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[Issue 35] The Generalissimo's Handbook - Month 2


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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. Same as last time - The Tips, The Video, the Question of the Month and a Q&A Session. Any suggestions for new additions to this column - go to the bottom and send in your feedback!

 

~ Gen's Handbook - Month 1 ~

 
►The Tips◄
Written by hogree
 
I. Flag Drop-Offs

 

I start off today with a tip that is perhaps one of the least adhered skills at any rank for CTF play. Dropping the flag to a team-mate. Simply down, obviously, by pressing "F" on the keyboard when you have the enemy flag. Firstly, what are the basic rules? The person with most health points holds the flag. When both flags are taken and at home-base, this is normally a Mammoth with full health or in the case of an XP Battle, an undamaged player. However, this isn't the problem - every civilized tanker should know these things and adhere to them for the benefit of the team. The problem is, the people who don't understand how to drop a flag. 

 

No, no, I don't mean what button to press. I mean how. In action. Let's give an example. An Isida takes the flag and running alongside him is a Hammer. Suddenly, it crosses his mind that he should be the healer so he drops the flag. Unfortunately, the Hammer keeps running alongside him for a second and then turns back, grabs the flag. By then, opponents have spawned and manage to crowd him out before he escapes. Foiled. Now, what was the problem here? The problem was that the Hammer was not in a sensible position to take the flag. Now, whose fault was this? On face value, it may seem like it should be the Hammer but really, he wasn't expecting a flag drop-off. The person at fault was holding the flag. When you want to drop a flag off to a team-mate make sure they are running INTO or NEAR the path where the flag will be. So, you with the flag, you drive into a position where you can make sure your team-mate notices it. Easier if you're on a call so you can communicate but bar that unlikely scenario, you've got to try and grab their attention or make it completely fluid so no consideration is needed.

 

However, think twice before dropping the flag. Let's give an example of when you might not want to do an immediate flag-drop. Always good to do that. You've got the flag and you've got two enemy Railguns approaching towards you in your base intending a return. A full-health player has just spawned and you're weakened. Now, obvious thing to do is immediately drop the flag, right? But think again. If you drop the flag, the focus of the enemies will immediately bomb onto him. Bad idea. You want to take the shots. So drive into their line of sight, making sure you don't line up a double-shot and drop the flag behind you as they both start charging at you. If timed correctly, your corpse should block their path and you should be able to let your team-mate grab the flag and deal with them. If you pass and let your team-mate withstand the brunt, the flag would be in more danger. Of course, this is rare - just an example of a time you may have to think twice about dropping the flag. Also, on that note, when you do drop the flag, make sure it's not in a place where the opponents have easy access to it. Even if you think your team-mate will pick it up in two seconds, better safe than sorry.

 

So, let me run through five ways to drop the flag. Driving on top of a team-mate. This is one of the most fluid ways of dropping a flag as it will immediately switch hands and you will not have the danger of dropping it and leaving it vulnerable for return for a second. "Flag Exchanges". When both flags are held and the strongest team-mate holds the flag. Drop-off on the way back. Fluid drops where your team-mates are in line to pick up the flag. Dropping for a capture. This may sound kind, I'm talking about the moment when someone takes your flag at the last minute and is shot at and killed as you drive in for the capture. You've got team-mates behind you so you drop the flag off to one of them and you return the flag, a few metres away form the flag. Smooth and doesn't face the danger of you going into the open and having to face the force of enemies driving towards your flag whilst holding it and having to reverse. Saves time and sometimes saves flags. You're about to die and you don't have a team-mate so you jump "off" a level and drop it very near to the wall. This last one is quite clever, even though rare in use. Making sure that it's very near the well will often mean enemies chasing you jump over it and so your team has more opportunity to get rid of them and pick it up. Teams survive by someone smartly dropping a flag. It's a fact. Hone it.

 

Oh, and please please please don't be that guy who doesn't drop the flag. Seriously. Please. Just don't. Take care in dropping, but make sure you do it.
 
II. Controlling your Camera
 
There are three things you need to control as a Tanki player. Your hull, obviously. You've got to be able to drive. Your turret too, naturally, because if you want to be half-decent, you've got to be able to shoot in different directions whilst driving. And you all should know what else. Camera Control. It's quite obvious, really, the game pretty much tells you. However, though hull and even turret control is easily mastered, camera control takes much more thinking. Some people think that it can come to you naturally, over time. Unfortunately, for many, it doesn't. 

 

So, firstly, what is camera control? Camera is controlling the view by which you see your tank by either using the keys "[ and ]", "Q and E" or "Pg Up and Pg Down". It's different from the other controls because your opponent does not know whether you are using it or not. They cannot see it on your hull. Quite simply, it doesn't affect your tank. It does however seriously affect your gameplay. A high camera view, in particular, is a danger that many beginners adapt to using which makes them far less aware of their surroundings - this can pay when a flag-carrier slips out of their vision due to their poor camera view. So, what is the best camera view to keep your hull in? This is my primary camera view - the normal view I use. However, I tend to turn down my view quite often.

 

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As a general rule, you want to keep as low a camera view as possible. The lower camera view, the more you can see. However, there are times when you want to adapt your camera view. For example, close combat. If you change your camera view to something resembling the "birds-eye" view a bit more, it will enable you to time your movements with a bit more clarity and help you to dodge more shots by clearly seeing the line of the opponent's aim. Here's the summary - Big maps, low camera. Very small maps, high camera. Close Combat, high camera. Sniping, low camera. Low Position, low camera. High position, higher camera. Note the higher - you often will want to have it pretty low when you're high up as well, but often it's easier to move your way around with a slightly higher view - like Combe, for example.

 

Well, what keyboard controls should I use to control my camera? Personally, I use Pg Up and Pg Down. I know the majority of players use Q & E. I wrote an article about Keyboard Controls over a year ago, it may be worth a read. All you need to do is make sure that it's easily within your grasp and does not in any way disable your ability to drive whilst changing controls. It needs to be easy.

 

So, get out there and think more about how you're using your camera. Try and keep it low for as much gameplay as you can - it may change things! 
 
►The Video◄
Created by Fen-Harel
 
Another month, another press issue and with it a new video. This time I'll explain the theory behind the most attractive hits in the game - double shots. These not only improve your gameplay and allow for an easier win of the round, but also make your own playing much more satisfying. And if you get really good at it, you could record a montage of your best shots - that's fun for everyone. Enjoy!
 


 
►Question of the Month◄
 
Another initiative which began last month was the Question of the Month directed at a few of the Generalissimos in the English community, and this month we are continuing on with a brand new question. The question was:

"Currently, what do you think is the most overpowered weapon in the game at M3 and why?"

 

Vulcan, an absolute monster of a weapon, on a medium tank like dictator, keeps you alive for long and absolutely tears into enemy tanks. Doesn't care whether you have a double armor on or not.

 

@xMoneyMakerMost powered weapon would be Railgun. I chose it because it can be used for long ranges and can hit multiple targets. Its a unique weapon it has a pretty good damage and roation speed 

 

@AlklinesVulcan. Why? Because it's a killing machine. Usually equipped with Mammoth/Zeus, I've seen it just sit a bunch of times in defense and help take out several enemy attackers if done right. The impact force will make a tank that's turning a corner spin out of control. We've all seen it ;)

 

With opinions, it comes down to ones perspective; the following is coming from a player who plays mostly XP now a days, so forgive me if I'm wrong in your eyes. Its hard to narrow it down, especially with the developers constant adjustments in attempts to achieve balance (which wont ever happen). Based on experience playing against this weapon  and seeing its versatility that enables it to combat most other weaps/hulls, I'd say Vulcan is slightly OP. Regardless of its post game introduction updates, its high rate of fire enables its users to deal a decent amount of damage at a medium distance, which attributes significantly to its use that is suiting to the ever popular small to medium sized maps. It is designed to be a mid range turret like Twins and Thunder, although I could see a Vulcan outperforming either a Twins or a Thunder. The fact that the gun is still new play a bit of a role in its indiscernible prominence. Many players probably don't have a paint to protect against the weapon yet. So there you have it.

 

I think the most overpowered weapon is Freeze or Twins. Freeze because the freezing effect seems to have got a lot more powerful and quicker; meaning that it's incredibly annoying if you are a Rail user with which every shot counts due to its slow reload. 

 

@I.King.LaggerVulcan or Twins both are over powered at M3 because both the guns can fire continuously. Let's talk about the +side: 1) Vulcan has more range than twins is able to provide so long range maps Vulcan is preferable. 2) Both the guns are good for CP battles. 3) No reloading time. 4) Impact force of the Vulcan is powerful too. Now the down side: 1) Vulcan has self heating damage it sucks unless you have fire protection paint. 2) Vulcan also is not good at short range because of the rebound force of the gun. Vulcan obviously wins it whatever it is whether defending or attacking it's the best if you have drugs and fire protection paint against it.

 

@XenophobiaWell, in my opinion the most overpowered M3 is Ricochet. It can deal a lot of damage, it has a lot of impact force and the projectiles travel quite fast. Ricochet can kill tanks really fast. It is always a threat, even when I'm using clay.

 
►The Q&A Session◄
 
Thanks for all your questions guys! We received a pile of questions and it was a pretty tough job picking 5 out to answer. Appreciate all of your input. Great help to us. So here goes!

 

@Legolover3: Where exactly does the mine come out of your tank? I've accidentally laid mines on too many platforms when I was hoping to bomb the player below me.

 

A rather interesting question here. We were expecting that the mines would drop down depending on your turret position, but that's not the case. After experimenting with different hulls and turret positions we've got to a different conclusion. Turns out mines are deployed right from the middle of your hull. Keep this in mind when trying to hit someone below you with a mine. It might help if you zoom out your camera to a bird eye view when jumping from a ledge, just so you can have a  better feeling of when exactly you need to drop the mine.

 Jf7AMsb.jpg aCxmCIa.jpg gEVpQhY.jpg

 
@blackdiamand: What is a good way to dodge with slower tanks? (Hunter,viking)  
 
Hunter and Viking lack the appropriate speed for a lot of dodging techniques, so you might have to adapt a lot more. You can always use the classic peek-a-boo tactic - hide behind cover and quickly pop out whenever you want to shoot, then swiftly return to cover just to repeat it all again. With Viking's acceleration speed combined with its stability, you won't have a problem hitting people before they even notice you. If anyone gets too close to you, you can ram them to the side just a bit and move back. This is the gentle push move that was covered in one of the earlier articles. You can read it here for a better explanation. (Technique no.5)
 
@Gbobb: Is there a way to get down safely from ANY HEIGHT guaranteed with short range weapons?
 
If you're talking light hulls, there is indeed. Maybe dubious to call it guaranteed but if adjudged correctly every time, you will simply be turning in mid-air with your hull permanently at an angle to the ground where it will hit and stay upright. It is known as the "Helicopter Manoeuvre". There is no involvement with impact force, so short-range weapons are perfectly applicable for it. Although this issue, jumping was not covered in the Handbook, we are planning to include a feature next issue, in video or in text, dealing with the issue of jumping from heights. In short, however, the "Helicopter Manoeuvre" involves driving directly towards your jump ("Up Arrow") before joining the right arrow to the up arrow at the last moment as the first part of your hull. If timed correctly, it will mean your hull turns in the air at an angle which will guarantee your stability at landing. To ensure you aren't confused by your jump, it may be a good idea to turn your turret left whilst in mid-air so that you maintain a stable view.
 
If using a heavy hull, other techniques have to be adapted and used in different circumstances - sometimes it will be possible to do the helicopter but at higher heights, it may be wise to simply approach your jump slowly sideways, tip off, and do a complete flip in the air before landing on your tracks. Again, should be more on this next issue!
 
@Kenzok: How do you know where the enemy is if you can't see them or their fire?
 
​This was mentioned briefly in last month's issue. It's pretty difficult to achieve, but with enough game time you can acquire a feeling for it. First you have to get used to a lot of counting, keep track of how many opponents you're up against, how many are in your base, how many are dead and how many are defending. The top right corner provides information about who has most recently been destroyed, so you can use that to help you out.
 
Now you'll need to use deduction to figure out where your opponent is. It will be much easier if you've been playing on the map long enough and know most of the common camping locations. If, for example, you see 5 out of 6 tanks attacking your base, chances are there's one camper defending the enemy one. Also, look for where your teammates are aiming for, this helps greatly if they saw someone you didn't. Another thing you can do is reverse track your adversary's Railgun trail to find the likely spot he's hiding. As you can see there are many different ways of using your surrounding to get information that can potentially win you the game, always keep track of the little things - that's what separates the winning from the losing team.
 
mikeizcool15: What is the best way to deal with a freeze if you have a light tank, such as the hornet?
 
Dealing with Freezes - something that's been at the forefront of everyone's mind since those pesky hoovers invaded the battlefield five years ago. Certainly the most frustrating weapon to face off against so completely get your question. Actually, you've made it a little bit easier for me by saying you have a light tank - a light tank is a good choice against a Freeze as you will be able to use your speed to full ability. So here are three quick options I'd say you could use. This does depend on the fact you are using a short-range weapon because if you are using a long-range, the best way to deali with freezes would obviously be avoiding them and taking pot-shots at them from range.
 
Firstly, you could try out the old-school method of dealing with Freezes - attacking at them from their side so you are right next to their hull before they start freezing them. This ensures that they will not be able to freeze you and get round you for quite a while, especially if you are pushing into their hull. Secondly, sneak up on them. Don't make it obvious you're approaching a Freeze as if they are in control of your confrontation then they have the ability to use their powers. If you see them approaching you and you know they've seen you, try and avoid them and then sneak up on them again. So avoiding and ramming - probably two of the best options. Of course, if you do get frozen, just make sure you keep turning both your turret and hull so that you can get as much of your fire onto your opponent as you can by turning as quickly as possible.

 

We will be continuing this, and even those who didn't manage to get their questions answered this time out will be able to take part again. Feel free to quiz us regarding issues that you feel experienced Generalissimos may be able to give light on or even just to see their opinion on certain subjects you want to know more about. Once again, we will pick 5 Questions from those entered on the form below and answer them next issue. So send your questions in!
 

Enter your questions here

 
►Ideas and Suggestions◄
 
We are still a new initiative for the community and 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. Although we stuck with the same format this time round, we're open to change. So use your voice!

 

Cheers guys.

Hog & Fen

Edited by Hexed
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Best article ! again ! mainly due to the video, however the article itself was also good enough.

 

Well done, keep it up

 

PS: fen, some nice double's in that vid

Edited by Lankbouv
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Nice job. The first tip was pretty new to me, but the second one I use all the time. I keep on changing the view to see different areas one camera view can't.

Edited by PenguinNEWexp
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I know some of this stuff, some of it's new, but the F key at one point was unheard of for me, which has changed, fortantly, but most of the time I find it inconvinent to drop the flag, mostly due to team mates.

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My question is: - What is the best way to deal with spinning out whilst being shot by a Vulcan? I know that paints can help with the damage side but what about control wise? Would MU'ing weight change anything, or a change to a heavier hull?

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Another way to avoid taking damage from a freeze in short range

 

There is another way of avoiding freeze, I was using it all the time and it worked great for me: I was using Smoky, but of course you can't always stay away from the freeze, and they may surprise you... So the way you can avoid or at least minimize the damage dealt by freeze (also works great with firebird and isida, though it got harder with isida now that the aiming mechanism changed for it) is to stand right in front of it and move from side to side quickly. Of course it will not help if you only do that, but if you also use your Smoky to shoot the corners of your enemy it can set his aim off pretty well. Simply drive sideways when standing in front of the freeze, then just when he starts turning his turret towards you, shoot his right corner to make him turn too much to the right, and at the same time start driving to the opposite direction. After about half a second the freeze will react and start turning to the other side, wait another half a second while moving to the same direction to recharge and to let him get his aim close enough to you, then shoot his other corner and change driving direction again. Repeat this over and over until he dies, he is most likely to not deal damage to you at all, or deal very little damage.

If you want to do the same with a heaver hull, such a viking, you need to be on the side of the freeze's tank so you can also push his corners with your tank to make him rotate even more.

 

btw this technique can also work on some players with slow reaction when you use isida, this way I was winning isida fights when I was using wasp isida M1/M2 against hornet M3 and isida M3. It's all about your swiftness and your enemy's reaction time :P

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Any suggestions for the column? Open for ideas which you would find interesting - perhaps a "Weapon of the month" Review or a "Map of the month" Review? Anything that comes to your mind, please do share, it'd be great to have some constructive feedback.

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How about a "What If..." article? Say what if something was different in tanki, like what if there were people driving the tanks in tanki. And describe how you imagine the game with it. Maybe think of some humorous things, I think it'll be the best for this topic :)

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Any suggestions for the column? Open for ideas which you would find interesting - perhaps a "Weapon of the month" Review or a "Map of the month" Review? Anything that comes to your mind, please do share, it'd be great to have some constructive feedback.

Please no, that would make this rubbish like most other articles.

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