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[Issue 32] The Contrasting Combinations - Part 3


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Greetings, readers! We've reached the third part of this series now. Two more combinations will be thoroughly examined. This article aims to provide you with an insight on how to use these combos effectively in all game modes, if deemed possible by yours truly. In addition to this, I will mention which kind of player will benefit most from using such combos along with the sort of protection that should go with them. I've taken suggestions from The Contrasting Combinations - Part 2; let's begin!

 

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Deathmatches

 

Chances are, you're going to be the slowest person on the field. Therefore, unless they're right next to you, it's not in your best interests to go chasing people even from behind. Your rather large tank doesn't exactly help you in the aspect of stealth/ You’re also going to get caught up in enemy fire whilst struggling to reach your opponents as well. Unless you're on a Nitro or your enemy is also using a heavy hull, it is practically a waste of time. In light of this, you're going to need to position yourself in cramped quarters. These quarters will also need to be a place where enemies normally battle as well, otherwise you're not going to net any kills. Look to take out all those that are near you with your turret's magnificent potency; the cramped quarters will disable them from escaping easily. Generally, you're going to want to stick to small maps, where your tank alone takes up a lot of the field and moving around isn't so much of a necessity. 

 

Team Deathmatches

 

Unless the map is pretty small, there is simply no point. Getting to the opponent's base alone will be quite the trek. If the map is open, enemies will fire at you from all sorts of places, and given that you don't have the range to attack back, they'll just have you time and time again. Maps that are 3 or 4 a side such as Island, Farm, Combe and Duality are ideal places to go with this combo. Any bigger and you're cannon fodder.

 

Capture the Flag

 

Unlike in DMs and TDMs, this combo has more utility in Capture the Flag mode. If it's in a small map, it can practically play all positions well. It doesn't need to move around a lot, and its bulk will enable it to withstand the hits the enemies give it. Bearing in mind that enemies can easily reach bases, the bulk is certainly needed. In larger maps, it would be wrong to say it can play in all positions effectively. however, that does not mean it can't play a vital role in said battles. The specific position in which it flourishes in is defending. Stick around your base burning any invaders that look to nab your flag and run. Make sure you can get a decent bit of charge on them, for even if they were to get out of your base, the after-burn will have them. Another issue that I'd like to address is one that I addressed with Freeze-Titan, which also applies here; I'm going to use the same picture:

 

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If you're on a higher floor, you're not going to be able to inflict that much damage; it's possible, mind you, but it's not exactly lucrative, it and involves quite a bit of tilting. The same tactic mentioned when examining Freeze-Titan works here too; you're going to need to let them in the base, and your bulk should enable you to put an end to your opponents.

 

Control Points

 

It's one of the best combinations to use for Control Points due to its incredible bulk and the potency of the turret on top of it. It's particularly great in maps that have one control point only. These maps tend to be more compressed, which ultimately enables this combination to be more on the offensive. In maps with more than one control point it can perform decently, since its bulk simply cannot go unnoticed anywhere, but in such situations, aim for narrower, more closed points. This means long range enemy fire won't be such a problem since you can hide behind a building, for example.

 

Style

 

If you're more into staying on the defensive and keeping attackers from successfully escaping or just simply prefer to battle in smaller maps where this combination can really excel, then this is the combination you should use. Try to keep movement to a minimum. 

 

Ideal Protections

 

It's dependent on the size of the maps you play in. If you like using this combo to defend in larger maps, go for Emerald, Picasso or Clay. That’s Blacksmith, Sandstone and Winter for our M2 readers. However, if you like to play in smaller maps, which give you more scope for utility, paints such as Lumberjack, Inferno, Rock, Taiga or Zeus would be ideal. In the M2 case, it would be Rustle, Spark, Loam and Urban.

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Deathmatch

 

It's not to say this combo is completely useless. More that it's generally not that effective in this mode. One of the major problems is that it can only lock onto one enemy at a time. The same can be said for other turrets as well, but their range enables this not to be such a hindrance. Once you've got that enemy locked-on, however, they've little chances of surviving on the proviso you've got the charge. Be wary of kill-stealers, though; it's not like you're going to split the winnings like in the other modes. If shot at the right time, you can quickly be denied. Attacker light to medium hulls, although you can eventually take out heavy hulls, it's going to take up all your charge which can be detrimental. Speed helps when using Isida, generally, which may or may not put you at a disadvantage, since it's dependent on the hulls your enemies are using.

 

Team Deathmatches, Capture the Flag, and Control Points

 

In all honesty, you're practically going to be the same sort of thing in all three of these modes. They’ll differ slightly, and I'll mention that as we continue, but generally, you'll be utilizing the unique feature of this turret, healing! In team Deathmatches, who you follow depends on where your priorities lie. You can stay with your most vulnerable/unskilled teammates in an attempt to prevent the kills from ranking up on your opponent's side, or you can stay with your skilled teammates and cause utter destruction as a result. It's contingent upon what you deem as the most important factor. In Capture the Flag mode, it's dependent on your personal positioning, since this combo can work well anywhere. If you're more offensive, stay with your attackers. If you're more defensive, stay with your defenders, and make sure they can keep on denying attackers. In Control Points, you play a particularly vital role. Teammates staying alive in the base just that bit longer does make more of a difference than meets the eye, and so it certainly shouldn't be overlooked. If it's a one-point-only map, keep in a position where you can reach all your teammates, in order to assure their survival. Whether you split it or focus on a minority of your teammates is conditional upon the quality of said teammates.

 

Style

 

If you're looking to be that vital support, this combo enables you to do so nicely. Helping out teammates will ultimately enable them to fulfill their roles better. 

 

Ideal Protections

 

This, too, depends on your priorities. A Firebird or Freeze user who knows what they're doing will generally be able to beat an Isida user in a one-on-one; if this particularly deters you from doing what you want to do, Inferno is the absolute best choice, whilst Zeus, Lumberjack and Taiga also fill the roles nicely. Loam, Hohloma and Atom serves the M2 users. If the long range turrets catch you out due to your range, Emerald, Jade, Graffiti and Prodigi are good choices. Sandstone and Blacksmith serve our M2 users. If it just so happens that BOTH these situations are pretty annoying. In order to get the best of both worlds, Picasso, Raccoon, Nano and Africa will do so nicely. Finally, that's Hohloma and Rustle for the M2s.

 

Two more combinations thoroughly examined. Which ones would you like to see examined next? Feel free to comment below.

 

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Wasp-Vulcan

Dictator-Hammer

 

I remember seeing a video of @DA7OOM2011 using firebird-mammoth with drugs. Needless to say, he roasted the other team literally. I've also been in many situations where isida-viking was very hard to compete with. To be honest, if you plan on strictly healing other players and following them into the combat zone, this combo is very good for this. Of course, if you rely on drugging, you can do virtually anything in a close-medium range combat map. Nice article  ^_^

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Great issue!!!

 

I'd love to see what you think about Hammer... Any medium hull, or even hornet would suffice.

I also think Rail/Viking or Rail/Hunter would be interesting.

 

Thanks for doing this, its fun and insightul. See you next time!!

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maybe wasp - shaft

or isida mammoth are pretty strange

(believe me, I use both of them, and they were playable, but in just few maps, and situations)

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Hammer Dictator

 

I've used this one myself, and needless to say it performs excellently. Would love to see a guide on this one. Please vote if you would like this combination to be featured.

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This is amazing!  I personally love Isida!

 

I have isida m2 and I am a second liuetennant.  
I microupgraded the isida m2 a bit, so if you want a healing friend, add me on Tanki. :)

My_Tiger_Psy

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Hi, interesting article, I'd like to see a Hornet and Smokey guide done!

 

By the way, minor edit on paragraph 5 (beneath Titan and Freeze diagram), 2nd line.

 

Cheers:)

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Well, first of all after reading all that, before starting on describing the performance of different tanks, you need to have an heading as it can create confusion among the audience on which weapon you're explaining. Speaking of that, you can find such a confusion:

 

 

 

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Also, another suggestion; I know it's harder than meets the eye, you must know that it's not in the best interests of your readers to look up the pictures and information of the paints you specified; all the more reason to link the name to its page in the Wiki. 

 

 


 

 

A really good work, I have to say! 

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