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[Issue 37] The Generalissimo's Handbook - Month 4


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Welcome to The Generalissimo's Handbook - a monthly column in the Tanki Newspaper dedicated to 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 ~
~ Gen's Handbook - Month 2 ~
~ Gen's Handbook - Month 3 ~
 
►The Tips◄
Written by hogree
 
I. Anticipation
 
The pet comes out again - Anticipation is one of the things that every tanker has to learn to take their game to that extra level. Predicting an enemy's moves is a secret behind so many players reaching that desired position of pro. And to make sure you are anticipating, there are a number of things you can do to help you.

 

Firstly, what is anticipation and why is it such a key asset to your game? Anticipation's synonyms are "Expectation" or "Prediction" and those two words really encompass what it means to anticipate an enemy's movements. You have to basically guess what they are going to do. Why is it so important? It brings out the best in you. In XP Battles, with the charge of a Railgun, guessing where a player will go and when they will let themselves be seen makes you miss so many fewer shots and direct your aim in much greater positions.

 

This is the first one. Try and have a mull over this. Read the game from another player's perspective. I'm going to repeat that because I think it's so big. Read the game from another player's perspective. We play a multiplayer game - this isn't Subway Surf or something like that. Everybody in this game is a real life person making real life decisions. So everyone on the other side of the map, opponent or enemy, is very likely going through the same thought processes as you yourself. 

 

Now, this is a major thing to recognize. If that position across the battlefield is likely thinking the same thing as yourself, you can put yourself in their shoes. Think when HE would move, think who HE would attack, think where SHE would drive towards, think what SHE would do. Listen up now because this is actually massive. If you are able to anticipate the game from the position of another player, this will help you in so many things. Your team-mate is moving into the opponent base and you can anticipate who he is going to aim for and when he will move out in the open. The enemy with the flag is in his base and you can anticipate when he will pop out to take his long-range shots. The bloke running across his base with the enemy flag will take this route because his Isida friend often comes out this way so you can drop a cheeky mine.

 

Couple of other logical things before I close off this point on Anticipation. For those less accustomed to the trick, it is possibly the most vital for Railguns who are using this trick since your weapon automatically holds this extra layer of anticipation hidden in the charging feature. You have to guess so many things. So make sure you're using it. Another smart thing to do is immerse yourself in the world of StarSeries and while your watching your favourite team, just have a look at one of the players and imagine his thoughts. Follow his tracks - as you understand a player more, you will understand the game more and your ability to play will rocket. Be an anticipator.

 
II. Respawning
 
Slightly "dodgier" tip here and I'll keep it short. Here's a question for you - what do you do when you die? In Tanki, obviously. I know some would just mutter a couple of profanities under their breath, others switch to their Skype tab to send a couple of messages, others just think they have 10 seconds to re-focus their concentration again. And, in many ways, especially in the last case, they are right. However, people forget that these 10 seconds or so of respawning can actually be gold dust. The use of the respawn is a vital vital vital asset for a player to gain his whereabouts on the map. The time spent respawning is valuable and don't you forget it.

 

So, what should you do when you are respawning? Here are some brief tips. I've already given a rant in the handbook on using your corpse and I am telling you now that I think that is one of the most important things I have actually ever written out in the newspaper. I've found out it has brought an extra dynamism to my game that not many other things have  so I would recommend that - Month 2 of the Handbook which was linked above. And don't forget Corpsing does play a part in spawning as you have died. Make sure you use your corpse wisely. That's all I'll say - I won't go any further since I've dealt with it before.

 

Now, once your corpse disappears, you have some valuable seconds to look around as you go on your flying spawn at the map and see as much as you can. If a flag has been taken away, see if you can get a glance of where the action's going on. Soak in as much as possible. But this isn't the big deal. It's about when you see where you're going to spawn and zoom in onto it that you need to start concentrating. It's always a smart idea to pick someone to ghost into if at all possible. Plan your way into someone's hull so you can pop out when you want and be in control yourself. Another little tip is make your mind up as to whether you want to feign inactivity, spin behind cover, or even distract enemies. These are precious seconds while you spawn so don't waste them. If your decision is clear, it makes things a lot easier for yourself as you know what you are doing.

 

Maybe I haven't really said anything useful but I'd like to stimulate your minds into thinking seriously about how you think while you're spawning. Even sending a message over Team Chat giving details as to whether the flag is still two shots or one shot etc, etc. So don't waste your time spawning. Every second counts.

 
 
►The Video◄
Created by Fen-Harel
 
Phew, it's been 30 days and it's about time for another Gen's handbook video. This time I'll show you the proper use of smart cooldowns that will greatly improve your overall score. Needless to say, you'll have to be willing to spend a lot of supplies for these tips to make any sort of sense, but if you can afford it, you'll have no trouble crushing everyone in your way.
 


 
►Question of the Month◄
 

Another initiative which began a couple of months back 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. Guys, just so you know, you are free to suggest questions for this too that you would find helpful!  This issue's question was themed on the current StarSeries Finals streaming over this week on Twitch and was:
"In your mind, what is the best map for playing Light Format 6v6 Battles?"
 
@AdequacyTo me Light format looks amazing in any map. Not because all maps are suitable for it, but because you will never win unless you have a plan in your head. In my opinion the best map for light format is Barda. This map is simply created for that! The way the bridges, buildings, bushes and even the flags are positioned makes this map an excellent field for Light.
 
I would say the best 6v6 light format map would either be Bridges or Parma. A lot of people would say things such as "Tribute or Red Alert" but I completely disagree because in Parma and Bridges you need skill and it doesn't matter what team you are on, where as in Tribute or Red Alert even if you have no skill but you have the higher ground you will more than likely win. 

 

: In my Opinion the best map for 6x6 Light Format is Parma, because in Parma you need to play as a team,with skilled players to make awesome shoots in this Map. the team need to take  the important spots in the map for example the camper positions behind the tower or so. So its always excited to play their, to see if the own skill enough to can play together with 5 other players and win some games .What I also like , are the drop zones they are fair shared to every team so every team has the chance to get a full drugg and capturing the Flag
 
@hogree: Since Light Format has grown once again under the Starladder System, the map that has shone through for me as the most equal, entertaining and skillful map has to be Barda. The way the teams are set up and the choices of holding the flag at different sides of the base during a "flag exchange" on top of the immense equality that has emerged on both sides is a stunning feature. The smoky's role is pretty strong, Hunters are not overpowered and yet the map is not too big to nullify them. A gem of a map, highlighted in Starladder.
 
@erwinfighterI choose definitely Barda as the best 6 x 6 light format map  , because both side are almost equal.. red side has a bit more advantage, but that's just a little difference ... also the drops are exactly good for 6 players, not too many drops and also not too few!   

 

@B_L_4_C_K_G_O_L_D: The best map to play a 6v6 light format battle would be Parma, because u can only count on your skills and not on your luck. To win in this map, you must train for weeks on long range shots, how to attack without getting shotted ,  and know where each supply drop all over  the map. and also, you need have  a good tactic so you can cap flags easily and defend without any trouble.
 
@joostcoolIn my opinion the smoky makes the difference in light format. So I'd chose the best map by looking where the smoky plays an average part of the gameplay. Not too much, because gameplay will full of smoky shots, which is not desirable I think. Neither too little because then you may as well replace smoky with a hornet/railgun. When I watch streams from starseries, or play light format itself with my clan, I think that Red Alert is the map where smoky has an average influence on the results. Mainly due to it's many places to hide and no large wide open areas. Hiding is obviously important for railguns in order to take out the smoky. If a railgun meets a Smoky in the open field, the smoky has an advantage of moving the railguns shots. Due to a lack of open field in Red Alert this case won't happen often. On the other hand is there the island in the middle of the map where the smoky can hide and shoot in all directions of the map, so basically troll all players.
 
@Law-EnforcerSince I was playing with Vengeance clan via starladder and we were in Pro series. the hardest map and still the best in my opinion Parma. Why? because you're exposed to being shot and everybody could shot you but it improves your skills at sniping with long range. even you have to hide behind walls to avoid being shot and choose the perfect time to go to next wall.

 
►The Q&A Session◄
 
Thanks for all your questions once again guys! We received a number of questions again and it was a pretty tough job picking 5 out to answer. Appreciate all of your input - the more, the better. Great help to us. Do remember during the month any time a question pops into your mind, this is the place to go!
 
@LankeroHow to use Wasp effectively?
 
The strategy with Wasp is that you dodge shots rather than take them and rely on timing your attacks to take the enemy flag. So, to make that happen you cannot stop moving. Keep taking sharp and unexpected turns to dodge your opponent's fire. Try to damage the enemy team's defense, then re-spawn with full health. Keep repeating that until you see the enemy base cleared or low on health, that's the moment when you attack. However, flipping can be a big risk when using wasp, so pay attention to avoid that. We've covered ways to avoid flipping in the previous month's video.
 
: Does an m3 XP/BP combo have an advantage over an m2 XP/BP combo? If yes then how do I as an m2 XP/BP combo counter that disadvantage?
 
Since the XP Format came out recently, the dodgy paint use of M2 Hornets has been nullified and now there is a lot more fairness in battling between M3s and M2s. However, there are some clear differences between M3s in XP and M2s in XP. Firstly, obviously, there is a speed issue. M3 Hornets travel a significant distance faster than M2 Hornets. But not only the hull - the difference between the Railguns, though not so obvious, does make a difference at the top end. Although two M2 Railgun shots will always kill an M3 Hornet, thus placing both modifications of Railgun on face value at the same effectiveness, the difference comes when you begin double-shots. When an M3 Railgun makes a double shot on a regular M3 Hornet, the Hornet is weakened slightly - to the point that it will be killed by an M3 Railgun shot but NOT  always by an M2 Railgun shot. This is a problem for M2s as they cannot capitalize on double shots in the same way M3s can. However, just to clarify, if an M2 makes a Double-Shot, M3's will still be able to kill the opponent - the only problem comes when the M2 takes the main shot after an M3 Double. So, yes, there is an advantage for M3's - particularly in the more skilled genre of XP Battling.
 
There are just a couple of tips I would have for those who are in the case where they use M2s instead of M3s. Obviously, you need to hone your skills - do the normal drill: watch XP Players in Starladder, practise your Double-Shots since yours aren't hindered and follow the normal drill - you can have a look at some of my tips in the XP Comprehensive Guide some issues ago, linked here. One logical thing to nullify the speed issue would be to pick a role in your team where it is not so vital for you to move so quickly. A sniping role is an obvious example. Apart from that, just remember - the main issue isn't your equipment, it's your skills. People often judge M2s on face value - some of the best players I've played against have been using M2's. Prove them wrong.
 
@blackdiamand: For gold hunting, how do you check the location of the spawn quickly?
 
First thing you want to do is to learn the possible gold drop locations on the map. This will help you out so you know exactly where you're supposed to go. Probably the best thing to do when you see the gold notification is self destruct. However, in those 10 seconds, go towards the least popular gold drop locations and see if there's a gold spawning there. If there isn't any, chances are you'll see tanks piled up elsewhere whilst you are on your respawn, which means the gold is in that location. The re-spawn from the self destruction will ensure you have full health and if you're a bit far away from the spawn, you'll gather enough momentum to push everyone off the gold.
 
@Penguin40: I am always beaten in duels. How can I win in duels?
 

There is one classic rule for duelists who don't succeed and need to improve - believe me, I (Hog) know, if there's ever a bad duelist it's me. Be patient. Patience is vital for any person struggling in duels. Just keep frustrating your opponent by not giving them any openings. Protection is primary, force the unforced error. Get into the practice of playing the annoying duelist who won't accept losing. You will find that it helps. Other simple tips that may help out - try and stick as near as possible to your base when both of you hold each other's flags. This way, even if you get killed, you have a chance of spawning in time to halt your opponent from capping. Also make sure you try and keep on the level that suits you most in Sandbox when able - my favourite is staying at the bottom but others prefer roaming the top.

 

Strangely enough, I wrote an article on five techniques to help you win a duel, which you may find useful. Since it's easier to just give you the link than paraphrase it all, here it is - hope you find it an insightful read if nothing else.
 
@CRIME_GUYIf there is a choice between the flag and the enemy what would it be?
 
Lastly, an intriguing question. To cut to the chase, I'd say ALMOST ALWAYS it would have to be the flag. The flag is the primary focus of every Capture the Flag game - the clue's in the name. So focus on the flag. If you have an enemy driving towards your base and you want to shoot him whilst you have a clear route in for the enemy flag, it would be plainly stupid to decide to follow the opponent. Flag is ALWAYS priority in this case. I hate when you see people on your team with eyes all on the enemies but not actually looking at the bigger picture - our flag is getting away and they're just sitting around their base sniping off pointless opponents. 
 
However, there is a sense where you must have the understanding of focusing on both. Often people see the flag and it takes their mind off all other things - watch Starladder and you'll notice all the pros are focused on both the flags and the enemies. They don't move in for the flag if it's stupid to. They're smart in their timing and you have to be the same. Enemies have their place, but when you see a route in for the flag, it is DEFINITELY the priority. Your driving with the flag should also not be affected by stalking down enemies. You have one job - to capture the flag.
 
We will be continuing this Q&A Session, and even those who didn't manage to get their questions answered this time out will be able to take part again. We didn't have many this issue and we want more!!!!! Any questions that pop into your head - send them here! 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. If your question was sent in but not answered, please send it in again for this coming month so we can consider it again. So send your questions in!
 
Enter your questions here
 
► Ideas and Suggestions (Again Again Again...) ◄
 
We are still a pretty new initiative for the community and thus, it's your call as to what we do in the future. Perhaps a neat new section - a short map review or combination summary. ANYTHING. 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!

 
Thanks for reading!
Hog & Fen

Edited by Hexed
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Because he's too tall that he feels pain when writing.  :lol:

Remaine said that he was short, and that's why he is called the forum foot rest .-.

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Sorry nug but I got a reputation to maintain here

 

 

New forest by far, no one can complain about asymmetric issues, except for that 1 drop zone which really isn't that bad, and its a much better challenge with the lack of visibility , tricky paths, quick action and runs which is what most light format player aspire to and IMO if the bushes were thicker and taller it'd be so good with even harder lack of visibility.  

 

This kind of difficulty is a must-have for any team-based war games, and tanki already provides more than enough newbs-friendly maps as it is, it should focus on getting 2 or 3 more more difficult maps for esports aspirants.  

 

Massacre's terrain is another good example, and is also super fun to play in xp/bp mode.  haven't tried in light, but i'm sure it'd be fun as well.  Thing is, the way flash works with the current props its really not feasible to make another massacre-type of map without running into issues.  but i see no reasons as to why we can't get more forest type of maps, thicker and trickier   :ph34r: and may be even a bit larger   B)

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