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[Issue 34] The Generalissimo's Handbook - Month 1


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Welcome to The Generalissimo's Handbook - a monthly column brand new to the Tanki Newspaper aimed at going past the baby-food and providing readers with advanced tips and techniques directed at those who have already reached a high standard in the game. As two Generalissimos ourselves, Fen and I have noticed over time the lack of information provided for those who are already accomplished players, even beyond Generalissimo, and are looking for new things to learn. In light of this, our intention through this new institution is to spur advanced players confident in their ability to improve, learn and ultimately become better players. At the same time, we hope to see less experienced players coming along here and learning some advanced tips to help them in their quest to improve.
 
Before we begin, let's just run through the layout of the article this month. Two chosen tips, a video displaying some useful techniques and a question for Generalissimos - the first "trial edition" of this Handbook will be sure to include more in coming issues so feel free to jump down to the Ideas and Suggestions section at the end to leave your suggestions for the future of the Handbook!
 
►The Tips◄
Written by hogree
 
I. The art of Feigning Inactivity 
 
A psychological trick, this technique is something I feel quite strongly about and has come to use for myself in many XP/BP Battles with experienced players. As all of us will know, Railgun has a charge. And as XP players will know, this means that anyone who is in "spawn-mode" as a ghost is vulnerable - since you can charge before they can. If you're the ghost, you're in trouble. In normal cases, you have a few options.
 
You could let yourself get hit, ensuring that you only get hit on the front of your tank, not your side, to protect yourself from being flipped before getting a shot back. You could try and find cover - although this is difficult if there is an opponent in your base and able to see you. You could also ghost into players around you and pop out at your own timing so you can not only take their attention from your team but also so that they won't be able to time your spawn so easily. All three moves have good sides and ghosting is often the winner. However, let's say you're confronted by an opponent in your base who's too far away to ghost into and you're pretty confident there's no way you're gonna be able to dodge him. There is actually an option. Playing inactive.
 
Simple technique which simply casts a doubt into your opponent's mind. If you don't move for a second after spawning as a ghost, many will start to think you may have suddenly gone inactive and thus save their shot or perhaps delay it in considering whether you are actually there. Using these precious seconds can often mean your opponent shoots just after you spawn enabling you to get the first shot in (and often flipping said opponent) or even them completely ignoring you and you being able to get a shot in. Sometimes, this will have to require a bit of skill on your part - often, if you're lined up already with them they will shoot you in protection, but those to your side will be more likely to think you are inactive. Thus, you will have to press Spacebar before doing a quick spin to get the shot in on them.
 
Sometimes, it's simply a "not-making-your-presence" felt thing. Don't move unnecessarily - it attracts attention. Here's an example of such an occasion below in video.
 

 
Although not a perfect illustration of the trick, It does show that not moving makes you less visible for opponents. Just make sure you always charge before you start moving your hull - otherwise the opponent will see your hull move, take a shot at you and you will move than likely flip. For all you "XP"ers, give it a go. Admittedly, sometimes it won't pay off - but it's worth the risk and does give you an extra playing card when you need it.

II. Using your corpse
 
Too many experienced tankers fall into the trap with the thought that you only have a role in the game when you are alive. Once you're dead, you're out of it. They couldn't be more wrong. Since day one, Tanki has always had a corpse - a dead tank that sits on the battlefield for a couple of seconds before disappearing. Using this hull is something that every experienced player needs to learn. Absolutely vital. Watching some StarSeries Battles, you can see games can change just by a single dead tank sitting in an annoying position on the battlefield (Of course, bear in mind that on the StarSeries server, the dead tank sits there for a much longer time due to extended respawns). Nonetheless, your positioning as you prepare for death can come in useful for your team.
 
This tip is of course applicable for any game mode, so let's go with the camping Mammoth in a CTF. Your hull's position on the flag is vital to saving precious seconds for defence reinforcements to come in after you die. As you should know, it is easier to push a hull from the side than the front. Thus, whether you're alive or dead, make sure the front of your hull is facing the opponent shooting you. This means a heftier weight to get rid of and you can buy your team some time.
 
Of course, anyone can use this tip and it's super useful for XP Battles too, even though you may think that it is better with the heavier tanks. One example for you to picture. You're running away in a Sandbox XP down the side of the map with the flag and you've just missed a shot. A Railgun has just spawned very close to you in the enemy base and is now driving after you and preparing to take a shot on you and get you killed. Your team-mate is a small distance away coming towards you and approaching for back-up. Now, some people at this stage would attempt a ludicrously hard dodge. But there is a wiser option. Drop the flag and move forward into the front of the Railgun chasing you. As you ram into him, you not only slow him down and buy your team-mate some time, but also use your corpse after exploding as a barrier between him and the flag. This gives your team-mate the time to grab the flag and make away.
 
Obviously, there are other things you can do. Blocking escape routes for example and making sure your corpse sticks in the way so that they have to plan another route away from your base with the flag. However, do make sure that you be careful at how your corpse explodes and not jump on top of the opponent. This can be avoided by making sure you are ramming your hull into something at the time of explosion, for example, the opponent. This will lessen the effect of the explosion and mean your hull stays planted into the ground, creating a barrier rather than firing up into the air and becoming useless. On that note of  making sure you keep your corpse in the ideal position, it's a good idea to turn in the direction you want to block a split-second before you die. This will mean your corpse won't already be in that position and thus be killed and shoved into the air, but move into that position - this helps to keep it planted and the barrier it can be.
 
►The Video◄
Created by Fen-Harel
 
Welcome to the "Video" section of the Gen's Handbook. This video's focus is dodging and aiming. When the appropriate dodge should be used, what it involves and of course plenty of examples for your viewing pleasure. Aiming is just a slight addition as I see so many people waste their chance to make the appropriate shots. Slight additional advice - the "fast moving dodge" is more suited to Wasp, while the "sudden stop" is suited to Hornet. Enjoy.
 


 
►Question of the Month◄
 
The next initiative planned for this was an "Opinion" section with questions to other Generalissimos and interviews with top players for learning. This month, I simply directed a question to a few Generalissimos from the community as well at ourselves. The question was:

"If you could give one piece of advice to aspiring Generalissimos, what would it be?"

 

@emre-bmxNowadays, the most common way to show your skills, is to be a good XP player. XPs are fun and challenging. At the same time it is played and practised on the eSports and StarLadder, which can help you become famous and and can help you earn more crystals by winning tournaments. There are numerous tricks and types of play in this format, comparing to other Weapons. So playing with Hornet and Railgun is a way to a new world in TO.  

 

@Fen-HarelDon't rush your way through the game to reach the Generalissimo rank. Play smart, think at least a few moves ahead. Be a player that people would like to join both with and against.

 

The advice that I would give will be - Becoming a Generallisimo doesn't mean you finish the game. In fact, it's just when you really start enjoying to the fullest, thinks of it as a man that just finished to grow up :)

 

@hogreeMost would talk philosophy and the importance of playing Tanki well on a superficial level, but for me, the one thing I wish I had learnt earlier in my Tanki career was using your turret to your full advantage. Too many players fly up the ranks with turning their turret set aside solely for Railgun sniping and Shaft scope. That is utterly foolish. Learn how to turn your turret smoothly in gameplay. Don't press the arrows to adapt to your enemy's movement; learn turret control and make your way round the battlefield looking like a pro.

 

@NOT-InsaneThe advice I want to give to all aspiring generalissimos is to join a clan and stay there until the end - not change it every week as if it is a pair of trousers. Joining a clan makes you feel good and lets you experience the best feeling you can try in Tanki online. And also it lets you be able to show others your skills and to share the glory with your teammates. Respect the leader and the rest of the team and they will repay you by offering their friendship. :)

 
►The Q&A Session◄
 
As the first of this series, one major thought that led to the creation was the idea of creating a means by which where lower-ranked players could ask questions to experienced players for help regarding all the issues of gameplay in Tanki. So as part of this first-time-out edition, we decided to form a simple Q&A ability for all players to quiz us regarding issues that they feel experienced Generalissimos may be able to give light on or even just to see their opinion on certain subjects. Since this is the first time out, we will pick 5 Questions from those entered on the form below and each answer them next issue. So send your questions in!
 

Enter your questions here

 
►Ideas and Suggestions◄
 
As a new initiative for the community, it's your call as to what we do in the future. Perhaps a neat new section - a short map review or combination summary. We would appreciate all ideas for this column - we want it to be as beneficial as possible to the community it is for. So below, we would like to request that you post all your ideas and suggestions for the future of the Handbook. Feedback is vital for its improvement. 

 

Thanks for reading.

Hog & Fen

Edited by Hexed
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probably the most useful part of the newspaper. I will be very happy to learn how to effectively jump from high places without getting flipped, while using, say, firebird. and I never thought of using corpse as something effective. IMO, it is useful when their is good coordination between players. in normal battle, people just play randomly. very randomly, in fact

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Very informative, thank you.

 

I've used the blocking technique by putting my tank in front ot the enemy, knowing I will die, but still block the escaping tank. However, i have a tendency to use my tank side-ways instead of head on. I've tried the head on approach, but the escaping tank can easily swing around me. But using my tank side-ways blocks a larger area, especially in tunnels.

 

Another tactic I've used at times and sometimes works. Occasionally, you will see a tank with a spinning turret and you have a tendency to ignore them. I've used this to my advantage. I sit near the flag turning my turret around clock-wise. When the enemys back is to me, POW, right up the tail pipe.

 

I've helped my team mates with the ghost tank. If I see a team mate ghosting me, I'll try to lead him to the flag and while I use my Freeze on them, my team mate spawns and grabs the flag.

 

There are a lot of techniques that can be used, but unfortunately, many of them require the help of a team mate and you don't know where that team mate's mind is. So many of them are point happy and will risk losing the flag just so they can get a few extra points for destroying an enemy's tank while carrying the flag. In a recent CTF, I was carrying the flag but had no life left. I was afraid I would get shot before reaching our base. I dropped the flag in the spot of a respawning team mate. He finished his respawn, sat there a moment, then carried the flag towards the enemy for a few extra points. He died in the process and lost the flag. I've seen this happen too many times. I'm relunctent to hand off the flag, now.

 

Another incident comes into mind. Our Asida worked very hard keeping us alive and blocking tanks while we made our get away. He was an excellant Asida player who seldom went after the flag, but instead, made sure we made it back to base alive. So, at one point during the battle, I carried the flag back to our base where our Asida was ( he had just respawned). I dropped the flag in front of him to make the capture. He picked up the flag, but instead of making the capture, he roamed around the base area. I stayed to see what he was up to. Four enemy tanks arrived and and still the Asida didn't make the capture, instead he tried to destroy the enemy tanks. I did the best I could to help, but they were better armed than we were and he lost the flag. One survived, grabbed the flag and they made the capture points instead of us.

 

I try to be a team player, but so many others are not team players. They play on a team, but it's all about themselves and not the team. I've been in CTF battles where our team will fight to get one flag, but after that, they change into TDM mode. If the enemy grabs the flag, they could care less. They just camp and wait for the next wave to come.

 

I've seen the same thing happen in a CP battle, especially on Polygon. The other team has possession off the CP, but our team doesn't  try to take the possession back. Instead, they are destroying the other tanks, leaving one or two to try to take possession. I guess I can see the mind set....Keep the numbers down. This tactic works if the other team has less numbers, but not when both teams are full.

 

This isn't really a rant, though it may sound like it. I'll keep reading this section of the newspaper and try to improve on my game by learning techniques that I can employ and try to learn some that require team work. But team work only works when you have team players that are playing the same game you are. Not when they turn CTF or CP into TDM or an XP battle.

 

Keep up the good work. I'm sure it will help those of us who are more interested in improving our skills.

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Nice topic! :)

Speaking of psychological tricks... I have one that can lead the enemy team (or your own team, though I wouldn't recommend doing that) to pretty much give up the battle even if they are stronger than your team. It's all about making them try to climb the roof in Industrial Zone after seeing me doing it a few times, making them forget about the battle :P

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