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[Issue 37] A Major Collection - What to Buy?


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~A Major Collection~

What to Buy?

~Part 1~

 

The day you've gained entry to your adventurous and juvenile M1s has long since come and gone. After piercing an invisible yet crucial threshold by being endowed with the first of many golden-threaded rhombi, you'll find the horizon littered with tankers milling about aimlessly with their gleaming, well-lofted M2s, ready to pounce upon any tanker unfortunate enough to splash into their view. Clearly, as to not be made into mincemeat, you must take up an axiomatic oath and "beat 'em by joining 'em." To accomplish this, you're going to need two things: the capital to purchase the items in the first place (that is, assuming you've had the sense to set aside some earnings) and the strategy and capabilities to keep this new equipment paying for itself and other future endeavors. Everyone carves their own paths, of course, so item choice varies. With this personal diversification comes the all-important question -- out of all these well-gilded machines, which is the best for me? What should I buy?

 

This section is dedicated to those between the ranks of Third Lieutenant - Captain.

 

What's On The Market?

 

A player's mettle is truly tested when they first encounter the ranks domineered by the M2-tier. In most cases (let's just ignore that clumsy, jagged jump from M0s to M1s for now), this vital point in the game makes the difference between tempering said player into a battle-hardened, staunch Generalissimo and spurning the startled Third Lieutenant from Tanki altogether. In the first portion of this two part series, we're only going to be covering the 'diamond' ranks, to decrease total article clutter. Also, certain maps will receive attentive indication due to their apparent and curious popularity. Alongside these, specialized strategies for certain weapons/hulls will be disclosed. (Note that M2 Freeze is available at Warrant Officer 5, and will not be mentioned as an item in this list; however, it will be referenced frequently thanks to its recurrent status between these ranks.)

 

Third Lieutenant

 

 

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M2 Isida

Being relatively quick to access through most of the game grants Isida the grace of having a relatively low crystal requirement throughout most of its lifespan. Its M2 modification is no exception. While lacking the raw power to be an incredibly oppressive weapon, M2 Isidas can pose a trying force to defeat amalgamated with stronger teammates in tow, especially other Isida allies. Chipping away at seemingly endless hitpoints whilst bearing another attacker's brunt is usually a futile gesture. I may sound like a broken record at this point, but the fact remains: Isida will always be a target for frustrated team-players. A light or medium hull is always great at accommodating Isida; M1 Viking and Hornet run hog-wild at these ranks, and many players sitting above Third Lieutenant favor the latter's second modification. For your own safety, choose your paint wisely when using Isida. I mean, it's a necessity to do so regardless of what weapon you're using, but your selection is even more critical when you're rushing to and fro, aiding injured allies. Analyze the map, your opponents, and your allies' needs, and determine from there what enemies will be focusing on you the most. 

 

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Python, Sakura

You wouldn't normally expect snakes to have protection from sniper rifles, or flowers to defend you from nanobots and shotguns. But, this is Tanki Online, so logic is shunted aside and viola! we have these two paints. Python may not have a foothold in the proverbial pavilion of variety, but it makes up for this loss by possessing an extreme tolerance to Freeze, with an initial bonus of 14% Shaft resistance. This paint, despite having this vestigial Shaft protection, is generally classified as a close range paint, and is valued by tankers that have left Warrant Officer Five behind. The reason? Why, none other than the infamous M2 Freeze. With this weapon becoming more and more popular as Freezes ravage the field, Newton's Third Law is awakened. "With every action, there is an equal and opposite reaction." As players flee in terror from the chilly nightmare, they seek solace by purchasing Jaguar or Python, the only paints that can function as a tangible bastion to shield them from Freeze. Pitting the paints against each other, however, shows that Jaguar is more versatile (if only by having more general protection points and weapon resistances) and cheaper than its bigger brother. If you really are desperate for a CTF paint that can cover a few bases defensively, however, this paint might be just what you need.

 

Sakura, a recently introduced paint, recently acquired its popularity not only for its looks, but its initial resistance to Hammer, Vulcan, and Isida. While the Vulcan defense is really just an added bonus, it can still play a role in keeping you alive in TDMs and multi-point CPs. Being labeled a close ranger on account of the Isida and Hammer protection, this paint is a staple for early-aged team players that take pride in working mid-field. Since generally everywhere in multi-point CPs counts as mid-field, this paint can really shine when paired up with a fitting combo, such as Viking, Hunter or Hornet paired up with a mid-ranged weapon. (The only reason I wouldn't suggest DMs as well is due to the infrequency of Isidas within this battle type.) Generally, in maps such as Highland, Industrial zone, Madness, Future, and Serpuhov (some of the most common maps of this time), this'll suffice well, but in specialized maps such as Ping-Pong, Island, and Hill, you may want something that works more efficient when opponents are a little closer. Why not M2 Isida?

 

 

 

 

Second Lieutenant

 

 

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M2 Vulcan

Despite all the mud I've slung at Vulcan in the past, I believe that Vulcan does have the potential to be truly deadly in specific situations. When equipped on a hull with a size of Viking or greater, this particular species of Vulcan can bring the house down with its DPS being higher than that of the abundant M1 Firebird, of which still can hold dominance on a map full of Lieutenants, as long as it's pumped full of MUs. While mimicking the nature of a short distance gun, with its continuous and rapid firing rate, its greatest asset lies within its most important feature: it has unlimited range. This means it can bring the fight to you without having to take much (if any) damage in return. Unfortunately, its maximum efficiency range is around 40 meters, roughly five or six Mammoth-lengths from the target to the Vulcan. Beyond that, its power decreases steadily until it reaches a minimum of 25% damage efficiency. This leaves Vulcan useful at mainly medium ranges, categorizing it with Smoky and Thunder when its initial objective was to counter the increasing Railgun threat. Also, it's difficult to forget Vulcan's overheat damage, leaving it particularly vulnerable to high damage weapons like Hammer and Railgun who wish to take advantage of your bright red glow. (Also, the overheat damage changes from M1 Firebird-quality to M2 along with upgrading the weapon. Don'tcha just love Firebird?) However, there's no need to fret if you have decent timing skills, a few N2O canisters, and a good Firebird paint at your disposal. There's really no playing style that this weapon CAN'T take on, but Berlin-sized DMs should be avoided, just for the sake of damage efficiency. It's also wise to note that tiny maps like Sandbox and station leave you a bit vulnerable to incoming Hammers and things of that nature, due to Vulcan's notoriously slow rotation speed. Hence the aforementioned Nitros.

 

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M2 Hornet

The most common hull in the game without a doubt, Hornet's second tier is the first unlockable M2 hull in the game. As the case was with M2 Isida, this is the cheapest M2 hull that can be bought. In other words, these things will be flabbing EVERYWHERE. From Hill to Dusseldorf, Madness to Deathtrack, and Future to Highland, this will almost undoubtedly be the first M2 hull players see. The description in the garage wasn't too far off -- Hornet can really be used efficiently with almost everything. Almost. (*cough* *cough* Vulcan's overheat *cough*) Being a light hull, it naturally sports its full potential in larger maps like Magistral and Skyscrapers, where it can charge across the field without being easily caught by the short ranged weapons that give it so much trouble. However, on large but well crowded maps like Opposition, it can easily be caught off guard by heavier hulls coming around blind corners. Also, another side effect that being part sports-car tends to bestow is low weight. This makes it somewhat useful in parkour and righting yourself after flipping over (not to outclass Wasp, however), but the low mass can betray you just as easily by being bowled sideways by weapons with powerful impact force. M2 Hornet is extremely susceptible to this disease; next to M4 Hornet, it has the highest speed/weight ratio of any Hornet. This leads to a lot of flipping and uncontrollable bouts of anger. (Again, Wasp outclasses Hornet in this statistic, but in this case it might be for the better...) 

 

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Electra

Bolts of red-tinted lighting flash across Serpuhov's ravaged courtyard as you effortlessly steer your N2O-fueled M2 Hornet across the field. After rounding the blasted corner of an old, dilapidated building, the blue flag is directly in your line of sight. A sharp grin winks across your face. Gotcha. You twist your reliable M2 Freeze to scan your surroundings, searching for any defensive emplacements, when suddenly the left side of your hull is bathed an eerie orange. The Viking/Isida that was lying behind that shattered rock outcropping spotted you, and decided to give chase instead of returning to its post and healing some chubby Mammoth/Shaft that was picking away at your team's defensive forces. Turning your frigid weapon instinctively to face the target, you begin your well-practiced attack cycle around the opponent, cutting away at his health and rendering him useless as the snow-like solution gums turning mechanisms and the engine block alike. As his Isida gives a final fluttering glow, the Viking erupts into a cloud of deep orange and black smoke and flings itself into the air. Streaking forward unperturbed to swipe the flag, you notice with a grim satisfaction that your health bar never went below three quarters full. (Yay, storytime!)

 

Electra is a paint mainly purchased for its semblance to Zeus, a blue-scarred version of Electra unlocked at Generalissimo. The resistance to Isida is significant, though nothing much else about this paint screams the same word. Yes, it has 10% resistance to the arsenals of Twins and Smoky, but that's not really too much to work with in the grand scheme of things. This may be a pretty paint, but it really can't compare to paints with a variety of protections to work with, like Sakura. If you're really, really clever, it may have some camouflage capabilities on night maps, but it's easily outclassed by paints that were MADE for camo. Seriously, it's not like thunderstorms happen every day in Tanki. However, if Isidas really are one of your worst nightmares, and the bonus protections really seem to pique your interest, then, hey, it's your funeral. 

 

 

 

 

First Lieutenant

 

 

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M2 Railgun

"At last, I finally have access to Format Battles!", say many intermediate XP-BP players when they see the Buy button lit with white letters instead of that disappointing tint of red. The newest upgrade for the 'fear machine' grants generously increased rotation speed, impact force and damage per shot. It's particularly notable in this tier thanks to the rising popularity of Dictator/Railguns (aptly nicknamed DicoRails) at First Lieutenant, where the rotation speed of a weapon makes the difference between sending a volley into the heart of an enemy vehicle or being earmarked for slaughter yourself. With Wasp populations on the decline until Colonel, owning this weapon's next upgrade won't be quite the cakewalk it was when you were a Warrant Officer Three, where M0 Hornets and M1 Wasps lined up for you and begged you to blast through them. However, as before mentioned, M2 Railgun throws the door to the XP world wide open, giving you the opportunity to learn more more experienced players. Don't let me forget to mention that Railguns are the primary weapon of most clan wars, as well. Railgun works for most hulls, and can play almost every game style efficiently. As is typical with long-ranged weapons, stay as far away from anything that shouldn't be able to reach you as possible. Highland's many cracks and crannies make for good sniping positions, as long as you can defend them well. (Mines not included in purchase.)

 

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M2 Ricochet

Anyone can be a threat when using this gun; when in the right hands, a player can be virtually unstoppable. Ricochet's blasts deal roughly 27 damage at the ideal range, but it's strictly a mid-field weapon, due to projectiles petering out at 85 meters. With Desert, Dragon and Vortex being the only coats that seriously diminish the strength of Ricochet's plasma fields, this gun doesn't have to worry too much about locking onto anything it sees. When in range, this device is capable of buffeting single-fire weapons enough to shake their aim far off course, hitting everything that isn't you. This mainly depends on where you aim, though; if you target the corners and edges of the hull alternatively and in a rapid fashion, it's easy to bewilder and disconcert your opponents. This is why whenever I see a Ricochet, I scream at the ceiling as repressed memories of Ricochet blast through my head, violently slam my laptop against a wall, and stomp angrily to KFC's grab my Isida and charge at them relentlessly, trying to connect my hull to theirs in a vain attempt to stabilize myself. Because, you see, anything that has a stream effect whilst firing is a good piece of equipment to have around when pitted versus one of these devils. Twins, Firebird, Freeze, Isida, Vulcan... Heh, even other Ricochets can save your life. Ricochet is better for hulls that can deal with being jostled around, like Viking, Dictator, Titan, and Mammoth. On larger maps, where there's a lot of open ground to cover, and that bounce effect can't used at all (the most important aspect of Ricochet is the bounce effect, hence the name, that can be maximized in maps like Pass and Industrial zone where many buildings and planar polygons are used; an opponent that can hit you without being hit likewise is frustrating beyond comprehension), I'd say stick to Twins.  

 

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M2 Dictator

Ah, Dictator, one of Tanki's signature items. Dictator has been held as a highly esteemed hull for... well, for longer than I've been here. This tank was lovingly nicknamed "the king of golds", due to its vertical girth and noticeable weight and horsepower. Besides catching various boxes, however, Dictator also has its claim to fame in the art of parkour, because who doesn't like gettin' a piggyback ride from a tall guy? Especially when the tall guy can boost you onto buildings? Anyways, I don't want to get too distracted on this hull's "peacetime" attributes; Dictator also has quite the reputation on the battlefield. Lying upon the threshold between medium and heavy hulls, this machine stores 220 points within its bloated carapace straight out of the shop, and further upgrades to its heath can spike this even further. However, as logic follows, indulging in corpulence tends to unearth the rather unfortunate side effect of being . Fortunately, this species of Dictator gains a hefty speed boost thanks to existing close to the medium hull portion of the spectrum, with an initial speed rating of -- cue fanfare -- 7.00! Alright, so it's not too impressive, but with a few N2Os to boost you along your merry way, you'll be able to go places. However, when you join sprawling maps such as Monte Carlo and Berlin, leave running to and fro like a late rabbit to the Wasps. Dictator is capable at playing most of the game styles comprehensively, but try to steer clear of large multi-point CPs. Since you need to move quickly to reach each point before it's spirited away by an opponent again, Dictator and other heavy hulls probably won't do so hot. Seriously, by the time you reach one point, the other four will have been claimed by your opponents. Weapons with recoil and impact force tend to sere you well when hoisted upon M2 Dictator. Vulcan, Twins, Ricochet, Hammer, Smoky, Thunder; the possibilities are limitless. However, if you're on a smaller map, you might want to take a closer look at some of Tanki's higher DPS weapons. Also take note that M3 Dictator won't be in your hands until you hit the end of the line at Generalissimo. I'd say that if you want to use this as your primary medium/heavy hull, pump some of your crystals into that deep pocket of health Dictator can display. It's final upgrade consists of almost 300 health points, so WHY NOT?

 

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Sandstone

A paint that stands out from the rest in this category, Sandstone has seen its share of action within plenty of past kits. Not only does it strut its stuff in the fashionable Boar kit today, but it's recently attained yet another reputation of playing as part of the scenery in the latterly implemented XP/BP formats. With a wide expanse of protections consisting of Railgun, Thunder, Shaft and Twins, this coating has been given the surname of "mini-Prodigi", thanks to its similar protection range. However, this paint might need some help from MUs if you plan on using this for a long time (and you should, the price is exorbitant for this rank pattern; this paint's worth a whole 82,500 crystals.), since none of its original defenses go over 20%. Even micro-upgrading your equipment can only bring the Railgun protection (the highest in the bunch, mind you) to 30%. And the price for the micro-upgrades... well, you're going to need a bigger wallet. Its defensive array consists of mainly long ranged weapons, but there's a wee morsel of Twins protection in there as well, and who doesn't love Twins protection? Still, this paint really only has its use in XP going for it, and it's easily outclassed by Digital and Corrosion, if only due to the noticeable price differences. (Corrosion's price is fantastic for basically having the same protections. Deliver some MUs to this rusted coating and it'll mock Sandstone in no time. As for Digital, it has a 35% initial resistance to Railgun. Need I say more?) 

 

 

 

 

Captain

 

 

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M2 Thunder

Enjoy this rare image while you can; it's almost history now, with all those crazy Bulldozers and Raidens floating about. Upon claiming your last diamond, you reach yet another motley selection of items, these being slightly more popular than most. M2 Thunder is the first item you're introduced to, and its strength does not disappoint long-time M1 users. Firing this weapon dishes out a solid 11 points more damage than its M1 counterpart, totaling a daunting 82 damage at ideal range. Thunder's M2 variation shows up right in the middle of the game, so expect to see a lot of these floating around in medium and small terrains. Your favorite splash damage weapon's stratagem doesn't metamorphose into anything more drastic than point and shoot for the duration of its life, but the hull in charge of lugging this hunk of metal around is what changes the game. Medium and heavy hulls can sport a good defensive playing style in most CTFs and CPs. It certainly can lead a charge into an opponent's base in a TDM, given an Isida or two are on its tail. However, where this beast truly resides with comfort is on a medium-sized DM map. Just like its M3 counterpart, when paired up with a heavy hull and a few Double Powers, it's usually game over for anyone else in the vicinity. 160 points of pure pain per shot can obliterate any M1 Wasps that dare be M1 Wasps near you, while leaving severe dents in the recently acquired M2 Hornets. Tackling Dictators, the biggest, baddest hull in the game right now, is no chore so long as they don't have proper defenses scrambled. The biggest problem you'll be facing in the future, however, is the dreaded M2 Mammoth, which has been seen more frequently in kits recently...

 

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M2 Hammer

Ever since the re-rebalance that was initiated, Hammer has slowly declined in popularity in the ranks below Brigadier. However, for many, Hammer's great power with each shot is too tempting to resist. Like its bunkmate, M2 Thunder, M2 Hammer sports a high damage per shot, can shoot rapidly (but, of course, needs to find a place to dodge attention after spending its three shots per clip), can take on many opponents at once, and is rather susceptible to Freeze due to its intended use on heavier hulls. While each shot deals a maximum output of 77 damage points, slightly less than Thunder's capabilities, it can eject them at a much quicker rate, finishing opponents before they attract the attention of others. Hammer can play most of the game styles well, given you use the correct hull. It would be wise to note that Hammer doesn't do so hot on giant stages such as Monte Carlo or Dusseldorf when pitted against infinite ranged guns like Shaft and Smoky. Although Hammer can fire bullets much further than even the range of Isida can compare, it's still classified as a close ranged weapon simply due to damage efficiency. Ergo, it must be treated as such, so you won't be seeing as many Hammers on Berlin as you will in Farm. 

 

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M2 Hunter

A strangely uncommon hull at the rank it's available at, M2 Hunter lies next to M2 Viking as the epitome in balance. Sporting a mild drift not unlike Hornet's and a respectable HP of a bit more than 200, this hull has potential to play nearly anywhere on any field. Give it a Nitro, it can run with the best of the Hornets; give it a double armor, it'll Hulk-smash into its opponents just like any self-respecting Dictator. However, as I mentioned before in my previous articles, Hunter and Viking's universatility can be its undoing at times, being just a smidgen too weak to join a Ping-Pong full of M2 Mammoths and bit too slow to make those jumps in Mont Carlo. However, in anything besides extreme conditions, Hunter can succeed in playing any role given to it, via teammates or the lack thereof. This M2 variant does much better than its M0 and M3 relatives in their respective rank zones, but M1 Hunter is undoubtedly to most effective in its rank by far. MUing this version of Hunter may leave you a bit disappointed, yielding only a net gain of 50 points extra in exchange for lots and lots of poorly spent crystals. You may need to buy a high-point resistance paint in order to use this efficiently. If you can, the spectrum of maps that can be dominated by this hull is bright and colorful. However, the future of this hull might not reflect the same optimism, due to the mildly superior M2 Viking well on its way to finding battles like yours.

 

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Digital, Spark

Two absolutely stunning paints, both in aesthetics and quality. Even now, I still see 'issimos playing with these, and quite effectively as well. Digital, with an whopping 35% resistance to the deadly Railgun, also has minor resistance to Shaft and Smoky. The difference here, though, is that MUing these might actually be worth your while and transform Digital into wider shield against long ranged threats. The coolest part about this 8-bit paint, besides its artistic coloration, is the fact that the already massive Railgun protection can make a jump from 35% all the way to its max-out of 50%. It's pricey, but if you plan on making this your permanent paint, I'd suggest springing for the installation. You will NEVER regret it. Obviously, this paint was made to take damage from a distance, so using it on maps like Monte Carlo, Stadium, and Serpuhov would serve you well. Using this paint on maps where Freezes, Hammers and Ricochets thrive might NOT be the smartest thing you've done all day. I'd suggest finding a paint that can deal with those types better. Hey! Why not Spark?

 

This paint had to have come straight out of the special effects room. With its strange yet attractive glow, Spark captivates the hearts of many not only with its stunning ambiance, but with its capabilities on the field as well. With a familiar high defense against Ricochet bolts (33%), it also demonstrates the ability to take on Twins and Firebirds, though neither of those go too far over 20% when MUed fully. Still, this minuscule defensive measure can have the same effect as it does with Digital -- a wider range of weapons that can be survived. This time, however, it's nearly a mirror image of Digital; whereas the 8-bit wonder could take on any number of distant threats, this paint can deal with taking a hit from someone a bit closer to home. With Ricochet being mainly a mid-fielding weapon, Spark can play as a defensive forefront for your team's base, and slowly push back at the opposing forces. Since Ricochet is the primary point of interest here, it's easy to assume that a player plastered with this beauty can survive a lot of contact within the narrow pathways of Subway, Opposition, and even the haphazardous piles of Station. Not only is this assumption correct, but it can also deal with blind corners that Twins and Firebirds seem to think so fondly of. The only real problem for a user with this paint is long distance attack forces, especially Thunder, of which can also fight around blind corners with its splash damage. Remember where every animal feeds, and you'll be fine.

 

 

 

 

What's My Strategy?

 

I dunno, you tell me. This is your spoiler, after all. 

 

v v v START HERE v v v

 

 

Good, so you found the main spoiler. If you've read the previous articles, then you know the drill here -- you're a freshly promoted Third Lieutenant, gripping your trusted 3 or 4 M1s tightly in your pocket. You have a nice wad to work with, since you've been oh-so-smartly saving your bucks to buy a brand new toy. You're looking at M2 Isida and M2 Freeze. Both are great close range fighters, but you're unsure what exactly to do. You know you need at least one for the road ahead, at least to get you started. So, what's it gonna be?

 

Didja pick Isida?

Looks like you've doomed prepared yourself for a long road on team matches. Let's hope your mates aren't complete failures and push forward. 

 

Well, it's been a while, and you're still fighting with M2 Isida. You've braved Polygon CPs to Kungur TDMs alongside your comrades, and the only thing that's slowing you down at this point is the fact that your hull doesn't survive very long upon contact with the recently common M2 Railguns. Hammers and Thunders are tearing you to pieces quicker than you'd like, as well. The time for another decision has come, this time for your hull of choice. One of my favorite phrases goes, "A good defense makes for a better offense. Y'know, unless your offense is so fantastic that defense isn't even required." So, out of this lovely selection of hulls, who ya gonna call?

 

Hornet!

Great, another one of these guys. *ahem* I mean, now you have the capability to not only survive those annoying Railguns, but you can catch up with your swifter allies to heal them. Remember that you're rarely going to see the light of a DM, so maybe Thunder might not be the best choice for you. Also, it's Hornet/Thunder; I know one or two hulls that could make better use of this weapon. Sure, there are some players who can use Thunder with any light hull, but it's something that requires a lot of practice, just like XP. Y'know, minus the self-damage that's waiting to happen. You need a long ranged weapon, though, so you need to select either this or Railgun. What'll it be, fella?

 

M2 Railgun?

'Gratz, you're an XPer now. With this playing style, you can work in tandem with your Isida to constantly switch from going defensive to offensive within moments. Of course, being a Hornet, you're going to have to learn how to move around a lot. You can't afford to lose health by just standing there motionless; you're going to need to learn how to aim on the run. (Hopefully you know how to do all this by now, but it's just that much more important to understand how to accomplish this now that you're probably going into the world of XP.) To defend yourself from the all new Thunders and Rails, you could buy either Sandstone or Digital. If you want to buy an XP paint just for the sake of XP, though, get Fracture. It's much cheaper, and you can still use it outside of battle. (Kinda.) 

 

M2 Thunder?

"...I took the road less traveled by..." To quote Robert Frost. If you thought XP was a difficult mode to master, I'm going to assume you haven't played with Thunder on anything smaller than Hunter. Increased firing rate, splash damage affect, and having more difficulty knowing where your opponent fired from, this should be a format all its own. Anyways, Hornets are usually most effective in maps that have a lot of wiggle room, and Thunder is great for setting up 'My Little Artillery Range' anywhere it wants. So, what's the logical compromise? Well, being a Hornet, you can basically hound anything that decides to give you or your team trouble (since Hornet is really fragile, being the weakest hull on the field next to those dwindling Wasps, you're going to want to have at least one of your sides covered by allies. Seriously, leave the DMs for the fatties) and still take an offensive climb towards the enemy camp. Just make sure you have pals waitin' around for a good time to attack, though; you're not going to last very long if you just charge into a base, guns a-blazin', only to discover that you ran plumb into a pair of Mammoth/Freezes. Angry Mammoth/Freezes. Pick up Spark or Electra or something before you go wild, too. You're gonna need it. 

 

 

Hunter!

Balance is key to any strategy. Ergo, Hunter is the hull of choice when you're taking on enemies at a normal pace. It's going to be just a bit harder to catch up to your speedy offensive pals to heal 'em, though, but Hunter can give you just enough girth to earn homage as a strong midfielder. You won't be doing a ton of chasing like you would if you bought Hornet, but you can help guard flagholders and make your way to multi-CP points without taking too much of a beating. Bear in mind that Isida is a short ranged device, and giant maps don't fare very well for those who aren't swift. Hunter may have a bit of kick in it, but it's not always enough to make it offensively. You're going to need something that can take on the baddies from a distance. What's your choice?

 

Railgun, I choose you!

If you wanted distance protection, you made a good choice. Pecking away at the opposing team with this weapon will leave your opponents annoyed and angry. It wouldn't be wise to take an offensive stance with this combo, solely due to the lack of oppressive force it wields. Better to stand off in the sidelines and loose suppressing fire on attackers. Railgun is a weapon that works better when its location is unknown, and Hunter has just enough speed to get you to another place to hide before you attract too much attention. Large maps are well known to be the habitats of distance combatants, but choose your targets wisely. Try to avoid locking on to players that have extensive protection from your weapon if you can, and direct your teammates to target those whilst you take care of anyone else. You're going to have to be reliant on allies throughout a good portion of your lifespan, so cooperating with them should be objective number one on your mental checklist. Paints like Sakura, Digital and Sandstone will serve you well. 

 

Go! Thunder/Hammer!

Hooray! You can survive in DMs now! (Not saying that you couldn't before, but c'mon, it's clear that Isida is a very ally-reliant weapon.) Prowling the edges of maps like Sandbox and Polygon can net you plenty of kills, DM or not. Single-point CPs have an all new appeal to them, now that you have the heftiness to stick around for a while at the point. Just try not to get into a shoving match with anyone, though; with Hunter's poor weight and speed, it's going to be pushed around like furniture in Animal Crossing. Another problem with this is that Thunder's splash doesn't only affect its targets. Imagine... you're pinned against the crumbling wall of an old brick building, unable to power your way through the Viking/Ricochet pinning you to the wall. The only thing you can do is continue to send rounds into his face. This does considerable damage to him, but the damage pales in comparison to the barrage of plasma bearing down on you, whilst simultaneously chipping more than the crust off of your own tank. Not a fun scenario. Take advantage of Hunter's relative speed to back out of dangerous situations like these. If you wish to avoid this, Hammer might be the option of choice, but bear in mind that your range is again limited. If the maps are too cramped for you to hit much accurately, like in the supply yards of Station, whip out your Isida and weave though the cracks.

 

 

Dictator!

I can guarantee you that you're not going to be using anything but this hull for a loooong time. You'd bet start stocking up on MUs now, while they're useful. Lying undecidedly between being a heavy hull or a medium hull, Dictator/Isida will serve you well in Polygon CPs, Ping-Pong CTFs or TDMs, defensive plays on Serpuhov and Highland CTFs, Opposition CTFs... Really, anywhere that's small enough for Dictator's slow march to conquer, it can survive in. Your tall stature will give you a vantage point to fire from if you purchase Railgun, but I wouldn't suggest jumping into the DicoRail fad unless you're a die-hard fan of it. Ricochet, Hammer and Thunder function fantastically atop Dictator. This tank is one of the few on this list that can accurately handle the recoil of Ricochet's shots without losing significant momentum or pinpoint accuracy. Seriously, with Hornet and Hunter's drift, it's a bit more difficult to lock onto adjacent and perpendicular opponents. Also, Hammer's shots tend to leave a little more bruise by the same logic, although you may have a tougher time chasing after them in Dictator than you would with Hunter. Spark is a must-have for this combination, especially with all of the like-minded players taking advantage of Ricochet's decent impact. Sandstone and Sakura are also valuable allies.

 

Ghostbusters!

 

 

Lel, go back to reading the article nug. XD

 

 

 

 

Or was Freeze your choice?

"Darned if I do, darned if I don't." Freeze and Isida are both close ranged weapons, and both playing styles require teammates for maximum efficiency. However, Freeze now has the raw damage to make itself a more viable weapon for DMs and TDMs and things of that nature. Being one of the only close combat weapons that can be used more effectively on CTFs no matter where it lies, Freeze's *erm* freezing effect is more than capable of ruining an entire opposition and leaving them sitting ducks for further bullying. It all depends on what equipment you buy next that decides where you're going with your career. I'd suggest picking a hull, but in cases with semblance of these it's more practical to select your next weapon first. So, what effect appeals to you most?

 

Thunder's splash?

If you desire the range to deal with distant enemies, but still wish to lay down wounds on multiple targets, then Thunder might be just what you need. Freeze and Thunder can play an efficient midfield, as you know, so buying a hull like Hunter or Hornet would be dropping the cherry onto the top of the cake. CTFs, TDMs, multi-point CPs... the possibilities are virtually endless. All that's needed is a good mid-filed paint. Spark is always a good candidate. You could even make use of Electra in this situation, but I honestly think your money would be better spent by buying Sakura here instead. In CTFs, remember your old hounding techniques, and your team's chances of coming out victorious rise exponentially.

 

Ricochet and Hammer's high DPS?

"Forget fighting at a distance, I'll just take my chances and go for more immediate power." As much as it annoys me to say this, Hornet might actually be your best option at this point, if not simply due to the fact that you're going to need to reach your opponents faster than they can attack you. It goes without saying that you're going to want a paint like Sandstone or Digital to counter these long ranged fighters that are guaranteed to give you trouble. Short ranged fighters like other Freezes and Isidas won't be able to easily conquer the barrage that both of these guns can launch, be it their low weight or their speed keeping you just out of their grasp. However, if you decided to buy Hammer, something that can deal with close combat fighters would be a lot more helpful, since shaking off a persistent Freeze is going to be tougher without a constant barrage. Python can claim its moment in the sun in a surprising upturn by blessing you with exemplary defensive attributes, allowing you to conquer these pesky tails. Of course, this mainly occurs in predicaments when you're backed up against a wall with nowhere else to run. Plan out your attack runs, people.

 

Railgun's range?

A drastic change from hoofin' it across a field like something out of 28 Days Later to attack another tank, Railgun bestows the gift of (relative) surprise. With this weapon complimenting Freeze in your arsenal, there isn't much that'll be standing in your way in terms of offensive tactical maneuvers. Problem is, though, that you're going to need a fitting M2 hull to add that finishing touch to your well-crafted strategy. The question is, which one? (I wouldn't recommend Hunter, purely due to its stratagem lacking significantly next to Hunter/Thunder or Hunter/Hammer's. It's just simply a matter of efficiency at this rank.)

 

Dictator v

 

 

Dictator/Freeze might not be the most attractive combination to lay eyes on, but it's earned a reputation for being notoriously difficult to slay on the defensive end of a CTF (especially large maps with lots of cover near the bases, like Kungur) and in single-point CPs. Heh, it can even take the crown from the hulks that roam Ping-Pong and Hill DMs. On the other end of the rope, Dictator/Railgun is claimed to be effective everywhere it goes. This might not be the exact truth, but it's still a strong combination nonetheless, claiming the title of champion in maps like Wave, Massacre, and even the sharp drop-offs of Camp and Combe, two of the some of the most popular maps at these ranks. Really, no matter what paint you choose, you can't go wrong; whilst Spark and Sakura give you the upper hand in fighting in teeny maps, Digital and Sandstone put the icing on a deadly cake for long-ranged skirmishes. 

 

 

 

 

 

Heh, did the upside down spoiler catch you off guard at all? ...No? Oh. Right then. Anyways, 'gratz, you can play XP now. Also, before I forget to mention it, you've been drafted to be at the front lines of every team map you ever play for the rest of your life. No pressure. You're going to be peeling away the walls of well defended TDM bases and targeting crafty minefield generators because you can. Digital or Sandstone will undoubtedly be your greatest ally here, due to all of the players that want to scare away visitors before they get to the doorbell. When it comes to CTFs, however, it's a mixed basket. Sometimes, you'll be chasing thieves in an attempt to give them frostbite; sometimes, you'll be chased as a thief and giving those following you frostbite. Railgun mainly plays as a support weapon, so roaming around to find targets and subsequently picking off others chasing your teammates is considered 'the norm'. No matter how you spin the wheel, you're going to have your hands full with your teammates. Fun Fact: With the 8-bit Wonder or Sandstone paints plugged into Hornet/Freeze, Dusseldorf DMs aren't that much of a challenge.

 

 

Hornet ^

 

 

 

 

 

Stick around for Issue 38 if you want to hear about the items from Major through Colonel. If you enjoyed reading this, you're going to love the next one. But, until then, I bid thee adieu.

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Edited by Hexed
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I enjoyed this topic very much. Can't wait to read your next one!   :)

 

Please don't quote the whole article when you don't need to!

Edited by Lhamster

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