 

Daily bonuses -

 

Every day that you log into your Tanki Online account, you earn a daily bonus. The bonus may be supplies, a Double Crystal Card, a PRO battle pass, or, yes... crystals.

 

Do yourself some good; log into your account every day.

 

You'll earn guaranteed crystals if you log into your account for the first time in a while.

 

Contests and chance -

 

Sometimes there are contests that are based primarily on luck. For example: there may be a contest which involves buying a paint for a certain clan or team which you believe will win a tournament. If the winning clan or team matches the paint which you bought, you'll be rewarded.

 

These events are not common, but can still add crystals to your account.

 

Time related:

 

Rankups -

 

As you play Tanki Online, you gain experience. As you gain experience, you rank up. Your amount of experience is shown on the green bar at the top of the screen when you're logged into your account. You can also see how close you are to ranking up through that bar. Obviously, the more you rank up, the more work it takes to rank up again. You also earn more and more crystals every time you rank up. Just play Tanki Online often; you'll rank up quickly, and earn crystals quickly.

 

Friend referrals -

 

Yes, you can. You can bring your friends into the world of Tanki Online, and get paid for it.

 

To invite a friend, click the face with the plus next to it at the top of the screen when you're logged into your account. You can invite them via:

 

1. Your link

2. Your banner code

3. E-mail

 

So, when do your crystals come in? Well, there are two ways to earn crystals for inviting friends:

 

1. You earn crystals every time they rank up.

2. You earn 10% of the amount of crystals they buy.

 

Oh... just make sure you've got friends.

 

Final Words:

 

Warning against hacks -

 

Do not believe hacks and sites that insist on giving 999,999,999 crystals and such. These are scams and could give your computer a virus and/or cause your Tanki Online account to be stolen. DO NOT believe the frauds.

 

Always be on the lookout -

 

So, you've got a sufficient amount of methods to earn crystals. Just remember to always look out for even more methods; there will be more in the future.

 

Keep earning crystals and upgrading your garage.

 

Good luck.

Edited by Raredust
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0XFrN1U.png

  In popular servers like RU1, EN1, you could find a lot of battles like this. But it's more important to choose which battle to choose. You could use strategies to choose a battle. These strategies are below.

 

CHOOSING A BATTLE

Step 1 : Choose a battle that fits your rank or your the highest rank. You could play species of battles like DM, TDM CTF, CP. Find a battle which is your favorite. Then look at the ranks. Choose the battle where your rank is the highest. e.g there is no point of getting in a generalissimo if your rank is Warrant Officer 5. It will be difficult for you to kill high rankers with MU'ed hulls or skilled players, so it's the best to join a battle which is appropriate for you and your skills. 

 

Step 2 :  Don't just start playing. Look at both team's rank and score. Join the battle which has more high ranked players and most scores. e.g There is no point of joining a lower rank battle as they have lack of skills and sometimes you see low rankers are mult. 

 

PLAYING STYLE

There are a lot of playing styles. Attacking, defending, mid-fielding etc.  are some type of playing styles. Find a map which best fits your favorite playing styles. e.g If you like the combo of XP (hornet+railgun) , a Monte-Carlo is best for you to defend or attack. Monte-Carlo is quite enjoyable and fun.

 

TACTICS

Actually the term tactics for me is the skills we use. You could watch videos of youtube too see player skills or tactic and how they play. Some of the skills you could use are below : 

 

1. "Peek-A-Boo"

 

 

More to be added soon

Edited by fahim_the_boss
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2tJaz2v.png

 

 

 

 

 

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Attacking: When attacking, generally many players tend to drug. Use double power or double armour. In the case of double power, you can generally destroy the enemy player faster than if you had double armour on. With double armour, you can attack without needing to worry about your health level going down. But, just because you have double armour doesnt mean you dont need to keep on eye on your health level. Sometimes if an enemy player has double armour, or double power they could overpower you, depending on your equipment and the modification of it. If the battle is a pro battle or you dont want to waste drugs. It would be intellectual to use a medium hull. One of the most common hulls used to attack is Viking. This is so, because Viking has a generous amount Of HP and a moderate amount of speed therefore being a perfect attacking hull. One of the best turrets to snipe is Railgun. Many may not think of it as a front line weapon. But, if you have a light hull while attacking and can somehow get into a well defended spot near the enemy base, you can activate double power and destroy tanks as they spawn. If you are alone, place mines at all possible areas where an enemy could flank you or overtake you. But, generally speaking, you shouldn't attack alone. Even if you called for teammates, since you are in the enemy base it would take them another 15-20 seconds to get there(unless small map) meaning by the time they get there you would already be destroyed.

 

PM77Y9L.png

 

 

 

 

 

 

 

CTF: How to capture a flag.
Capturing a flag is almost like attacking. In this case drugging is almost a need. Many campers or defenders will be at the base, making it harder to capture, much less even take a flag. In this case a good hull to use would be Hornet or Wasp. These are the games light hulls which make them the easiest to take a flag. When you are halfway to the enemy base. It is smart to activate double armour. So, that when you reach the base or are running away from the enemy you can activate Nitro(N20).

 

 

WIQ9cbs.png

 

 

The general turrets you should use when trying to capture a flag is Freeze and Isida. Freeze slows the enemy down meaning that they cant chase you after you have taken the flag. Another good choice is Isida as it also heals yourself when attacking enemies, sometimes you dont even need a repair kit when using Isida! One thing to keep in mind is that both turrets have a firing limit so after you use it up and charging your weapon. The enemy could use their own repair kits which takes the freezing effect off them as well. If they are also a fast hull you should place a mine while running away. They are going to be close to you and cant stop themselves even if they see you place the mine. Again, if you are in a pro battle you should always still use a light hull. The smart thing to dowould be to flank the enemy and sneak up on the, from behind. Since you are fast you can run away before they can notice or react to your movements.

CTF: Defending a flag.
When you defend a flag, the best combinations are Mammoth/Twins, Mammoth/Freeze. The reason I didnt choose Titan was because it is flatter, meaning people can get on you and take the flag if there is a ramp like in the blue base of Silence. You have lower HP than Mammoth and you, although still hard, are easier to be pushed off the flag. When using Mammoth/Twins. Enjoy it! Sit down, press space and turn the turret. You can even bring some cookies and hot chocolate just so that you dont get hungry while you massacre everyone. Be sure to have a couple of Isidas handy, but other than that put on some double Armour or double power place some mines around the base and your good! With Mammoth/Freeze though, you have to be more attentive, as your turret has a close range and limit of firing. As enemy opponents try to attack, they will,be destroyed by the mines. If you find that they survive just put on some drugs and finish them once and for all! Twins has a rapid fire shot so that you dont even need to worry about reload at all.

 

 

AeCADmG.png

 

 

Freeze, on the otherhand can Freeze your oppenents! Slowing them down will, lets some of the other defenders finish them off. But, in a situation where there are no other defenders the best tactic with Freeze is to shoot, stop, shoot, stop so that they remain frozen until more teammates spawn or come back to help.
 

 

CP: Defending the Control point:

One of the easiest hulls to use to defend is Mammoth, in all ways. As in CTF mode, you sit on the flag. In CP, you can sit on the control point as well. One of the best maps for this strategy is Polygon CP. As it only has one control point, so most of your team will be there. A good combination is Mammoth+Twins. As twins can rapid fire. Another good combo is Mammoth+Isida. You may think this is a funny combination. And it is! It is foolish to use Mammoth/Isida normally. But in a situation like this, just heal your teammates and whenever someone tries to come and take the control point, go ahead and take away their health while healing yourself! Win/win.

 

 

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One of the best turrets to use in Control Points mode is Firebird. You ambush them and you leave them scorched, letting the burning after effect destroy them.

 

 

When using a lighter hull, such as Hornet.

You can hide in an area around the control points. And shoot the enemy as they come. The recommended equipment would be Railgun or Thunder. 

 

 

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All Pictures and information is copyrighted to boppyeric. Only if I win this contest may they send it to Tanki Wiki or use it.

Edited by boppyeric
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Guide to… Using Railgun

 

 Railgun is a very good weapon to use if you know how to use it. There is like 1-2 seconds before it fires but that can become an advantage to you. By timing your shot you can start charging up behind a wall so that when you drive out  it fires and the enemy never knows what hit them just be careful doing that around shafts.Railgun has a lot of damage for instance an m3 rail can take out an m3 mammoth in only three shots. The railgun is a high caliber weapon so try shooting people in the air right after they jump off the ramp and you can flip them. Railgun is very good at fighting with another railgun because if you shoot them while they are charging up it knocks off there aim. When you use railgun be careful to make each shot count if you don't, hide! because it takes about 5 seconds for it to reload that is enough time for a railgun to shoot you. Railgun is also good for parkour because it has a kick and you can do double flips if your high enough. So over all railgun is a good gun to use, but watch out for other rails.

 

 

       With the new update you can now hit other tankers turrets so it is easier to flip them.

 

OGCdJR9.pngPic from tanki V-Log

 

As you can see the shot hit the turret and is flipping over the tank. This update is good for railgun and other turrets with the fact that now you can "Flip and Run" in 1v1 CTF. The V-Log 27 will tell you more about the update .

 

 

 

            Some of the most common combinations with rail is XP which is Hornet and Rail or BP which is wasp and rail these combos are powerful and fun to use. A lot of people have a time with hornet and rail or wasp and rail But not all 

 

 

     The devastating affects of railgun

              Some affects of rail gun are… You getting flipped, Destroyed, or almost dying. Each shot from railgun can deal  

74 at M0

121 at m1

135 at m2

and 165 at m3

 

Railgun is very powerful. impact force is over 600 at m3 so it is easy to flip over tanks.

 

 

 

Enemies of railgun

One enemy of railgun it smoky it can shoot you three times before you can reload.

Another enemy of railgun is twins with its rapid fire it can knock of your aim easily.

 

 

Use of railgun in parkour

​There are many uses for railgun in parkour such as...

Propelling a tank

Unflipping a tank

Or just having fun

Edited by snipe3000

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I may be writing this guide a bit too much like the newspaper guides, but does that matter?

 

The Ultimate Guide to: Ricochet

 

Ricochet - a deadly, expensive weapon capable of dealing immense damage and also able to damage opponents even if they are not in your line of fire. But how to use it effectively? This guide will tell how (hopefully).

 

Note: I won't be writing any piece of history because I don't know about this weapon's history!

 

Basic Statistics:

 

In all modifications of this weapon, Ricochet retains some characteristics:

  • Extremely high rate of fire: Ricochet has one of the highest rate of fires, being just behind Twins.
  • High impact force. An opponent facing a Ricochet may not be able to shoot effectively due to the impact force.
  • Ricochet ability: Ricochet's unique ability that it's balls ricochet off walls is what has given the weapon's name. With this ability, you can shoot and damage opponents even if they are not in your direct sights.
  • High turning speed.

Pros and Cons:

 

Pros:

  • The high impact force can easily mess up aim of opponents and sometimes even turtle them!
  • Fast rate of fire can help mess up aim and also allows engaging with multiple opponents as long as your ammo doesn't run out!
  • The ricocheting ability, if used to full effectiveness, can make enemy hiding places useless.
  • The weapon has high turning speed which can often prove helpful.

Cons:

  • The ammo and reload system of Ricochet is similar to that of the three close range weapons. An M4 Ricochet can only shoot about 10 balls before having to reload if shooting continously.
  • This weapon's range can only be used to full effectiveness at the maximum range of 80 metres at M4 level. Past that range, Ricochet is not an effective weapon.

 

Possible combinations

 

Wasp-Ricochet

 

Overview:

 

This combination is not used much except for parkour. Is it really an effective combo in battle, too? In my opinion, yes, this combo can be very dangerous. Speed can be very helpful with Ricochet, not just for it's medium range but also for deadly tactics which need speed to be performed effectively. However, watch out for it's low health and instability, especially with the improved turret auto-aim update, it is far easier to flip it over. I myself have experienced flipping over with this combo a lot after the update. With skill, however, even these things can be dealt with. Perfect for attacking, but not a good defender.

 

How it does in different game modes:

 

  • CTFs: Perfect for attacking, but not a good defender. Make sure your teammates back you up or you use a side route for attacking. For defense, maybe Hornet or Hunter may work better.
  • DMs: In DMs, you need survivability. Wasp is the hull with the least health in the game, so this probably won't be a good combo here, unless you are skilled in evading attacks while attacking enemies.
  • TDMs: Your health does not matter here much, due to teammates, but this means your speed will be less useful here. It is effective in this mode.
  • CPs: In single point maps like Polygon or Sandbox, it is better to support your team from a distance. In maps with more points, it is good for capturing a point and then supporting the point or simply capture another.

 

Hornet-Ricochet

 

This combo is very good, but not the best with Ricochet, mainly because of lower speed. The health and stability are boosts, though. It's certainly harder to flip it over even with the new update, and the health means you can survive a bit longer.

 

How it does in different game modes:

  • CTFs: This combination can attack and defend effectively, but for attacking, Wasp may be more effective. If you find that you are unable to capture flags with Wasp, then it may be helpful to change to Hornet.
  • DMs: Better than Wasp, but not the best, because it is again not durable enough. It can be effective when used with skill, though.
  • TDMs: A good choice in this mode. Wasp may sometimes be a better choice, but Hornet is better in many times.
  • CPs: Good for getting to overridden points and eliminating the enemies, but not for holding any point. Otherwise, see my comments for Wasp. 
  •  

Hunter-Ricochet

 

A perfect combo that can attack, defend, capture and do mid fielding. This is very effective, mainly because of Hunter's versatility. Hunter may in fact be the best hull for Ricochet.

 

How it does in different game modes:

  • CTFs: Hunter can attack, defend, capture and do mid fielding very effectively, and when it is used with Ricochet, it can be very deadly. However, it is not the best in either four positions, but it is very effective in all four positions. Overall, a perfect combo.
  • DMs: This one is a very good combo in DMs. Ricochet's high damage and it's ricochet ability combined with Hunter's versatility can be very deadly.
  • TDMs: Here, it is a good combo too.
  • CPs: It is much better than Wasp and Hornet, but still not the best in single point maps. In bigger maps, it is extremely effective.

Viking-Ricochet

A very good combo, but is unable to compete to Hunter-Ricochet's effectiveness. Viking has a pretty good speed while having good health, but may not be so versatile.

 

How it does in different game modes:

 

  • CTFs: It is good for defense and mid fielding, but not good for capturing flags because of low speed for capturing flags. 
  • DMs: Viking's good health combined with good speed helps it perform well in DM's.
  • TDMs: A good combo in this mode which can help a lot in gaining kills while trying to stay away from giving the enemy much kills.
  • CPs: In single points, this is very good, but not good for capturing many points due to not much speed.

Dictator-Ricochet

 

A very good and dangerous combo that can be very dangerous when used effectively. Dictator's height can help a lot, something that many combos with Dictator do not find helpful!

 

How it does in different game modes:

  • CTFs: For defending, it's good, but for attacking, it is not very good.
  • DMs: Dictator's high health helps a lot here, not to mention the auto-aim update that allows the turret to be shot, thus Dictator's height helps even more.
  • TDMs: It is good here, and can survive without the need of teammates often.
  • CPs: Not the best for single points, but can be very good. The speed can help in maps where the points are close to each other. 

Titan-Ricochet

 

This may be the only hull that does not work with Ricochet. This is because of Titan's slow speed and Ricochet's low ammo. Ricochet certainly works with a faster hull, because after the clip is finished, you are exposed to enemies taking advantage of the emptied clip and the slow speed. This combo can still be effective with skill, but this combo is not the best.

 

How it does in different game modes:

 

  • CTFs: In this mode, you have to defend while turning your turret constantly. Here, this combo probably won't be very effective even when in defense, for the reasons stated above.
  • DMs: Good, but again, Titan's slow speed can be problematic.
  • TDMs: Here, because of teammates, the small clip and low speed may not matter much. Better in this mode.
  • CPs: Good in single point maps, but not in bigger maps, except in two or three point maps at the max. Titan's small bit of extra speed compared to Mammoth can prove helpful.

Mammoth-Ricochet

 

There is a good reason why this combo was part of a former Heavy Kit M2 along with Inferno, Urban and Spark paints (I'm pretty sure those were the paints) and lots of supplies which could dominate almost every battle you played. Mammoth's enormous health combined with a weapon like Ricochet can prove dangerous, and with this combo, Ricochet's small ammo and Mammoth's slow speed could be easily forgotten. A very effective defending combo.

 

How it does in different game modes:

  • CTFs: A perfect defending combo with nice range (in case enemies attack you from far away), however, obviously, it is not good in capturing.
  • DMs: Good in small and medium maps, in medium maps, you are exposed in the battle and therefore, you are vulnerable.
  • TDMs: It is good here in any map due to teammates, but it is very slow.
  • CPs: In single point maps, this is a perfect combo, but the slow speed means it is not good for even two point maps unless you want to keep one certain point yours all the time.

Ricochet against other weapons:

 

Against Smoky:

 

Smokies can be extremely dangerous, especially with the recent guide to Smoky which told everyone how to deal against a Ricochet. Thus, counteracting the way can be very helpful. When against this weapon, do not let the Smoky use the hiding tactic. If they do this, remember to use the ricochet ability against it and do not waste shots. Additionally, closing onto them can prove helpful.

 

Against Twins:

 

To deal with these close-medium range beasts, you can circle them while shooting them (turn your turret to about 90 degrees). If your hull is not fast enough to do that, simply fight them head-on if you have the health. Otherwise, run, get out of Twins's range and shoot them!

 

Against Firebird:

 

You must keep away from it's radius and shoot them. If they come too close, then do not move, since the Firebird will probably be dealt with. If not, then run and shoot. This tactic can be used against Freezes and Isidas too, so I won't be writing about them.

 

Against Railgun:

 

Railguns are one of the easiest enemies to deal with. Simply use the tactic used to deflect a Railgun as a Smoky, and you'll be fine. Just don't let the Railgun snipe you or go too far.

 

Against Thunder:

 

Simple: just get close and shoot them. If they attack from cover, use the ricochet ability, and watch out for splash damage.

 

Against Ricochet:

 

Often, you will have to fight other Ricochets. The tactic is simple: deflect them, and if they hide, use the ricochet ability, but do not hide yourself in a place where the Ricochet can get you from bouncing the balls.

 

Against Shaft:

 

Shaft is simple to deal with if they are not targeting you. Get behind them, shoot them and destroy them!  They may not be able to even shoot the one they had to, and this can be effective for flag captures.

 

Against Hammer:

 

Hammers are extremely deadly opponents with high impact force and damage. You have to deflect them; the lesser the pellets hit you, the better. Additionally, shoot them when they are distracted or when they don't know where you are. 

 

Tips and Tactics

 

Ricochet certainly needs some tactics to be an effective weapon. Similarly to Smoky, just pointing and firing is not the full effectiveness of a weapon.

 

1- Circling:

 

Circling is simple, but it need practice to make it successful, for example, if you do not turn your turret, circling is impossible because you have to shoot while circling. It can be a very effective way to deal with enemies, but must be done with Wasp or Hornet.

 

2- Trickery:

 

Tricking enemies into doing a mistake can be very helpful, but again needs practice to do right. Additionally, any skilled enemy can notice the trickery within a matter of moments.

 

One way of tricking enemies is pretending that you are out of charge. Often, enemies may not be able to react effectively, since they don't know that you are pretending or it is for real.  Run away from the enemy, hide in an area the enemy may not notice effectively, wait till they come, and simply circle them! Just watch out for Freezes....

 

Another way of tricking enemies is leading them somewhere else. For example, if you are in Blue Team in a Silence CTF battle, and an enemy is chasing you, you should go to the ramp on the right side for Red Team, then do not hide in such a way that the enemy can notice. Simply go ahead, show that you are going to the platform, go behind the pipes and stay a slight distance away, and shoot and circle the enemy once he/she comes in your direct view. Of course, applying such a situation to another map and team needs skill, since that map will be different, but it can be done.

Edited by Penguin40
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Under-construction

 

 

 

 

All Photos and writing is Copyrighted to Jtipt.The.Killer

Gkwjrhk.jpg

 

Railgun is very versatile gun. It is one of the most famous turret in the game, it is used by the professional players to test their skills in XP battles i.e only Railgun and Hornet. This is truly a legendary gun in Tanki Online. All Clan wars are still played with it.

 

 

History of Railgun

 

It was the very first gun in TO, during the very beginning of the game there were no second generation turrets, Railgun was used by majority of players. It was called Fearmachine at that time, mounted it on Dictator, the combination was called Deathmachine and it was most feared by the players.

 

Pros And Cons

 

Pros:

 

  • High Damage, easy to kill light hulls in one or two shots.
  • High Impact force, can flip tanks with ease.
  • Penetration power which can shoot through several tanks.
  • No range limitation, has unlimited range doesn't lose damage over range like smoky or thunder

Cons:

 

  • Slow Reload
  • Delay for bullet to shoot after firing.
  • High recoil, can flip your tank if a light hull like wasp or hornet
  • Rotation speed is slow, can cause problem when fighting short range turrets.

Best Combinations

 

Let's see which is best hull for Railgun.


 

Railgun-Wasp

Re8uXpq.png

 

It is pretty common combination and is also called as BP, it can be mostly seen in XP/BP battles. It is fasted combo, swift to bring flags quickly in small maps. Also a good combo to camp at spots where other hulls cant reach. Railgun-Wasp is also used to do various parkour tricks. 

 

How It does in different Game-types

 

  • CTFs: Railgun-Wasp is very effective in CTFs, because of its high speed it can steal flags easily and deliver them. The one problem might be the wasp's HP which is lowest among the other hulls but if raid the enemy base at right time you may successfully capture the flag.
  • TDMs: This Combo is also very effective in TDM, you can choose a nice camping spot and take out enemies with ease.
  • DMs: Not a common combo in DMs, but if it is mastered it can be also used to DMs. Just find a nice camping spot and pick out light hulls with 1-2 shots.
  • CPs: Not a good CP combo. Capturing a point with it can be a nightmare, with guns such as twins and thunder dominating CPs, Railgun with wasp wont be able to capture a point but it can be used to camp.

Special Notes:

Overall its a nice combinations, best for capturing flags. But since Rail has a high recoil a BP user should be careful while shooting sideways because the recoil can sometimes flip you.


 

Railgun-Hornet

 

aXVQCda.png

The most common hull for Railgun is none other than the most versatile hull, Hornet. The combination is usually called XP. In my opinion it is the best hull for Railgun, it is pretty fast, with appropriate HP. Easy to capture flags with it and also a good combo to camp in big maps.

 

How It does in different Game-types

 

  • CTFs: Railgun-Hornet in CTFs is the best combinations for Railgun, you can easily capture flags with it if you go in the base at right time. Its a very good camper, pick a spot and take down enemies.
  • TDMs: Railgun-Hornet

 

 

 

Edited by Jtipt.The.Killer

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Guide to: Defense

 

 

 

 

Defense isn't just to sit on your flag and wait for your enemies to arrive. Of course that is one way of defending, and a strong one when in small maps; that isn't always the case. You might consider defending easy - but it's a case-by-case. Defending is really hard when your enemies have paints against your turret, nice teamwork, so on. Before you start to defend, there are different ways of defending, you have to choose the way to defense based on the situation. Look at your base. Is there any teammate defending? If no, take mild cover, and stay away from the routes that your enemies are mainly coming from. If yes, you are safe to fully participate in defending rather than giving the priority of your life, you always got backup. If there are Isidas defending with you, you are safe to sit on the flag if you have a heavy hull to fully slow the process or prevent the enemies successfully capturing the flag. In special custom modes like XP/BP, where a turret with strong impact force and a light hull is used, if you have the skills and confidence, you can defend your flag from far, and kill/flip your enemies, allowing you to attack with less defending on your side - or so-called defensive mid-fielding. We have 10 turrets. All can be used effectively in different maps with different hulls. Let's look what they can do.

 

Smoky: I would say Smoky is more for Mid-Fielding rather than defense. Smoky combined with a light hull allows you to chase the flag, although it's not possible to fully prevent the enemy attacks. But this gun dishes out a massive amount of damage when a critical shot is fired, on a 1/6 chance (roughly 17% at m3) so Smoky for defense is best combined with Twins or Freeze, which both could block the enemy from passing.

Firebird: Firebird does a good job defending, but is outclassed by Freeze - the best tool for defending in my opinion. It's not a good idea to combine Freeze and Firebird, they just don't work together. The only scenario where them two combined is useful is when enemies are swarming to your base. Firebird can attack multiple targets at the same time, and the afterburn may prove useful in some cases. Firebird is best at defending alone or with one teammate, if the enemy manages to escape, Mid-Fielders can take care of them. A medium hull is recommended - Speed for chasing, health for combat.

Twins: I would say this gun dishes out fair load of damage, and the impact force combined with a heavy hull really blocks the enemy from moving forward - it's a great substitute for freeze. But, fail to block and the flag is ahead of you, twins is useless. The impact force is literally pushing your enemy to go forward which is not a pretty sight.

Railgun: This turret mustn't be underestimated. It is really handy in some cases, especially in big maps. Light Hulls (and some medium hulls) are one-shotted with Double Power - the really powerful impact force can flip or knock the flag out of its course, proving really effective. But - due to the reload time, it's best combined with a main defense, preferably a heavy hull.

Thunder: It's simply not for defending. Its splash damage and the low amount of damage and the amount of the thunder protective paints out there, I would say it's not useful for anything, at higher ranks.

Freeze: This is pretty much the most effective, especially when defending 2+ players. It's not as good alone - most attackers have Freeze protection or a heavy hull. It's a great weapon to slow and catch up to your enemy - although it's not a gear to finish your enemy off.

Isida: Great with others around, especially Twins. Isida is there to heal - why bother defending alone?

Ricochet: This can be debatable. Lots of people

 

 

 

 

 

UNDER CONSTRUCTION

Edited by r_Firingsniper0
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Under-construction

 

 

 

 

All Photos and writing is Copyrighted to Jtipt.The.Killer

Gkwjrhk.jpg

 

Railgun is very versatile gun. It is one of the most famous turret in the game, it is used by the professional players to test their skills in XP battles i.e only Railgun and Hornet. This is truly a legendary gun in Tanki Online. All Clan wars are still played with it.

 

 

History of Railgun

 

It was the very first gun in TO, during the very beginning of the game there were no second generation turrets, Railgun was used by majority of players. It was called Fearmachine at that time, mounted it on Dictator, the combination was called Deathmachine and it was most feared by the players.

 

Pros And Cons

 

Pros:

 

  • High Damage, easy to kill light hulls in one or two shots.
  • High Impact force, can flip tanks with ease.
  • Penetration power which can shoot through several tanks.
  • No range limitation, has unlimited range doesn't lose damage over range like smoky or thunder

Cons:

 

  • Slow Reload
  • Delay for bullet to shoot after firing.
  • High recoil, can flip your tank if a light hull like wasp or hornet
  • Rotation speed is slow, can cause problem when fighting short range turrets.

Best Combinations

 

Let's see which is best hull for Railgun.


 

Railgun-Wasp

Re8uXpq.png

 

It is pretty common combination and is also called as BP, it can be mostly seen in XP/BP battles. It is fasted combo, swift to bring flags quickly in small maps. Also a good combo to camp at spots where other hulls cant reach. Railgun-Wasp is also used to do various parkour tricks. 

 

How It does in different Game-types

 

  • CTFs: Railgun-Wasp is very effective in CTFs, because of its high speed it can steal flags easily and deliver them. The one problem might be the wasp's HP which is lowest among the other hulls but if raid the enemy base at right time you may successfully capture the flag.
  • TDMs: This Combo is also very effective in TDM, you can choose a nice camping spot and take out enemies with ease.
  • DMs: Not a common combo in DMs, but if it is mastered it can be also used to DMs. Just find a nice camping spot and pick out light hulls with 1-2 shots.
  • CPs: Not a good CP combo. Capturing a point with it can be a nightmare, with guns such as twins and thunder dominating CPs, Railgun with wasp wont be able to capture a point but it can be used to camp.

Special Notes:

Overall its a nice combinations, best for capturing flags. But since Rail has a high recoil a BP user should be careful while shooting sideways because the recoil can sometimes flip you.


 

Railgun-Hornet

 

aXVQCda.png

 

 

 

why are you practically copying me?

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DONE! Keeping it in a spoiler so that it doesn't take much space. 

 

 

Guide on Crystals; how to earn them.

 

 

Crystals are the in-game virtual currency that are used to buy things in the Garage.

The main concept of the game for a player revolves around having fun and mainly earning crystals.

 

At the top of the screen, next to your rank bar, you can see how many crystals you have : ISHCnNc.png

 

There are different ways for one to earn the crystals :

 

 

Battles

 

  • You can earn crystals in team battles by getting your team to win the round in different modes, namely Capture the Flag (CTF), Team Death Macth (TDM) and Control Points(CP). 
    mZo3pXC.png
    The crystals are shared in a average ratio of 60:40, but if you'r team has a good lead, you get more so, the better you play, the more crystals you get


     
  • You can earn crystals individually too by playing in Death Match (DM) mode.
    QxeJrgT.png
    The more you kill, the more crystals you get.

     
  • You can also get crystals from Gold Box which is a bonus box dropped in between the battle and awards 1000 crystals for the one to catch it.
    150px-Gold.png
     

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

 

 

System of  Referral Links

 

 The players who get invited by you in the game are known as Referrals.

  • You get crystals when your referral ranks up.
  • You also get 10% of the amount crystals bought by your referral buys in the game. 

 

Referals_en.jpg

 

 

 

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

 

 

​​Daily Rewards

 

  • You can get crystals occasionally when you receive your Daily Gift. The amount you receive depends on your rank.
  • Here is the chart below showing you how much crystals you get for your rank. 

 

EPgOC5H.jpg

 

 

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

 

 

Purchasing In-Game

 

  • You can buy crystals by paying real cash through SMS, PayPal, Credit Card, etc., 
  • You can get more information on buying crystals through real currency Here

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

 

 

Ranking-Up

 

  • After the Update 208 tankers can now receive crystals by ranking up to their next rank.
  • Here is a chart in which you can see how much crystals you can get for ranking up 

700px-Referals_new_en.jpg

 

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

 

Contests

 

  • Contests are undoubtedly the best way for one to get a whole bag of crystals together.
  • There are many contests throughout the year which are regularly organised by the Administrators. 
  •  
  • Contests will also be organised by the Press or individual tankers for some purpose.

 

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

 

Tournaments

 

You can part in the tournaments created by the tankers in the Free Sport Section and try winning it and get crystals if the tournament went good.

 

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

 

Saving Crystals

 

Saving is also a type of earning, so you need to note these points below if you would not like to waste crystals.

  • Spend less on buying supplies as they are given as Daily Gifts or available together in large number as gifts in the Kits.
  • Tanki usually has many discounts throughout the year, so just wait for he perfect time and buy the items which you need when they are under sale instead of buying them when they are expensive.
  • Don't spend crystals on those items which you don't like to use. 
    Eg: If your a guy who doesn't like waiting there is no use of buying few turrets like railgun, shaft which takes a while to load.
  •  When you want to BUY crystals, avoid buying it without the Double Crystals card. It is given to you every once in a while as a Daily Gift, so wait for it. This will allow you to get twice as much crystals as the regular amount. Also, every now and then, Tanki makes a discount on buying crystals. So if you are planning to buy crystals, wait for an option.
  • ​When ever you buy the next modification of a Hull/Turret, the Micro Upgrades on it are removed as its the next modification so try MU'ing the last modification of the item.

Edited by trollface.jpg

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