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Tankers!

Place your entries to the Wikimania Contest 2017 here. Contest entries are only allowed to be posted in this topic. Any entry in places other than here (PMs, social media pages and so on) are not accepted.

Rules:
  • We only accept guides made specifically for this contest;
  • Contest entries are accepted only in this topic. Entries posted in other places (PMs, social media pages and so on) are not accepted;
  • «Reserves» or discussions are not allowed here, only entries are. The topic is moderated;
  • Questions and discussions regarding the contest are to be posted in the «Wikimania Contest 2017» topic;
  • One participant — one guide. If a participant sends several guides, only the most recent one is accepted;
  • Players who submit guides made by other participants will be disqualified;
  • Guides must not violate the Game Rules;
  • All entries come with the chance to be added into the wiki;
  • By submitting their entries, contest participants give their express permission to the organizers to use the guides in any way they may require;
Let's start!

Entries are accepted till 14:00 UTC on 24th July 2017.
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Hello tankers now this will be I guide on how to play effectively in the Highland map we will be talking about CTF mode. Now personally I thing red have the advantage but anyways there are 2 ways to enter red above or straight in and unless you are Rambo I don't think you are going to be marching in the reds base in plain sight now I can say I am and extremely skilled player I use Hammer and Hornet which are both M2 at the moment but anyways If you have 2 Isidas following you it is going to be very hard to try and get the flag going straight into reds base and going above now why I said I was an extremely skilled player is because I am like a drone I don't suddenly attack my the enemy once they are in plain sight even if I have a 100% chance of one shooting them I only attack them if they spot me and start shooting me now the average player will not do that I have seen it once they see an enemy they will attack them but I have literally sneaked passed the enemy and they didn't even know I was there so if you do that trying to capture reds flag by going above there base then you will be able to probably not  take much damage and then go around to the right of the reds base where there is that hill is and then capture reds flag now that was just blues perspective and we aren't even done with blues perspective that was just attack now this is defence blue in my opinion has the disadvantage because there are 3 ways to enter blue there should be at lease 1 Isida and titan and 2 Hammer, smoky, thunder and titan any of them now we are onto reds perspective for defence now red, there are only 2 ways to get into you're base which is straight through now probably reds need 3 defenders as well same 1 Isida and titan and 2 Hammer, Smoky, Thunder and titan but the entrance that goes straight through should probably be mined off so when someone get in they don't have an easy or no way out and then if they do the players are there now for attack it's easy there are 3 ways to get in again I would just sneak around and once you have the flag don't go the straight way through go the sneaky way through

 

 

Edited by mastertank63_2
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Guide to playing in Cross effectively

522px-Cross1.jpg

 

 

Size of Map

                                                                                             

Length|Width|Area 

     27   |   25   |  675

Maximum Players: 14

Available Battle Modes: DM - TDM - CTF - CP

Available at: Private

 

Facts

  • Cross first appeared on December 18, 2009
  • The creator of the map     Eras

 

Summary

 

  • Map
  • Supplies
  • Gold Boxes
  • Mode

 

 

Map:

 

This map Is a small card and is one of those that are available from the beginning of your Tanki career, the Recruit Rank. It is a very popular card for all modes of combat; Checkpoints, Catch the flag, Death Match Team and Individual Death Match. The two flags are in opposite corners. There is an alternative route around the outer edge of the map, under the bridges to the north and south. These routes often attract new players until they become more familiar with the map.The map is square like some known as Sandbox which is a very good map for XP / BP - CTF - 1VS1.

 

 

Supplies:

 

As you all know, there are boxes for repair, shield, speed, damage and mines. This group of boxes is called The Supplies. Start by talking about their function.

 

 

Repair Kit: The repair kit returns the health of your tanks to its original level until you have a complete life, that is, a complete health. When you have complete health, these boxes do not double your lifespan. It bothers me to see the players on the same team take these boxes when they already have complete health.

 

 

Double Armor: The Double Armor provides your tank with an enhanced armor for a few seconds, assuming your tank is not destroyed within that time. They are an excellent boost when you have a good standard of living in your tank and even when your standard of living is low, can give you an edge over the fight for a short time.

 

 

Speed Boost: The Speed Boost will make your tank go faster, ideal for attacking a base, fleeing from a base with a flag attached to your tank, or simply making a map faster while chasing enemy tanks. Used in conjunction with Double Armor reinforcement, these are brilliant for the flag snatching from an enemy base.

 

 

Double Damage: The Double Damage boost provides your tank with improved firepower for just a few seconds like Double Armor, assuming your tank is not destroyed within that time. These are an excellent thunderbolt at any time, and even when your standard of living is low, they can just give you an edge in the battle for a short time.

 

 

Mine: Mines are not boosters, but your on-screen inventory = displays them as part of the "family" reminder. The mines certainly have their place in Tanki battles and may be the difference between catching an enemy flag or not, at the top of the ranking for the scored points or the second. They are also fabulous to defend a base against enemy tanks looking to take the flag of your team.

 

 

GolBox: All the cards on Tanki Online have several drop zones and there are maps on the internet that will give you an idea of ​​where they might fall, but since there are so many drop zones, it is almost impossible to guess where They will land. All you can do is wait until the siren sounds and the message that the Gold Box will soon be dropped. You have about 20 seconds to find the marker on the ground and hope that other players will not find it until it is too late. This can be done on larger cards, but the smaller cards are mangled because everyone can see where it will fall because it floats under the clouds. The marker of the deposition area, when it appears on the ground, is a white square box with a yellow diamond inside. The markers are large enough to show outside the width of any tank shell, so neither the largest hull can conceal it completely "

 

 

Mode:

 

 ctf.png

Catch the Flag fighting may be my favorite of all Tanki game modes, although the other modes - checkpoints, death match and team death match can be very fun too. The main reason why I like the Catch the Flag games is that it is an "appropriate" team game, and if nothing else, I'm a team player.

 

 

cp.png

Checkpoints in Tanki Online is a team game with up to 12 players in each team. The idea is to take control of so many CPs on the map as long as possible before the enemy wins them out of your team. The team with the highest total at the end of the allotted time is the winner. However, as in the game Catch the Flag, if a team gains too much control over the game, the battle is cut. The following totals for each scheduled game.
 
 
dm.png
Death Match battles area game where it is every person for themselves. Some maps seem to be more popular for this type of battle and the small to medium sized maps are often the better ones to play, something like Polygon, Sandbox, Rio, Tribute or Future. Most of these smaller maps are dominated by Firebird but the likes of Hammer, Freeze, Ricochet, Thunder and Railgun can all compete well. Death match battles are not my priority when playing Tanki but I do enjoy them when there is a full compliment of players, which normally happens.
 
 
tdm.png
Team Death Match battles are quite different from the other two team game modes (Catch the Flag and Control Points) in as much that many players do not actually play as a team quite so much and tend to treat it more like the individual death match battles. Having said that, there are times when you will form some kind of telepathic understanding with another member of the team and end up going round the battlefield together to wipe out as many enemy tanks as possible. One real difference between this and death match is that when you join the battle and re-spawn after being destroyed, you appear in your teams half of the map so less likely to have an enemy tank breathing down your neck when you make your entrance. 
Edited by REDOUANE78190
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Hey guys,

I'm gonna talk about how to play in highland effectively. Lets first talk about CTF mode, In CTF mode i recommend vulcan with titan or short range turrents like isida, freeze, fire and twins. I gave you a combo of vulcan and titan because if you want crystals or XP its the best combo to use, if you have bought m1 vulcan and titan at low ranks like WO1 then it's so OP and if you use it in highland then enemy team players leave [ if you know what i mean ]. And if you don't know the secret place to get kills without dying then keep reading...

 

Yeah so where are we ? Umm yeah so DO YOU WANT FREE KILLS WITHOUT DYING ? then just take magnum and wasp and go to red base and slowly move you're tank behind the wall on the right. You will not get self destructed if you go there, if you're sneaky rail user then you know what to do don't you ?

 

Ok now lets talk about CP mode. If you're a shaft player then this mode is best for you to get kills, exp, and crystals.

Take shaft and wasp [if you're good with it or else take freeze or fire + viking] and if you're in blue then its awesome cause you got a house behind you man go and hide behind it, Guys im telling you its the best way to use you're sneaky shaft skills :D.

 

If you're aren't a buyer then i recommend you shaft and wasp or that sneaky magnum or take vulcan and viki [ For low ranks ] and for high ranks like lismo - I recommend using striker in CP .

 

I'm not doing this for crystals, I just want to know what you feel about this guide. If you like it GIVE A THUMBS UP MATE and lemme know what you think.

 

Is this guide too colourful ? LOL lemme know abt it too :D

 

PEACE

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Hello everyone,

Today I would be guiding you guys on how to play on the map “Highland” in different modes. Highland is one of the favourite maps among the gamers. This map is available from “Grefetier” to Legend rank including some maps, as all the maps aren’t available from low ranks. Highland has CTF/CP/TDM/DM modes like other maps. A total number of “16” player can play in this map.

____________________________________________________________________________________________________________

 

Lets Talk about CTF Battles First~

Capture the Flag (CTF) battles are one of the most interesting modes among all, where you have to take the enemy’s flag and deliver it to our flag else known as “Capture”. A standard 15 minute battle in highland map has a limit of “10 Flags” like other maps.* Playing in this map you need a “Medium” range weapon as this map is not too long and not too short. I would suggest using:

  1. Twins
  2. Shaft ( If you are a defender )
  3. Railgun ( If you can use it well )
  4. Magnum

I included “Twins” as the no-reload of twins may help you to damage people continuously, and helping the team capture a flag. Using Firebird/Freeze in this map may only help when the opposite team has all medium hulls. Shaft is known for its damage and a very good shafter will always use “Shaft” for killing his/her enemy before he may come to their base for stealing the flag. Magnum’s damage is not comparable to any other turret, it also has splash damage which may kill many tanks together. Magnum can be used to clear the enemy defence by shooting from its own base, as the required power can be used to reach the enemy’s tanki and destroy it. A very good player at “Railgun” will always use “Shoot - and - Hide” tactic in this map, where you shoot the enemy tank and hide behind a wall or a house. And at last of course a “Healer” can always support the attackers by healing them while they are going for the enemy flag and bring it to their own base. I would suggest using a “Heavy” hull for defenders as they won’t be going for capturing, so if any attacker will invade the base, the defence will not get destroyed easily. I would suggest the attackers to use viking as viking has perfect armor and speed.

____________________________________________________________________________________________________________

 

Lets talk about CP battles now~

Control points (CP) is one of the favourite game modes among the community. In a standard CP battle the Point limit is “100 Points”.* In a non-pro battle there is only one point which is point “A” situated in the centre of the map. Both teams have to fight for the point and keep it captured until the time ends or the point reaches 100 captures. The team with more points of course wins. I would suggest using:

  1. Magnum
  2. twins
  3. isida

and firebird / freeze. 

As I previously said magnums damage and can’t be compared to any other turret as it has splash damage too. Magnum sitting in its own base behind the walls with a heavy hull can damage/kill a maximum number of enemy tanks when they are together capturing the point. A twins with viking / titan will always help by attacking towards the point as titan’s armor is a lot. 1 Isida supporting the titan and twins by healing him/her may always be destruction for the enemy tanks as twin’s no reload will keep killing them. A Freeze and Firebird attacking with the twins and titan will help the team a lot. A good player at freeze will always invade the enemy base and stop the enemy tanks before coming to the point with its “Freezing” effect. A firebird with supplies on maybe too much health taking for the enemy team as the after effects of firebird will keep damaging them, they may also get killed before they come for capturing the point.

____________________________________________________________________________________________________________

 

Lets talk about TDM battles now~

Team Death Match (TDM) is a mode where we only have to destroy enemy tanks with the support of our team. In a standard non-pro battle the destroy limit is “100” destroys, so they team which makes up to 100 destroys in “total” wins the battle.* A medium range weapon will always help. But a shaft situated in our base may kill/do maximum damage to the enemy tanks before coming to our base. I would suggest using:

  1. Any Attacking Equipment
  2. like twins, firebird, freeze, 
  3. an isida to support
  4. shaft / magnum

This mode is almost the same as CTF. There is difference because we only have to destroy the enemy tanks without capturing anything. A Viking with twins / firebird / freeze would always be heavy damaging on the enemy tanks. A supporting isida for the attackers will be too good. Defenders in the base with magnum and shaft will destroy a lot of tanks before they may invade our base. Thats all for TDM because TDM is almost as same as CTF, just no flags.

____________________________________________________________________________________________________________

 

Lets talk about the “Last” mode DM~

Death Match (DM) is a favourite mode for less players. Death match is nothing but destroying everyone you see in your way. IN this mode you have no team, everyone is your enemy and you have to rely on your own skills. I would suggest using:

  1. Smoky
  2. Twins
  3. Ricothet

in dm battles on highland. Highland is a medium sized map. A professional player at DM or a DM mode lover would always use fast reloading weapons. In this mode reload time matters more than damage of a turret, and as in a medium sized map like highland, the enemy tank will be closer to you or may spawn next to you in the next second. Splash damage weapons such as “Magnum” Thunder” Striker” twins” (until you have the alterations) won’t work here because the enemy will everytime come close to you so that you either damage yourself or self destruct. Smoky has good amount of damage and good reload. Ricochet has great damage and helps in damaging/killing the enemy a lot. Twins would be a great choice in highland because the no-reload of twins continuously damages and kills the enemy tanks, where they have no time to think what to do. If you are good at isida, you may also use isida to destroy great amount of tanks, because isida is one of the strongest turrets, and if you have double damage and armor, you are unbeatable.

 

Suggestion: If you are a good camper and know how to find a good camping place and defending it with “Mines”, Magnum and Titan would be a unbeatable combo as magnum can kill multiple tanks together and aiming would be easy as the map is not too large. I suggest you to use the speed boost supply first because when you use the speed boost supply, the double armor and double damage cool down faster and you may have both of them together for better killing as highland is a medium sized map and has some open space between the centre where all the tanks are mainly destroyed. If you spawn next to an enemy you may use double or try and go behind the “Houses” in the map and wait until your supplies cooldown. 

____________________________________________________________________________________________________________

 

“Useful TIP”—> Highland has 2 Bases “Red” and “Blue”. Both Bases have walls where the campers ( magnum ) ( Shafters ) may hide. Highland has Houses on the “RIGHT” Side of the “Red” Base and “LEFT” side of the “Blue” Base where you can hide from your enemy for waiting until you turret is reloaded or to wait for the supplies to cool down.

____________________________________________________________________________________________________________

 

*Hope this guide was useful*

*Thanks for reading this Guide*

_________________________

Edited by Yeti
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​​Guide : The Highland Map (CTF mode only)

 

CTF Mode :

      

In this mode you may choose two styles of playing :

   1. Attacking

   2. Defending

Let us first discuss about Attacking :

  

1. Attacking

  •  ​Attacking has different forms, you attack to capture the flag , or you attack to support the flag holder to retrieve the flag. this true for ALL maps but implemented differently.
  • Now I will tell you about attacking on Highland Map :
  • ​On the BLUE Ground : ​attacking FROM the blue side is different from attacking from red side .​​​​ there are three different paths to attack from in the blue side . the first and the shortest is a direct path ie from the middle pathway on the Highland map the connects the blue flag and the red flag.this is the most direct as well as the most dangerous path. but there is one advantage to this path, simce this path is the most dangerous the enemy side will LEAST expect you to choose this path ,so you got the SURPRISE element on your side. for tankers who choose this path it is better to have all supplies as you WILL need them and this increases your chances to retrieve the flag.Now the second path, this path is the path on the extreme RIGHT edge from the BLUE side.this path is relatively safe BUT since there only little cover you must take precaution against the snipers or else you will be easily spotted, in this it is better to start putting on ARMOUR supply earlier on .The third pathway is the path that is on the extreme left FROM the BLUE side.This pathway has a lot of cover from the snipers.but in this pathway there will more RED attacking tankers therefore u MUST start with DOUBLE DAMAGE supply to destroy the enemies first AND then start putting on ARMOUR when you are NEAR the flag.​In all these paths it is better to have REPAIR KIT supplies so that you can revive your tank when you are near death, this also gives your teammates time to catch up with you and COVER for you while you capture the​ flag.Okay the second method to attack , that is attacking for supporting the flag holder is fairly easy and you can destroy the enemy faster with DOUBLE DAMAGE supplies, this ESPECIALLY true for SNIPERS.
  • On the Red Ground : ​there are three pathways again and it is mostly the same tactics EXCEPT for the THIRD PATHWAY .while attacking from the extreme right pathway FROM the RED sideyou will be going through a high raised ground which is very DANGEROUS and you need to move fast there or else the snipers as well as close combat attacker will find it easy to target and you will die faster .Here it is IMPORTANT to use the SPEED supply .Atacking by Supporting works same as explained in the blue side.

​2.Defending

  • ​Defending requires PATIENCE,ALERTNESS and CALMNESS, they are very important for DEFENDING to work.
  • ​YOU can defend by defending the flag from enemies and defending the flag holder while he captures the flag.
  • ​while defending it is IMPORTANT to remember that what your defending is THE FLAG not YOURSELF.you must use your own tanks BODY to BAR the path of the flag stealer and prevent him from progressing forward.Doing this also gives time for your teammates to kill the enemy.THIS is a VERY IMPORTANT TACTIC while defending.

​​IMPORTANT TERMS:

  • flag-holder : the tanker that has the flag to capture the flag.
  • flag-stealer : the tanker that tries to retrieve the flag from enemy base.

​Hmm.....I will do the rest of the guide after I win the contest....

Edited by Primordial_Dragon
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i am gonna guide about highland map :)

 

camping: 

there are two place for camping for both red and blue teem 

red teem: first there is a small wall in the front of the flag a shaft can camp their and kill everyone from there and second is the right upper side in the red flag base there is a small space where a wasp can go and so they can have magnum and wasp and kill everyone and they cant even the player who is camping there

blue teem: there is 2 houses in there base so they can camp in there using a striker or magnum or shaft and the second is the right upper of their base where they can put 1 mine to the two entrances and can camp their using a medium or long distance turrent 

 

hit and run: 

you have to take the flag and follow your tactics if u don't have a tactic then take hunter which is good for pushing and railgun which is used to turn their angle of turrent now you have to take the flag and run like hell towards the aeft side where only 1 person can enter and drop a mine there and u can come to blue side :)

 

TDM mode:

in this mode all we have to to is camp!!!!   i will say for blue team again

 

the blue team must have atleast 3 shafts 

1st one should be in the right upper side of the blue base and 2nd one should be in the back of the house which is behind the blue flag and the 3rd one should be in the left side of the base and also a magnum is good 

 

DM mode:

u must have heavy or medium hulls and isida because now a days isida becomed the most powerful weapon and also u must have drugs .

you can not camp using isida as well as you can not die quickly also so better use isida with drugs

 

CTF mode:

i am gonna say my tactics for blue :) :

hmm blue team needs the items i listed below

1) a guy with ricoched and hornet should cap the flag

2) a guy with isida and viking to follow the one who is gonna heal the one to cap the flag

3) a guy with shaft and mammoth to camp and to hit those people who are chasing the guy with the flag

4) a twins to distract players 

 

procedure the guy with ricoched and horent will enter the base by the right side of the re flag base and jump over the flag when all trying to hit him he will use repair kid until he reaches the center of the map and the isida will start to healing him by coming in front of him and the shaft will shoot the players who were chasing and the twin will hit those players from the right side of the blue team base mainly to avoin the red players to return the flag if the guy with ricoched is dead.

 

CP mode:

you need to take mammoth or titan and shaft or twins or isida 

first u need to camp in the right upper side of the blue base where is a point after that take your teammates and cap the piont witch is in the center and also don't forget u need a isida always with you so you can hold the point for 4-5 min and so u guys can win

 

(dont give crystals to this acc if i won give crystals to akshay12345612345<----this acc)

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Guide how to play in Highland like a Pro

 

 

Highland1.jpg

 

About Highland

 

Overview: Highland is very popular medium map. It is commonly played throughout all ranks,and CTF and DM are most popular modes on this map.This map is mostly popular on ranks between Warrant Officer 1 and Captain.

Battle modes: DM/TDM/CTF/CP

Size: 16 players, 8 vs 8

 

Tactics

 

DM

If you want to win DM,you have to find good spot where you can kill a lot of people,yet stay out of action,or constantly drive around killing anyone you come across,which generally means using supplies.The best spot to camp is behind the houses in blue base.You should put a mines on different places,so you don't give enemies opportunity to kill you fast.Usually they don't see mines,so you have an extra chance to kill them faster.Try to kill the weakened tankers first,so you waste the other tankers ammo on a kill you've got.The best turrets for camping would be Railgun,Shaft,Smoky,Thunder partnered with Viking,Titan or Hornet ( especially if you have fully-upgraded). If you would rather drive around killing everyone on your way,the best combos would be Hammer,Twins,Ricochet,Firebird or Freeze paired with Viking.Keep in mind that they are people that want to steal your kills,so try to finish your enemy off quickly.Also,if you use supplies with these tactics,you will get decent amount of kills,and probably finish in TOP 5.

 

TDM

Both teams have almost same advantages and chance to win.The easiest and probably safest it to let the enemies come to you,or simply camp at one place that you can easily finish them off.Place mines around the entrances to your base,as it will take the other team by surprise.Both teams have 1 hill which is perfect for combo like Shaft and Viking with Protection Module against Railgun,Thunder,Smoky.A Vulcan with a few Isidas around him that are constantly drugging and healing you,can easily clear a path for your team to attack through.Make sure,if you are using Isida,you should hide behind your teammate that is probably using Titan,Viking or Mammoth.

 

CTF

 

Defence

The best combo to have guarding your flag would be Mammoth Or Titan paired with Twins,Hammer or either Freeze.They are not only hard to kill,but Freeze slows down the enemy giving you more chance to kill him,and the Twins constant firing means you can move from enemy to enemy without having to reload.Also,Hammer is great choice,because it deals a lot damage on the enemy.Mining the base is great way of defending because mines can deal a lot of damage,and they're giving you opportunity to kill your enemy faster.You should put mines on entrances to your base.If you are using this tactic,for enemy it will be almost impossible to steal your flag.Also,camping on hills would be great choice,because if your enemy runs with flag away from your base,you will take him off easily with Railgun or Shaft paired with Viking.

 

Attack

Firebird or Freeze are really great weapons on attack,because it can burn/freeze multiple enemies at once and it has it's signature burning/freezing effect which means it is perfect for getting into base and wiping out the enemies defence.Another good weapon is Hammer,because it has high damage and quick shot speed,but it's clip reload is slow so you need to be fast.Viking,Hunter or Hornet are great hulls to attack with.Viking is incredibly stable,has a great health to speed ratio and sometimes you can sneak under other tanks that have their front off the ground and take a flag quickly.Hunter is also great choice,it has great punishing power,meaning you can shove other tanks out of the way.Hornet is great for the pick and go scenario.It should be used when the flag is free and there is a clear path you can take to.It can get out quickly and it can survive few hits.Also using supplies with this,would be great choice.

 

CP

The tactics for CP are almost always same,get to the point and try hold is for as long as possible.The most effective hulls for this would be Titan and Mammoth because they are hard to push and have incredible big power.A Mammoth/Twins or Vulcan/Isida are always visible in this format.An Isida always comes in handy,especially while holding the point,so don't be afraid to ask someone to take Isida,because it could be difference between winning and losing a close match.If you're not planning to go on point,great choice would be Ricochet,Magnum or Thunder paired with Viking.The turrets to use depend on what you are trying to do. If you plan to go and try stealing a point out of the enemies control, Firebird is the way to go. It has incredibly high damage, can damage multiple enemies at once and even if you die, the after burn can still take out the remaining enemies so you team can get in and steal the point. Hammer is also good if there aren’t many enemies around the point, especially if they are using light hulls or have already been damaged. 

 

Recommended Equipment

 

DM

 

Firebird,Freeze,Twins,Hammer,Ricochet,Smoky,Thunder,Railgun and Shaft

 

Hornet,Viking and Titan

 

TDM

 

Firebird,Freeze,Isida,Hammer,Ricochet,Twins,Vulcan,Thunder and Shaft

 

Hornet,Viking,Titan and Mammoth

 

CP

 

Firebird,Freeze,Isida,Hammer,Twins,Vulcan and Magnum

 

Viking,Titan and Mammoth

 

CTF

 

Defence

 

Freeze,Isida,Hammer,Twins,Thunder,Railgun,Vulcan,Magnum and Shaft

 

Viking,Titan and Mammoth

 

Attack

 

Firebird,Freeze,Isida,Hammer,Ricochet and Smoky

 

Hornet,Viking and Hunter

Edited by Yup
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HIGHLAND MAP GUIDE

If you are looking for a map with short or medium weapons to use because you get the maximum crystal for using those weapons. what could be better than the one and only highland.

 

  1. If you have some freinds playing game with you, you shall invite them and tell them to bring isida. As if you re using a medium ranged weapon like firebeard your freinds could give you a heal up.
  2.  Avoid getting in the middle because if you do so you will be attacked from front, the flanks, and even from top.
  3.  The best hulls to use are medium or short but if you want to use a long range weapon like railgun, ten you should attack from a highland like house roof etc.
  4. Use heavy armors because by using them you can last long even if you cant move fast because in  highland there is many obstacles so even the faster tanks would crash into those obsstacles while escaping.

THIS WAS MY GUIDE OF HIGHLAND

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Hey tankers! I am going to give you advice on a certain map, "Noise". Now many people think that in the map noise, blue has the advantage. They think this because for blue, all you have to do is go up to red base and then you can jump down from the edge, where red players with shaft, magnum, railgun, etc usually are for kills. Normally they don't notice you, then you take that advantage by flying down to your side and capturing flags. This goes for any ranks, if you don't have drugs or don't want to use them, (for blue players) try get the double armor supply box and 2 isidas. Then you go up, get the flag, by then though, you're probably at low health, but that's what the isidas are for! They can heal you, thus giving you max health. Finally, you go down the edge and capture it. For getting the flag, I would recommend thunder, firebird, freeze, smoky, and hammer, matched with hornet, viking, and hunter. This works really well for me and if you know how to, this will too.

 

Same concept for red players, use an isida or two while you're going down to blue base. Any rank, my recommendations are firebird, freeze, smoky and hammer, paired with hornet, viking, and hunter. If you really want to live down there (if you know what I mean, even with the isidas) use titan with striker, firebird, freeze, or thunder. If you're on the red team and you want to improve your K/D (kills and death ratio) like get more kills and less deaths, go on the edge where you can see the blue flag. and whenever blue players come up from there base you can snipe them, I would do this by using shaft, railgun, thunder, and magnum. An appropriate tank can be whatever you are familiar with :)

                                                                                                                                                                                                                                         In deathmatch I would go viking with, freeze, firebird, smoky, isida, twins. If those turrets have double damage, and they are at least m1, they are over powered. If you are a drugger (you use all of your drugs) you can get a ton of kills. You'll get called "noob" or "drugger" a lot, but hey, who cares, they are just jealous.

 

I forgot to mention this in CTF mode (capture the flag), but for defense, titan, mammoth, and viking, paired with freeze, firebird, twins, and isida. This is for both sides, red and blue.

 

 

I think that is all I have to say....                   PEACE OUT

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i will tell u a great way to gain experience in cross first in blue or red side of cross map there is a wall in the corner mine equip mammoth and magnum then mine around the wall in any corner and hide behind the wall rise the magnum turret then start shooting them use double damage

more than double armor because you are already protected in gold boxes stay behind the wall and lower the screen you will see where the gold is dropping and when everyone attacks shoot them and most of them will die . If someone  gets beside u and shoots u make magnum shoot in the air and move that way he will be surrounded by mines and cant run and dies then go back to your normal place. Good luck in rekting people :)

Edited by razisalman
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      Guide to playing effectively in Highland

 

200px-Highland_winter.jpg200px-Highland.jpg

 

OVERVIEW

Highland is a very popular and frequently played map on tanki. It is popular both among the high as well as low ranks and is known for its tense and close matches. A heaven for heavy drugging battles involving lots of kills and deaths makes this map a perfect choice for high damage output turrets and heavy hulls. Highly recommended for tankers seeking fast-paced action having quick-thinking skills although I advise more free-playing and claustrophobic tankers to stay away from here. Nonetheless, it is a very dynamic, medium ranged map and accommodates all kinds of turrets perfectly in its environment. 

 
Maximum Players: 16 (8 VS 8)
Available Battle Modes: DM, TDM, CTF and CP 
Available at25px-IconsNormal_03.pngGefreiter Rank

 

 

MODES

DEATHMATCH

dm.png

Highland DM'S can be easily found in most servers and consists of heated and intense games. The map is able to accommodate 16 players which makes it suitable for melee turrets and heavy hulls. The map doesnt have a lot of drop zones and the ones which exist are very hard to control due to the constant dying. Therefore, having a good amount of drugs beforehand gives you the advantage over others.

 

TACTICS

- Kill stealing

This tactic might sound obvious but it is often ignored by a lot of tankers and mastering the art of kill stealing is always a challenge. Kill stealing works wonders in this map, due to the constant attacking a lot of tanks are left with low health and are especially vulnerable to high DPS turrets. You might have encountered a lot of Thunders and Hammers in this map as they are the optimal weapons for this kind of a gameplay, paired with a viking and powered by double damage, these guys can wreck havoc against light hulls and slow-reloading turrets

Hit and Run

Perfect for firebird paired with the compact tanks alteration and the Hornet-railgun combo, this tactic can be used to grab quick kills. Attacking thunders is the best option you have, this prevents them from stealing your kills and helps you grab fast kills before falling to the wrath of the Smoky-Mammoths. You can use this tactic by attacking from the flanks of the map and avoiding direct confrontation with anyone. Railguns can use the hills and the barricades near the red flag to their advantage. But remember, you have to be fast and constantly on the run for this to work. Similarly, this tactic can be used by freeze users by encircling and damaging the enemies but it wouldn't be as effective majorly because of the need to continuously spray the enemy tank (unlike firebird) as well as fending of kill stealers. 

Recommended Hulls: Wasp, Hornet, Hunter

-Camping

Camping in such a fast-paced map sounds crazy, right? Well, its not and it works too! Smoky-Mammoth, Magnum-Mammoth and Shaft-Mammoth are not unusual in this map. Using the houses in the blue base and the hill in the red base grants these heavy hitters with both supply drop zones as well as protection from the killing happening in the central areas of the map. Mining the path to the red hill and the hill itself is essential as there is a re-spawn zone over there, doing this helps a lot and fends of potential attackers (See best mining Spots below).

Shaft-_Mamoth_camping_2.pngShaft-_Mamoth_camping.png

-Ram & Kill

This tactic only works with twins-titan or twins-mammoth combo and the user must have the "stable plasma" alteration for twins to do this. After equiping the alteration, all self damage is removed from twins. Now, you can simply ram your enemy with your heavy hull and prevent small targets from escaping, this tactic has become very effective after the recent supplies update as twins' infinite reload prevents enemies from fully using the repair kit and giving you a huge advantage in a supplies battle. Just equip a double damage and you're ready to go.

 

twins_ram.png

 

 

CAPTURE THE FLAG (CTF)

ctf.png

 

MAP DIVISIONS

 

Highland_names.jpg

 

1) Blue Village: This part of the map is a re-spawn zone for the blue team including the houses below this area. Well-protected by a large house from one side, it consists of a slope and is an extremely crucial area for both defense and offense as it provides an easy passageway for flag runners and a great spot for remotely attacking the enemy base. 

 

2) Blue Guard: Situated next to the battleground, this area is a spawn place for the blue team. A crack in one of the fences makes it a good spot for railguns and smokies. It also has a narrow passageway which connects it with the Red Hill. A double-Armour supply drop helps the defense in this area

 

3) Battleground:  The name of the place says it all, the battleground is where all the action takes place. It is a completely uncovered area and constantly receives fire from both sides. It is the link between the red and the blue base and has the valuable repair kit drop zone (though most of the time people get killed even before they reach the R.K). Tankers from both team flood this area trying to create openings for a capture.

 

4) Red Hill: A spawn point for the red team, this place is unprotected but gives a birds eye view of all the happenings in the battle. It provides a direct drop to the red flag and connects the blue guard to the red guard

 

5) Red Guard: This place is where most of the red team tankers spawn, it is a well protected area usually completely filled with red team tanks. A great camping spot, this is arguably the second most active spot in the entire map. It also encompasses the Double Armour and Double Damage supply.

 

 

ATTACKING

Blue team

 

highland_routes1.jpg

 

Yes, you got that right, "SPARTA-ING" your way with the flag through the middle of the map isn't the best of strategies to use of this map (unless you're godmode_ON) . Instead, attacking from the flanks provides the best cover from enemy fire and the highest chance of survival against the blood-thirsty defenders. Remember this, in this map it is virtually impossible not to take damage while attacking a base as you are completely surrounded by enemy players. Hence, these paths will only minimize the damage you take while running away with the flag though having an Isida behind you will greatly increase your chances of survival.

- To use the paths mentioned above, hulls like hornet, hunter are suggested due to their great speed. Start off your attack from the blue guard and make your way to the Red Hill, it is recommended to pickup the double armour supply before attacking and having an isida behind you before attacking, these two are absolutely essential as this path is full of defenders and mines. After your manage to get to the flag by jumping off the ledge of the Red Hill immediately use a speed boost or a double armour supply. Be warned, the enemy team will go bonkers and will be hot on your toes as soon as they receive the message "_Your name_ has taken our flag". Allow the isida to heal you and rush your way to the Blue village for safety. If this is not possible then try to run towards the Blue Guard as soon as possible

-The black lines represent drop zones which cant be picked up on the way.

 

Recommended Turrets: Hammer, Ricochet, Railgun. These mid-high DPS turrets provide you with great impact force and enough shots to damage your opponents while running away with the flag.

 

Red Team:

 

highland_routes-red.jpg

 

- For the red team, it is best to use the path going from the red guard to the blue village and back as it is the safest and provides the best cover for the red team. The trick is to use a hull such as viking or hunter who provide both speed and armour, next get a friendly isida behind your back. Now, stay near the ramp close to the blue village and strike only when the defenders of the blue hill are taken out (they will take 3-4 secs to respawn and get back into action, thats your window), take the double armour supply which is on your path and equip a double damage to take out any remaining defenders who will try to stop you. The supplies update has made it possible to have a full set of supplies hence while going back mine the ramp of the blue village and use the speed boost drop zone to get back to safety fast.

- An alternate path is straight through the blue territory, use this only when most of the enemy defenders are dead and only if you have 2 isidas healing you. This path is deadly when you're crossing the central road of the blue team (a.ka Death road) but after that you get a good amount of protection and once you reach the Red Hill, it is very easy to capture the flag. Another path used by tankers is through the blue guard, but defenders usually push you into the self-destruct zone when you are on narrow stretch and it is difficult to drive through anyway, hence I prefer to avoid that path.

- Best turrets to use here are hammer, twins, ricochet or smoky. These turrets can make your enemies miss their aim, take out defenders and dont have self damage.

 

CENTER PLAYERS/MID FIELDERS

The centre players or middle-players have a huge role in a successful highland team, they have to clear out the middle area, help the flag runner get away from the defenders, weaken incoming enemy waves and help return the flag during flag standoffs. These players should have a medium hull for easily changing positions along with the tide of the battle and should use high damage turrets. This job can be done by utilizing the small houses or shooting the enemy side from the "battleground". The red team can also use the fences along the entrance to their base as cover and continuously bring down a hail of bullets onto the enemy side. Using thunder, smoky, ricochet, Railgun and twins on different positions in the map will make it a nuisance for the enemy team and it will help distract the enemy from the attackers.

-The pictures below show the best positions for the above turrets to be deoplyed

a) Ricochet

rico_pics.png   rico_-3.png

 

b )Thunder

thunder_pic.png   thunder_pic1.png

 

c) Smoky

smoky2.png

 

d) Railgun

rail1.png   RAIL2.png

 

rail_3.png

 

The infamous peek-a-boo tactic at its best

 

DEFENDING

On a small and cramped map such as highland, defending becomes a very crucial part for a team. Defenders have to go against a multiple number of enemy waves and have to ensure that no one gets out of their base alive. This naturally means two things, firstly defenders should never have light hulls and secondly, they should rely on very high damage turrets. Hence, here are the best defending combos along with their preferable positions:

  • Magnum - Titan/Viking: Having this combo is a must on this map. Magnum can deal damage to both incoming attackers as well as enemy defenders from a safe range. Its high damage propels it up the list and titan's weight prevents enemies from getting away. I wouldn't suggest dictator with this turret as it will become easy for enemy snipers to attack magnum's turret (its only weak point) .

​        magnum.png Blue magnum_2.png

 

MAGNUM_4.png Red magnum_3.png

 

  • Vulcan-Titan/Mammoth: This combination would require an isida behind it at all times due to the constant self-damage of Vulcan. The "machine-gun" tactic can be used with this combo quite easily. The vulcan can either be placed right on the front of the red bases' gates or either on the road connecting the battleground to the blue base. The isida has to keep healing the vulcan as it takes out enemies both either on the red guard/red hill or on the blue guard/blue defenders. This tactic will also create a distraction among the enemy players which can be utilized by swiftly taking the flag away before the defenders have any time to react

isida_heal.png   vulcan2.png

 

  • Smoky-Mammoth/Titan: This combo is a beast on drugs. Even protection modules aren't able to overcome the insane damage of a drugging smoky and the high fire rates ensure your enemies dont get away unscathed. This map is best used on the blue villageblue guard or the entrance to the red guard. An added advantage is that, using this combo on these chokepoints ensures that the enemy cannot reach/escape with the flag. Otherwise, it can also be used to sit directly on flags and make it even more difficult for attackers to run away with the flag

Smoky1.png   smoky_vulcan_isida.png

                                                    - A impenetrable defence

 

  • Freeze-Viking: ​A formidable flag guard, freeze easily slows down unsuspecting enemies and helps other defenders get sufficient time to do the rest of the work. It has amazing damage of its own and it becomes very difficult to get out of the freeze effect without and isida. The correct way to use freeze for defence is to make it hidden from enemy attackers and surprise them! This can be done for the red as well as blue team on these positions:

freeze_defence_3.png   freeze_defence_2.png

 

MINING POSITIONS FOR DEFENDERS

 

mining_positions.png   mining_pos_-3.png

 

mining_pos_-2.png  mining_pos_-5.png   

   mining_pos_-6.png   mining_pos_-7.png

 

 

CONTROL POINTS (CP)

cp.png

 

 

LHMF7Cu.png

 

Control Points in Highland is not so common anymore, CTF's and DM'S dominate the majority of the Highland maps. Even though, Highland CP's have the same blood-thirty environment as the other modes and requires one to be steadfast and cunning. Highland has 3 control points in its map(as represented by the pictures). One inside the blue village, another on the Red hill and the last one on in the Battleground. Both the red and the blue team have their own advantages in this mode. The Red team has easy access to the point on the battleground whereas the point in the blue village is well-protected by the buildings. The key is to pick up combos and tactics to efficiently expoilt both- your advantages as well as the opponents' disadvantages.

Mostly, the control points inside the bases are not contested and it is the central point on the battleground that has the fierce firefights. Because of this the central point is continuously changing sides and hence it is important to periodically attack the points inside the bases to ensure an advantage.

 

Red Team

-The Red team has to watch out for their completely uncovered point on the red hill. To do this, players of the red team must capture the point before the enemy defenders can stop them. After doing this, heavy hulls with shaft, railgun, smoky or thunder must continuously stay on the point and mine the entrance to it(see mining positions for defenders). There should always be an isida healing these defenders. Doing this will secure the point and the other players will now be able focus on the central and the blue team's point more. 

-To attack the point on the battleground, using [Twins-Titan], [Hunter/Titan-Thunder] and [Firebird-Hunter/Mammoth] is recommended. Repair kits wont work against these turrets and the speed of hunter and viking will make it easier for the defenders to move around. An isida should accompany them.

- Apart from this, there should be a simultaneous attack on the blue team's point. The best turret to this would be hammer with the "High capacity Drum" Alteration and a ricochet or twins should accompany the hammer.

 

Blue Team

- The blue team has to continuously keep on running around and reaching the battleground faster than their advantaged enemies. Titan/Hunter is useful for this. The point on the blue village should be captured with relative ease and planting mines towards the entrance should be mandatory. A Magnum, Dictator-Thunder and Smoky combo should exploit the height and bombard the red hill and the battleground. To counter the short ranged weapons, a railgun should use the holes in the fence of the blue guard to shooting enemies travelling towards the battleground. Using the "Shell Stabalization" and "High caliber ammo" alteration is recommended.

- Titan and turrets such as Twins, Freeze, Vulcan should attack the battleground directly and should have Isidas accompanying them. A shaft attacking from the covered houses of the blue base should be optional.

- Another set of tankers, equipped with smoky, railgun should try to breach the red team's defense on the red hill. A striker can be deployed on the Blue village to weaken the enemies a lot! The striker would would be able to easily kill the slow moving hulls and also get any isida trying to heal the enemy.

 

 

TEAM DEATHMACTH (TDM)

 

tdm.png

 

- The Team Deathmatch mode is very similiar to the C.P mode, the only major difference is that instead of going all out to capture enemy points, this mode involves a lot of camping, staying on one place and shooting and the least movement of all the modes. Just like C.P, no light hull should be used for this mode and heavy hulls should be encouraged.

- The layout and tactic for both teams are similar here. Camping, some hit and run etc. can be done. The most efficient turret on this map is magnum. It doesnt need an Isida to heal it, it can remotely kill attackers and rarely dies hence lowering the death rate of the team. Turrets such as Thunder, Railgun, Shaft, Ricochet are useful due to the same reasons as above. Thunders have amazing applications here and can take out multiple enemies. So, you might wonder, that this is all it is to the TDM mode, but you would be very wrong in thinking that.

THE RAIDING TACTIC

- Camping is a useful tactic here, but killing people is extremely hard when they camp. So how to exponentially increase your chances of winning ? The answer is simple, attack the enemies in such a way that they have no option left rather than to come out in the middle. This can be dont by sending in "Raid Teams". These team can be made up by any high DPS or annoying turret (Railgun, hammer, twins, thunder, firebird) along with atleast one isida. The plan is to keep on using "Overdrives" to annoy the opponents. These teams of 4 tankers need to stick together and create havoc in the base. Magnums should support them by attacking the inner parts of the bases to remove any players camping there. By the time this carnage will be over, a lot of people would already be on the battleground. This is the time for shafts, magnums, thunder and Strikers to finish the job. Doing this will require equal teamwork from everyone. The only point to remember is that the "Raid team" should'nt be of more than 4 players and everyone should have overdrives. It will be better to use them sequentially for an even more fruitful raid

 

"THE DREAM TEAM"

 

 

The "Dream Team" is a segment which comprises the overall best combos for a well-balanced team. This segment only consists of 8 players (Highland Map Max player limit).

 

200px-Hull_vicing_m3.png200px-Turret_thunder_m3.png

Viking-Thunder, as previously mentioned is extremely effective in stealing kills and attacking the small passages present in the map through its splash damage. It can take down defenders and can act as a great mid-fielder. 

 

200px-Turret_twins_m3.png200px-Hull_titan_m3.png

 

 

Twins, when having the "stable plasma" alteration and equipped with this behemoth can destroy anyone on its path. It works extremely well with drugs and doesnt allow the enemy to use any type of repairing. Placing this combo in the battleground will yield amazing results and annoy the heck out of everyone.

 

200px-Turret_firebird_m3_2.png200px-Hull_hunter_m3.png

A completely attack-based combo, this pair can be used with the hit-and run tactic and can burn the defenders of the enemy team to a crisp. The "Compact tanks" alteration added to this combo means no one can escape death. It has become even better after the recent supplies update. Must-have combo for this map

200px-Turret_isida_m3.png200px-Hull_hunter_m3.png

This combo "cute and weak" looking combo can stun you if you are not aware! Isida has the highest DPS in entire tanki and doesn't even flinch while killing hoards of tanks alltogether. Pair this with a balanced-hull like Hunter and you have the perfect combo that can kill with its charming looks. Must have for team battles.

 

200px-Turret_smoky_m3.png200px-Hull_titan_m3.png

 

Unbeatable with drugs, this combo can attack both from the centre as well as the flanks of the map. Smoky can also be paired with Viking to switch positions easily though Titan can show the combo's powers supremely. Works very well with drugs and great for defence.

 

Turret_magnum_m3.png  200px-Hull_vicing_m3.png

 

"I don't even remember what happened, I just re-spawned and in the blink of an eye, I was gone" . The victims of this spawn killer have no way of escaping this turret. Its sits behind buildings, fences and rocks, all away from other tanker's prying eyes and suddenly a huge explosion marks the death of those looking for it. Magnum is very effective in all the modes and is a requirement in every team battle listed above. Its plays wonders in this map. Less amount of protection modules against this turret only help it even more.

 

Hammer_m3.png200px-Hull_vicing_m3.png

This combo is very popular in about every game in tanki and works well on all maps. Viking's high DPS and recoil make it harder for tanks to hit it while it destroys every tank in its path. Great for team and DM's. Can kill steal with ease.

 

200px-Turret_railgun_m3.png200px-Hull_hornet_m3.png

The XP combo is arguably the most popular combo in tanki and rightly so, its fun to play with, kills enemies easily and is great for long ranged battles. In Highland, it can be used for hit-and-run and peek-a-boo tactics. Its very efficient and can take out defenders from almost everywhere on the map

 

HONOURABLE MENTIONS:  Freeze-Viking/Titan, Ricochet-Viking

 

"PROTECTION MODULES"

 

- The "Kodiak" triple module series will provide universal protection against the majorly used turrets in this map and is very good for attackers

- The "Griffon Series modules are a must-have for defenders as they protect you from the "1 shot-kill" weapons as well as Magnum. * Magnum has very less protection modules hence having these modules will provide you with an advantage.

- The "Badger" Series can be used by players who go all out on the battleground

- The "Griffon" Series is great for campers

 

I cordially Thank my friends Abdimajidhaveinsta, x.7up, L0VE and Geoplayer_Tanker for helping me out with this guide.... Hope I win :)

Edited by MJROCKS05
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Guide to playing Highland effectivelyIa0AYql.jpg

picture courtesy of playtankionline

 

                 OVERVIEW

                        Highland is a very odd map, because it is a map where both flags are directly facing each other. Highland is also a very small map, so contact between the both teams are very close. This map unlocks at rank Gefreiter. This map specializes in all tanks universally, most favorably Hammer and Thunder across all game modes.There are four Speed Boost drop zones (three highlighted in yellow, one not highlighted), two Double Damage drop zones (highlighted in red), one Repair Kit drop zone (highlighted in green), and two Double Armor drop zones (highlighted in silk brown). There are three Points (CP) and two flags (CTF).

 

  • Game Modes: DM, CP, CTF, TDM
  • Size: 16 (8v8)

 

                  RED TEAM ADVANTAGES

                         Red team has a good potential of advantages against blue team due to a number of reasons. Red team boasts a bigger control over the supply drop zones, and a large area of shelter from enemy tanks. They also have many camping spots for Shafts, Railguns and Magnums.

OempZav.png

 

                        Likewise, Magnums could camp here:D3DRsYz.png

 

                        These camping spots are great for ranged offense for every game mode (except DM) due to Shaft's incredible damage, Railgun's consistent damage, and Magnum's oppressive, splash damage.

 

                 BLUE TEAM ADVANTAGES

                       The blue team sports a number of immediate advantages due to many more open camping spots and overall controlling the larger area of the map. The high rise of land on the left hand side of the blue flag is often times a good place for camping as long as the enemy team don't have Magnums ready to assassinate you. Shafts can also function here, though a little more limited than red team Shafts.

                          For instance, this is a good spot where Shafts and/or Railguns may camp:oBDleAE.png

 

                        Magnums have an enormous advantage on blue team, because in the exact same position, Magnums could suppress their entire base and make their entire team dysfunctional.

                         Another camping spot would be the high rise of land. This would be for Railguns, Strikers (individual shots), and Shafts alike. Additionally, this spot has a convenient double damage drop zone nearby, just to supply even more power to the camper: k2LeX99.png

 

Game Modes

 

                 DEATHMATCH (DM)

                        For DM, only close-mid range is preferable due to long range suppression. The most common turrets you'll find in Highland DMs would be Thunder, Firebird, Freeze, and Hammer. In Highland, due to it's claustrophobic nature, Firebird, Freeze, and other multiple-tank damaging turrets/splash damage turrets would be at an advantage by stealing kills and killing more than one tank at once. As for hulls, you should use a heavy armor hull to have a longer living standard as you'll be attacked constantly. In DM players' opinions, the most preferable hull is Titan; and combining that with Firebird, you'll be second to none. Using supplies is also a great tactic to takeover within the first few minutes of entering the battle.

                CONTROL POINTS (CP)

                       In CP, an ideal team will require Isidas, close range, mid range, and long range tanks. A typical Magnum and Shaft at the base guarding the points from enemies at long range, Isidas to heal the tanks fighting to capture the points, and a mid-range camper defending the captured points themselves on the battlefield. The points are located one in each team base and one in the center. All you need is to capture two of those points to win. A good tactic is to first secure your home point, and then to secure the center. This can be done with an offensive tactic that'll require the close range and mid range tanks to go brute force on the point, and Isidas to preserve the life of these tanks. Once your team has secured the center and home point, move into their base and and suppress them by spawn killing them. This might seem a little too savage, but it'll result in you winning and taking the battle fund.

                TEAM DEATHMATCH(TDM)

                         TDM is a very different story though, because your team will only be focused on destroying other tanks. This can be easily achieved by equipping mid-range turrets such as Thunder, Smoky or Twins; and using a armored hull such as Titan, Viking, or Mammoth; and then invading their base and suppressing them. This will result in easy kills and a quick win.

               CAPTURE THE FLAG (CTF)

                         In CTF, capturing flags is difficult if the teams are balanced, and most battles will end with neither team getting to ten flags. Magnums will play an important role in CTF for either team, because of it's splash damage which will weaken multiple tanks at once, allowing the rest of the team to kill them and capture flags while the respawn; and by the time they respawn, the Magnum will shoot again. This consistent tactic works flawlessly in battles if done properly. If it is impossible due to balance in both teams, then the strategy would be different. It would be for a heavy-armored but decently fast hull (a balanced hull, such as Hunter or Viking) to equip Double Armor and Speed Boost, then while the rest of the team tries to fight back as much as possible, the balanced tank will capture the flag. The flag carrier will suffer minimal damage due to the oppression caused by the rest of the team, and the Double Armor supply. To protect the flag, there are a number of setups you can use to camp next to the flag in both teams.

                        For red team, you would stay next to the flag behind shelter, and if an enemy were to approach, destroy the enemy with a short range turret:Q4zfW1b.png

 

                        Likewise, for blue team, when an enemy approaches for the flag, you destroy the enemy with a short range turret:BV9Cxgh.png

 

With this information, I bid you good luck in your future Highland battles!

 

                 GOLD BOXES

                        As for Gold Boxes in Highland, there are ten places where Gold Boxes can drop. This is an image for reference: 2fKI9OI.pngpicture courtesy of Maf (Tanki Online Forums)

Edited by DeathXHunt
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Guide to playing in  Cross effectively
 
 
Overview:
This map Is a small map  and is one of those that are available from the beginning of your Tanki career, the  Private Rank. It is a very popular card for all modes of combat; Checkpoints(CP), Catch the flag(CTF), Death MatchTeam(TDM) and Individual Death Match(DM). The two flags are in opposite corners. There is an alternative route around the outer edge of the map, under the bridges to the north and south. These routes often attract new players until they become more familiar with the map.The map is square like some known as Sandbox which is a very good map for XP / BP - CTF - 1VS1
 
Battle Modes: TDM, CTF, CP, DM
Maximum Players: 14,(7vs7)

 

Tactics

  • DM

Cross, DM is not commonly seen in the battle list. The best weapons to use are medium-long range weapons, the best options being Smoky or Vulcan. There are plenty of spots to camp in the map, and with a Double Power equipped, the user can wreak an insane amount of damage. The best place to camp with  Vulcan /Smoky is shown below:

    

 

 

zmnjfo.jpg2dhtnbs.jpg

 

 

 

 

 

 

 

  • CTF

Defense:

 

 All you need to do in defence is have a heavy hull and THE HELP OF AN ISIDA. Defending effectively can be an easy job if done properly. You will need to cam at near the flag and with the help of an isida it will be easy to defend the enemy team. The  best choice for hull is titan and or Turret is thunder or smoky.

 

Attack:

 

The best way to attack normally would be in waves of about 3 with an Isida backing up. That way everyone can stay topped up with health while dealing damage, protecting the Isida and taking the flag.
Recommended Equipment hornet/ Viking, thunder/Vulcan
 
  • CP
Capture the Point in croos is interesting as there are 3 points.Your team should make a push at the start of the game so they cap cap at least 2 points and then defend them. Again  an isida will help a lot.
Recommended Equipment titan/dictator, thunder/smoky 
 
  • TDM

Defense:

 

To defend in croos at tdm mode you will need once again the help of an isida.you can camp at one of the spots that I saw you at the dm mode.With this tactic you will achieve not to get killed so easy and make many kills.  
Recommended Equipment smokey/Vulcan, titan/dictator
 
Attack:
 
For the attack you need the same equipment as at the defense,the only difference is that at attack you need to to be more careful because if lose your focus the enemy team will have the change to take over. 
 
(I want to apologize if I made any mistakes at spelling)
 

 

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                                                                                   Fort Knox

                                                                          Guide Line Of "Fort Knox" Map

                                                                              GHcOQolWQ2SUm5LRi3NDJg.png

 Formats In Fort Knox: Capture The Flag(CTF) , Control point(CP) , Death Match(DM) ,Team Death Match(TDM)

 Size Of Fort Knox: 7x7

----------------------------------------------------------

Capture The Flag(CTF)  ​(Defense) 

First of all the guide of capture the flag is To defend the flag.The Defense of flag requires Heavy hull For the Blue Team Near two houses A Mammoth is good for it and in my suggestion Smoky is good Turrent Long-range. So, If anyone try to take flag and the player miss his defense so smoky can easily kill as per long range weopen.If you want more defense in Blue Flag Mines can help alot . 

For The Red Flag Titan Is very great because it is fast. and Vulkan is a great turrent it helps to troll the wasp/Hornet and can do high damage to Viking/Hunters.The Striker Can also Defend Beside the house can kill easily tankers as far as they go.

>For Both Team> Isida is needed to stay beside both houses of " Blue " and " Red Team. Only One Isida Required for each team To heal and protect the players Who is comming to capture the flag .

Attack:

For attacking the best hulls are Viking and Hornet. They can come to take flag in Viking The Turrent Twins is Best For it for impact and high damage it can kill easily Defense Hornet with isida come to heal the The Player who is Taking the flag to capture it. Thunder is a beast weapon it  have a High Splash Damage and can kill the defense easily With Camping beside the House 

_SWmG9RyR2yrDQ06mLLELw.pngwhen a defense is destroyed buy  thunder The other player can easily go and capture the flag with Isida Baking Up.

Control Points   

Control Point is that if we conquer the point it may helps more to come Victory If we capture one CP in 10-8 Seconds 1 CP Points will Marked. In Control Point we have to conquer as much points as much we can The More conquer the more fast victory will come to us. In this Moamoth and Titan is Needed As For the Fort Knox Map With a Turrents Fire Bird , Riochet and twins is Needed. and isida is required to Heal up the tanks so they cannot destroy. Moamoth and titan can also help to push the tanks and for less damage.

Many Players come to Capture the control points with the help of firebird with Double damage it can kill more fastly 4-5 Tank in CP. Striker is even best for it As A High Damage and splash Montly People Prefer Striker in Control points . The last thing is that in Fort Knox Badges T-F Module and Usra T-G is Needed . Because its not a big map so mostly people use small turrents such as Freeze and Firbird Etc

---------------------------------------------------------------------

Death Match  

For the deathmatch Viking and thunder is best for attack they can hide Near The Walls With Double Damage they can kill beside the corner they can put Few mines 3-4 So No One can Kill Us. It will be much more better if thunder and Titan play On that side of Walls . Smoky and Viking Even a Good For DM Battles with some Druggs . They can play With some camping not only the sides of walls you can also hide near the houses and On Upwars Side.

-------------------------------------------------------------------------

I Hope This May Help You For Always Victory on Fort Knox Map. Thanks

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The Tanker's Manual of How to Play in Cross Successfully

 

 

Contents:

 

Map

Overview

Capture the Flag

Capture the Point

Team Deathmatch/Deathmatch

Paints and Protection

Using Supplies

Playing in Space Mode

XP/BP

Tips and Tricks

Conclusion

 

Map:

 

Cross

Maximum Players: 16 (8v8)

Number of Points: 3

Available at: Gefreiter Rank 25px-IconsNormal_03.png

 

522px-Cross1.jpg

Overview:

 

Cross is a very unique map and is used by tankers of many ranks for every type of battle, CTF, TDM, CP, and DM. While capture the flag is probably a more popular mode for this map, it is required to know a little bit about the map before you start any mode. As one can see, there are three ramps that go up and over, that cross, onto the opposite side where players may spawn after death or after first joining the game. But that is not all. There is an underneath to the map Cross, where cement barriers and houses can be beneficial when running away with the opposing team's flag. At the corners of the map, one can see each team's flag, as well as a silo, which is a good place to hide for any mode. In the opposite corners there are cement barriers, also a good place to hide. Notice that on the edges of the map, parallel to the bridges, there is a gap between the wall and the bridge. This gap is very crucial in many CTF battles. In Capture the Point, there are three points, at the top of the bridges. CP battles on Cross can become very heated due to the large number of tankers allowed and the relatively small map.

 

 

CTF:

ctf.png

Capture the flag, as stated earlier, is a very  good battle mode for Cross. With the many hiding spots, passages, and symmetry of the map, both teams have an equal chance of capturing and returning the flag. When playing in CTF, a recommended hull is dependent on what task you are completing for your team. Are you offense or defense? Offensive players require a quick hull that can withstand attacks from the enemy from their flag to your flag. Suggestions for this are Viking, and Hunter, and, if you use them right, Hornet and Wasp can perform very well on this map. On defense a bigger hull may be necessary in providing good coverage of your flag. However, you still need a fast hull to follow the enemy if they get away with your flag. This stated, mammoth might not be your best choice in hulls. Viking and Hunter can get the job done for defense. Choosing a turret is also a very crucial part of CTF in Cross. Cross being a smaller map, Firebird and Freeze are good choices if used right. However, many tankers don't prefer fire or freeze and may want to try Smoky or Thunder, which are two of the more popular choices for turrets on Cross. This is because they allow you to shoot and back off, trying to stay hidden from the enemy, and shoot again in rapid succession. Defensive and offensive, Smoky and Thunder are great choices for Cross. The gameplay of capture the flag on Cross will include tanks going randomly into the enemies side, taking out as many players as they can in getting to the flag. However, players with a strategy tend to do better. When going to get the flag there are three very beneficial ways to attack. One, going up and over the bridge closest to the enemies flag. This is a very popular way because the distance you need to stay in enemy territory is very short, just on their side of the bridge, and then you are back in your own team's territory where isdas can heal you and you can capture the flag. Second, through the gap between the bridges and the side wall, closest to the enemies flag. This is a very beneficial tactic because without a speedy hull or a longer ranged gun, your enemy has no chance of stopping you. An addition to this includes placing a mine at the entrance of the gap to slow down or even destroy the approaching enemy. Thirdly, going through the bottom, under the bridges. When you reach the flag, go back through the bottom, weaving in and out of the cement barriers. This will prevent railguns from hitting you, as well as making it harder for your thunders and your smokies. On defense, watch these three places for enemy tanks. Stay close to the flag while not in plain sight. Good spots for this are behind the silo or in the gap closet to your flag. By attacking them early, tanks will have a hard time in capping your flag.

 

CP:

cp.png

Capture the point in Cross battles can get very heated as there are only three points in the center of the map, on the apex of each bridge which goes across the map. Good hulls in this battle mode are heavier than in CTF, because quickness is not a necessity. With this being said, Dictator, Titan, and Mammoth are good choices for Hulls. While smaller hulls can thrive, it takes a very skilled player to win with a small hull because of the lack of health smaller hulls have. Larger hulls are required to capture the points and guard the captured points. Turrets for CP battles are very similar to CTF on Cross, except there are some additions. Isda is required to maintain a capture on the points, and ricochet and twins are also good options because everyone will be out in the open. Railgun can also be used, but it generally isn't the best in close combat situations. As is magnum, but, if the magnum stays out of the battle on the side, it can easily pick enemy tanks off. When capturing a point, the main strategy is to go straight up a ramp to the point. This can be especially effective if there is an isda behind you, healing you every step of the way. When you get a point captured, keep it by laying mines on the down side of the ramp, or the up side for the enemy. This will slow down enemy tanks and give you a chance to destroy them. By having multiple isdas and multiple stronger tanks on your team, you will be unstoppable in CP. However, if your team is losing, a strategy is to go underneath the bridges and come up the back side. This helps keep your attack anonymous and even destroy some of those pesky isdas. By doing this, your team can make a full recovery. Be sure, when you to to the back, to attack the isdas first because otherwise the bigger tanks will just get healed again.

 

TDM/DM:

tdm.pngdm.png

Team Deathmatch and Deathmatch are very similar, in that the main object is to just go out and kill everyone else. However, in a TDM, isdas are needed to save your teammates. Bigger hulls are generally a better bet for both forms of Deathmatch because your health is significantly greater, and more of a necessity than speed is. In in both TDM and DM turrets with lower reload times and lower damage delt are usually better. In DM, the best turret is smoky because it is easy to steal kills from your opponents by waiting until they have been shot at alot, or thunder, because it is easy to get double kills and triple kills with the splash damage. Usually enemy tanks will attack whoever is closest so tanks will be grouped together and it is easy to take advantage of that. In TDM use thunder's splash damage to hinder multiple tanks teaming up against one of your teammates. Smokies can knock off a railgun's shot if used right. Another good turrets are twins and ricochet. The low reload rate is exceptional when throwing off an enemies balance. To approach an enemy, attempt to stay hidden behind one of the houses or barriers below the bridges, or out of the way of other tank's attacks on the apex of the bridges. By moving back and forth on the top of the bridges where the incline meets the flat, you can dodge enemy shots and then take a few of your own while they are reloading. By using these strategies for TDM and DM, you will be unstoppable.

 

Paints and Protection:

MR08TZT.png

 

While many tankers believe that paint does not do anything, that is untrue. While most paints make you stand out in your team, there are paints that can throw off the enemy. These paints include correct camouflage for the appropriate map setting, darker paints in night battles, and paints like Cedar to make them believe you have been destroyed already. Many times, especially when farther away, tanks will not shoot at a tank wearing paints like Cedar when they are not moving, because the destroyed tank visual looks very alike Cedar. Protection modules are also another topic that is merely glanced over. However, with correct modules for cross, those featuring smoky and thunder, can made a big difference in your battle. Using modules with protection from smoky and thunder is a good idea because those are the most common turrets used in Cross. Protection from thunder will also be beneficial in reducing self damage when equipped with thunder, self damage that is caused by splash damage against walls or other tanks.

 

Using Supplies:

news_forum3.jpg

 

Mines:

Using mines in CTF and CP modes strategically in the gap between the bridges and the side of the map and on the ramps will distract and kill enemy tanks. In TDM and DM, place mines in busy parts of the map, where tanks will hit them, and in TDM be sure to place them in enemy territory.

Double Damage:

Use double damage to distract enemy tanks and kill them while one of your teammates are capturing a flag or a point, and use them upon spawning in TDM and DM to make the most out of your supply.

Double Armor:

Use Double Armor to help capture the flag and point, or to increase your armor in DM and TDM.

Speed Boost:

Use Speed Boost boxes to help capture the flag in CTF and run away from freezes and fires that could do massive damage in close combat.

Repair Kits:

Use repair kits when you have about 25% health left and are trying to capture a point or flag and you think you are close to killing an enemy tank. Be aware that with the new update, repair kits work a bit differently. To use a repair kit to the fullest extent, make sure you are not withstanding any enemy fire.

Overdrive:

Many tankers save overdrive, a new feature, for goldboxes, capturing flags or points, or when they are around many tankers. This is because it will activate every supply except gold boxes at the same time. Use it around other tankers because the affects will be transferred to everyone on your team that is touching you or very close to you. Make note that using overdrive will not use any of your save up supplies.

Goldbox:

While many tankers don't consider gold box expendable supplies like they might for every other supply, they can also be used at strategic times to capture a flag or point, or have a large quantity of kills at one time. When capturing a flag for an important battle, a way to distract enemy tanks is to drop a gold box. Because of the 1,000 crystal bonus they give the catching tanker, many tanks strive to catch them. By dropping a gold box while trying to capture a flag, you will be given anywhere between 30 and 45 seconds to capture the flag.

 

Use Supplies in coordination with each other to maximize results on the battlefield. For instance, use double armor and speed to capture a flag very efficiently, and double damage and mines when trying to take out the enemy, or use overdrive when health is low.

 

Playing in Space Mode:

hqdefault.jpg

 

Space mode, for those who are not experienced and used to the conditions can prove to be a difficult task to carefully maneuver around Cross. When playing in space mode, a bigger hull is effective in keeping your tank stable, as a low recoil turret will do as well. With this in mind, speed can play a big factor in space. Speed, as always is effective for capturing flags and running away from enemies. However, with speed comes difficulties in keeping your tank on the ground. Going up bridges without caution can send you hurling into the enemies base, completely unprotected and without ability to control your tank. So, for space mode, a larger hull is recommended. Depending on your hull, your recommended turret can differ. For instance. If a tank has wasp and hammer, one can easily see that wasp will often be thrown off its tracks because of the recoil hammer has. But, on a larger hull like dictator, titan, or mammoth, this recoil can be used to throw off an enemy tank's aim and possibly save you some health points, that can be valuable in countless different ways as you all know. The recoil of each turret needs to be carefully examined when playing in space mode, or a tanker might suffer greatly in battle.

 

XP/BP Modes:

mqdefault.jpg

 

Playing on cross with either hornet and railgun or wasp and railgun also includes strategies. By using the cement barriers talked about before, one can safely deliver a shot and move back into hiding. Areas like this can be found all over the map and can be very effective if used correctly. A big part of xp/bp is choosing which hull, hornet, or wasp. While wasp is faster than hornet, hornet has more health points. When hit by a railgun, a significant amount of health points will be taken on both hornet and wasp. In xp/bp mode, it will take from two to three shots to destroy you. By equipping wasp over hornet, the amount of times you get destroyed by two shots will increase significantly. Other than that, the only difference is speed, which, depending on what battle type you are playing in, can affect what hull is recommended. For CTF, a faster hull, wasp is recommended. For CP and DM/TDM modes, health is more crucial than speed, so hornet is recommended. When shooting an enemy tank, you will take away more health points if you hit the enemy's hull, somewhere in the middle. More HP subtracted means more likely chance you will two shot the enemy rather than three shot. One way to achieve this aim is to slightly back up right as your shot is going off. This will pull your turret down just enough to hit the hull. But, be careful not to dip too much or your shot will go off into the ground.

 

Tips and Tricks:

 

  • When a double armor box is dropping, jump off the bridge right next to it to retrieve it before another tank does.
  • Place a mine in the gap between the bridge and the outside wall in CTF to make a more likely escape from an enemy tank coming after you.
  • In space mode, when trying to stop, move backwards just slightly to slow down and make a clean stop.
  • In CP mode, go under the bridge to avoid direct enemy fire from the top of the bridge. This will allow you to take out any isdas healing the enemy and any other enemy tanks guarding the points.
  • In XP/BP mode, move around a lot, making short jerky movements. This can cause the enemy tank to miss and give you an extra shot at destroying it.
  • Use recoil to your advantage in space mode, by equipping a heavier hull and shooting enemy tanks to make them off balance.

 

 

Conclusion:

 

Overall best combo for Cross: Vicking and Hunter with Smoky and Thunder.

Use supplies effectively in Cross for best results.

Be comfortable with Cross's terrain, and know the best routes for escaping with the enemy flag.

Be aware of isdas healing enemy tanks.

f84ccc5102cbccafcc516128ba4b50cf--video-

Edited by WoundedWarrior
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              Guide to play siege effectively 

About siege
Siege isn't a common map in Tanki Online so,most tankers don't know the most basic rules to play in this map
This map isn't in the few maps that has night mode feature added to it
  Size : 24 players 12vs12
Battle modes: DM,TDM,CP,CTF

 

TDM battles

 

 

 

It's mostly a camping battle so best weapons to play with are medium-long ranged weapons like railgun and smokey
There are many spots to camp in this map like houses and walls , try to chose one of these spots in which double damage
and double armor boxes drop near it so you can pick it easily when it drops,it would be very helpful to get fast score and help
 your team win,magnum is a good turret to use too if you camped at one of you base corners and hit enemies from long distances
about striker it's not a good choise unless you hit missles one by one
Do not utilize the salvo, as it takes way too much time
And ofcourse your team need an isida to heal them so if you have isida upgraded  equip it, that will help your team to win

 

DM battles

 

DM battles are almost likeTDM but in this case you will depend on your own skill ,try to find a good spot to camp
With double damage equipped you can make insane number of kills  
Good turrets to use here are smokey railgun and hammer because these turrets can do high damage and ofcourse try to equip
!good protection module against these turrets because other players will equip them to win too
And a smart way to get high kills is kill stealing ,it's easy and you can get so many kills using it
And ofcourse one thing more : Do not underestimate your enemies

 

CTF battles

 

In these battles you can be either attacker or defender
 If you like to be an attacker try to equip hulls like viking or dictator because they are not too slow and they have good health point
  .and try to equip turrets like hammer or twins it will destroy your enemy fast   
When you take the flag having speed boost and double armor is so helpful it will make it harder for the enemy to kill you
Try to get covered by houses and walls and watch out from falling in the holes in the ground it will ruin the whole attack

 

CP battles

 

There are 4 points in the map which are A,B,C,D
If you are in blue team try to capture points near  your base which are : B,C it will be easy for you
And if you are in red team try to capture point : A,D
Many tankers make mistake of attacking enemy points which is hard in this way you can have two easy points and then you can fight
for a third one which will Guarantee the winning for you
 In these battles equip turrets that have splash damage because it has the ability to kill all tanks standing near a point
So thunder,magnum,striker, and twins will be so helpful
Avoid using light hulls like hornet or wasp because it will be very easy for the enemy to kill you and the map isn't so big so you will not
need fast hulls

 

 

After following these steps say Goodbye to losing and Hi to winning
I hope you enjoyed my guide and thanks :D

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​The Beginners Guide to Cross

​By Staff Sergeant Kandy (A Beginner As Well)

 

​Hello Everyone! Today, I am going to talk to you about my favorite map, Cross! (Also, that is one of the only maps I've been in, given my rank).

 

​Description: Cross is a relatively small map, which is ideal for shorter ranged turrets such as Freeze or Firebird, although I use Smoky and Railgun as well. Usually, it will be one of the first maps you encounter when you first begin your Tanki career. It is basically 3 bridges that lead to the other end of the map. There are gaps between bridges as well, on ground. Beginners like me will usually take those routes, and is very useful for Capture The Flag Modes. There are also paths along the sides of the bridges between them and the edge of the map, although it is a tight squeeze for bigger hulls like Mammoth. There are 2 towers in the corners of each respective side where the enemy flags would be. This is a great area for snipers such as Shaft, or even Magnum, can camp. It is available in all formats.

 

 

​Deathmatch(DM) - In DM, all you have to do is rely on yourself and kill other tankers. In Cross, for people at rank Master Sergeant or Lower, I recommend using short range turrets such as Firebird, Freeze, and Hammer. The mid - range gun Smoky is also great in cramped situations, as it can land critical shots, though the reload may cost you a kill or 2. More skilled players can use Railgun or Ricochet, as they know how to turn their turrets. There are really good places to hide. 1 example is the towers on either side. Railgun and Smoky users can hide while firing bullets in secret. Unfortunately, a downside is that damage gets reduced over greater distances. Usually, you can respawn anywhere, which increases your chances of getting killed. To delay this, I use Hunter, as it has speed and armor, so you have a longer chance of living. If you want to get a tank enhancer box, the easiest options are the Speed Boost (The yellow ones), or the Double Armor (The brown ones with a shield on it). The Double Damage Boxes are harder to obtain as they drop on the bridges, and are gobbled up quicker. Do not camp by it, else, you will be killed.

 

​Capture The Flag(CTF) - This is one of the most riveting courses to play CTF mode in. If you are attacking, use a Hornet - Hammer or Freeze combo. Have 2 Hunter - Isida combo's follow you and heal you, a Titan - Shaft as a sniper, and a Wasp - Ricochet as a distractor. Go through the paths between the bridges so it is harder for enemies to follow you. Load up on Double Armor and Speed Boost boxes, for reasons obvious. Watch out for mines as well, and have a few Repair Kits as well. If you are strictly defending, place mines around your flag, and use a heavier hull, like Mammoth, or Titan. Also, use a Sniper Gun like Shaft, or a Magnum. Have a couple faster hulled tankers serve as backup in case you fail to protect the flag. They should be shorter ranged guns, such as Hammer. Try to mine the passages and bridges if possible, and the most important rule for either attacking or defending: Try not to get killed!

 

​Team Deathmatch(TDM) - It is best to have a multitude of tankers and a wide range of turret and hull choice. It is 7 players per team, 14 players total. Usually, snipers and long ranged guns camp on the bridges and hold the line. (Railgun, Shaft, Magnum, Striker, Smoky in certain cases). The shorter ranged turrets will infiltrate the enemy base. (Firebird, Freeze, Hammer, Thunder sometimes). I recommend a 2 long range, 3 short range and 2 Isida combo group. (Wow, I sound more like a Soccer/Football analyst and not a guide. LOL!). If you don't like drugging, make sure you control the Double Damage and Repair Kit drop zones. One more thing to heed: watch out for enemy tankers that spawn in the passages, as they can infiltrate your long range turrets. Make sure to work like a team, if possible.

 

​Checkpoint Possession (Or Control Points, CP) - In CP mode Cross version, there are 3 checkpoints, all located on each separate bridge. Since Point B rests on the middle bridge, that ultimately takes away the luxury of the Repair Kit in the other 3 modes. Protect the checkpoints however you can. Place mines near the base of the bridges, and make sure the enemy team does not get a chance to take even a single checkpoint; otherwise, they will get all the momentum. Speed Boost boxes are not that useful in this mode, unless you want to speed over to enemies to kill them. Shields are useful if you want to stay alive in a battle longer and defend the point. Double Damage Boxes help you kill an enemy faster, and if you don't want to drug, you can control points A and C (The end bridges) which is where they fall.

 

 

 

 

 

​Thank you all for reading this. I hope this will help any beginner in learning the basics of Cross. As I said beforehand, I am still a Staff Sergeant, and thus inexperienced. I will leave the more advanced features to those people greater in status than me. (Also, this is the only map I have actually played in.) Again, thanks to everyone who read it. I hope you like this post!

 

 

 

​PEACE OUT...                             ​#Kandy :D 

 

 

 

 

 

 

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Hi Tanker!
Here is a guide to competing on the map Silence. Silence has been in Tanki for a long and used to be widely popular before the numbers of players began to lower. Silence has undergone a number of changes through its long history and can host a battle of up to 20 players in any game mode.
 
Lets start of with one of the main two aspects of the game, defence.
 
Defence:
 
In Silence, there is a base built high up on the map, and one built very low. For this reason Shaft is very common to see being used on defence as shaft is a turret that can shoot down without having to tilt it's entire tank. This also goes for Magnum as it portrays similar traits to the Shaft. There is little cover by the main ramp used to get to the Blue Base which is built on the high level of the map. These are used to snipe any tankers using this ramp as there is many places to get a clear view from without being seen, an example is behing the building on the middle story of the three story map. Silence is also a very compact map which means short ranged weapons are very useful, especially Firebird and Freeze, along with Isida. These are very useful to go into the tunnel and wait for an opponent to come as there all hit like a truck from close range and they will not have time to react with all the tight turns. Another great weapon is Ricochet as you can shoot it down the tunnel and destroy opponents before they even get close to you, but that means they will know that you are camping in the tunnel. Also sitting on the flag is very useful as your team will always spawn very close to your flag so you will have help in no time if your defence gets broken through. However there it still may ways to get through a defence...
 
Attack:
 
Hammer is a wise choice for this map on offence its hits like a truck in a close range map with range perfectly made for this map. It can work on any of the three entrances as you attempt to attack. Thunder has similar traits to the Hammer in this map but if you do get to close to an opponent the splash will be often fatal. Heavy hulls are very important as there is going to be a lot of tankers at your opponents base and you will receive a lot of damage. The best combination for a map would be Thunder of Hammer when on the attack equipped with a hull at least of strong as Viking.

 

Support: 

 

The best turret for support is Isida as tanks will receive a lot of damage and the Isida can fight against that effectively while using larger tanks for cover. Magnum can also be used as very valuable support as it can destroy mont tanks on a speedy getaway. 

 

Now lets look at how to play in all the different battle formats.

 

DM/TDM/CTF:

 

A important key to winning DM/TDM in Silence is going to one of the key places where you can view almost the entire map. An prime example would be the tower located near the Red Base. Weapons for these battle modes that are very effective are Thunder, Railgun, Shaft, Vulcan, Magnum or Smoky. All these turrets have great range and you can view the entire map with them from a good lookout point.  All weapons can be used effectively though, lets say you have Twins or Isida you would want to stay in an area where you are more cramped as neither weapon has a large range. So play to your strengths while in a Silence DM/TDM battle.

 

CP:

 

Bulk is important in a CP match as how the points are positioned speed in not a neccesarity, Viking is a wise choice for a CP battle.

 

Gold Box:

 

There is not much a tanker loves more than catching a gold box! 

When on the Blue Team there is a much higher chance of catching a Gold Box as much more are dropped near the Blue Base, but when it is dropped near the Red Base, it is positioned so there is very limited chance a Blue tanker will be able to arrive in team without being destroyed.

 

Supplies: 

 

Supplies are also very important in a Tanki battle, so here is where they are dropped.

 

There is not many places where Supplies are dropped so it is important to rely on your skill!

 

Thanks for reading my Silence guide!

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hi guys before i explain how to play in cross and be pro i want to share with you(tanker and tankis producers) some things.Beeing  a small rank doesnt mean that you havent got experience and dont judge tankers by their rank or by their tank but by their skills. 

 

INFORMATION ABOUT CROSS

Cross is a small and medium range battle in which you can play death match,team deatm match,capture the point and last but not least capture the flag.If you want to earn a big amount of crystals capture the flag is ideal in this specific battle.If you want experience you can play capture the point and team death match but with specific hull and turrent for example isida-viking.

 

ABOUT TEAM

Playing capture the flag with a team is the most difficult mode cause you have to be careful with the flags.Nice teamwork is the ultimate key to succeed.But first let me tell you the tanks you need to play ;In cross CTF MODE there are 7 players in each team.One heavy tank for example TITAN-TWINS orTITAN-VULCAN to protect the flag two ISIDA-VIKING or ISIDA-HORNET to heal the heavy tank and three raiders which they should use HORNET-RAIL or THUNDER-DICTACTOR .A raider should take the flag and give it to the heavy tank which will be healed by the two isidas or block the enemies by getting in front of them so they cant get the flag or stop the raider.If you want to win you can also drug.the heavy tank must use double damage  and double armor kit, the isidas must use double armor and repair kit.Now the raiders must use double armor and speed boost kit which is the best kit combination to get and capture the flag quickly.The supplies that are dropped must be separated to each player for example if a raider have already double damage kit must let oneother raider take the other double damage kit.Also the double armor must take the player who have the highest health and not that with the lowest.The TITAN-TWINS camp behind the huge colomn and wait the enemies.Also a shaft could play instead of one raider to kill the enemies when the trying to kill the player with the flag or when they  got our flag.Now as far as TDM is consired the combination must be SMOKY-VIKING or THUNDER-VIKING or even DICTACTOR.About CTP VULCAN-TITAN will be perfect for three players at every point and three ISIDA-VIKING covering their backs and healing them.For DM MODE you should use THUNDER-DICTACTOR.

 

SIMPLE TIP

When you are playing tanki you should listen agressive music that make you want kill them all for example FIREFLY -JIM YOSEF or INVINCIBLE-DEAF KEV or maybe NEKOZILLA-DIFFERENT HEAVEN or your own special music.Also you should choose red team cause has better bases and red colour is intense so it will make you play more agressive.Every team must choose a leader (most of the times the best player) who must cheere the team up and help a lot.You should play in different formations and NEVER GIVE UP.

 

AIMING AN ENEMY 

If you are about to shoot to an enemy try to shoot him first and try to shoot him at the edge of his tank as a result he misses the shoot.Also each member of the team must support the other and attack together.The most important think is to get covered and attck at the right time for example when the best enemy player has been destroyed.attack quick and beat the enemies.If you are winning focus on defend and not to attack.Many teams has lost the game because they were winning but they focused on attacking.If you are losing try to attack but not all together only the raiders.

 

RELATIONSHIP WITH TEAMMATES

The relationship must be unique and cooperative.Support you teammate and say to him good job when he deserves it.Dont try to push him down or fighting for the supplies .Give the flag when it is necessery and dont try to push him to enemies to kill him and get the flag.If the enemies are lying upside down dont kill them just ignore them cause they are losing time and its an opportunity to attack.Also dont chat cause you are losing time.Chat only if it is essential for example<he is in the tunnel watch out> or <he is only one shoot> or <he is camping,dont go there he has planted a mine> and dont say your personal secrets.

 

INTELIGENT GAMEPLAY

If you want you can plant mines nearby thr flag or the point or at places that enemies usually go for example bridges,supplies drop zone or even at places that enemies appeare.If you plant too many mines its dangerous because they can kill you so you waste mines without reason.So if you have planted too many mines hide somewhere safe and try to kill enemies from there for example equip HORNET-RAILGUN or HUNTER-SHAFT.

 

NOBOBY IS PERFECT

If you are not familiar with these combination i have mentioned its ok dont worry you can equip your own but you have one teammate to cover you.For example if you use VULCAN-MAMOUTH you will need an ISIDA-HORNET to heal you or if you use HORNET-FIREBIRD you will need one other tank same with you to attack.

 

GOLD BOX

If you hear the characteristic sound of a gold box you should search for the possible places a gold box can be dropped which are close to you .Press Q  button to change the camera and see the whole area around you.Cross is a small map you can easily find the gold box but if you havent found it after 15 seconds  press E button to look to the sky where it is .The equipment you need to catch a gold box is DICTACTOR-THUNDER or HAMMER .DICTACTOR is recommended cause it can easily get up to other tanks and can push other tanks easily.Also its the highest which is a really good advantage to catch gold box.If you find the gold in a battle with supplies press speed boost and double armor kit so you can move other tankers pretty easy and dont get killed easy at all.You should always have a reapair kit for gold boxes.Well if you found it hide and when its almost dropped go quickly at the drop zone.It will be easy if there arent too many players.                                                                                                                    

IF YOU CAN SEE DICTACTOR CAN EASILY CLIMB AT THE TOP.ONE OTHER GOLD BOX COMBO IS HAMMER-WAPS.SHOOT AT THE AIR AND CLIMB UP TO ONEOTHER TANK.IF YOU ARE PLAYING WITHOUT SUPPLIES HIDE UNTIL THE GOLD BOX FALL DOWN DONT GO AT THE BEGINNING CAUSE YOU WILL GET KILLED.

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OK THANKS GUYS FOR READING AND TRUSTING MY GUIDE I HOPE IT WAS HELPFUL  :)  :)  :)  :)  :) IF YOU WANT TO PLAY TOGETHER ADD MY SMALL ACCOUNT :rolleyes:  :rolleyes:

Edited by r_Jason_Vorhes1
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Hello Tankers, 

This guide will teach you how to play effectively in the Cross map in all of the modes. This guide will work best for CTF mode. Weather you are on the red team or blue team, always think that you are the best. If you think negative, you will not be able to focus. Lets begin. Go to your garage and switch to Thunder. Don't worry if it is upgraded or not. Then go back to the battle. Stay on the middle bridge on the slope on your team side. Then look around for any of the other teams tanks. Try to shoot them. If there is an isida tank near by a tank, destory the isida tank first. If you try puting damage on the other tank, then the isida tank can heal that tank back up. When you shoot a tank, always return back to the middle bridge on the slope on your team's side, so that you can't get hit. If a tank is approching you and it is a firebird, freeze, or isida, then move your tank back as far as it can go so that it can't get hit. Keep trying to destory that tank. If there is a tank near the flag or control point, try to destory that tank as fast as you can. Do anything that you could do to destory that tank but don't try to destory yourself. Sometimes it is better to wait a little. If the other team's tanks are near each other, it is the best time to hit them. You can do lots of damage to all of the tanks around it. If you can't hit a tank, then hit the wall, the ground, or the building near them, and you can still do damage to them. 

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                  ******* Guides for playing cross map *******

                                          Hello all the tankers i provide you to guide for how to play in cross map first you choose the winning team because it provide you to more help in winning the battle. After when you enter see the situation here if the all team capturing the flags and do not consider in killing so you go with your team mates because if you go to killing the people so you couldn't gain more experience and also crystals.                                                           the best place for capturing flags in cross is inside the ramp because this place is safe if you go to other team side with the help of ramp so you must be killed if you go under the ramp possibly you capture flag very easily and after when you capture flag so hide under the ramp and press 2(for double Armour) and 4(for speed boost) it can provide you more help and run away from this side if your health is not good so press 1(for repair kit).

WHEN YOU COME TO YOUR SIDE YOU SEE THAT YOUR FLAG IS NOT HERE SO:

                                                                               When you come to your side and you see that your flag is not here SO, simply you can hide back the pillar provide in this map and wait for your flag coming and say your team mates go the other side and kill that person who captured our flag but this is very risky because your team mates all are gone the other side and you are alone so simply when an enemy come to your side and killing you so you can hit 2, 3, and 4 and kill them.

BEST TURENT AND HULL FOR CROSS:

                              the best turrent for playing cross battle (Hammer, firebird, freeze, thunder, smoky) and best hull is (Hornet, wasp, viking, titan) make your own combination and enjoy...

GOLD BOX:

                                If you see there is a gold box first of all donot be confuse and press 2, 3, 4 and find the gold box if your health is not good so press 1 when anyone hit you best hull is for catching gold is dictator and wasp, best turret is low range (like fire bird etc..) and catch them....  ;)

Finding the Gold:

                       for finding gold box if you here the voice of gold press "q" key and search any where if you find press 2, 4 and catch them.

Best Combinations to play cross:

                                                        1) Railgun and wasp.

                                                        2) Railgun and hornet.

                                                                       3)  twins and dictator.

                                                                       4)  hammer and dictator.

                                                                       5) smoky and titans.

 

 

 

 

 

 

                i hope you enjoy with my english ;) because its not good so sorry for that :D

Edited by hammad1233
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Hey guys! Destroyer here. Today I'll be giving you some tips and tricks on how to play effectively on my most favorite map - Fort Knox!

 

 

OVERVIEW

Fort Knox is one of those maps that can be played using pretty much any turret/hull combo, making it a very versatile map. If you're playing a team battle on this map, neither team has a real advantage, since Fort Knox is pretty symmetrical.

 

LAYOUT

In the center of the map is a raised up platform, on top of which is a large tower. There are 2 ramps leading down to ground level. Surrounding this main tower is a fort-looking type wall, on which you can drive on and shoot from. Each side has an opened-up area on top of the wall, which one can use as a vantage point. Near each team's flags are a few buildings to provide cover for defenders.

 

SUPPLIES

Fort Knox has all 4 supply drop locations, and also has the rare gold boxes.

 

Double Power:

On top of each team's platform is a Double Power (also called Double Damage) supply drop zone. It can be utilized effectively in team battles as a tank on the platform with Double Power can be a strong deterrent for oncoming flag-thieves.

 

Double Armor:

Located on the ground on both team's sides between the central tower and the fort wall, lies a drop zone for Double Armor. This can be used by attackers to provide protection from enemy defender's weapons, providing you with more time alive to sneak away with the flag. You could also save this supply box for a defending teammate, as they can stay alive longer to guard the flag from invaders.

 

Speed Boost:

Almost right next to the Double Damage supply is a Speed Boost box. This should almost always be saved for attacking teammates. It allows attackers to race into the enemy territory, grab the flag, and zoom out unnoticed. Of course, if your friend runs into trouble mid-point in their attack, it's plenty safe to grab the nitro and come to the rescue.

 

Repair Kit:

A repair kit can be the difference between life and death. Especially in a Deathmatch, camping out with a heavy hull and a long-ranged gun can put you in a reasonable position on the leaderboard. When your health bar goes below 20%, you can take the repair and keep on the attack. In team battles, defenders can use this drop to sustain their HP bar and continue to defend the flag or control point for longer.

 

Mines:

Although the use of mines is not all that popular, it can be useful to protect certain points or traverse routes. Tankers can use mines to quickly dispose of any close-range tanks that are chasing you. Along the right side of the blue/red base is a popular route among enemy attackers. A single mine can eliminate this and allow you to forget about checking that area all the time. At the center of both bases is an arch underneath the wall through which tankers can drive under. Although defenders should be guarding that location at all times, mines can be a good idea in case an attacker somehow slips through.

 

FORMATS

All 4 formats are available to play on for Fort Knox:

 

DEATHMATCH:

In a deathmatch, it's you against everyone else. If you see an available supply, go for it; otherwise someone else will take it and it benefits them, not you. If you like to camp, go up on one of the open ramps with a titan and a vulcan or twins. You'll even have a Double Damage supply drop zone right next to you! I mentioned titan/vulcan or titan/twins because, it's a mighty fine mid-ranged combo and excels at knocking of other tanks' aim. Mammoth also works, although slightly slower, and you could use ricochet, smokey or thunder as a camping weapon as well. Just make sure you watch your six. Close range guns can sneak up behind you and deal good damage, if not destroy you completely.

 

If you're not really the camping sort, try a hit-and-run tactic. This is best done with hornet or wasp paired with a close-range weapon, but any weapon would work. Come up behind an opponent and shoot-em-up, then if they die or you run out of ammo, dash behind a building or the fortress wall before they can retaliate. Once reloaded, repeat the process until they go BOOM! Keep an eye on your health bar, though. The last thing you want is to run out from behind a house and get blown up by a railgun!

 

It depends on your playstyle, but the overall best combo in a deathmatch is viking/thunder. Viking has moderate speed and awesome armor. Paired with thunder, a long-ranged and high damage weapon, this combo can be deadly in Fort Knox. It is wise to equip a protection module with thunder protection. That way you'll have less trouble with smart tankers trying to make you damage yourself when shooting a close-up target.

 

TEAM DEATHMATCH

Pretty much the same aspect as with deathmatch, but this time you can rely on team members to back you up. Having an isida, along with all team battles, is a mandatory asset. If you already have a healer on your team, don't bother. But if you have an upgraded isida and nobody else on your team is using one, go ahead and become the healer. A smart strategy for an isida user in Fort Knox is this: hide behind a camper with a large hull and use them as a shield. This is best utilized when the camper is on one of the open locations along the top of the fortress wall, and you can be behind them. Whenever an enemy approaches on their side, the heavy hull camper can take care of them, with you healing him. If a close-ranged attacker tries to sneak up on him, quickly kill them with your high-DPS isida. Of course, this goes both ways, and you can be the heavy hull camper. yourself. The best weapon for this strategy is vulcan, thunder or hammer.

 

Another strategy for Team Deathmatch is the support weapons. Shaft and Magnum fit well with this strategy. Why? Both guns can accurately destroy tanks from long range, and both are perfect defense and support weapons. Magnum, especially, can lob shells over the fort walls and into the enemy base, dealing high damage. Since these guns are slow to reload, they must be backed-up by close range turrets like Firebird.

 

CAPTURE THE FLAG

Of course; the popular CTF mode! This is where all combos come in to play, and no single combination can be named the best. However, CTF is really where Freeze turret comes into play. Slowing down the thief who stole your flag and leaving it vulnerable for your teammates to kill, or immobilizing defenders as you race for their flag - Freeze is extremely versatile in Fort Knox since the map favors short-ranged weapons. The amount of cover allows a Freeze user to catch any unsuspecting opponents off guard.

 

Isida works similarly to Freeze on this map in which it can heavily damage attackers and defenders alike, but you can also heal your teammates. The same strategy I mentioned in Team Deathmatch can work extremely well in CTF as well. On defense, a heavy or medium hull along with Thunder or Hammer can be deadly to oncoming attackers. On the other side, it can also work well as a support combo, knocking out enemy defenders and letting a faster hull grab the flag.

 

If you like to attack, grab Wasp, Hornet or Hunter and a close range gun like Firebird or Freeze, and make sure you have a Speed Boost equipped. Then, charge through the enemy gunfire (a Double Armor could be really useful here) and take the flag. Hopefully, there will be an Isida to back you up, but if not, just run back to base as fast as possible. Mines can be useful as well, place them in case someone tries to chase after you.

 

CONTROL POINTS

This, being by far my favorite mode, takes a bit of preparation and strategy. Which point to capture first? Do I stay and hold control over a point, or leave to cap the rest? All I'm going to say is that it depends on how you play, and what you have equipped. For heavy hull users, stay and hold a point, and make sure your opponent doesn't capture it. The best turrets for this are Railgun and Thunder, though Striker can be pretty good at this job too.

 

If you're focused on capturing all the points and before the enemy does, you'll want a fast hull with Hammer, Smokey, Isida, Firebird or Freeze. In the right hands, an XP/BP combo can also be good. Focus on speed, you'll want to get the point first and then let others hold the point. Another advantage of Hornet/Railgun or Wasp/Railgun is that once capped, you can turn back and shoot at anyone trying to capture it back.

 

Since Fort Knox has 4 control points, 1 in each corner of the map, 2 next to each team's base, go for the other side's control points. Let the slower tanks grab the closest 2 on your side, and if you manage to cap and hold one of the enemy side's points, that's 3-1 and you've got the win right there.

 

BEST COMBOS

-DM: Viking/Thunder, Titan/Vulcan, Wasp/Firebird

-TDM: Hunter/Isida, Mammoth/Thunder, Hornet/Shaft, Viking/Magnum

-CTF: Hornet/Freeze, Hornet/Isida, Dictator/Railgun

-CP: Titan/Striker, Hornet/Railgun, Wasp/Isida, Dictator/Ricochet

 

SUMMARY

-Make sure you know the layout of Fort Knox before attempting to win a battle there

-Make use of supply drop zones

-Use the large amount of cover to your advantage when using slow reloading or close ranged turrets

-Play smart with mines and trick your enemies

-DM: Pick a strategy and stick to it!

-TDM: Support your team, do your best and don't get greedy

-CTF: Chose either offense or defense, stick with it and don't rely on teammates too heavily

-CP: Focus on capturing or holding points and don't get distracted

-Have fun!

 

I hope you guys learned a thing or two after reading my guide on playing like a pro in Fort Knox.

Edited by r_Destroyer143
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 I am going to tell you how to effectively play in the SKYSCRAPERS map.

First of all you need to get hold of these terms:

 

 1.)  Hornet and Railgun (ХР):

  • Hull: Hornet М2-М3
  • Hornet M2 gets 24% protection against Railgun
  • Turret Railgun М2-М3
  • Railgun M3 gets a special alteration that increases its damage and reduces its reloading time
  • Without Weapon change, Alterations and Micro-upgrades
 

 2.)  Wasp and Railgun (ВР):

 
  • Hull: Wasp М2-М3
  • Wasp M2 gets 12% protection against Railgun
  • Turret: Railgun М2-М3
  • Railgun M3 gets a special alteration that increases its damage and reduces its reloading time
  • Without Weapon change, Alterations and Micro-upgrades
 
 3.)  Hornet / Wasp and Railgun (ХР/ВР):
 
  • Hull: Wasp М2-М3 or Hornet М2-М3
  • Wasp M2 gets 12% protection against Railgun
  • Hornet M2 gets 24% protection against Railgun
  • Turret: Railgun М2-М3
  • *Railgun M3 gets a special alteration that increases its damage and reduces its reloading time
  • Without Weapon change, Alterations and Micro-upgrades
 
 4.)  Dictator and Railgun (DR):
 
  • Hull: Dictator М2-М3
  • Turret: Railgun М2-М3
  • Railgun M3 gets a special alteration that increases its damage and reduces its reloading time
  • Without Weapon change, Alterations and Micro-upgrades
 
 5.)  Hornet and Striker (XC):
 
  • Hull: Hornet М2-М3
  • Hornet M2 gets 23% protection against Striker
  • Turret: Striker М2-М3
  • Without Weapon change, Alterations and Micro-upgrades
 
 6.)  Parkour:
 
  • Supplies do not have any cooldown periods. They are available for activation at any time.
  • Mines and Gold Boxes can be deployed very quickly.
  • Players do not receive points for destroying enemy tanks, capturing flags, or controlling control points.
  • Battle fund does not grow meaning Gold Boxes can't drop, unless manually dropped by users.
  • Self-destruction in non-playable areas (roofs and areas outside the map) is disabled
  • The micro-upgrades for weight are ignored. All hulls have the stock modification weight.

 

7.)  Health repair boxes:

  • Generally green in color and repairs your tank.

 

8.) Double armor boxes:

  • They make your tank more powerful.
  • They double up your attack absorbing capacity before you finally gets distroyed .

 

9.) Double damage boxes:

  • They make your attack twice as powerful.

 

10.) Double speed boxes:

  • They make your tank twice as fast as before in terms of speed.

 

 11.) Gold boxes:

  • They are the most important boxes, ONE GOLD BOX = 1000 CRYSTALS, so one gold box rewards you with 1k crystals.
  • They are rare unlike other supplies.
  • They can be bought from the store but with real money or you have to depend on others for them to drop it.
  • You have to manually search the map to find out where it is going to drop.

 

12.)Deathmatch [DM]

 
  • In Deathmatch mode, unlike in team battle modes, everything depends on you. The battle fund grows a lot faster than in CTFs and TDMs, as you don’t need to go to a certain position to find enemies; they are everywhere. On most maps, you can open fire right from your spawn point. Deathmatch is the simplest and most reliable battle mode when it comes to earning crystals. The battle can be limited by either time or number of kills (frags). Each frag gives exactly 10 points.
  • Deathmatch is the only battle mode where you are allowed to form alliances with other players. In other battle modes, doing so may result in a punishment of a fine of up to 10% of your Garage.

 

13.)Team Deathmatch [TDM]

 
  • It’s really easy to play TDM mode. Battle mechanics are very similar to Deathmatch mode. The only difference is that here, players work in teams. The goal is to destroy more tanks than the opposing team. TDM games are limited by either number of kills or time. Every team member is responsible for the result, as the battle’s final score depends on how well and how carefully they play. A team gets 1 point for every destroyed tank, whilst individual players get 10 XP points. In the case of self-destruction, the opposing team doesn’t get any points, which is also an important factor in this game mode. However, your team loses a point for everytime you self destruct.
  • The first thing you need to keep in mind is keeping your D/L ratio above 1. If every player in a team destroys more tanks than the number of times he gets killed, then victory is guaranteed. But in real life, you always have one or more players in the team with a D/L ratio much lower than 1.
  • Also, unlike in Deathmatch mode, players’ spawn points are located at their bases. To start fighting, you need to go to the centre of a map, or even to the opposing team’s base. As a result, the amount of frags is a lot lower than that in a classical DM.
  • Usually, the most effective players in TDMs are campers, using long-range guns such as Railgun and Shaft.

 

14.)Capture the Flag [CTF]

 
  • Players are divided into 2 teams. The goal is to take and capture the enemy’s flag, and to prevent the opposing team from capturing yours. If you take the flag and then get killed, you lose it and the flag is dropped where you were killed. However, your teammates can retake it and continue. If the flag is touched by an enemy’s tank, it automatically returns to the flag holder (generally in the enemies base). The same applies to your team’s flag. To capture the flag, you need to pick up the enemy’s flag and bring it to your flag. For the capture to be successful, your flag needs to be at your base. Victory goes to the team who has captured the most flags by the end of the game, or who reaches the target amount of captures specified in the battle settings. The amount of crystals you get at the end of the battle is based your score. You can get points for capturing (or assisting in the capture of) a flag, destroying or damaging enemies and healing teammates (only possible with Isida). Every time you capture a flag, you get roughly 10 points for everyone on the opposite team, for example if the enemy team has 6 players, you will get around 60 points
  • A CTF battle is limited by time, or by a set number of captured flags. It is the most popular mode in Tanki Online.
  • This mode is not as profitable as Deathmatch mode when it comes to earning crystals (here, a lot depends on teamwork), but due to the bonus XP on offer for capturing and returning flags, the battle fund grows as fast as that in DM battles.
  • The recipe for success in CTF battles is simple. Instead of simply destroying enemy tanks, pay more attention to flags. Thus, by capturing and returning flags, and by destroying those who try to take yours, you will not only be extremely useful for your team, but will also score a lot more points than by just destroying enemy machines.

 

15.)Control Points [CP]

 
  • Teams fight for control over certain points on the map. A team gets score-points when the point is under their control and loses score-points when the point is under enemy's control. The more points captured, the more score-points the team gets and the less score-points the team loses. The winner is the team with the most score-points. Team spawn points are close to their bases. The only exception is the Madness map, where there are additional spawn points in certain areas.
  • In order to successfully capture an enemy point, it is necessary to create at least a small numerical advantage over the opposing team at that point.
  • When the battle starts, you need to capture as many neutral points as possible. On large maps with 5-7 points, it’s enough to send one player to capture the closest points. At the same time, other players should start capturing the next point in pairs.
  • The successful capture of a third neutral point on a 5-point map gives the team a significant advantage, both strategically and psychologically. Usually, there is an odd number of points in a map, so in order to win, it’s enough to capture one point more than the other team.
  • Then, together with your team-mates, you should try to drive the enemy out of the remaining points, and to lock them inside their own base.
  • It should be noted that in the CP mode, each member of a team plays a very important role. Usually, a team with fewer players, or with players who are unable to work together, rapidly begins to lose.

 

 

 

 

NOTE:   Bullets 1 to 6 are the formats of the battles(for ones who have pro pass)...

            Bullets 7 to 11 are the kinds of supplies available during battles...

            Bullets 12 to 15 are the modes of the battles you can join...

            All the supplies are important so take if it you see it...

 

 

 

THATS ALL FOR DEFINITIONS!!!!!

 

 

Now lets come to the WEAPONS...

The best weapons to choose from are SMOKY, ISIDA, RAILGUN and SHAFT.

 

 

SMOKY:  They are mid ranged weapons that in any case wont damage your tank like ricochet .

               

                 They are useful if you are interested in capturing flags or controlling points.

               

                 Best with Hornet    

 

 

SHAFT:  This weapon must only be used if you are not interested in capturing flags and controlling points and one must never select it for deathmatch battles and you (preferably) should have a paint that can camouflage with the background and if you have a heavy hull unlike wasp.

               

                Best with mammoth M1 or above. 

 

 

ISIDA: If your friend is hiding with a heavy hull and you don't want him to be destroyed, you should be with him and heal him after a shot... this will ensure your sustenance and your team's victory (If all the players are not noobs).

 

             Its a really powerful weapon and CAN EVEN HEAL YOUR MATES.

 

             It works the best with hunter or viking or Hornet hulls

 

 

Railgun: Its a long range weapon and powerful too. It has a high reload and warm up time so if an enemy is very close to you, and have firebird/ freeze you will not be able to survive long. It is recommended to be used with viking or titan...

 

Now lets come to the MAP...

 

These are the locations from where you can get supplies and gold boxes and how the map looks:

0zcTSFb.jpg

 

 

I hope you achieve victory in this kind of maps...

 

Thanks

Dhruv 

Edited by dhruvtyagi01
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Sandbox CTF - Steal and Capture the Flag while guarding your own! Best Strategy is to Send 3 Players to attack together and Keep one near the flag to guard. Best Combo for guarding your flag would be a Heavy hull and a Mid-Range turret to use! 

 

Sandbox CP - Capture the Point! So You need to have an Isida with a Heavy Hull and Some Short range turrets with some Mid-Range turrets with Mid Heavy Hulls. So Isida will Hide behind walls and Dodge enemy attacks and heal team players while the rest of the team captures and kills the enemy!

 

Sandbox TDM - Team Death Match! Kill the other team with the help of your team. Again best choice would be an Isida on your team with a light hull so it can move freely and fast around the map to heal teammates. The rest of the team kills the enemy while the isida is healing the team players who needs healing.

 

Sandbox DM - Death Match! Consists of 8 Players, There are no Allies. Its best to have an Heavy hull for good defense and a Mid Range turret for offense! 

 

Sandbox XP/BP, Sandbox XP, Sandbox BP (2v2 - 4v4) - Best to have all teammates to go together to kill quickly and Capture The Flag, Capture Point, Or any other modes that consists of an Team.

 

Thank You!

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