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[Issue 34] Walls!


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The wall; a much overlooked part of Tanki. They offer the game so much diversity, and you probably owe them more than you might think. In this article, I will try to highlight the ways in which you can use walls to your own advantage, but also show you why I, and other tankers, have a grudge against them!

 

Walls come in many forms in Tanki, from one of the numerous barriers in Parma, to a side of a house in Island. It is very tough to find a map without a wall and that is why it is a good idea to learn how to use them. This can be done in many different ways and utilising walls, like many other props and items in Tanki, can help you to defeat your enemies.

 

Cover: For those of us who play XP often, this comes naturally. It is the perfect way to avoid an enemy’s shot and requires a lot less effort than the tactical dodge. Most of the well-known XP/BP maps have a plethora of walls, which can all be used to optimise your chances of winning. Getting behind a wall when an enemy is shooting leads to them wasting a shot. You can now take a hit from them (or kill them), go for the flag and get a capture. Hiding behind a wall is the most basic instinct of a good tanker in a sticky situation. Just make sure there aren’t any enemies behind the wall though!

 

Hiding Place: Have low health? Need to wait to use a health supply? Look no further than behind a wall! Players least expect you to be sat in the corner of the map, just waiting; they have much more important things to do than scour the map for a single player (unless they have a cool paint or were Godmode_ON of course!) If you do come across an enemy tanker, then you are probably done for. Furthermore, if you are caught by a tanker on your team, they may think you are multing, so perhaps pretend you were just taking a back route! This is obviously most effective in DM, where no-one really minds if you’ve sat out of the battle for 30 seconds. Once you’ve got your health back, you can go back into the thick of the battle without having to add another death to your score.

 

Blind spot: As was expertly shown to us in V-Log 40, you can use corners to dodge enemy shots. This idea can be transferred to walls as well. Once you have gone behind a wall, a chasing enemy can no longer see your movements. This allows you to stay still, wait for them to go around the corner, and then move back to where you were, therefore confusing your enemy and hopefully outwitting them as well. Also, one can drop the flag in a 1 vs 1 XP match in order to keep your whereabouts secret. If you subsequently hide behind a wall, then pop out and shoot, they will have no idea where you are, giving you an advantage for the rest of the battle.

 

Map Item: The maps in Tanki all need to be different, else there would be no point if having any. Therefore, the maps need to look different and have unique features. Walls enable maps to be exclusive amongst other maps. Parma is a great example of this. Without walls, Parma would basically just be an empty map on two levels. Not much good for XP right? The same can be said for Ping Pong and Duel; these much smaller maps rely on walls to make the gameplay much more exciting.

 

Battle Lines: As an item on a map, walls can be used to mark out sides in team battles. The walls in Ping Pong and Farm are the defining feature for the red and blue teams. You know that you are crossing into enemy territory when you go past these walls but one can also tell how well the team is doing by how far the enemy has come past these walls. If they hold you back from ever crossing the barrier, then you are probably on the back foot!

 

Effective Turret Use: There are two turrets in the game which use walls more than most. Ricochet is the obvious one. Without walls, the unique property of Ricochet to do, well, just that, would be lost. Tankers who have mastered Ricochet will continually be bouncing plasma balls off of walls at preposterous angles, in order to take damage from an enemy. The other turret is Thunder; the splash damage element of Thunder really helps to enhance its gameplay. Enemies perhaps hiding behind walls can be hit by using splash damage against a neighbouring wall. So watch out when you’re hiding, as a Thunder can easily use the other walls to defeat you!

 

Parkour: Buildings are obviously the main feature of parkour; at least they are the destination for a parkourist. However, walls can offer two roles in parkour. Firstly, they can be a much more intricate landing spot for a tank due to their small surface area. For example, the walls in the centre of sandbox make for simple yet effective parkour. Trying to land such tough jumps is a major skill but it is a very hard art to prefect; you have to be almost inch-perfect! In addition, walls can be used to get to another destination. A wall jump (demonstrated here by SwiftSmoky) can be used to get you to a higher building next to the wall in a unique way. This is mainly used by Wasps in Noise or Hornets in Monte Carlo.

 

Support: No, walls won’t shoot at enemies for you, but they may stop you from tipping. Especially in XP, if you are going to be tipped, but then are on your side up against a wall, your opponents shot hasn’t really done much. Unless they then ram you into the wall to stop you restabilising yourself, you can flip your tank upright and get back to the game. Although, watch out, shooting in the wrong direction when propped against a wall can lead to you tipping yourself!

 


 

Problems with Walls: However, we must remember that walls aren’t always our friends. I have had numerous irritating encounters with walls that, honestly, have led to me rage quitting. Walls are obstacles, and we have to remember this fact. When you’re exiting the base, be careful if you are driving backwards, as you can’t see any nearby walls, there is a possibility you might hit one. This will doubtless slow down your escape, leading to the ultimate failure of the attack. During a gold box (here comes the rage), try not to hit a wall as it is dropping. Even worse, a thin one, which tips you before you even have a chance to try and get the gold. You will just have to sit there, watching those crystals drop helplessly out of your reach. I cry every time.

 

So tankers, walls enable Tanki to improve the gameplay of our maps and make them all unique. We can utilise walls in order to hide from, block or subsequently dodge enemy shots. Just remember, using walls in battle can give you a great advantage over enemies, a great height in parkour, or a great flood of tears when a gold box is dropping!

Edited by Hexed
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That moment when you're driving along a wall and your partner next to you lags out, causing you to like skid and tangle along-side of the wall. Or how about those other times when you're trying to fit between a whole in the wall to go through with drugs on, only to be stopped abruptly because the small corner of your tank hit the edge? yeah good times......

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Nice expalanation, but what you don ''t mention, is that NONE of the maps have been designed to use a shaft. All of your maps are  just great for  "short"  and "medium" range weapons

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If I would try to write an article about walls, it would probably be like 10 rows... Great writing skills! :P

 

Maybe write about ramps next time? :D

 


 

(demonstrated here by SwiftSmoky)

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Nice one,but you may also utilise the peek-a-boooooooooohhhhh tactic using walls. This is best effective with hulls that have their turret mounted on the back(Dictator-Mammoth) yk xd

Upvote 4 uuuuu :lol: 

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Nice expalanation, but what you don ''t mention, is that NONE of the maps have been designed to use a shaft. All of your maps are  just great for  "short"  and "medium" range weapons

Not true! There are many large maps in the game, perfect for Shaft. Madness and Berlin come to mind. The problem is that hardly anyone wants to play those maps, even though they're really awesome.

 

Nice article. It's cute that you wrote a whole article on probably the least exciting piece of Tanki. Seriously, the EULA entertains me more than walls.

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Nice expalanation, but what you don ''t mention, is that NONE of the maps have been designed to use a shaft. All of your maps are just great for "short" and "medium" range weapons

Railgun is a long and medium range turret.

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Thanks for that, reiterated the importance of walls for those Viking+Twins (grose combo) users who wanna actually get good at Tanki.

Edited by altitude96

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A downside.

All you Shafts out there pay attention.

Any turret with along barrel when hiding behind a wall might show a little through the wall.

A Shaft can hit that small bit and damage or even kill the owner.

Keep a lookout for your own turret. It could get you killed.

Stay aware.

Benramz

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A downside.

All you Shafts out there pay attention.

Any turret with along barrel when hiding behind a wall might show a little through the wall.

A Shaft can hit that small bit and damage or even kill the owner.

Keep a lookout for your own turret. It could get you killed.

Stay aware.

Benramz

Yea this is true

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