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Guide To SkyScrapers: Skyscrapers Is Not A Common Map and Therefore Might Be Hard To Master But If You Do Find Yourself Playing I Would Recomend Using:

1. Thunder

2. Shaft (If Playing CTF Or TDM)

3. Striker

4, Railgun (If You Are Skilled With It)

5. Magnum

6. Any Hull (Depends Of If Your Defending Or Attacking)

 

Supplies: Be Sure To Use Supplies Very Carfully And Skillfully.

1. Only Use Double Amour Or Double Damage If You Have More Than Half Health. Although If You Have The Flag Or Are Capping The Point It Wouldn't Be A Bad Idea To Weaken Your Opponent To Help Your Team Regain The Point Or By Chance Stop Him From Returning The Flag.

 

2. Use Mines When Someone is Following Exactly Were You Go Or In Front of Entrances To The Flag or Were You Are Camping.

 

3. Use Repairs Kits When You Carrying The Flag, Capping The Point Or At A Very Crucial Moment.

 

4. Use Speeds To Escape Tanks Or To Help Cap The Flag

 

Tactics: To Win Its Ideal To Use Friends And Communication With Them But If You Dont Follow These Tips:

1. Don't Straight In To The Base Go Around or Find A Back Entrance

2. Draw Little Attention To Yourself Until Inside The Base

3. Try Have As Much Life As Possible

4. Supplies (Optional) But If You Do Use The Tips I Gave You

5. If Playing DM Camp At One Of the Top Towers Placing Mines As You Go Up

 

Hopefully This Was Helpful All The Tips Work On Both Teams Or DM And I Hope To See Skyscrapers Full Of Players

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to all those tankers who get destroyed in a barba map easily,

 

 

        try to switch your hull to titan or mammoth with a turret of a mid-long range to long range. I prefer to use the shaft on that little platform by team red's start point. therefore you can snipe everybody from that platform with so mush damage 

         

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kqf17XD.png

RgJ5Pl7.png

 

Guide to playing Highland efficiantly

 

Highland is a small map that is great for Catch the flag, Death Match games alike. In the Control Points mode there are three control points, with one in the centre adjacent to the sole Repair Kit and the other two one the elevated sections of the map. Highland is a good map for small battles with short range weapons but is excellent for Catch the Flag battles with teams of four or more. Team Death Match battles, with decent numbers get intense and chaotic, but are a lot of win. All the small weapons can do well on Highland with Firebird, Freeze, Hammer, Isida, Smokey and Twins particularly effective.

 

Shaft, Railgun, Vulcan, Smoky and Thunder are effective turrets for defending flags on Highland, especially the blue team flag that sits at the end of a long and narrow track. The blue flag is not impossible to grab though as there some alternative routes where you may be able to catch the defence unawares. The red team flag is tucked away in a small compound in the east side of the map and can be tricky to grab if defended well, but again there is more than one way to access the compound and flag and taking the enemy by surprise.

Highland is available to players who hold the rank of Gefrieter and higher in the Ranks Structure.

Edited by hockey778
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                               Beginner's guide to effectively play Fort Knox

 

Fort Knox is one of the first maps newbies encounter upon joining the game, but shortly after they tend to abandon it in search of maps that suits more their playing style, often is the result of misunderstanding how the map's designed to be played.

 

General information about the map:

  •  The map contains two drop zones of each supply distributed equally between the bases.
  •  Map unlocks at Corporal rank.
  •  It can hold up to 14 players max.
  •  Map supports all four modes (DM, TDM, CTF, CP)
  •  Map has 12 drop zones for Gold boxes (four in the middle, and four in each base)

In details, this guide will show you how you can competently play this map, in all of its modes and on both its team sides.

 

Note: In each position of each mode there will be given at least two spots/routes or more if deemed necessary.

 

1. In CTF:

1.1: Playing on the Blue team:


1.1.A: Defensive positions:
Now there are two key defending positions, one is of them is better than the other, as explained below.
The first one is behind the house facing the main gateway to the blue base

 

 

 PEQeKO9nQ-qOv-Z6gBy6Jw.png

 

 

However, in spite of the perfect place next to the flag that this position provides, enemies with long/medium-ranged turrets can easily shoot you down from the sides of the base and an attempt to get out of the line of fire will only compromise you the more.

 

The second spot is the house on the far left corner of the base, right next to the watchtower.

 

 

 bVkNe8v7Q1qqafViohH3uw.png

 

 

This spot is slightly better than the previous one because;
 A, you have more visual range, thus you can shoot down incoming enemies with a medium/long-range turret. B, it's a lot harder for enemies to shoot you from this spot. As explained in the screenshot below, you have one weakness, although they can still shoot you from there, it's more troubling for them to shoot you in this spot than it is the first hiding spot.

 

LOyLw--pT5Oin3Ta24pX7A.png

 

 

That's the basic idea of defending in the blue base, you can add mines wherever you find fitting, although, it is best to plant them in your weak spots.

 

Now, onto equipment. As it's usually known, the ideal defending gear is preferred to be heavy/medium hulls and medium-ranged turrets. That's because light hulls are easy to destroy, thus failing your duty as a defender. And long range turrets are often accompanied by long reload time, which contradicts your need of rapid fire when being attacked (this can differ depending on the player's playing style) so now we're left with medium/heavy hulls and short/medium-range turrets. For hulls, the ideal one to use is Viking. Dictator is also an option, but, even though it might not seem that important, it has a bigger hitbox than that of Viking, which in certain situations, might be problematic.

As for turrets, medium and short-range turrets can be very effective in defence if you truly know how to use them properly,  so choosing one's a matter of preference and playing style.

 

1.1.B: Medium position:
Players who play this role assist both team attackers at capturing enemy flags and take down enemy attackers shall they escape the base carrying their flag. Now there are two optimal positions for players who choose to play the medium role, the first one's the ramp on the left side of the red base, it's best to mine the ramp to prevent unwanted visitors from coming up to you and dealing damage. This is also a strategic position since the tanker can pull back to safety at will, and also because there's a double damage drop zone right next to the upper left side of the ramp.
The second position is the house on the far right of the red base. This position offers a wider visual range on the enemy base but it's more compromising for the tanker using it, considering he's practically amidst the enemy base. It's also a wise choice to mine the parameters of the house for incoming enemy tanks.

 

1.1.C: Offence:
There are two main strategic routes for capturing the enemy's flag, a safe, long route and a risky, quicker one. Both routes are demonstrated in the following screenshot, noting that the black route's the safer/longer one and the red one's the quicker/riskier one. These two routes were strategically drawn so that the tanker passes by drop boxes, and so he/she could have a greater chance of capturing the flag and choosing one goes back to the tanker's playing style.

 

 6fzKeP9nRGSHLxmhMJHXjQ.png

 

 

 

1.2: Playing on the Red team:

 

1.2.A: Defensive positions:
There are two main places you can defend in this base. You can either hide behind the buildings surrounding the flag

JyjggX8-RmitHDKCY6muDw.png

 

 

Or you can stay next to the gateway of the red base as shown here;

 

Z7IWuFxuQ1W37Q6BRRvPzA.png

 

 

 Although the second position provides the tanker with a good element of surprise against everyone entering the base from the gate and/or the ramp, it does leave him/her vulnerable to everyone who sneaks up on them from the pathway behind him/her, as explained here;

 

kZ9xAa4ZSVO5sw8Wg9mG_w.png

 

 

 

1.2.B: Medium position:
For this position, camping near the ramp on the right side of the blue base won't be as effective, since it's considerably near their flag so that side will be pretty occupied with defenders that might take you down.
So it's best to go and stay near the house on the far left of the base since that area is more dormant than the right area where the flag is located. As for the second spot, the safer one, it's to stay near the ramp on the far left of the red base, where a clear shot at the enemy flag, where the defenders are located, is provided.

 

 

GCjzRCJqRW6vFXWw_B8M7A.png

 

 

 

1.2.C: Offence:
 This position requires swift movement and a rapid firing turret, close and medium-range turrets both do a fine job if used properly. The following screenshot provides two routes a tanker could choose from, as before, the black one's the safe and long one. And the red one's the short and risky one.

 

c-_aD-8ATnSc6zVMwc693A.png

 

 

 

Both routes are drawn so they pass some drop zones that can greatly change the outcome of the capturing attempt, and choosing which route to take goes back to the tanker's playing style/capability.
 

Recommended equipment for defending:
Hulls: Viking, Hunter, Dictator, Titan, Mammoth.
Turrets: Firebird, Freeze, Smoky, Twins, Isida, Ricochet, Vulcan, Hammer.

Recommended equipment for medium positions:
Hulls: Viking, Dictator, Hunter, Hornet.
Turrets: Vulcan, Striker, Thunder, Railgun, Twins, Smoky, Ricochet.

Recommended equipment for attacking:
Hulls: Wasp, Hornet, Viking, Hunter.
Turrets: Hammer, Smoky, Firebird, Freeze, Ricochet.

 

 

 

2. In DM:

 

There are lots of obvious camping spots in this map, and with few mines sprinkled around and a double damage activated, any tanker can wreak havoc in DM. The preferable turret to use is either Railgun or Thunder for camping as they deal, with double damage, humungous amounts of damage per shot (DPS), a feature that makes these two turrets perfect for kill stealing. And if you don't want to camp, a Smoky/Twins with a heavy hull will dominate the game. Short-range turrets are best equipped with medium hulls for armour and reasonable speed.


 

3. In TDM:

 

Your life here matters the most when compared to other modes, so it's a good idea to armour up. Unless you're going to camp since you need some speed to safely reach your desired camping spot. If you're camping, go for a splash damaging turret, such as Striker, Thunder or the best option, Magnum. If you're not camping, and want to be a team player, get Isida as it will drastically change the outcome of the game in your team's favour. Other turrets that will do a grand job in TDM are Firebird, Twins, Ricochet and Smoky.

 

 

4. In CP:

 

Fort Knox has four points all concentrated around the middle. And in the following screenshot is the placement of those points along with the ideal whereabouts for controlling the points and assisting your teammates.

 

 

5Nb2DXCSTS2EEPlnH6Fkbg.png

 

 

  •  The red rectangles resemble positions in which the tanker that occupies them is responsible for upholding the two points nearing them. It's recommended to use a medium hull and a short-range turret when occupying these positions. For example, an Isida used in one of these positions could be extremely helpful to the team.
  •  The black rectangles resemble positions for sharpshooters. Their main job is to weaken the enemy as they try to capture the points. These positions are also considered safe zones regarding they're out of the enemy's range of fire. Medium hulls are also recommended to use in one of these spots along with a long-range splash damaging turret.
  •  Finally, the blue rectangles are considered to be the frontline of the team. It's best to use a heavy hull when occupying these spots. A Smoky combined with a heavy hull in one of these placements will deal immense damage to the enemy, as will Vulcan, Striker, Twins and Firebird.

NOTE: The previous presentation was made to demonstrate positions ONE tanker can choose from, they are not made to be taken as a team plan.

 

 

 

(not part of the entry)

NOTES:

  1. I've only used this much spoilers to avoid inconveniences that might occur due to the entry's length.
  2. I gave CTF mode my unsurpassed attention considering it's the most popular battle mode as well as its complexity (positions, tactics, routes) that exceeds any other mode.
Edited by InfamatiEtObliterati
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 6fzKeP9nRGSHLxmhMJHXjQ.png

 

 

c-_aD-8ATnSc6zVMwc693A.png

 

 

For blue teams attack plan, the black way is so predictable and you have nowhere to hide, a lot of people use broken wall to attack. What if you ram into someone? You fight, he repawn and starts shooting at you, whole enemy team sees it and begin killing you. Capture failed becaue you have nowhere to hide if that one guy comes there. 

Red line gets you surrounded and killed within a seconds.

Second creenhot-

Black line- even worse than for first creenshot. enemy can easily see you and you cant hide, once you grab the flag you must drive thru half of the enemy base while they are looking for the guy who took the flag and they have 150% chance of spotting you.

Red line works only if its a duel becaue if its not, enemies will be in middle so when you drive to their base, you may get shot at, once you go into their base, you are surrounded. If you still urvive that, in a way back to your base, flag will be visible from anywhere and enemies will try to kill you.

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A Guide to playing effectively in Highland

 

Title.png

 

Hello to the viewers who want to achieve mastery playing on the map Highland. Let's get in, step by step and see how we can be real pros in Highland. 

 

Overview:

 

Highland as a map, isn't so popular from the eSports point of view. Having said, this is a map famous for drug wars and also, for practicing defensive and offensive tactics as a team. This map is really popular among Open Format players, say for low ranks or even high ranks. You can see quite a few Highland Battles in EU2/EU3 for High ranks and EU10/EU11 for low ranks. 

 

Battle Modes:

 

DM, TDM, CTF, CP

 

Battle Size : 16 (DM) and 8 for each team in team battles.

 

 

Special Tactics depending on Battle Modes -

 

DM :

 

Talking about DM, a famous recommendation is to use short range guns or Plasma weapons with Viking/Hunter. People often consider using Shaft/Magnum/Railgun on heavy hulls, which might also result to be a good tactic. The corners of Highland make camping quite easy for heavy hulls. Camping from behind house can be really effective and also you can protect yourself using mines, which do serious damage to sneaky Firebirds and Freeze's which come to ruin your plans. If you are a short range turret user, avoid getting into the open or else you're a simple enough target for snipers and Magnums. 

 

CP :

 

image.png

 

CP is a mode which is played a lot less among High Rankers in Highland. Points B and C are subject to be secured by respective teams but the target and the challenge is to protect and capture the point A, right at the centre of the Map. It is never easy for any of the sides to defend this point as it is in the open and staying at that place for long is next to impossible. Isidas providing support to heavy hulls with Smoky or Twins is the best step towards capturing point A. Having said so, both the teams must try shooting out the snipers of the opposite team who really act as game changers here. Too many short range turrets in the beginning and the team will lose. It's a must for any team to have a variety in combinations and have at least one Healer for support. Supplies play a huge part in CP battles too. Controlling the ramps near to Points B and C ensure that you're not losing these points too.

 

CTF :

 

Highland.png

Routes for going to enemy flag and bringing it back for both Red and Blue Teams

 

CTF is the most prominent and popular game mode in Highland. Both Blue and Red bases are defensive enough, which result in bringing the flag to be very difficult. Addition of Magnum to the game has really increased the strength of defense due to the special ability of Magnum to hit from behind cover. 

 

Red Base -

 

This base is a bit less defensive, compared to the blue base, since the enemies are open to attack from the hill above. Having said that, the walls which act as a blockade towards the entrances are also good camping points, for Shafts and Magnums. Railgun-Viking Combos are prominent here, which camp from the hill, getting a vantage point right until the end corner of the blue base. Hammer and Titan would be the best combination for defense in the red base.

 

Talking about the attack, it's not at all easy to bring the flag from the blue base since it's a lot more defensive and many more tanks can be seen providing cover. However, it is seen that multiple Isidas and few other tanks make a group to attack, which come out to be successful most of the time. Isidas and Supplies play a huge part in the attack strategy. The main challenge is to steal and bring the flag back from the Blue base, for which Isidas can play a huge role. Additionally, having a few drugs activated would make things interesting as well. 

 

Blue Base -

 

The Blue base is a lot more defensive, which results in defenders and campers getting comfortable amount of cover to execute their task. Defense in the Blue base shouldn't be much of a problem, as two or three heavy hulls and an Isida can manage the task. Mines play a huge part to block the attackers from taking the flag and later stealing it away. Railguns, Magnums, Shafts, Thunders, Strikers can act as good supporters in the defense. However, a Shaft camping from behind the house can create a lot of disturbance in the opposition, which acts in the favour of the blues.

 

Attacking is also not an easy task here, as you might have to face a lot of enemy tackles during your way towards their base, especially Thunders and Smokies behind the wall. The most common route to get the flag is through the hill top and bringing the flag back from the west hill. This part of Highland is subject to widen after the Matchmaking System Update, which will decrease the level of difficulty in running with flag, but might make it harder to get away, as you might be in the open for a longer time. 

 

TDM :

 

This is not so popular among high ranks, but you can see many of these among the Warrant Officers and Lieutenants. The keys to winning the game are one, camping and two, rain fire. Camping can create a sense of irritation among the opposition and rain fire, which means a lot of Tanks making a group and attacking together also lets you destroy a lot of enemy tanks together. Isidas and Supplies play a huge part here, just like CP. Magnums are very effective here.

xyc8dqL.png


Edited by Mr.Meowth
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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. 

 

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Guide to Playing in Skyscrapers

maxresdefault.jpg

Skyscrapers is a large map, consisting of platforms connected by thin walkways. Its tallest building is attractive to parkour teams, and the smaller ones can be climbed single-handedly in Space mode. It was popular before the No missions in Pro Battle update, but is now rarely found.



250px-_DM_preview.jpg

DM mode:

Close range weapons are not effective, medium to long range weapons should be used with a heavy tank. Long range weapons should make their way to the red base, where double power  and a repair kit are located. The view also makes it an excellent sniping point  from where enemy tanks can be picked off , before hideing behind the wall to reload. Medium turrets should stay on the low levels and behind buildings to avoid being sniped.



Recommended weapons: Railgun, Shaft, Thunder, Striker, Smoky, Vulcan, Ricochet.

 

 computer-takeover.png

 

TDM mode:

Long range weapons are superior here, and peek-a-boo tactics are recommended. It is a good idea to stay in ones base and pick off exposed enemies. Heavy tanks are best (except with Railgun). Isidas are encouraged to heal snipers and never reveal themselves.



 

Recommended weapons: Railgun, Shaft, Thunder, Striker, Isida.

 

maxresdefault.jpg

 

CTF mode:

Blue team:

Defense:

Long range turrets should save their fire for incoming tanks, weakening them so medium range turrets can finish them. The blue base is easy to get into but hard to escape.



Attack:

Wait in a safe area near the enemy base until there are only 1 or 2 defenders, then head up the long ramp to take the flag. Pick up the repair kit even if you have full health, then head out of the base the other way, pick up the Double Armor and Speed Boost, then head to the low platform. From there go directly towards your base, then take the path behind it to capture the flag.

 



Red team:

Defense:

Cluster most defenders around the flag, and position medium ranged turrets to kill enemies coming up the ramps. The red base is hard to get into but easy to escape.



Attack:

Take a group of light or medium tanks directly into the base via the central road. Take the flag, then collect the repair kit and go down the ramp in the back of the base. Stay near the edges of the map as you make your way back to your base, and try to head towards a friendly defender on your way (who can delay enemies pursuing you.) Avoid enemy snipers and deliver the flag.



 

 

9042251_orig.jpg

      

(good  areas for defense are circled in that teams color.)

 

Recommended weapons: Railgun, Shaft, Thunder, Striker, Isida, Vulcan, Freeze and Ricochet.

 

 

maxresdefault.jpg

CP mode :

Not much to note here.  Capture the point near your base, then focus on a second point. Ignore the third.



 

Recommended weapons: Railgun, Shaft, Thunder, Striker, Isida, Magnum.

 

 

 

Gold Box Hunting:

 

Due to the size of the map, Wasp is a good option for the gold box hunter, as it can find the drop zone quickly.

0zc_TSFb.jpg

 

 

RED means: Find the drop zone, then sit on it and hope no one sees it.

 

Blue means: Find the drop zone, then get on a ledge above it. Wait for the gold to fall, then jump on it as it drops.

 

YELLOW means: Find a ramp below the drop zone, then use the ramp to fly into the air and catch it.

 

 

Here is my entry  :D

 

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:D GUIDE TO PRO!!!!!!! :D 

i am going to write about  the map 'Siege'.This map is great for sniping .the turrets that i recommend to use in this map are

-Magnum M0(for its range as it can cannon shoot across the map,also it does area damage.
TIP:always power your shots less than 50,and target enemy's that are close to each other.
-Raligum M0(this a perfect weapon for trench warfare over long range,known to penetrate the armor of multiple tanks standing in line of the fire.
TIP:always hide and shoot ,shoot before u pop out as it take few seconds warming up,always stay far away from other tanks if playing free for all.
-Shaft M0(this is the only turret that you scope in with ,it has got a laser for accuracy but the down side to this is that the other tanker will easily be able to detect it.
TIP: Don't stay too long in sniping mode ,as this will give away your position . 
I hope for anyone who reads this benefits from it .Please feel free to contact me to see of what you think of my presentation:
14hussaink@rhyddings.co.uk  :rolleyes:  :rolleyes:  :rolleyes:  ;)  :rolleyes:  :rolleyes:  :rolleyes: 

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Cross
 

From a map widely used at the Warrant Officer rank range to one of the penalty maps (with dimension 23x25) used in major tournaments in different communities like "Master of Swords", "Clan Championship", etcetera, this map is a very interesting and symmetrical map.  A total of 16 players can play at one time, 8 on different teams in the case of TDM and CTF and the map unlocks at Warrant Officer 1 and is available in all formats; CTF, TDM, DM, and CP.

eJxfdcE.jpg
 

In-depth view

Deathmatch (DM)

Due to the interesting position of certain walls, houses, etcetera, a wide range of equipment can be suitable here. Let us take a look at hulls; this map is a moderate size map (23x25) so a light or a medium hull such as Hornet or Viking is suitable here as it's maneuverability can dodge enemies and defend itself using the walls and houses present. At the same time, heavy hulls like Titan can also be used here if you are looking into positioning yourself in one area and dominating. There are a wide number of turrets in the game till this date, the most suitable turret(s) would be Ricochet, Smoky, Railgun, Striker. Around the periphery of the map, the area is empty and so long range turrets like Railgun/Smoky would be really effective and at the same time, in the central area, due to houses and walls being present, it is really effective for a turret like Ricochet/Thunder/Striker due to its splash damage/ricocheting effect which would dominate. An ideal type of equipment generally suitable for all playing styles would be Smoky and Viking.

Scenario: Cross DM
Equipment: Titan-Smoky/Viking-Twins/Railgun-Wasp/Titan-Striker

kMKNetr.jpg  

 

Team Deathmatch (TDM)

The main objective of TDM is the make sure that their team gets the most number of kills, or to make sure that the enemy team gets the least number of kills. To ensure victory, different ways are applied. The most approved way is to equip a heavy hull such as Mammoth or Titan, which would be very difficult to destroy, as compared to a medium or a light hull. To make it even more difficult, an Isida should be present for assisting the heavy hulls. Since the heavy hulls like Mammoth and Titan are used, it is not wise to equip self-damaging turrets such as Striker and Thunder since it would be very difficult for them to survive as compared. The most appropriate type of turret would be a long-mid range turret such as Smoky, Ricochet, Twin, etc. The reason being that is because when a heavy hull is equipped, the movement is reduced so to compensate for that, long-mid range turrets are used to shoot enemies far away and at the same time, to make sure that the hull isn't taking a lot of damage itself.While there are heavy hulls, the enemy team's first instinct would be to destroy the heavy hulls, for this, turrets like Railgun and Shaft can be used with a light/medium hull which can use the walls and ramps for the defense when they are aiming for the heavy hulls. One single Railgun shot can give heavy damage to the opponents so it's more suitable with a light hull such as BP (for easy maneuverability). If equipping heavy hulls is not a playing style of your choice, then the other way is by using dynamic strategy. Before, an Isida and a Titan would dominate as it would be difficult to kill, but at the same time the damaging rate would be reduced which in turn would take time for the enemy team to be destroyed, we could channel that and double the damaging rate by, instead of equipping Isida, another damaging turret such as Hammer/Smoky should be equipped. With the double firing power of Twins and Smoky, it would overpower the enemy team and would kill instantly. An ideal combination would be a BP, Mammoth Twins, and Isida Viking. The three-man team could take out a dozen before they die themselves, a huge asset in this format.

Scenario: Cross TDM 4v4
Equipment: Isida-Viking(x2), Mammoth-Twins, Titan-Vulcan

FBDPFuv.jpg 

 

Control Points

The most dynamic type of format, Capture Points (CP) is very unpredictable in the game and can completely turn the tables when least expected. Unlike other formats, here, it's not about destroying enemies, it's mainly about capturing points and making sure that the points are captured by stalling. A mere corpse could help you stall and make the enemy team take a longer time to capture a particular point.

In the map Cross, there are 3 points, all of them are one on the bridge having two ramps on either side as shown.
CTLUYH3.jpg

Even though this is dynamic gameplay, in this map, it is essential to have heavy hulls which would help tremendously in the game. The enemy team spawns on one side of the map, to access the point, they would have to use one of the three ramps, if there is one heavy hull being assisted by one Isida on each ramp, it would be extremely difficult for the enemy team to get close to the points alive. They would either be destroyed before the attempt to capture the point or they would capture with extremely low health points, which would be a downfall since the opposite team would spawn back and capture it. The ideal situation would be to keep one Mammoth and any turret (with no self-damage) and one Isida Viking on the point. That would ensure complete capturing of the point and, due to the heavy hull such as mammoth having high HP, it would also be successful in slowing down the opponents as time is a major factor here. In the case of turrets, turrets such as Ricochet, Smoky, Twins would be essential alongside short ranged turrets such as Firebird and Isida. Isida's main purpose would be to assist its own team rather than damaging the enemy while the other medium/short ranged turrets do the damaging. If properly used, one Firebird can be enough to severely damage 3-4 tankers before it gets destroyed, which can be a huge asset to the team.


OsMp0t0.jpg

Scenario: 8v8 Cross CP.
Squad: Titan-Smoky, Titan-Twins, Titan-Hammer, Viking-Isida (x2), Viking-Firebird, Viking-Striker, Viking-Ricochet.

 

CaptureThe Flag (CTF)

This is the most used format in all of Tanki Online, mainly due to its highly dynamic and intensive gameplay. It relies mostly on the particular skill set and experience which would provide the outcome of one particular game. Cross is widely used in many official and unofficial tournaments, which evidently makes it one of the popular maps in the game.
The map is symmetrical with an equal amount of drops on each symmetric side with one Health box dropping in the middle of the map, exactly. XP/BP is very popular on this map, as compared to other formats.


XP/BP


Offensive position


wvzdttU.jpg
 

Generally speaking, there are about two routes through which an attack wave can function, one being Under-The-Bridge route (blue arrows) and the other On-The-Bridge route (red arrows), as given. The route under the bridge is a safe route and at the same time, a longer route, whereas the other route is the opposite, a short but risky route.
Most commonly used route is the Under-The-Bridge route which assures the flag being successfully captured as the route travels around the walls and buildings which would act as a defensive shield when the enemy team shoots and it also travels in the team's base more than the enemy's base, hence making it a safe route. The other route is via the bridge where it is exposed, making it a bit tricky to travel unharmed. With good coordination, a tanker can go via the bridge unharmed.
In the case of drops, the team should plan in such a way that they go for an attack wave when they have the drop boxes or when the drop boxes are falling because, in a game with drop boxes, the outcome is majorly dependent on which team consumes the drop boxes. A coordinated attack via the given Under-The-Bridge route can give a higher percentage of the flag being captured. The other route, On-The-Bridge, is a bit tricky because it is more exposed, but if the flag holder had a DA (Double Armor) and a Nitro alongside assistance from the other team players, it would be easy to make a quick capture. After all, in this format, coordination is one of the key factors.


Defensive position


0eXTeef.jpg
 

Most people assume that camping is the best type of defense, which isn't completely accurate. Camping will help your team stay stagnant, but it won't let your team move forward. To move forward, to dominate in the map, it is essential for the defensive team to be in sync with the offensive team. The positioning and routes of the defending team are shown. It is essential for them to follow the route so they can push and damage the enemy team in their own base, whose ripple effect would increase the probability of the flag being captured. For instance, in a 6v6 battle, it is essential for at least 2 tankers to push forward and take control of the enemy side's base so the attacking squad can take the flag while the enemy team is busy clearing out their base.

In the case of drops, it is important for the defensive squad to have control over drop boxes on their side in order to have complete sync with the offensive squad. In order to do that, they have to time the falling drop boxes and push forward when suitable in order to take the drop boxes before the enemy team takes it. Once again, camping would be an unwise decision as you won't be able to take the drop boxes. If the drops are successfully taken, the both the offensive and the defensive squad can push together with ease and have flags captured whilst taking control of the enemy base.


All format

Since the map is a symmetrical map, the outcome of the match depends upon the equipment used and the efficiency on the map. The defense and the offense should be strong enough to hold off enemies and capture flags.


Offensive position


iw3ur29.jpg
 

Cross is not a big map and it's not a small map, it's a medium sized map so the hulls suitable for taking the enemy flag would likely be a medium hull or a light hull, for its health points and speed. For instance, a Viking-Ricochet would push and damage the enemy team's defense and the Wasp Railgun would steal the flag and drive toward its base. An Isida would also be a huge asset to the offensive squad as it can assist in healing the Viking or the Wasp while they steal the flag. With proper coordination amongst them, it will be possible to capture flags.


Defensive position


YPHoGn8.jpg
 

Despite it being a medium sized map, it is essential to have a minimum of one heavy hull on the defensive side. The heavy hull such as Titan would stay on the flag and will prevent it from being taken by the enemy team. To assist Titan, a Freeze and Isida would also be an asset. The Isida can heal the heavy hull while it takes and gives damage and the Freeze can go around the enemy and damage them till they're destroyed. If the flag is taken, the Freeze would slow them down and would kill them or slow them enough for the back up to reach. A combination of Freeze (for the freeze effect), Heavy hull (to prevent the flag from being taken) and Isida (For healing) would make it an ideal combination of defense.


Alternate Scenarios:

 


XP/BP- The most interesting type of battles played are 2v2 and 1v1, in this map and format.
Light format - It is a widely used format in many official and unofficial tournaments. It consists of one Smoky per team of 6 and permits 2 Wasps and 70% rail protection alongside 70% Smoky protection.
Equipment - 1. Wasp-Railgun(Red box),
2. Hornet-Smoky (Green Box)
3. Hornet Railgun (Blue Box)


MwCAsoi.jpg

 

 

All format - Cross CTF 8v8
Equipment - Titan-Smoky, Titan-Vulcan, Viking-Isida(x2), Viking-Freeze, Wasp-Railgun, Viking-Ricochet/Twins, Viking-Hammer/Firebird.

 

​~Final product

Edited by Etiquette
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Guide to Fort Knox

By Hornet_hero_999

Fortknox1

Fact File:

First appeared in game: 18th of December  2009

Creator of map: GrUm

Max Players: 14

Unlock at: Corporal

Secret Rooms:

There was a secret room in Fort Knox that was part of THE GAME 2017 which was found when a player jumps of the map at a specific point.

Fortknox3

This unique map is names after Fort Knox, a U.S. Army post in Kentucky and is where the US currently stores its gold. This map is meduim sized with a maximum of seven players a side. I think this map is unique because the best hulls to use are heavy or light- the only reason why someone would want to use a medium is too catch a gold box and you could probably get away with using a heavy hull anyway…. The rest of this guide is about what combos to use in different modes and why and to show you different tactics to help you capture the flag or control point in a much easier, quicker fashion.

CTF Mode

Attacker Combos and tactics

I think the best combos to use for an attacker is Hornet with Ricochet or Firebird. This is because Hornet is the hull with the most protection. This is vital because the best way to take the enemy flag is to go down the “allyway”  which is the quickest way to enter and exit the enemy base…

Fortknox2

I chose firebird as a turret for its sheer firepower damage and ricochet because it does a lot of damage but wont do splash damage onto itself (because all the walls are curved so its bullets will bounce up) . Now that I have explained my combo choice my attack tactics are pretty obvious - some heavy hulled druggers tankers go down the middle whilst some firebird hornets slip around the back and nab the flag and slip back out.

Fortknox5

Defender Combos and tactics

I think that the defenders should use Heavy hulls and short range turrets such as isida mammoth and firebird titan. I think this because basically nothing can get past heavy hulls, especially if they heal each other. This is a good map to use heavy hulls because there are a lot of corners and it is hard for long range imbeciles such as shafts and strikers to attack from afar.

Midfielder Combos and tactics

I feel that the midfielder is very important because these are the tankers that show the medium hull enemies who think they can barge in to our base through the middle of the map are WRONG. These tankers should be heavy hulld with isidas behind them in case these noobs are duggers as well – very common. They should use mid or long range such as striker, ricochet and thunder. Ricochet is especially useful because is will be able to bounce around corners to get the people behind walls who are also trying to get pass. Look at the diagram to see where these tanks should hang out if they are on the red team (if they are blue then use a mirror to work out where they should go as the map is symetrical).

Fortknox6

CP Mode

CP mode is pretty simmilar to CTF in this map so all you need to do is have every player in midfield like I explained in CTF mode J.

TDM Mode

TDM mode is also simmilar to CTF and so all you need to do is have every player in midfield and attack as explained in CTF and CP mode J .

DM Mode

I suggest using heavy hulls with medium turrets such as Ricochet Titan because there are a lot of small spaces and no room for snipers and nowhere to run so all you need is a heavy hull and medium turret. Reference the picture to see where to chill kill (excuse the flags but I couldn’t find a picture without them so pretend they are not there).

Fortknox7

Gold Hunters Guide

Use the obvoius dictator or titan option because they are the tallest hulls. This is because there is an invisible box on the slopes of these two hulls (see picture).  When one will fall get a double armour and speed boost.

titan1

This is a picture showing all the drop zones of this map and the out lined place shows where to go when you hear the siren. Go there because from here you can spot most drop zones or at least see people driving to grab it.

Fortknox4

Thanks for reading my giude to Fort Knox! I hope you found it helpful!

 

 

 

 

 

 

 

 

 

­

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Hello tankers,

In this guide we will be strictly looking at how to play effectively in skyscrapers.

About skyscrapers:

Battle modes: DM, TDM, CTF, CP.

Size: 10vs10, 20 Players.

Tactics

DM Battle

Pro tip for DM battle

1.       Dropping mines on repair kit drop zones is one of the best tactics for every map and battle modes. Mines does a high amount of damage in a unit time while repair box take some time to heal.

2.       Skyscrapers is a big map so most of the tankers will prefer medium and long range turrets(smoky, thunder, Vulcan, railgun and shaft) don’t forget to take protection modules against these turrets.

3.       For a better K/D  hide yourself while your drugs are recharging.

4.        Most of the tankers don’t know how to use drugs effectively ,use double damage when you are going to shot at your enemy and use double armour only when your health is above 50 percent. 

5.       Target weak tanks first (tanks without protection modules against your turret, lack of upgrade, and light hulls).   .

For DM the best tactic for skyscrapers is camping

Best place to camp is the tallest building of skyscrapers.

Why?

Because:

1.       This building has only one way for entry as well as for exit, you can use mines to block the way for other tankers.

2.       This is the tallest building of the map, you can target most of the tankers from here.

3.       This building is open from all the sides, you will get a 360 degree view.

4.       Also at the top there is a double armour box - drop zone, so u don’t have to use your double armour supply.

 

CTF Battle  

CTF battle is all about team strategy .If you wants to play effectively in CTF then follow these simple rules:

1.       Whenever  you see someone taking opponent team flag always cover him, capturing flag is more important than your K/D.

2.       While defending , take heavy or medium hull with short or medium range turrets and while you are  attacking, take light or medium hull with large or medium range turrets.

3.       If you are a shaft user then camp near the area from where you can target opponent team defender. Mostly defender prefer a heavy hull, shaft has the highest damage in the game so it can easily destroy them and that’s how you are able to clear the base for your team .

4.       If opponent team has taken your flag and you are trying to take it back then take a medium hull with medium range turrets and asked someone in your team to take isida and come with you. Opponent team will do everything to protect the flag so it is better to have a backup health plan.

 

CP Battle

To play in CP mode effectively use a medium hull with medium or long range turret. If you use a light hull then the opponent will easily able to kill you and if you use a heavy hull then you are not able to capture point faster.

 Remember that every point counts and capturing point is important then your K/D. So instead of camping, go for capturing point.

First capture points near your base and the go for capturing points in the corner of the mid field. Most of the tankers will fight for middle point of the mid field so it is easy to capture the corner one.

 

TDM Battle

The best tactic for TDM battle is  to take a medium or heavy hull with a medium or long range turret and camp near you base, skyscrapers is a big map so opponents will take a light or medium hull for high or medium speed  , this will make them destroying even more easier. Remember every kill count so it is better to have some isida in your team who will heal you as well as each other.

Edited by God_From_HELL
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THE GUIDE TO PLAYING IN FORT KNOX EFFICIENTLY

 

 

so this is the fort knox map after you have seen it lets move ahead to the tactics.

I will now tell you which is the best hull and turret for playing in the fort knox

 

TURRET:

 these three turrets are recommended  for playing in fort knox efficiently

1. Magnum

2. thunder

3. Hammer

 

HULLS:

These hulls are recommended for playing in fort knox efficiently

1.Wasp

2.hornet

3.viking

 

and I recommend the guerilla or metallic paint for camouflage in this map.

 

the modes available are :

deathmatch

capture the flag

team death match

control point

 

as this is a medium map then the tanks will have mid range weapons like smoky , ricochet ,or twins so don't forget to get protection modules for these turrets.

 

SUPPLIES:

 

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 "

 

THE GOLDBOX DROP ZONES IN FORT KNOX

 

 

THE TACTICS :

 

ctf.pngCAPTURE THE FLAG

the easiest and the most interesting game mode in which you have to capture the flag of the other team and bring it back to your teams flag.

 

 

so the flag of both the teams is on the ground. So the best tactic is to avoid the ground and move on the castle or bridge and then come down from  the other side. If you are magnum then you should be a defender and defend your flag and shoot from the above . But if you are a raider then equip railgun or thunder always watch out for firebirds and freezes.you should always have an isisda in your team and ask him to stay near the flag and defend the flag and also heal passers. If you want to capture the flag then always have a hammer to assist you , in case you are destroyed he will take the flag and if possible, an isida . Always keep a shaft on the flag point to finish the raiders and if a vulcan is there then it is twice much as better. If you are confronted by someone on the bridge then don't keep standing there, fall back and then when you are on the ground then attack from the back or place a mine on the bridge.Always raid the team by taking 5 tanks with you which will be on the ground. of which two will be isida.

 

cp.pngCAPTURE THE POINT

In capture the point you have to  capture your point and turn the red to blue or blue to red.

 

you just have to wait till the enemy captures the point and when he turns his back then pounce on him and kill him.always take two people to capture a point as that way it is captuired faster. Always keep in mind that if you have captured the point then it is not permanent so jus t place a mine on the point so the enemy will not notice and will be killed.

 

dm.pngDEATH MATCH

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.But in this guide , we will be learning only for fort knox

Always use hiding places like pillars bushes and walls . when two people engage , dont go there just wait until a tank is killed and other is weakened and kill him.Always remain on the bridge  and don't go on the ground use magnum and kill every single tank on the ground.

 

tdm.pngTEAM DEATHMATCH

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. ALWAYS fix your teammates position and always move in groups of two . Isida is the most prefered as it can heal and save the points of your team.

 

 

This unique map is names after Fort Knox, a U.S. Army post in Kentucky and is where the US currently stores its gold. This map is meduim sized with a maximum of seven players a side. I think this map is unique because the best hulls to use are heavy or light- the only reason why someone would want to use a medium is too catch a gold box and you could probably get away with using a heavy hull anyway…. The rest of this guide is about what combos to use in different modes and why and to show you different tactics to help you capture the flag or control point in a much easier, quicker fashion.

Defender Combos and tactics

I think that the defenders should use Heavy hulls and short range turrets such as isida mammoth and firebird titan. I think this because basically nothing can get past heavy hulls, especially if they heal each other. This is a good map to use heavy hulls because there are a lot of corners and it is hard for long range imbeciles such as shafts and strikers to attack from afar.

Midfielder Combos and tactics

 

I feel that the midfielder is very important because these are the tankers that show the medium hull enemies who think they can barge in to our base through the middle of the map are WRONG. These tankers should be heavy hulld with isidas behind them in case these noobs are duggers as well – very common. They should use mid or long range such as striker, ricochet and thunder. Ricochet is especially useful because is will be able to bounce around corners to get the people behind walls who are also trying to get pass. Look at the diagram to see where these tanks should hang out if they are on the red team (if they are blue then use a mirror to work out where they should go as the map is symetrical).

Attacker Combos and tactics

I think the best combos to use for an attacker is Hornet with Ricochet or Firebird. This is because Hornet is the hull with the most protection. This is vital because the best way to take the enemy flag is to go down the “allyway”  which is the quickest way to enter and exit the enemy base…

Fortknox2

I chose firebird as a turret for its sheer firepower damage and ricochet because it does a lot of damage but wont do splash damage onto itself (because all the walls are curved so its bullets will bounce up) . Now that I have explained my combo choice my attack tactics are pretty obvious - some heavy hulled druggers tankers go down the middle whilst some firebird hornets slip around the back and nab the flag and slip back out.


 

thank you guys for reading this guide and hope you learned how to play in fort knox efficiently.
 

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Skyscrapers

 

 

See also Guides for Maps

 

0zc_TSFb.jpg

 

About Skyscrapers

 

Overview: Skyscrapers is a large map in Tanki online, possessing the greatest change in height (From the highest point to the lowest point) of any map in Tanki. Skyscrapers is ideal for experience and crystals, relaxation and pleasure. Skyscrapers is based on the old map Abyss. It is a large spacious map with very little cramped quarters. It is large but easy to navigate through. It is also quite a trip in regards to capturing each flag - you have to ride a remarkable journey and get through a lot in order to capture a flag.

 

Battle Modes: DM, TDM, CTF, CP 

Size: 10v10, 20 Players 

 

Tactics

 

DM/TDM

Skyscrapers is a large and open map, with a massive tangle of roads and ramps above many perforated floors. Since it's such a huge arena, many supply drops are scattered everywhere you go.

 

Railgun and Viking/Hunter does considerably well on this map due in part by a combination of the hull's excellent speed and maneuverability and Railguns’ high damage output per shot. Vikings’/Hunters’ protection out deals and is excellent around other guns as it is swift and tough. If you tend to move around the map it is best if you keep an eye out for Freezes and other short range weapons. The dangerous hull and turret can often act as a double-edged sword due to Railgun’s need of reloading time and Vikings’/Hunters’ slow rotation despite all efforts.

20202020202020.png

 

Freeze/Firebird and Wasp are also ideal because of the large amount of snipers in the map. Freeze and Firebirds can easily surprise a long range gun and get an easy kill out of it. Most tanks in skyscrapers do not think of the consequences of long-range turrets and unconsciously equip one. Wasps provide enough protection to deal with most guns, they can sneak peek around corners and have a lower chance of drifting than hornets. Just be sure that you're being observant enough to avoid being a target for others. If you can, find a Double Armor box, as they will extend your life (and sequentially, your kill streak) for a much greater durations of time.

fire_real.png

 

CTF

Defense: There are two best combinations for defending your teams’ flag. One is Smoky and Hunter and one is Shaft and Titan. Smoky and Hunter is the foremost equipment for patient and forbearing tankers. Smoky requires this patience because it is most dangerous at its base. Due to how Smokey’s damage reduces over distance, it can only act as defense. Smoky’s high impact force is great for knocking over smaller tanks, annoying them, doing critical damage and keeping your teams flag safe and sound. Hunter is best because it is quite fast, provides a lot of protection in case the enemy turns on you, and has a better range of fire and weight than Viking. This combination is ideal for peeking in and out of walls and confusing the enemy.

 

s_h_4.jpgs_h_2.jpg

Shaft and Titan are ideal for camping and getting a big load of kills. Shaft can one-shot many lighter tanks dealing the most damage out of all guns, which means it is a heavy beast when defending. Shafts can zoom in which is quintessential in larger maps like Skyscrapers. Titan provides one of the best protections in the game barricading a shield between you and your opponent.

s_t_1.jpgs_t_6.jpg

 

Offense:  Hammer and Wasp are the best for offense. Hammers are perfect to do the job because they can easily knock of aim, get back on their tracks if flipped sideways by using recoil (unlike some guns), annoy enemy teammates and knock off a guns aim (such as Smoky, Railgun, Shaft, Magnum, Striker, and Ricochet). Wasps are quick and swift and can escape an attack easily.

hammmerrrrrrr2.png

 

CP

One of the best guns for CP are Thunder and Dictator. The reasons for that are because thunders have splash damage and Dictator is easy to control. Usually when tankers are gathered around a point, it is hard to finish them off. Thunders can harm everyone at once, clearing the path for their teammates to go and capture the point.  Isidas are also ideal for CP. Attacking together is the best way to do it as double the damage and double the health, and that’s before you start equipping supplies. The Isida should (obviously) heal teammates as well as help finish off other enemies.

 

isi_healing.pngthunder111111.png

 

Tips

·       In CTF defense, try peeking in and out of walls and corners to hit the enemy. That way, they have a lower chance of hitting you.

·       In CP, strikers are popular and powerful. Strikers can lock their gun on you causing missals to fire at your teammates at once. When you see the laser try to avoid it, go around a corner or hide from it.

·       Try finding paints that blend into the map, such as Lead, Dragon, Desert, Guerrilla or Moss

·       When a Gold Box drops in Skyscrapers it’s often hard to find. Get on a high platform and search your surroundings for the dropping box. If you cannot see it, drop down and search the lower platform of roads.

·       Skyscrapers is a large map so tankers prefer to use long range/medium range guns. Don’t forget to put on your protection module against these guns.

·       Sometimes, camping is best in Skyscrapers. 

 

 

Recomended equipment

 

TDM/DM RailgunVikingHunterFreezeFirebird, Wasp

 

CTF SmokyHunterShaftTitanHammer, Wasp

 

CP ThunderDictatorIsidaViking

Edited by sandstorm1860
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Please note that this account is @C.O.N.Q.U.E.R.O.R's alt (Affirmed in next post).

McJgqan.jpg

 

Highland. An interesting map, to be sure - no matter what combination one chooses to play, success is practically guaranteed. Though the map is actually quite small relative to other popular maps, the variety of play in this arena is endless. The map is open to play starting from the low rank of Gefreiter. All four battle modes - DM, CTF, CP, and TDM - are playable in Highland. Sixteen players at a time is the maximum number of players in Highland, allowing for a hectic 8v8 or a blood-rushing 16-player deathmatch.

 

A complete map of Highland is found here.

viZXaTp.jpg

7YmfPh0.png

 

YiglCR1.png

Even though Highland DMs are only found very rarely, they can actually be quite a lot of fun. Compiled here is a list of the most effective combos to use in a Highland DM.

 

UScwz40.png

200px-Turret_railgun_m3.png200px-Hull_vicing_m3.png

This champion of the field is absolutely devastating in Highland. Because of Railgun's unlimited range, the hull paired with it does not need to be fast. So, Viking quite obviously follows, having a mix of heavy armour and a respectable speed.

 

This is the best spot for a Railgun-Viking in Highland.

sCVBzfg.png?1

 

This position can be easily kept and strengthened with mining spots such as these.

0xiMBLT.png?1

yS5zVx1.png?2

 

2HsEHu1.png

Turret_magnum_m3.png+200px-Hull_wasp_m3.png

Most would think somewhere along the lines of this - "Magnum paired with Wasp? High speed with super-long reload? Pfft. That idea belongs in the trash." However, the proposition is more promising than it sounds.

 

A little-known fact of Tanki - some places that you would expect to be off-limits in a normal battle aren't actually off-limits. This is easily exploited by OMP-ing up to this position. (This was done with M1 Magnum and M0 Wasp in a non-format battle.) While hiding in this little nook, it is nearly impossible to be hit by anything but an enemy Magnum. But, as Obi-Wan Kenobi once said... "I have the high ground."

FOtOuO9.png?1

 

7N4QWm5.png

Highland CTFs are actually quite popular - and no wonder! These battles are action-packed and filled with sneaky snipers and epic flag returns. A list of superior combos in Highland CTF is arranged here.

 

6fC4FId.png

200px-Turret_shaft_m3_2.png+200px-Hull_vicing_m3.png/200px-Hull_hunter_m3.png

Every good team needs at least one good sniper, and this is no exception. The ability to one-shot a medium hull of the same modification is an advantage that even Magnum does not have. With a relatively quick reload speed compared to Magnum, Shaft is an absolute beast in Highland.

 

Blue Team Positioning

 

This sniping spot allows oneself to demolish anyone reckless enough to venture onto the second level of the red base, while still keeping an eye on most of their lower base. It is also easily protected by mines.

4hS3HXG.png?1xC7mpAM.png?1

 

The second location has a view straight down the center of the map; however, the first location is preferable, since with this spot, there is a fence and a pile of bricks blocking a clean view. This position does have its strengths, since the hull is mostly hidden behind a physical wall that also allows for peeking in and out.

xhbSfQI.png?2

 

Red Team Positioning

This position has a large area in its scope. With a clear sight line into the blue team's base, it is possible to support any attackers going into their flag by picking off the defenders once they come out of hiding. It can easily become a defensive position by simply turning the turret ninety degrees right.

ubxAT0h.png?1

 

4eQbyRv.png

200px-Turret_freeze_m3.png+200px-Hull_vicing_m3.png

Just as every team must have a good sniper, every team also needs a reliable defender. An apt decision would be to choose Freeze, as its freezing ability makes it a natural defender. An even wiser choice would be to pair the king of defense with Viking. Viking's speed just barely edges out Hunter's. That's just as well, since attackers often use Repair Kits to try to get away from Freeze's curse. The extra speed on Viking should be just enough to catch the enemy once again.

 

Strategic positions for both teams are shown below. 

A tank parked in this location is extremely hard to hit, even from the second level of the blue base. Once an attacker runs into the blue base, ambush them and reduce their tank to scrap metal.

z6Ffo2R.png?3

 

Defending the red base is significantly more difficult in comparison to the blue base, simply because there are less structures. Though many position themselves along the fence, that spot is easy to hit from the second level of the red base. A better spot is shown below.

JEHvra3.png?11b3Ax1D.png?2

 

kwajQKi.png

Hammer_m3.png+200px-Hull_wasp_m3.png

A famous saying goes, "The best defense is a good offense." With a number of flat walls to ricochet Hammer's pellets off of, Highland and Hammer go hand in hand. Though Wasp and Hornet have the same amount of hit points, Wasp has a slightly higher speed. Even though the difference is minimal, every thing counts at the end of the day.

 

There are many good attack routes, some of which are listed here.

 

Blue Attack Routes

This is a route that involves predicting when the supplies will drop. If timed correctly, every drop on the route can be picked up. If, while escaping the red base, a Repair Kit drops into the center, switch from the light blue route onto the darker route, allowing oneself to pick up the Repair Kit on the way back to the blue flag.

Li4aRnI.jpg?1

A circle implies that a drop should be there to pick up.

 

Red Attack Routes

The same principles used in the blue routes should be used here. Again, it is absolutely imperative to be able to predict the timing of supply drops.

nkwRU2O.jpg

 

X3u2f7R.png

200px-Turret_isida_m3.png+200px-Hull_vicing_m3.png

To have a successful offense, a team must have a good support role. Isida-Viking plays the part perfectly, as Viking has enough hit points to hold its own should the enemy team target it, while still having enough speed to keep up with a fellow attacker. Be sure to leave most of the drops for the attacker, as Isida-Viking is still only a support, not an attacker.

 

EJdu3xF.png

CP mode in Highland is quite a challenge to win. With points located in the most dangerous places on the map, each team is required to work together by destroying enemy snipers to allow teammates to capture the points.

 

v1Nu4RC.png

Turret_magnum_m3.png+200px-Hull_vicing_m3.png

Another way of support is by shooting suppressive fire. Magnum is perfect for this, as most enemies will recklessly drive their tank into the middle in an attempt to capture the point. Hopefully, Magnum-Viking will cause it to be unsuccessful. Shots taken from this position should be fired at 35° and 20% power. Each bullet should land in the center of the map, demolishing any careless fool's tank. 

IJIMzXV.png?1

YhJ9Ie6.png

200px-Turret_thunder_m3.png+200px-Hull_mammoth_m3.png

An old classic, Thunder-Mammoth easily strikes fear into any tanker, having an immense amount of hit points while being able to return fire exceedingly well. Mammoth is superior to Titan in this case because it can push enemies off of the point, allowing its team to capture it. Thunder-Mammoth has the job of heading out into the center of the map to capture the middle point.

 

xuAwqLr.png

200px-Turret_isida_m3.png+200px-Hull_titan_m3.png

As previously stated, Isida can play an excellent support role, having the ability to heal teammates. The low speed is a compromise for the huge amount of hit points. When an attacker goes out into the middle, Isida-Titan has the hard job of getting into the fight with them, providing healing for them so they can survive as long as possible. 

 

RWw1fzU.png

TDM is a rather neglected mode. With tons of fun waiting inside Highland TDM, though, it is an exciting battle to play in.

 

6fC4FId.png

200px-Turret_shaft_m3_2.png+200px-Hull_vicing_m3.png/200px-Hull_hunter_m3.png

The same guidelines in CTF mode apply here. For convenience, the aforementioned section of the guide is rewritten here, slightly altered to fit TDM mode.

Blue Team Positioning

This sniping spot allows oneself to demolish anyone reckless enough to venture onto the second level of the red base, while still keeping an eye on most of their lower base. It is also easily protected by mines.

4hS3HXG.png?1xC7mpAM.png?1

 

The second location has a view straight down the center of the map; however, the first location is preferable, since with this spot, there is a fence and a pile of bricks blocking a clean view. This position does have its strengths, since the hull is mostly hidden behind a physical wall that also allows for peeking in and out.

xhbSfQI.png?2

 

Red Team Positioning

 

This position has a large area in its scope. With a clear sight line into the blue team's base, it is possible to snipe off tankers venturing out into the center. It can easily become a defensive position by simply turning the turret ninety degrees right.

ubxAT0h.png?1

 

 

CCv17aM.png

200px-Turret_ricochet_m3.png+200px-Hull_vicing_m3.png

Highland has numerous wall that Ricochet can bounce its plasma balls off of, and Viking is just one of the best attacking hulls. Combined, they make a high-power duo that can only be defeated by a few close range turrets such as Isida and Firebird. Be sure to stay only in the middle section of the map, since Ricochet cannot reliably win in one-on-one situations.

N8eP3cz.png

200px-Turret_isida_m3.png+200px-Hull_wasp_m3.png

Perhaps the most important role in a TDM. A good Isida-Wasp keeps his teammates alive, which lowers the death count of his team while allowing them to get more kills. Wasp's speed should be used to an advantage to flit around teammates, healing each one of them impartially. Remember to stay aggressive, as Isida's DPS is the highest in the game.

 

AjgIOt2.png

Protection is one of the major parts of the game, so listed here are the modules that function well on this map.

IlyB78J.png

Boasting protection from Hammer, Magnum, and Shaft, Griffon T-G offers amazing protection against snipers.

 

rdKLlnJ.png

With protection from Isida, Freeze, and Ricochet, this module blocks off the turrets that most players would use for defense.

 

2YL3vFf.png

Lion T-C protects against Hammer, Ricochet, and Freeze. Hammer is also a turret that plays a major role in defense, so protection against it is good to have.

 

NcCVlC3.png

Though paints no longer offer protection, camouflage on any map is also important. 

GmMMc3N.png

Needle and Guerilla both sport an odd ability - If a tank stay motionless,  from a distance it looks as if the tank is dead. This often causes enemies to target someone else, allowing an opportunity to attack. Perfect for snipers.

 

daIEsPu.png

Sandstone's colour scheme blends in with Highland's almost perfectly. It is a wonderful, cheap paint that provides advantageous camouflage. Useful for anyone on Desert maps.

Edited by GeeVuh
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947O5qn.jpg

This is a guide to the map Fort Knox. Fort Knox is a medium sized map that allows up to 7 players per team. It features all the modes. For easier understanding, I will be using the red team as my perspective for team based modes. (Unable to find a birds eye view of the map so I just used one with gold box locations, source: http://en.tankiforum.com/index.php?showtopic=234421; if you are able to find a better image, please pm me.)

 

 

Deathmatch

For Deathmatch, I would highly recommend camping, or taking control a corner or edge of the map. This map has plenty of obstacles to hid behind. Mounting a medium range weapon, you will be able to pick off enemies quickly. Heavy medium hulls are both viable as you often spawn at locations with lots of cover. 

 

Team Deathmatch

When you play Team Deathmatch, generally you should take control of your side, this would be the east side. Make sure to eliminate any enemies that pass the vertical wall. 

Up north, generally you want a medium ranged combinations to close off that choke point; weapons include Twins, Smoky, Vulcan (generally infinite ammo and is able to confront short range turrets); this position should be covered with a heavy hull. 

In the south-east section, you would want two or more Isidas to cover the middle gap as well as heal teammates. Medium hulls provide the hp and mobility for this role. 

In order to make pushes, you would want medium to long range weapons along the southern ramp in order to make pushes into the middle. If your team is able to take control of the center area, they you should have Railguns, Shafts, Thunders or Magnums on the high grounds of your side.  

 

Capture the Flag

You would want to take control the map as well. Everything to help defend is covered in Team Deathmatch Section. 

Due to the amount of cover in this map, flag pushes only require close and medium range weapons. Strong pushes include Hammer, Smoky, Thunder, Ricochet and Viking; Isida and Viking for healing; and a few tanks for cover, such as Firebird, Freeze or high knock back turrets on a suicidal mission to help the flag carrier out. 

For defending the flag, you want your two or more Isidas; a Freeze and Hunter; and your good old Vulcan, Twins or Smoky/Mammoth to sit on the flag. 

 

Control Points

Similar to Team Deathmatch you want to continuously make pushes in order to gain more points. I would suggest that you place a heavy hull with a Vulcan on points that you have already captured. 

 

Additional tips

Isidas are very powerful on this map due to the surplus of cover. 

The multiple small choke points (ramps and wholes in the wall) allow for great mine placement.

Magnum is really effective due to the multiple height differences. 

Ricochet, hammer and thunder are effective by being able to hit hidden enemies. 

Ramming enemies at ramps is useful for flipping them. 

 

Great Combos

Isida and Viking - Healer

Vulcan and Titian - For zoning

Smoky and Mammoth - Blocking/Flag camping

Hammer and Viking - Flag carrier

Freeze and Hunter - Flag defense

Thunder/Smoky/Railgun/Ricochet and Hunter/Viking/Dictator - Midfield

Magnum and Hunter/Viking/Dictator - Support

Edited by Kerry369
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Guide how to play in Highland like a Pro

 

 

 

 

 

 

 

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

 

 

:)

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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.

 

Gold Box: 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:

 

 

 

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.

 

 

 

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.

 

 

 

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.

 

 

 

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.

:)

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This is a guide to the map Fort Knox. Fort Knox is a medium sized map that allows up to 7 players per team. It features all the modes. For easier understanding, I will be using the red team as my perspective for team based modes. (Unable to find a birds eye view of the map so I just used one with gold box locations, source: http://en.tankiforum...owtopic=234421; if you are able to find a better image, please pm me.)

 

 

Deathmatch

 

For Deathmatch, I would highly recommend camping, or taking control a corner or edge of the map. This map has plenty of obstacles to hid behind. Mounting a medium range weapon, you will be able to pick off enemies quickly. Heavy medium hulls are both viable as you often spawn at locations with lots of cover.

 

 

Team Deathmatch

 

When you play Team Deathmatch, generally you should take control of your side, this would be the east side. Make sure to eliminate any enemies that pass the vertical wall.

 

Up north, generally you want a medium ranged combinations to close off that choke point; weapons include Twins, Smoky, Vulcan (generally infinite ammo and is able to confront short range turrets); this position should be covered with a heavy hull.

 

In the south-east section, you would want two or more Isidas to cover the middle gap as well as heal teammates. Medium hulls provide the hp and mobility for this role.

 

In order to make pushes, you would want medium to long range weapons along the southern ramp in order to make pushes into the middle. If your team is able to take control of the center area, they you should have Railguns, Shafts, Thunders or Magnums on the high grounds of your side.

 

 

Capture the Flag

 

You would want to take control the map as well. Everything to help defend is covered in Team Deathmatch Section.

 

Due to the amount of cover in this map, flag pushes only require close and medium range weapons. Strong pushes include Hammer, Smoky, Thunder, Ricochet and Viking; Isida and Viking for healing; and a few tanks for cover, such as Firebird, Freeze or high knock back turrets on a suicidal mission to help the flag carrier out.

 

For defending the flag, you want your two or more Isidas; a Freeze and Hunter; and your good old Vulcan, Twins or Smoky/Mammoth to sit on the flag.

 

 

Control Points

 

Similar to Team Deathmatch you want to continuously make pushes in order to gain more points. I would suggest that you place a heavy hull with a Vulcan on points that you have already captured.

 

 

Additional tips

 

Isidas are very powerful on this map due to the surplus of cover.

 

The multiple small choke points (ramps and wholes in the wall) allow for great mine placement.

 

Magnum is really effective due to the multiple height differences.

 

Ricochet, hammer and thunder are effective by being able to hit hidden enemies.

 

Ramming enemies at ramps is useful for flipping them.

 

Great Combos

 

Isida and Viking - Healer

 

Vulcan and Titian - For zoning

 

Smoky and Mammoth - Blocking/Flag camping

 

Hammer and Viking - Flag carrier

 

Freeze and Hunter - Flag defense

 

Thunder/Smoky/Railgun/Ricochet and Hunter/Viking/Dictator - Midfield

 

Magnum and Hunter/Viking/Dictator - Support

 

 

 

 

:)

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This is ETHAN105ATTACKER and I will do a guide on the map HIGHLAND

 

Highland is a small map, beginners liked to use short range weapons like Firebird, Freeze and Isida. But actually, nearly all of the weapons can work effectively if you know how to use them.

 

In Highland, tankers can choose to play assault or support. For assault, you have to get into the battlefield and battle the enemy tanks and your supporters will help cover you. For support, hide in a tall place and focus on supporting your teammates.

 

Mode DM : It doesn't really matter, there are no teams, so assault and support won't be necessary. Just equip a heavy hull and a close to mid range turret.

 

Mode TDM : It is optional, the team can have a assault and support system, but all assault will be fine too, because there are no flags for the enemy to steal. But just keep in mind that heavy hulls in TDM are very important.

 

Mode CTF : This is where assault and support are most recommended. For assault, use fast hulls and close range turrets. You can drive into enemy territory and steal the flag swiftly while your supporters help you to blast the enemies around you. For supporters, you have to go to a higher place to get a clear view of the map, then help destroy the enemies that are chasing your teammates. Magnum is most recommended because you can shoot places where you can't see. So if your teammates stole the enemy's flag, you can use magnum to eliminate all the enemies around him. (You can't really see the enemy flag's position) Also, you need to protect the flag when enemies stole them.

 

Mode CP : Tankers who choose to play assault can go to capture points while supporters cover you. Choose tanks like Hunter, Viking and Dictator because they have decent armor and decent speed. It's just the same for supporters, use a heavy hull and a gun with high damage.

 

(Striker is not very good because it needs to lock on, when the enemy sees the laser, they will just hide behind walls and you can't shoot him.)

 

Hope this guide helps you! :)

 

 

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Hello Tankers!

My name is Erick. Today and on this guide, I am going to teach you or help you to play efficently in Cross map.

 

About the map.

Cross map was added to the game in December 18, 2009.

It was created and submit by eras.

It is aviable in all game modes.

It also has winter and space mode.

It has a Lenght of 27 props, a Width of 25 props, and a total Area of 675.

It can allow a maximun amount of 14 players.

It is aviable from the rank of Private. Also, I can surely say that most of tankers have played on this map at least twice.

 

200px-Cross.jpg

 

 

Playing tactics.

 

This map, is not seen so often in some modes (Game and map modes) such as parkour, space or CP (Control Points). Anyways, I am going to explain you in every mode. Even Space mode (Not parkour). 

 

Capture The Flag (CTF).

CTF mode, is one of the most common game modes you can find on this map.

Playing this game mode is relatively easy. But it is so hard to camping on this map with Shaft. It can be a little hard to camping with Vulcan, but when you get well positioned, you can become so hard to beat. On this game mode, I recommend you play with light and medium hulls, it can be very helpful for capturing the flag. Also, your team will need a great variety of turrets and hulls for specific tasks on the team. For example, Hornet and a medium-long range turret, such as Thunder, Railgun or Smoky. In several teams there is somebody very important. that is... Isida. This is the guy who unexpectedly appears when we more need it. For beign more effective, we need an Isida with Viking, this is for avoiding to beign easily destroyed by the enemies. Also, your team will need some short range turret. That is for protecting the flag when an enemy is going to take it, or when the enemy has already taken the flag. Also, we need someone with a Magnum. That could help us destroying the enemies over the bridge or on the other side of it. 

Now, let´s talk about strategy. This map, is well equilibrated for both sides. It is relatively easy to capture flags on this map. You can go around the edges of the map to capture the flag. That is the easiest and most common way to capture the flag on this map, also you can go over the bridge. This way is the most safer to capture the flag, because this way you can avoid to get destroyed by getting help of your team, also you can get healed by a teammate with Isida. Or if you get destroyed, it will be easier for your teammates to find the place where you got destroyed, and hence, the flag. 

 

The graphic below shows the most usual way that most of tankers takes to capture the flag.

 

MbnzqQRDRwmkoj-nkGgj6g.png

 

You can camp here with Freeze to avoid someone to take your flag.

 

sTDX_ORSTEKXpR8Tr-vsag.png

 

Team Death Match

This game mode is a little more difficult than CTF, because in this game mode, you can not win by capturing flags. To win, you have to reach a destruction limit in favor of your team, or reach the end of the round with as many kills as possible. For this game mode, it´s better for everyone to use medium hulls. Eich have equilibrated weight and speed. Wich is an advantage as far as K/D is concerned. Also, you can use Isida for healing your teammates, action wich will give you more experience. Also, you can camping over the bridge with Vulcan and a heavy hull, or you could surpriste your enemies under the bridge with short range turrets, Freeze, for example. Or medium range turrets. Such as Twins. I have nothing more to say that: Let's go with everything!

 

As you can see, cross can allow up to 14 players (7 each time, in case of team battles).

 

zOXa493ATK_1YVIipvj_kg.png

 

Death Match

This is one of the most recognized game modes of this game and much others. Tis is the basic game mode of the game. Evertone has played necessarily this game mode. Just because, your first battle as a Recruit. These battles are very simple to win. You won´t need just a nice tank on this map. You are going to need skills with your tank. I recommend you to use Thunder. It could help you getting more kills because of splash damage.

 

A nice battlle... I think it will have nice results...

TBbgYxziR-mVpPhHPHWobg.png

 

 

As you can see, it really had nice results. Gold box dropped in middle of the battle... :D

 

WY2mLPk4RPy9Ic_CAeRnFg.png

 

As you can see, I didn´t take the gold, but I earned some xp, had fun and... I at least tried it, but someone mined me... D:

 

Control Points

There are 3 points to capture on this mode of this map. For capturing points, you will need some splash damage turrets, such as Impact, Thunder, Magnum or twins. And a medium-heavy hull, between we have 3 hulls: Dictator (Medium-heavy), Titan (Heavy) or Mammhot (Heavy). This is for stay camping on the points, wich are the most important and essential of this game mode. Your team will need some lethal turrets, such as Railgun (Wich has a very high damage), Smoky (It´s critical hit could help you a lot), Shaft (It has the most high damage per shot of all turrets). but I don´t recommend you to use Shaft, because it is specially designed for long range maps. I recommend you start capturing the point that is closer to your base, after that, try to capture the central point. And fiinally, If you are dominating the enemy team, you should try the point that is closer to the enemy base (That is no necessary, but if you have a chance, do it).

 

As you see in the image, first capture the closest point to your base (Or the tower of your base), after that, fight for the central one.

 

zNDkxoqkSYeUqVJiNwWs-g.png

 

Well, guys. That was all for this guide. I hope you liked this, I hope it helped you... 

I can´t say anything more than... Keep calm and gotta blow ´em all...

That was Erick... Greetings.

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This is a guide for the alexandvrosk map.It is very small so I recommend the firebird and freeze ray turrets.Smoky and other close range turrets are also recommended,but the two I first mentioned are the best.Pick the Hunter,Viking,or Wasp hulls(though I recommend Hunter).Pick white or green paint,depending on which color the ground is. Have protection against firebird or freeze ray(or both!).Never ever go near the range of firebird or freeze ray.Finally, bring 4 or 5 repair kits(in TD and DM mode), 4 mines(at least), 5 double armor supplies, and 6 double damage supplies.Happy tanking! :)Oh, and in ctf mode,hunter and wasp are recomended(no one ever uses freeze ray!!!).

Edited by jasonzh
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Hello Tankers,

 

I will be showing how to use the map Esplanade effectively. I like this map for many reasons and that is why I will be explaining. Tanki Online was released around 2009. I started playing at school with my friends at school and home and was kind of addictive and sometimes you had to go incognito so that the teachers wouldn’t know or turn your monitor or screen around so that your parents weren’t watching.

 

Map: Esplanade

 

 

 

https://ibb.co/nOfKea

 

 

Esplanade is a map of ins and outs and fast maneuver and tactics. It has one main area (the building) and on tiny area for ….. 

 

Effective Turrets 

Any

 

Effective Hulls

Mammoth 

Titan

Hornet

Wasp

 

 

Effective Boosts

Any especially mines and double damage

 

 

 

CTF

Guide 

Ghost Maneuver 

(ghost means when you are transparent and is getting ready to spawn)

Have a friend in mammoth and a gun of their choice and you get wasp and a gun of your  choice. Your mammoth friend moves to the enemy base while you are still ghost. Make  sure they don’t notice. Then when he dies you will spawn, take the flag use speed boost  and FREEDOM!!!

NUMBERS

It works when your team can communicate but what you do is take 1/3 of the team to the  flag and bring it back.

 

TDM

Guide

The idea of TDM is to get as many kills as possible and more than your opponent’s  team. 

 

Death Farming

You know the top area with the crates are an idea spot for any long range  weapons. You hide behind crates and fire and hide. You repeat it over and over. You just  earn points without any down points. There usually are raids where they push from the  bottom road or by going around the roof area. To pin them down, mines can be places  so that careless players step on it. There are pros who stop and find a different path, but  it takes time for them.  NOTICE

Have an Ishida to heal

 

Eye for an Eye Tactic

The Eye for an Eye Tactic is where you raid and kill one effect others and die from being  outnumbered.

Ghost Mining 

You raid the opponent mine someone who’s about to spawn and run. BOOM!

Pin THEM DOWN 

Places by circles are effective places to pin down the enemy.

 

 

 

 

https://ibb.co/eJsMsv

 

 

 

 

THE BASE Tactic

The green area is where you can hide with magnum and use shaft to snipe them down but the area is most effective for mining your enemies like crazy. Look at the link.

 

https://ibb.co/nsV7Xv

 

DM

Guide

 

Death Match …..hmmm all I can say is go Rambo and take the base area. Use the Base   Tactic. Also splash weapons like Firebird, Freeze, and Thunder is good for taking several people down with you.

 

CP 

Guide

You know the top area with the crates is an ideal spot for any long range weapons. You hide behind crates and fire and hide. You repeat it over and over. You just earn points without any down points. There usually are raids where they push from the bottom road or by going around the roof area. To pin them down, mines can be places so that careless players step on it. There are pros who stop and find a different path, but it takes time for them. Then you can take control of two points. It can also work for the bottom ones so that is 3 and majority of the points. 

 

 

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                                                        "Cross map playing guides"

first of all select winning team if you could handle the loosing situation so select any team. see the situation here and clear your path for capturing flags and consider in capturing flags if you would captured 10 of 5 flags so many chances you go to 1st position in battle, higher the battel fund and experiances.

CTF:

CTF (capture the flag) in this type there are two flags one is your and other is your enemy's this type of game rule are in wikipedia so you can search and find rule in CTF and read the CTF topic so after you can understand all the rules. 

i suggest you to best turrents and hulls for playing CTF is (freeze, firebird, isida hammer, railgun and twins) and hulls is (wasp, hornet, vikings).

CP:

CP (capture point) in this type there are points in cross map (A, B, C) in which you can capture and gain experiance. this type of game rule are in wikipedia so you can search and find rule in CP and read the CP topic so after you can understand all the rules.

i suggest you to best turrents is (hammer, ricochet, twins) and hulls (hunter, dictator, vikings)

TDM:

TDM (team death match) in this type there are no flags and any point only kills other teams side tankers. this type of game rule are in wikipedia so you can search and find rule in TDM and read the TDM topic so after you can understand all the rules.

i suggest you to best turrent is (thunder, hammer, firebird) and hulls (hornet, vikings, hunter)

DM:

DM (death match) in this type you can kills all the tanks because there are no team in this game type. this type of game rule are in wikipedia so you can search and find rule in DM and read the DM topic so after you can understand all the rules.

i suggest you to best turrents is (thunder, hammer, firebird, smoky) and hulls is (titan, mamoth, vikings, hunter)

               BEST COMBINATION OF TURRENTS AND HULLS IN CROSS:

CTF:

1=> railgun and wasp.

2=> vikings and hammer.

3=> railgun and hornet.

you also make your combination to play and enjoy ;)

CP:

1=> twins and dictator.

2=> vikings and hammer.

you also make your combination to play and enjoy ;)

TDM:

1=> thunder and vikings.

2=> vikings and firebird.

you also make your combination to play and enjoy ;)

DM:

1=> titans and smoky.

2=> vikings and thunder/hammer.

you also make your combination to play and enjoy ;)

                                                                                   FINDING THE GOLDBOX:

for finding goldbox you can go upside the ramp press "q" key and for upper camera view when you find gold so go there side and catch them.

                                   BEST COMBINATION TO CATCH A  GOLD:

turrent is (hammer, firebird) and hulls is (dictator and wasp).

Edited by sameer824
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