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Guide to playing in Highland Effectively

Highland is one of my most favorite maps, and here, in just a few short minutes, you can become a pro at navigating the slopes of this old map. Before I start, I want to give you some basic information about Highland. There is a max of 16 players, is available in every theme and mode, and is available at the rank of Gefreiter. Its length is 37, width 25, and the area is 925. Alright, let's get started! 

Best Combos

 

First is the best turret/hull combos for playing attack, defend, and capturing points/flags, as well as getting the most kills in Deathmatch mode. Defense in all modes except for Deathmatch are mostly well suited with a heavy hull and melee weapon, such as Firebird, Freeze, Isida, or Hammer. Isida, however, is most valuable for experience or when your team is doing well, with almost no attackers. 

 

Attack combinations are a bit broad for you could use any combo you like, though I would like to say that Railgun, Shaft, or Vulcan would be good weapons. With the new Overdrive update, you can now easily barge into the enemy base and score a few kills, captures, or flags. 

 

Now, we'll tackle the hardest mode; Deathmatch. Usually, the top players are buyers, campers, or cheaters, but there is a way you can score many kills. First is by using Firebird. This allows you to steal kills and get credit for them. The burning effect also gives an added bonus. You can also use railgun or shaft, with light or heavy hulls respectively, since melee and camping are good. The two elevated surfaces help you the most, but Highland really isn't a good place for thunders or magnums, unless there is a Gold Box. 

 

Gold Boxes

 

I'm sure you guys are dying to hear about the Gold Box section of this guide, so let's skip right to it. On behalf of administrators of Tanki Online, shouting "Gold Box Plz Admin" will not increase the chances of a Gold Box. Just remember that. Anyways, Most of the drop zones are in the middle, where there is repair kit and a pile of bricks to hide behind. Here, to catch it you must be lucky with wasp or dictator, lagging to the top of the crowd. You also need a handy amount of supplies or Overdrive, because most of these zones are not able to be caught in midair. However, there are three that can be. One is in the narrow path to the entrance of one of the elevated surfaces. Another is right in front of the black box you can easily get onto near the same elevated surface. A third is caught of the other elevated surface. However, back to strategy. Wasp and dictator give the most luck, and during a team battle, at least one of your teammates are sure to activate Overdrive, dousing you in Supply Heaven. 

 

Mining Strategies

 

Mines are also activated when using Overdrive unless you are positioned too close to a flag or point. The most common technique used by tankers is to mine near their flags, points, or on the slopes of their respective elevated surfaces. I agree that it is a good strategy. However, You also can activate Overdrive or Mines when running away from an army of enemies, or when you're trying to take the flag. However, there isn't much to say about Mines. 

 

Supplies

 

We are nearing the end of this guide, and I would like to say that there are many Nitros, two Damage, and Double Armors, and sadly, only one Repair Kit. The Blue Team has the higher advantage, for the Repair Kit is closer to them, as well as being able to take the second double speed at the entrance of the elevated surface on the Red Team. 

 

Oh well... I guess that's it, guys. Make sure to try to comb the battle list for Highland maps, and when you find one, dominate the battle! Have a great time! Bye! 

Edited by MyEnemySucks
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Guide to Playing in Courage Effectively

Courage is one of the least popular maps in Tanki Online. Though almost symmetric and great for playing XPBP battles, it has been kicked aside to the trash bin and is now teetering between life and death... Ok, cut the drama. All I really want is to get you guys to read my guide. You following me here? Good, because you are about to experience the guide to play in Courage... courageously. 

Combat Combos

Courage is available in every mode and theme, but the most used are CTF and TDM in the Summer Theme. In both of those modes, Hunter/Freeze, Firebird, or Hammer would be a good combo for attacking and defending, but not charging in and taking the flag. Hunter is too slow, and melee weapons might not be able to stop an army. The best for capturing flags is Hornet/Thunder. This is because Hornet has just enough speed and drift to get out of the enemy's line of fire, and Thunder packs the perfect punch, damaging many enemies at once. However, at the rare times when there is DM or CP, you have to keep in mind the goals of both modes; capturing points and stealing kills. In CP mode, there usually isn't any attention to any of the four points at all once both on each team's side are captured. There's just a big massacre in between with very few smart tankers trying to advance ground. You can be one of those smarties. In order to do so, you need a heavy but quick hull, preferably Hunter or Dictator and a long range gun with short reload, like Smoky or Thunder. In DM, the key to winning is to steal kills. Usually, weapons with close range and high damage is the key, because the map isn't too big, and snipers easily get killed, since spawn points in DM are literally everywhere. 

Supplies

Courage has supplies split evenly among both teams, with two of every supply except for Repair Kits. (I told you it was symmetrical) Sadly, there are no Repair Kits, which gives battles a nice touch. Also, on both teams' slopes are a Double Armor and Nitro, and the gaps between the walls and the big house sit the two Double Damage Supplies. There isn't much to be said with supplies, for many people would prefer drugging than actually collecting them :( 

Gold Boxes

This is probably the part where all of the tankers go: "GIVE ME SOME GOOD INFO!!", and I promise you there will be. Anyway, the Gold Box Drop Zones are evenly split among the map symmetrically, as with supplies. Anyway, there are four main zones on the four points in CP mode, unless you are in CP mode and have to rely on the other six zones. Anyway, we'll start on the middle four first. Each of them is hard to get. You need luck, a Dictator, some lagging on top, and Repair Kits. What I mean is that there really is no strategy to catch these four; there's no jumping off to catch them in midair, there's no flying off ramps to do the same, and there's no magic place you could catch it under any circumstances. No. These rely on luck. Now to the two zones that sit squarely in each team's base. Where two slopes lead up to a box, specifically. Here, you have to be lucky to get the zone to your team's base, and some well-timed railgun shots to send everyone over the edge... except you. Then, you can easily take it without worry, unless you are a very clumsy driver. Then there's the possibility that you can't send everyone off the edge. This strategy doesn't have a high success rate so be careful. Use dictator, but don't rush up one of the slopes until the Gold Box is already halfway to the ground because if it takes to long to reach you on top of the pile of tanks, the pile tilts and down you go. The last four are the hardest to get. They are located in the corners of the map. This is because you can very easily just fall off the map. Easy as pie. However, the best thing to do is use a strong Magnum or Railgun shot to topple everyone and take the Gold Box with your Dictator. Problem solved. 

 

I guess this is the end. Be sure to create a Courage CTF, invite your friends and dominate the battle, catching Gold boxes left and right while your friends all rage quit. Bye!  :D 

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Guide to Playing Cross Effectively

Cross is known for its many bridges and organized spawn-points, as well as many escape routes that can be useful in CTF. I favor this map because of its many houses to hide behind and trees that you can camouflage into. Here is a guide to using these benefits well. 

 

Combination Recommendations

Here are the best turret/hull combinations in CTF, CP, TDM, and DM. For defense, what you need is a medium hull with a suitable weapon, such as Freeze, Thunder, Ricochet, Hammer, or Railgun. Isida is best used with Hornet or Wasp, hurrying about healing any damaged teammates and repairing any injured flag capturer as soon as they are out of range. However, the light hull may easily get destroyed by any Thunders or Railguns if it is exposed in the open. My advice is to duck under the side bridges in your base and keep close to the edge as you travel to one spot in your base. This is suitable for any mode except DM.

 

Attackers are best paired with a light hull and any weapon, but the most likable are Railgun, Ricochet, Firebird, or Smoky. With the Overdrive update as a permanent mark in the game, it is best paired with Firebird or Ricochet. Burning effect kills enemies faster, while the Ricochet's bounces can easily knock off your enemies' aim and deal great amounts of damage as well. Turrets such as Firebird or Ricochet can easily barge along the main bridge into the enemy base, as they have nothing to hide and can easily destroy many enemies even if they are in plain sight. But weapons like Railgun or Smoky may have to hide behind some houses and snipe for a while before taking the enemy flag (if you are in CTF mode, of course) and escape between the small gap between the side bridges and the border walls, navigating diagonally across the map and capturing the flag safely. It is best if you have an Isida with you as you take the enemy flag. Therefore, it can distract your opponents as you escape. If a witty foe decides to ignore the Isida and chase you instead, be sure that you know you are being chased and drug Nitro as well as Double-Armor. This is the route I always use, but many players like traveling this way:

MbnzqQRDRwmkoj-nkGgj6g.png

Now this is the hardest mode to take care of: Deathmatch. In a Free-For-All, you need to know that there is nobody you can rely on; it's only you for yourself. There are also no points or flags. The main subject in this mode is to kill. As you can spawn in whatever spawn-point in the map, there is the possibility that you may spawn in somebody else's tank. To destroy it as efficiently as possible, you need to equip Hornet/Firebird or Freeze. Drive out of the tank and shoot from behind, in case the tank is still active, he will need to turn around in order to damage you. This combination also works very well for tankers who like moving around and have distaste for lingering about. On the other hand, if you are a camper, you might as well equip a heavy hull matched with Smoky or Thunder. You may want to hide behind one of the poles in two corners of the map. That way, you have a good range of everybody on your side of the map, and can move around the pole as you please. And let me just tell you that the best combo for DM is Viking/Smoky and the worst is Wasp/Isida, due to the fact that anybody could destroy your tank easily, living in the truth that your hull is the weakest, AND that your Isida is short-range with a single beam, low damage counters, and your aim may get continuously knocked off by Ricochets, Thunders, or Hammers.  :( 

 

 

Gold Boxes

Let's just say that shouting "Gold Box Plz Admin" in the chat won't increase the possibility of a Gold-Box dropping AT ALL. Admin is a gold hogger as well as a crystal hogger and keeps all of his earnings to himself. (Sorry, Admin. Forgive me for writing this about you and for writing this guide in the first place, unless it's true.) The true fact about Gold-Boxes is that they will only drop if somebody drops them or if the battle fund is very high. (About 5,000 or higher)

 

First, let's take a look at the drop zones:

Oh, yeah. There are no images for Gold-Box drop zones in Tanki. I'm afraid I won't win this at all due to lack of pictures. ARRRRRRGGHHH!

 

Alright, enough of that. I don't want my personal feelings to interfere with this guide. Let's just simplify and shorten this section, to many of the players' disappointment. Anyways, many of the drop zones are on the bridges, although there isn't one in the middle of the main bridge. There is a Repair-Kit drop zone there. I'd just say that there is one each on the side bridges of the map and there are two drop zones on each side of the main bridge. On the ground, all of the drop zones are symmetrically spread around the map. However, there is some advice I could give you. The ones on the ground are usually right next to bridges, so I advise you to jump off at the right moment. The ones on the bridges and corners require the Hull Dictator, lagging on top of the crowd. I'd also recommend the turrets Freeze or Railgun. The weapon Freeze slows your opponents down and gives you a chance to climb onto them, while Railgun can knock some tanks off the top of the crowd. I'm sure you guys aren't going to be that happy with this Gold Box Section, but it's the best I can do. 

 

Supplies

Supplies around the Cross Map are evenly distributed, with many Nitros on each side, a Double Damage on each Side Bridge, a Double Armor on the ground, and a Repair Kit in the Center. The Double Damages are your key weapon to help you advance your team's ground and take over the Repair Kit Zone. In DM, if you choose to camp behind the two poles on both bases, as spoken about in Combination Recommendations, you might want to put a few mines around your pole, as melee weapons have to be close to damage you, while you can deal with long-range weapons simply by hiding behind your pole. However, there isn't much I can tell you about Supply strategies. Others prefer drugging. 

 

Mining Strategies

We're at out last part of this guide, and I want to tell you about mining. Putting a mine on the two open directions near your flag during CTF mode can prove to be very useful. Also, a well concealed mine on the Repair Kit Drop zone can shatter any hopes of being healed. However, probably the most valuable place you can put a mine is on the enemy bridge slopes. These destroy lots of enemies, and I hope they do the same for you. 

 

Oh well. I guess this is the end. Make sure to find Cross Maps and take this newfound knowledge to conquer the battle. Bye! :D 

Edited by 19_91
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Guide To Playing On Highland Map

 

 

Overview: The Highland map is well-known for its fair battlegrounds and unique features. Though it was created around 2010, the map didn’t gain popularity until it gained the Night Mode feature for the 2013 Halloween celebrations. Many top clans use this map as a way to train their XP/BP skills. With its many hills and bushes to hide behind, it is a great choice for a sniper. Highland can also be used a parkour map, as there are many buildings and obstacles to get onto.

 

Battle Modes: DM, TDM, CTF, CP

 

Size: 16 Players, 8v8

 

Tactics

 

DM

 

Highland DM is very rarely seen in the battle list, however when it appears, it usually a highly intense battle. With its many obstacles to hide behind, the best options for turrets are Railgun, Shaft, Magnum, or Striker.

 

When it comes to hulls, you will want a high-armored, low-speed hull. The best choices for hulls are Viking, Dictator, Titan, or Mammoth. The best places to camp are shown below:

 

The best places to camp are shown below:

https://lh3.googleusercontent.com/TLVOIdeDjlhCBwRc4N5M-mB6p8CJYoyGpgnZSVodAcW0dLms0sYjVwGnMBIVjJpzkm9vYg=s151

https://lh3.googleusercontent.com/YwPBmvMblRY4cM77RFZfqrXa11jHYVN3iVUjli6IPuamuSGaDP1QC3UCk3lcYmIr_djUoUI=s151

https://lh3.googleusercontent.com/v4KlXV489WQuUireLiWNpy8mZ57sc2ZNdN3M5apI_rdVpRBe5PtWc-TGleWkvibQ4FOkzQ=s151

https://lh3.googleusercontent.com/mZrh0d4b3tpRw_veBbCH_1Dl1APYjeTWbcSEuRFBSYNsAw5Z9yhnJ5Z97gkdzZ_Zb9vs3A=s151

 

While Smoky and Hammer aren’t the worst turrets for this map, but they lack the attributes of a turret that is good for this map. They do not have splash damage which is a crucial feature of any of the best turrets for this map. Isida and Vulcan are the hardest turrets to use and succeed with in this map. These turrets lack splash damage, and are harder to focus on enemies. With Isida’s low damage, this turret is not best suited for DM. Vulcan on the other hand, is also not a great choice due to the amount of time it takes this turret to start shooting. Its slow rotation speed makes it tricky to kill mass amounts of opponents. If you use any of these turrets, I suggest staying back, away from most enemies, as you will most likely be killed if you go into the action.

 

Wasp and Hornet are not good hulls for this map because they have small amounts of protection, making them easier to be killed on the battlefield. Also, due to Highland’s small area, speed is not a priority. Hunter and Viking are decent choices for this map because they have enough protection to survive, but also have a good amount of speed to escape deadly situations.

 

CTF

 

CTF is most the common mode for the map Highland. The most common Highland CTF battle is 4v4 XP/BP. XP means Hornet-Railgun and BP means Wasp-Railgun.

 

When being a defender, there are 4 vital positions to keep in your control. They are:

 

Red Side:

https://lh3.googleusercontent.com/9-iofSJBbbQ7RSLjR0TRP2Pr2z_-F_1t0bgPI4zFf8wxyJsABiPyT7FOjxLdeVRbL560=s151

https://lh3.googleusercontent.com/HH7jZPNDWCwu0hS-6J_3v51lEC2akdhy7NSLeHWIQ1P1aYfPVxeplkg-KZlgjRo15RGzFg=s151

Blue Side:

https://lh3.googleusercontent.com/KKESbTGsmuGkeo2qgHZa7Su4YfCF7Ek3Qy_CViLurjR8z1ZVdYkFD1wz3b8qM6Thca0o7_8=s151

https://lh3.googleusercontent.com/E0ZKujpKGd58-vv2o2E8GKcf4VTKnbZdxCrm1SFmJ048y3tlyuSeeSbzb48obqzLqXa_=s151

The places where supply boxes drop are also good places to keep in your possession, as controlling them can make you tank harder to defeat. The drop zones for this map are:

 

https://lh3.googleusercontent.com/wlm6ZF6EXIFlvQgQII8uUQhtr0cKFA8qG2O7eWGm0NKMRanq8g3-cKdWqtI8djM_Mt0JWQ=s117

CP

 

CP mode in this map is unusual as the points are in different positions than most maps. Instead of a point being in each base and a point in the middle, this map has a point in each team’s camping positions, as well as a point in the middle. It is important in this mode to capture the point in the opposing team’s base, while also keeping control of the point in your team’s base.

 

When it comes to what equipment to use, I suggest using a heavy tank and high-damage turret, as the map is small.

 

Magnum, Railgun, Shaft, and Striker are the best choices for turrets as they can kill multiple tanks and unleash massive amounts of damage. If you want to be a team player, however, Isida is the perfect choice because it can heal teammates who are trying to capture the points.

 

When it comes to hulls, Viking, Dictator, and Titan are the best choices because they have sufficient protection, but do not lack in speed.

 

TDM

 

TDM is the least-popular mode for this map. When playing this mode, though, it is important to keep control of the drop zones, as well as kill massive amounts of tanks.

 

Magnum is the best choice for a turret as it can kill all tanks as soon as they materialize. Isida can be used to heal teammates, preventing the opposing team from pulling ahead.

 

The best hull for this map is a highly-armored tank, such as Titan or Mammoth, as both provide the best attributes for a camping hull. Viking can be used to succeed, however, as it provides enough speed to get to a drop zone to steal the supply.

 
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  Of course Highland is loved by many and hated by many, the main reason that people hate it is because they do not know how to play on it effectively.  So I will talk about CTF mode which is the most played on Tanki.  So what are the "main" weapons that are the most effective for offense on Highland?  well 1. Thunder it is a good weapon because Highland is a "mid-size" map and can deal effective damage plus with splash damage it can shoot guys that you can not shoot directly. 2. is probably Railgun because it has good damage ,but you would have to play more defense with it unless you are going to use supplies because it takes so long to re-load that most times by the time you re-load four guys are killing you. 3. Obviously Isida because most battles "fate" are in control of the player who has Isida because you can heal team-mates. 4. Probably would be Freeze. Most people do not know how affective Freeze can be on Highland,  Of course all of these suggestions and hints are dependent on what level your turret is at.

 

   So now we look at what weapons are the best for defense.  A lot of times people pick Shaft for defense on Highland but, that is not always a good idea unless you want to spend a lot of Health boxes which personally I do not, Shaft is only a good weapon if you "know" how to use it which I have not practiced much on it throughout my days playing Tanki but, I have used it enough  to say it not the best to use for defense (Or at all) on Highland.  The most recently added weapon Magnum is probably a good idea but, of course do not depend on that statement because I have yet to buy it because of the price.  The best weapon for defense on Highland would have to be Ricochet.  Most people would be like "Why would someone use Ricochet for defense?" But trust me it works great for defense it really helps to knock people's aim off and depending on the hull the impact can make them completely miss your flag.  The one last weapon I would say that is best for defense on Highland is the Vulcan,  reason why is because you can shoot unlimited and it is a great idea to use it for defense (especially if you have an Isida on your team.)

 

So now we have to pick which Hull we will use.  Which ones will work on Offense?  Depending on the battle size is what the main answer is but, also it depends on what weapons people are using.  What I said earlier about shaft is true but, when the battle is 2vs2 and you have Wasp you probably are going to die a lot, so how you fix that is by picking a Hull with better armor, you could pick Hunter or Dictator, How ever Viking is a great choice for this situation because it has very good speed and armor. So really like I said the Hull you pick really depends on the battle size.

 

So which Hulls are good for defense?  Most people would say Mammoth and yes it is great for defense but, not on Highland.  I would have to say Titan is the best Hull for defense on Highland because it is obviously faster and depending on how much you have it upgraded it can have more armor and weight, Why is weight an important factor?  Well if you are sitting on the flag with any weapon and you have Titan and you get destroyed and a Wasp comes up to grab the flag he can not push the "skeleton" Titan Hull away until it disappears because Wasp does not have enough power to push it a side very easily or quickly. So really Titan is the best for defense but, you also can use Dictator, Hunter and, Viking which work effectively too.

 

So what tactics are the best for Highland?  What I have found is you have to know were the defense is because if you are on "Red Team" you might try going to on the right side of the map and attack through there but, what if there are 2 Mammoths with Ricochet on?  And all you have is Wasp and Freeze you most likely are going to die but, lets look at the left side of the map, the other team may only have a Railgun and wasp defending on that side and most times when it is Freeze vs. Railgun the Freeze is going to win.  But all this really depends on how aware you are of your surroundings, I personally like playing Tanki with the sound on so I can hear the other people's Hulls and Turrets so I know that someone is close to me or shooting at me also I use my camera a lot so I can see behind buildings and other obsticals that are in my line of vision (By the way to move your camera use Q and E).  Other tactics to use are obviously supplies which are a huge game changer but, you may encounter harsh words if you use them too often or at all which is almost all the time.  I really try to stay aware of anyone in my area whether and team mate or enemy.  Also a great tactic to use are Mines which are also Supplies obviously.  And the newest "Supply" is the Overdrive function which is going to be a huge edition to gameplay on any map.  So really nobody can learn somebodies tactics 100% because not really anyone wants to. I have learned some from other people that play Tanki and just some through playing Tanki in other words created my own tactics which some are better than others but, I hope that anyone who read this can do better on Highland or any map by using some of these tactics.

 

 

Thank you Tanki for letting me have the chance to share my tactics and have a chance at some crystals while doing it.. ;)

 

And please click "Like This" if you found any of this information helpful and (or) if you liked it.. ;)

Edited by legos0
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Guides to catch gold in highland

 

Tips:

1.You need to know where the DropZone is.

2.What strategy to use to catch gold.

3.What hulls best to catch gold

 

Here's what you need to do So here's the Gold box dropzones as you could see, but right now we need to worry about the combination of hulls and turrets, the best hull to use to catch golds is Dictator. You also need a methode to do it the 1st methode is get on a high ground wait until the gold is dropping once lots of people are crowded around jump on them and catch the gold.

 

 

 

 

Gold Box Drop Zones

 

EujgPzj.jpg

Edited by I.YTanker
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GUIDE TO HIGHLAND

 

Maps

 

 

Maximum Players: 24 
Available Battle Modes: DM, TDM, CTF and CP 
Available at: 25px-IconsNormal_08.pngMaster Sergeant 

Facts
  • Highways first appeared on September 22, 2011
  • The creator of the map — MonkeyMagic

 

 

 

 

Highland is a rather small map with a few hills and walls. Its small size also means that battles can often get very serious when full. Apparently, short-range turrets do very well here, but a vulcan, shaft or striker can be just as deadly because of the two large elevated portions on either side. some walls have cracks in them which can be very effectively used to hide behind and shoot using turrets like thunder, smoky and railgun. Splash damage turrets like striker, magnum and thunder are perfect in team battles because the small size means that enemies are more often grouped than not. 

 

In CTF mode, the elevated hills are the most effective paths to the enemy flag as the middle path is often heavily guarded. A short range turret can easily take out all long range turrets perched there and reach the flag. However, escaping with the flag is not easy as you have no choice but to plough through the enemy team. Your team must be fully aware that you have the flag and be ready to fire continuously to clear a path. A short range escort, preferably an isida, is quite crucial.

 

In TDM, the tips are mostly the same, be sure to take cover if you are using a short or mid range turret and fire through the holes and cracks.

 

In DM, use a short range turret with a medium hull or a mid range turret like thunder, ricochet or twins with a heavy hull. The latter is preferred.

 

In CP, use splash damage turrets like thunder and striker with heavy hulls to capture points. Again, use the cracks if you just wish to support your team and not capture the point yourself.

 

(I am truly grateful to tanki online for providing me with this opportunity. May the best guide win.)

 

 

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GT5cwxR.png

 

About Highland

 

Overview: Highland is quite a complicated map - it has various height levels, is quite cramped at certain places and requires a specific set of skills to play in. Small to medium ranged turrets will thrive here, but due to the vast space between both the bases, longer-ranged turrets such as Railguns or Shafts can sometimes pop up too.

 

Battle Modes: DM, TDM, CTF, CP

 

Size: 8v8, 16 Players

 

Tactics:

 

DM

 

In a Highland DM, you'll find a wide variety of small-medium ranged turrets, mainly Firebird, Smoky and Hammer. However, this does not mean that turrets such as Twins and Ricochet wont be there. Heck, even Railguns, Magnums and Striker tend to come out in some battles. This is because Highland is a very varying map - one with distinctive props and unique features, such as broken walls, meaningless rock forms and so on.

 

There are a lot of tactics you can utilize while playing a Highland DM ~

 

1. Camping:

 

Camping in Highland is a good tactic, as long as you're using Shaft, Railgun or Magnum. See, the thing is, if you're using something else than these turrets, you'd be better doing mid-fielding rather than sniping; mainly because of the map's very own size. For instance, if you want to snipe with something like Thunder or Smoky, I'd suggest you ditch your spot and go all out in the middle.

 

Furthermore, sniping requires some basic sense of picking targets and making sure they die before they do what their role is in the battle. For example, if you get the dilemma of shooting between a tank that's coming for you and a tank that weaker, but far away, shoot the one that's weaker first. You'll steal the kill, decreasing the chance of that person to win while simultaneously taking out the person that's coming for you.

 

As for supplies, I recommend using Double Damages to increase your damage output; though you should keep some Double Armors in case the whole battle decides to end you once and for all. 

 

Additionally, you can choose between a wide array of camping spots in Highland, be it behind the house in the blue base or this area in the red:

 

C5Sa732.png

 

2. Going All Out:

 

Going all out on an attack is one of the best tactics used by people in a Higland DM. Basically, the way it works is that you choose a turret that has high damage, but a lower reload time. Prime examples of such turrets are Smoky, Striker and Twins. Just grab a heavy hull, such as Titan and wreck everyone you see in your path.

 

Do note that if you want this tactic to work, you'll have to use your supplies. You'll face a lot of people while doing this tactic, so changing positions every now and then is also a strategical recommendation.

 

For example, here I am with Hammer - using it's pellets to shoot a tank on the opposite side of the wall. After this, I'll quickly change positions and carry on with my spree.

 

 

TDM

 

In a TDM, the biggest objective is to kill without getting killed. This means that there should be enough Isidas in your team to fill up even the slightest of lost health. Most people tend to go all out in this format, trying to end the game as early and quickly as possible; but that doesn't work all the time. You need three basic things to win a Highland TDM: cover, bigger damage output than the enemy and Isidas.

 

Let's see which tactics can help you in this mode:

 

1. Attacking - Going On The Cliff:

 

Most people do not know this, but there is no self-destruction zone on the first cliff in the red base. You can easily utilize this fact by getting onto the cliff alone with Wasp and Thunder/Ricochet/Magnum, or ask someone in your team to get you up as a Titan or a Mammoth. If you quickly arrange a set-up that could potentially get you up there as a blue team member, you'll have the biggest vantage point in the map - meaning that your team will have no problem taking over the other one.

 

aiEemXc.png

 

However, going up there will only give you a pillar of cover, so having a few Double Armors and Repair Kits is highly recommended.

 

2. Swarming Isidas:

 

This tactic works well, and a lot of teams that use it, win most of the time. Most of the people in the team get Isida. This opens room for two things: 

  • A heavy hull suddenly becomes invincible for the enemy team, as three-four Isidas are healing him/her and each other at the same time. This tactic can take out the whole enemy team.
  • The whole team becomes deadly - with Isidas keep healing other players, death loss of that team drops greatly, making it easier for them to take people in the other team out.

3. Camping:

 

Generally the same idea as camping in a DM, but you'll need Isidas to keep the snipers at top health and making sure they don't get attacked while they're in scope mode.

 

 

CTF

 

The whole point of CTF is to capture flags for your team, which is the only way you can win in this mode in the first place. There are generally two main tactics in any CTF battle, defending and attacking. Camping is also a tactic that helps a lot, and is generally the same to what you would do while camping in Highland DM.

 

Attacking:

Remember, always choose a varying way to the flag and on the way back too. For example, if you have picked up the blue flag and want to successfully go back to your base, escape from one end of the map, move diagonally to the other side and then go for your base. However, this tactic doesn't work all the time in Highland, because there is little cover in the middle and just about anyone can shoot you anytime; so be careful.

 

If there are Magnums in your team, ask them to provide you with cover when you're busy taking the flag. The Magnums can them deliver lead right in the enemy base, clearing it out and leaving the aftermath for you to deal with; a.k.a making your job as an attacker much easier.

 

Going along does work some of the time, mainly when a group of people has the enemy team distracted and you're free to go at the enemy flag. However, going in a group of three to four tanks topped of with an Isida is highly recommended. For example, this Titan-Twins is leading the attacking unit into the enemy base, clearing out most of it for the previous three people:

 

QZuMGB2.png

 

Last but not least, Highland is pretty much a complicated, crunched up map -- meaning that attacking routes here are more or less quite varied. However, do note that attacking through the middle also helps heaps, especially if you have more medium/heavy hulls in your team. You could also try distraction; which basically means that a heavy hull along with an Isida will go attack from one side, distracting most of the enemy team's defenders towards him/her; while on the other side, a couple of light/medium hulls also along with an Isida come, take the flag and run. The distracting Titan/Mammoth would then stop in the way of chasing attackers and act like a blockade. Additionally, place yourself in front of the chasing enemy team that when you self-destruct, your corpse also acts like a temporary blockade.

 

Defending:

Defending shouldn't be much of a problem in Highland. You can easily "force" people onto mines (by laying them in the most driven locations, for example, right after a flag) and then sit on the flag, as if you topped the cake off with the cherry. 

 

The most recommended piece of equipment I'd suggest for defending is Mammoth/Titan for their weight and steadfastness, along with Vulcan, Smoky, Twins or Hammer. Certain turrets such as Freeze can be used with Viking in case an attacker does get a way out of the base. 

 

You can also get on the cliff as a red team player and help with defense and/or snipe!

 

 

CP

 

Last but not least, the formidable CP mode. Now, Highland is pretty small map, and it doesn't take much time to get from one point to another. This means that according to the map relativity laws, you can easily ace the leaderboards with heavy hulls such as Titan or Mammoth, while equipping heavy damage-dealing turrets such as Smoky, Ricochet, Twins or even Firebird/Freeze.

 

Both Firebird and Freeze with come in very useful, since they can take out a bunch of tanks in very little amount of time; and can counter enemy Repair Kits very well. This will make it easier for other people to capture points.

 

There is only one tactic in CP, and that is to capture a point as long as possible. But this doesn't mean you should go all out and try to kill any enemies coming towards a point your team has captured. Take the example below:

 

mlWFGju.png
 

In this case, another tank is coming to take point for his/her team, but decides to wait it out on the other ramp until more of his/her friendlies get there. I could easily go over that ramp and kill him/her, but that would expose me to snipers camping on the other side, taking me out. He/She would then easily go over the ramp, capture the point and then go back below again.

 

The solution? Waiting it out. Patience is necessary to win a CP game. Most people do go all out and all it does is make their team weak. I could wait for his/her friendlies to get there, and then counter all of them by my Freeze; and in this time, more of my teammates would also reach and help me. 

 

Recommended Equipment:

 

DM

Firebird, Freeze, Isida, Smoky, Hammer, Thunder, Striker, Ricochet, Twins

Viking, Titan, Mammoth

 

TDM

Isida, Smoky, Hammer, Thunder, Striker, Ricochet, Twins, Magnum

Hunter, Viking, Titan, Mammoth

 

CTF

Isida, Smoky, Hammer, Ricochet, Twins, Magnum

Hornet, Hunter, Viking, Titan

 

CP

Isida, Smoky, Hammer, Ricochet, Thunder, Twins, Magnum

Hornet, Hunter, Viking, Titan, Mammoth

Edited by joji79
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Guide to the map: Courage.

 

 

 

 

 

Courage
 
This map was released back in 2011 and is one of the popular maps in the game. It was created by "Flanagun", it can keep 16 players in the game at one time, 8 players max in each team and has an area of 23x14. In the game, it is first unlocked at the rank of Warrant Officer 1 and can be played in all of the formats; CP, CTF, DM, and TDM. The most commonly used format is CTF and DM, on this map. This is an asymmetrical map having an equal number of drop boxes on either side as shown. It is more or less a symmetrical map if we ignore the props placed.
 
VH8JL2F.jpg

What makes the map interesting is the fact that it is a multi-layered map with a lot of houses and walls which make it hard but entertaining to play on.  It was four steep ramps, two on each asymmetrical side as noticed.
When tankers first play on the map, it might seem a bit difficult because of the numerous amount of routes and ramps but after a while, it becomes entertaining to play. The most played format on this map is CTF, mainly due to its dynamic gameplay.

Capture the flag
 
 
In CTF mode, there are a lot of routes which can be used to steal a flag from the enemy base, some of them are provided below;
 
r3jJAYm.jpg

For an attack wave, the most commonly used route is the middle route; where they jump directly from the top and take the flag. The reason being that it is the most convenient way to steal a flag and even though there is a tanker defending it, when they jump, they can take the flag and drive above them with ease. This is one specific scenario but it can be applied generally in all formats.
 
Wn1ppNz.jpg

The other routes are also viable and good for sneaking when nobody is looking but once spotted, it's quite difficult to push through the narrow path. If a Wasp is being used, then it can be successful at sneaking in, taking the flag and rushing towards the base but if a broader/slower hull such as Viking is used, it may be a pickle to get through, especially if the enemy team's defensive squad is strong.
There are two types of people in the game; the one who come in strong and the one who looks out for an opportunity to attack(both complement each other). If a team goes into the enemy base with 3-4 people and take control over the base, then it is possible for a light hull to enter and steal the flag since everyone would be busy attempting to take control over their base. For that, the light hull stealing the flag should come from the middle route and the assistance should come via the ramps at the same time.
 
R338xBa.jpg

The ones who look for an opportunity are patient people who observe the scenario and then rush when best suited. A Wasp Hull can wait for the enemy team to die/get high damage and then it can rush for stealing the flag, which would secure a capture once it's taken into the base. Once the flag leaves their base, it is extremely difficult to return it. A tanker's playing style can determine what sort of route they ought to take. For domination, 3 medium hulls and one Wasp is enough and for opportunistic tankers, a mere Wasp with one Isida is sufficient.
 
okWuCja.jpg

For defensive strategy, it is a bit tricky. For defense, a heavy hull is a must as it can block the passage of enemy tanks and can kill them with ease. There are a lot of ramps near the flag so a turret with a good impact force will be an asset as it can flip a tank coming to them which is better than killing a tank due to the 5-second advantage. For this, one Titan-Twins near the base for blocking the passage of the enemies, one Hunter-Freeze for slowing the enemies down if their passage is clear and one Viking-Hammer on each ramp which would help in flipping whoever comes. Placing mines on the ramp can be very effective as its force can flip a tank while in the air.
 
XFEZpxb.jpg
 
In XP/BP format, for a defensive strategy,  it is another story. Because Railgun is a long-range turret, people don't necessarily need to stay around the flag to defend it, they can keep sniping from the corners which would do the trick.  One sniper on each side would make the defense strong.
 
P9zrVpF.jpg
 
For an offensive wave, unlike all format battles, to successfully steal the flag, the team has to play together because, in XP/BP, everyone is always 2 shots so if someone goes in the enemy territory alone, they will be instantly taken down. To have a successful push, the defenders have to be taken out and only then can the flag be taken and captured.
This concludes CTF mode --
 
 
Death match

In this format, the usual instinct would be to equip a heavy hull because of its high HP and keep destroying as many tanks as possible. That strategy works in most cases, but not as effective in this case. In this case, a medium hull such as Hunter would be very efficient, alongside a turret having high impact force. If a tanker had Hammer and Hunter equipped, he could take advantage of the numerous amount of ramps and time his shot in such a way that he could flip them while they are in air as shown;
 
EEHdK90.jpg

After flipping them, they won't use their supplies and will expect others to kill them instead of self-destructing as that would ruin their K/D, so it's basically a free kill.
Another way is to mine the ramps at the edge so when they're driving towards the ramp, it will flip them, leaving them vertical or completely upside down. Even though the map is big, there are a lot of walls, ramps, bridges so the routes are quite narrow, because the paths are narrow, a turret with splash damage such as Thunder or Striker would be efficient here as it can shoot tankers without aiming at them directly.
 
ffElKeA.jpg
 

Team Death match

This is a tricky format on this map mainly due to its narrowness of paths. To fortify one's team, it is essential to have legitimate assistance, in this case, Isida. Isida is one of the important turrets which can drastically change the outcome of the result in this format, compared to the other format. Here, the objective is to destroy as many as you can so the death count for the team increases. We can do that by using turrets like Railgun, Smoky, Firebird, etc.
Hammer/Smoky can be a huge asset in this format and map, not only just for its damage but for its huge impact force. The force is strong enough to flip a tank coming via a ramp, which will be an even advantage to a team as they will self-destruct which would reduce the kill count of the opposite team by 1. Killing a flipped tank or letting the flipped tank self-destruct, it's an advantage either ways.
Back to the narrowness, because of it, penetrating or splash damage turrets such as Railgun or Firebird would be advantageous here. A railgun can shoot multiple enemies at once, destroying them on sight. A Firebird could heat up everyone in its surroundings till they get destroyed.
 
SJnnFRT.jpg

Splash damaging turrets such as Magnum, Striker, and Thunder are also effective but there is a chance for them to inflict damage upon themselves so, in this map and format, penetrating turrets are a suitable choice than splash damage turrets.
 

Capture Points

Capture points is one of the most dynamic types of formats in the game, it's not only about to destroying enemies, it's about making sure the points are captured by destroying tanks, stalling enemies, protecting teammates, etc.
In Courage CP, there are 4 points to be taken care of. Generally speaking, in CP format, heavy hulls is usually the key to winning, but in this case, it's not that effective. The paths are narrow as mentioned and there are a lot of ramps to cross to get to the point, so a different strategy should be considered.
 
Kika1Oz.jpg
 
Rushing. The natural instinct of every tank is to rush to a point, capture it, and move on to the next point. A teammate can take advantage of that by equipping a turret with penetration power or high impact force which would destroy/incapacitate the enemy team, giving the team enough time to capture without being damaged. For assistance, which is very important in this format, an Isida can be stationed near a heavy hull such as Mammoth at all times, which would ensure consistency and the point would remain captured even after an attack wave.
 
8Uu0Xte.jpg

A heavy hull's HP is the most but the speed factor is compromised which could raise a problem in this format as there are multiple points to be captured, so, a medium hull such as Viking with a high damage turret such as Railgun/Rico/Hammer etc. should be on the lookout to capture uncaptured points. A turret with high impact force such as Hammer can station near the ramps with mines properly positioned on the ramps so that no enemy tank can go through it without being destroyed and if they do go through it, they would flip because of the Hammer.
Remember, it's better to flip someone than destroying them because of the 5-second advantage.
 
wQ8mDNc.jpg
 

Space mode

This is a recently released format which was a famous among the parkour players, as well as XP/BP players. The outcome of matches in this mode is unpredictable; the first minute, the blue team is dominating, the next minute it's the red team, in any given format, be it CP or CTF. The key to this battle is to play it slow and to play it smart, no tank can rush on this map in space mode as the chances of them flying off the map or getting flipped are more than landing safely.
Subtle movement, strategic positioning, and smart thinking are what a tanker needs to be an asset in this mode.
(Unless it's for hunting gold boxes, equip Wasp, active speed boost and go crazy!)
 
A5bNJDN.jpg

 

 

Recommended Equipment

 

Capture The Flag

 

Offense
Turret: Hammer, Smoky, Twins, Firebird, Railgun, Thunder
Hull: Viking, Hunter
Defense
Turret: Freeze, Twins, Smoky, Vulcan, Magnum
Hull: Viking, Titan, Mammoth
Midfield
Turret: Thunder, Striker, Freeze, Isida
Hull: Viking, Hunter

 

Death Match

 

Rushing
Turret: Firebird, Freeze, isida, Hammer, Twins
Hull: Hornet, Wasp, Hunter, Viking
Fortifying
Turret: Smoky, Twins, Vulcan, Ricochet, Railgun
Hull: Titan, Mammoth, Viking

 

Team Death Match

 

Primary Offense
Turret: Twins, Smoky, Vulcan, Hammer, Firebird
Hull: Mammoth, Titan
Assistance/Secondary Offense
Turret: Isida, Railgun, Magnum, Striker, Thunder
Hull: Viking, Hunter, Wasp, Hornet

 

Capture Points

 

Quick capture of points(Rushers)
Turret: Firebird, Freeze, Railgun, Hammer
Hull: Viking, Hornet, Wasp
For keeping the points captured(Consistency)
Turret: Twins, Smoky, Vulcan, Ricochet
Hull: Mammoth, Titan
Assistance
Turret: Isida, Firebird, Freeze, Magnum, Striker, Thunder
Hull: Viking, Wasp, Hornet, Hunter

 

 

 

 

 

 

~Final guide

Edited by Mysterious
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Yo guys and girls! ganesha-1 here and I will be guiding you to playing in Cross map, whether it be day or night mode!

And of course!

Space-_And_of_course.png

 

Why forget our one and only space mode?!

 

 

Why_forget_space_mode.png

 

 

 

How to play in DM, TDM, CP & CTF in normal and space mode using magnum!

normal_space-all_modes-magnum.png

This is a very good spot for magnum users! Hiding behind a place of safety! Shoot all the shells you want! In DM mode, you can see when other tanks coming after you and you can escape by a mile!

 

Just an important note! While playing space mode you will have to put a little less power in firing the shell than you usually do in normal mode because the recoil will push your tank back before the shell even leaves the turret. So the shell will fall farther than your estimation!

 

 

How to play in DM, TDM, CP & CTF in normal and space mode using twins and ricochet!

normal_and_space-all_modes-twins_ricoche

These two turrets have a bit of an advantage! They are great for capturing flags! They can go above and below the bridges and playing a bit carefully will surely give you 2.00 d/l!

 

normal_and_space-all_modes-twins_ricoche

 

 

 

How to play in DM, TDM, CP & CTF in normal and space mode using short ranged weapons(freeze, firebird, isada, hammer)!

The best place will be under the bridge! You can hide under the bridge using the team matches and surprise enemy tankers coming to stobotage the team! This is also a good place in DM too!

normal_and_space-all_modes-freeze_firebi

 

 

normal_and_space-all_modes-freeze_firebi

 

 

 

How to play in DM, TDM, CP & CTF in normal and space mode using railgun!

There are so many railgun lovers(like me of course XD)! Here is a small guide to playing in XP/BP!

normal_and_space-all_modes-railgun.png

This is the best way to hit your opponents and on top of a bridge too!

normal_and_space_-all_modes-_railgun_2.p

 

Just one thing. Do not stay close to your teammates or risk your opponents getting a double/triple kill!

 

 

 

How to play in TDM, CP & CTF in normal and space mode using shaft!

normal_and_space-_TDM_CP_CTF-shaft.png

This is a perfect place for a shaft to stay! You can keep an eye on all the three bridges easily! It will take a bit more than a second to turn your turret from one bridge to another!

normal-_TDM_CTF_CP-shaft_aim_1.png

 

normal-_TDM_CTF_CP-shaft_aim_2.png

 

 

normal-_TDM_CTF_CP-shaft_aim_3.png

How to play in DM in normal and space mode using shaft!

normal_and_space-_DM-shaft.png

This is a right place for all shaft users! You can easily aim at opponents and it takes just 3 seconds(or less) to turn your turret! So you can guard yourself!

normal_and_space-_DM-shaft_aim_1.png

 

 

normal_and_space-_DM-shaft_aim_2.png

 

 

 

Understanding supplies!

The supply drop zones have been placed in excellent places! The speed boost boxes are placed in the re spawn areas to help you to add nitro to your tank and zoom you to your battle quickly. The double protection boxes are placed under the bridges for those who want to sneak up to the enemy and best for stealing flags! The double damage boxes are places on the left most bridge on your side which is the place people prefer going to meet their opponents for battle. If you want to heal yourself, you will have to get to the center of the map which is normally fair but I personally think the developers kept it there for tankers to fight over it.

 

Cross_supply_drop_zones.jpg

 

 

 

Playing in CTF!

Just a pic to explain it all! :D

 

Cross_flag_capture_route.jpg

 

 

Now a couple of tips!

 

CP mode: never try to capture a point alone! Try capturing a point a group!

 

In space, stay low!

space-_CTF-stay_low.png

Be vigilant!

space-_CTF-be_vigilant.png

AND FOR THE LOVE OF YOURSELF, THE TANKI GOD, OTHERS IN YOUR TEAM, THE ADMINS AND THE DEVELOPERS(OR IN OTHER WORDS, THE UNIVERSE) DO NOT USE THE BRIDGE AS THE RAMP!

 

space-all_modes-no_ramp-bridge_use.png

 

 

OK fellow tankers that is all :( . Goodbye and good luck! You know how to fight! Go Cross your enemy’s path in Cross map! :D

 

Oh wait! My tank wants to tell you something … 

 

 

Goodbye_and_good_luck.png

 

 

 

Edited by ganesha-1
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Guide to playing in Highland effectively           

 

About Highland

 

Overview: Highland is a smaller map at 8v8, and has been around since the game’s creation, being a favorite for tankers of any rank. It is a very technical map, demanding teamwork or frequent death and defeat will be the consequences. Unlike many larger maps, Highland is not symmetrical, and playstyle changes will be needed when switching teams. This map, more than any other, will truly test a tanker’s capabilities.

 

Battle Modes: DM, TDM, CTF, CP

Size: 16 players, 8 vs 8

 

Tactics

 

DM

 

Like other smaller maps, in Highland, it is impractical to use a light hull; medium and heavy hulls are highly preferred. Damage per second is a high priority, thus the medium or heavy hull should be paired with a short or mid-ranged turret. Attention should also be paid to Modules, as they are often critical for survival.  Modules more situated for short and mid-range combat, such as those, of the Shark and Lion series, are optimal.

 

The choice of equipment is not the only factor; the tanker’s playstyle may be equally important. Players who use the map to their advantage score many more kills than those who neglect to do so. For example, tankers that smartly use props to peek in and out of cover, taking shots at enemies with their mid-ranged turret, generally do better than tankers that simply charge at their opponents.

 

A couple of the most effective combinations for Highland DM are Twins-Titan/Mammoth and Thunder-Titan/Mammoth. Twins can spew and endless array of high impact plasma blasts that can knock off a player’s aim. As a heavy hull, players would be much more inclined to fire from afar, thus partially removing the issue of self-damage, although range is short. A Thunder-Titan/Mammoth can usually hold its own against multiple attacking players and reach a further distance with its shots. Also, using its splash damage, the Thunder can often obtain multiple kills with one shot.

 

DM Pro Tip

 

This may refute the idea that long-ranged weapons are ineffective in this map for DM. Camping behind the small house where the blue flag would be in CTF, is a good spot as you can line up tankers down the road and score several kills at once.

 

TDM

 

Although TDM is the least popular choice of the four game modes, it too needs an optimized strategy. As there are no flags or capture points, the only objective is to either be the first team to reach a certain number of kills or to be the team with the the most tanks destroyed before the clock ends.

Unlike DM, Highland TDM allows you a greater choice of effective equipment, due to the fact that you aren’t on your own. Since it is so diverse in tanks, this battle is a great place to experiment with new combinations.

 

Firebird-Viking is a good choice, because you can get around reasonably quick while also having a significant amount of hit points,  and the afterburn effect will often destroy your opponent even if you’ve been destroyed first.  As with any other team battle, Highland TDM is a great place to use Isida to keep your teammates alive, especially those with heavier hulls. A Magnum-Titan/Mammoth hidden in a team’s base can more than take on the challenge of weakening the enemy’s offenses due to its indirect fire capabilities and vast amount of health.

 

TDM Pro Tip

 

This is an image of the recommended setup for both teams in TDM:

 

Inked_Highland1_LI.jpg

 

Here are spots where supportive/defense tanks should be positioned, where the purple spots are snipers, with either Shaft, Railgun or Magnum, to deliver heavy blows to oncoming enemies. The green represents where strong defensive tanks should be, with either medium or heavy hulls. They should be equipped with either Smoky, Thunder or Striker to support the attackers. Finally, the red spots show where Isidas should be located.

CTF

 

In Tanki Online, CTF is definitely one of the more involving modes, as your team not only needs to destroy enemies, but also manage to take the flag from the generally heavily guarded enemy base and bring it all the way across the map back to yours. Highland CTF is no exception, requiring an excellent team with impeccable strategy to capture in, perhaps even more so than the average map. While in most other maps the flag is in an open area with many routes to and from it, in Highland, the flag is surrounded by buildings and walls, with only one or two ways to escape. When coupled with the fact that a large number of tankers are usually defending them, Highland’s flags take fantastic teamwork to capture.

 

In a relay race, one person runs the baton to another until the finish line is reached. Highland CTF is much the same, with players first retrieving the baton from the enemy. With slim chances of surviving the full trip back regardless of the hull, it is highly recommended when wounded to pass the flag to another teammate and cover their escape.

 

For Highland CTF, Smoky-Viking/Dictator/Titan, Isida-Wasp/Hornet and Freeze-Wasp/Hornet are good choices, more specifically as a team to take enemy flag. The Smoky a medium to heavy hull to be fast enough to reach the middle of the map while armored enough to be the muscle of the team and fight off defending enemies. With light hulls, the Freeze and Hornet would be suited to quickly getting in and out of the enemy base, and the Freeze could slow any pursuing enemies to a near stand-still, preventing them from giving further chase. The Isida would be a good support to keep the other two tanks in the team healed.

 

CTF Pro Tip

 

Here is a map of reference for suggested routes for Blue team:

 

Inked_Highland1_L2.jpg

 

So, there are two routes, the black line being the first and the red line being the second. It should be noted that you follow the black route to the flag and continue back, or take the red route back to the flag. If needed and if it’s there, take the repair kit, then follow the red route. The White dot is the starting point, while the blue dot is the ending point.

 

The black route is more optimized for a shorter route, with a quick way in and a quick way out. Thus, a light hull is preferred for this route. The red route, on the other hand, takes a bit longer, however, if the repair kit is there, feel free to take it if needed.

 

Suggested routes for Red team:

 

Inked_Highland1_L3.jpg

 

Once again, the black line is the first route and red is the second, the white dot being the start point and the blue dot being the end point. Although, with the red route in this one, you can take it to and from the enemy flag.

 

The black route, in this case, is designed to gather supply boxes, along a route, meant for keeping cover until you reach the enemy flag. The red route is meant for a quick in and out attack, utilizing the repair kit drop.

 

CP

 

CP mode consists of one or more points in the map which both teams must fight over control for. In Highlands, there are three control points. One point is located in the dead center of the map, one to the left of Red base and the third and final point, to the left of Blue base. Keep in mind the middle point will be fought for the most, with a repair kit nearby. Control over this point will either be dominated over, or constantly changing.

 

The control point closest to blue base provides cover, being behind a building, so control over this one should be vital. In contrast, the point to the south lacks any chance of cover, so you will be subject to fire from enemy tanks. With the center point rapidly changing, there is no real benefit from it, so attention should be more paid towards the north and south points.

 

It should be noted that Titan or Mammoth are best fit for this map in this mode, since you will need to be able to take over and take control of the points, while defending from enemy fire. Isidas are also important to keep yourselves healed. If you’re low on health, defending a point will be a challenging feat.

 

CP Pro Tip

 

When playing CP, it is a good idea to have a Magnum or two firing towards the center of the map, before making a frontal assault. This means your team can go in and easily dispose of the enemy tanks positioned there. Domination over this point can makes all the difference in Highland.

 

Conclusion

 

Highland is not an easy map to play on, and should be approached with caution. Although, if you’re looking to heighten your skill, this is the map to do it on. In any mode, you will be challenged, more so than many of the other maps Tanki Online has to offer. If you’re going to play on this map you better bring your best.
 

Recommended Equipment

 

DM/TDM

 

Firebird, Freeze, Isida, Hammer, Twins, Ricochet, Smoky, Thunder, or Striker

Hunter, Viking, Dictator, Titan, or Mammoth

 

CTF

 

Firebird, Freeze, Isida, Hammer, Twins, Ricochet, Smoky, Thunder, or Striker

Wasp, Hornet, Viking, Dictator, Titan, or Mammoth

 

CP

 

Firebird, Freeze, Isida, Hammer, Twins, Smoky, Thunder

Dictator, Titan, or Mammoth

Edited by Shot
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     Guide to play effectively in Cross

 

522px-Cross1.jpg

                                                          

 

 

Hello Tankers! This is a guide on how to play on the "Cross" map effectively.

Lets Get it On!

 

Map:

 

 

Size of Map Length Width Area 27 25 675

Maximum Players: 14 
Available Battle Modes: DM, TDM, CTF and CP 
Available at: 
Private 

Facts

 

·         Cross first appeared on December 18, 2009

·         The creator of the map — eras

This map is highly attractive to young players and encourage and help young tankers to continue their memorable journey. This map has a unique structure that players enjoy due to it realism and balanced bases. This means that you dont have a disadvantage or advantage over the enemy.  This map is one of the oldest maps in tanki since 2009. Medium/short ranged weapons are best since this map suits their use.

There are a total of 7 supplies drop zones.

The map itself now is available in 3 themes.

 

 

 summer day 200px-Cross.jpg

 

   winter day  200px-Cross_winter.jpg

                                                                                                            

And the third news_forum_vk_fb1.jpg                space mode(added recently) oRUOx0koQ5GCOjXoWLvzeA.png

Space Mode was added on Cosmonautics day. Later it was added as a permanent feature in the game. 

 

 

 

Modes:(explained)

                                        CTF (capture the flag)

                           

                                               ctf.png

    This mode is the Typical reason why you play Tanki

           Fast-paced battles loads of battle fund and experience point. in this mode

        Players are divided into 2 teams. The goal is to take and capture the enemy’s flag, and to prevent the opposing team from capturing yours. In Cross this mode is the most common and played by every tanker.

 

 

 

 

                                            CP

 

                                                          cp.png

             A real challenging battle. in this battle Teams fight for control over certain points on the map. A team gets score-points when the point is under their control and loses score-points when the point is under enemy's control.Cross has 3 points. Point A. Point B. Point C.

 

                                                                           DM

                                                                     dm.png

 

In Deathmatch mode, unlike in team battle modes, everything depends on you. The battle fund grows a lot faster than in CTFs and TDMs, as you don’t need to go to a certain position to find enemies; they are everywhere. On most maps, you can open fire right from your spawn point. Deathmatch is the simplest and most reliable battle mode when it comes to earning crystals. The battle can be limited by either time or number of kills (frags). Each frag gives exactly 10 points. It is not my favourite battle mode but there are a lot of tactics you can use in Cross

camp behind the buildings.kill stealing.

                     Watch how to play effectively in DM

                         

     

                                                               TDM

                                                  tdm.png

It’s really easy to play TDM mode. Battle mechanics are very similar to Deathmatch mode. The only difference is that here, players work in teams. The goal is to destroy more tanks than the opposing team. In Cross this battle is really easy the players only have to work as a team and have a managed team.(defender,midfielder,medic,attacker)     

 

 

Strategies/Tips:

 

Defence: 

1- In CTF/CP battles use mines to protect your flag and points

     thus tensing the enemy team.

2- use heavy hulls and turrets with high DPS(damage per shot) to defend the flag.

 

 

 Mid-fielder:

1- use isida and help/assist the attackers. A mid-fielder's job is to make sure the enemy does not take the flag nor does he trouble the attacker.

 

2- the midfielder should use a fast and light hull.(wasp,hornet)

to quickly react to situations although if you are an isida healing team mates the enemy would target you first as you are a bigger threat. For this situation, camp behind the houses

in the map and drop a mine on both sides and use supplies. Keep a low profile and shoot out when least expected take the flag and deliver it thus full filling your role as a team mid fielder.

 

 

 

Attacker:

1- An attacker must have an isida ready for healing and all of the supplies.

2- the attacker must have a fast reloading weapon with ricocheting or splash damage abilities. Due to your splash damage your enemy will come closer to you so you can inflict splash damage, during this situation drop a mine and drive backwards use a speed booster for help. try to be totally unpredictable for the enemy.

3-use alternative routes for every time you attack

4- if you are a wasp then take the flag as quickly as possible and then use speed booster to get out of the enemy's sight ASAP. 

 Tips For Overdrives

news_forum3.jpg

 

Just as in past events, before you can use Overdrive, you need to charge it up by performing actions (kills, flag captures etc) that will aid your team. Once your Overdrive is charged, unleashing it will activate all 5 supplies (except gold boxes) for you and any of your teammates nearby. The default key for Overdrive is «Shift», however, you’ll be able to change this in the Settings page.

 

Overdrives are team-oriented but they are also useful in DMs.

 

The best way to make good use of your overdrive is to use it near your team.

 Gather your team in the middle of the map on the bridge and enable your overdrive using the shift key.

 

In DMs use overdrives ASAP. the faster you use the faster they cooldown.

In the last few minutes save your overdrive.

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Pictures as examples!

Jt09JW9MSzOcX-HqCUrhBg.pngAQMPNfc3QDy74VpenLkW0g.png

 

  BwnpL45IS0K1QMMcINt2hQ.png

   

 

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 X_gJ7idZR8Wie1SxBzVhYA.png

 

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akTBlqTiQHqE7NGrXfmFqQ.png

     Use your turrets abilities using your surroundings

 

tJQGOfwmTgaPZvrOKJ3JSQ.png

When an enemy gets behind cover then turn your turret to the opposite side. the missiles will be automatically guided to the tank's position behind cover.

Ao7HZGNoSTefvboipQb_Hw.png

As an isida both attack and heal!

 

 

1MXl1C0CTm62ijiKPtNVDg.pngyou need to play as a team and help your team by doing this no one would be able to interfere between you and your road to victory!

 

KbHl5xghR-Knx5yddnOrZg.png

When attacking you the most important supplies are double armor and speed boost. Then you will be fast and strong!  

                                                                                   Remember every weapon can be useful in this mapTurrets_Animation.gif but here are some of the best which i think     Hulls.gif                                      can beat any tanker.

 

 

 

Equipment suitable for ''Cross''

Weapons play a very important role in Tanki Online. The type of gun you choose will strongly affect your style of playing, whether it is aggressive lightning-fast attacks or firing from protected positions.

 

Firebird

 

150px-Turret_firebird_m0_2.png

Main articleFirebird

A good weapon for short-range battle. Fires a stream of napalm that burns tanks within its damage radius. Burning opponents continue to take damage even after the Firebird's attack stops. Can thaw frozen tanks and is a great choice for fast and medium hulls. 
Player's opinion
 Excellent damage per second rating. High rotation speed and acceleration. Sprays flame in a conic range to hit multiple opponents. Afterburn causes foes to suffer injury even after an attack. Finishes of opponents in a matter of seconds.
 Ridiculously short range. Can run out of fuel and takes time to recharge. Cannot damage tanks through other tanks.

 

 

Freeze

150px-Turret_freeze_m0.png

Main articleFreeze

A unique weapon for short-range battles. Slows opponents by freezing them and can put out fires caused by Firebird. In the right hands, it can destroy an enemy without receiving any damage in return. Great for fast and medium hulls. 
Player's opinion
 Sports a frosting effect that can drastically slow down the movements of an enemy tank. Excellent damage per second rating. High rotation speed and acceleration. Sprays rime in a conic range to hit multiple opponents..
Ridiculously short range. Can run out of fuel and takes time to recharge. Cannot damage tanks through other tanks.

 

 

 

Isida

150px-Turret_isida_m0.png

Main articleIsida

An essential gun in team battles. Can repair tanks within its firing radius and effectively destroy opponents at short-range. Energy stores an last for five seconds when attacking an opponent, but lasts for ten seconds when healing an ally. Works well with any hull. 
Player's opinion
 Can damage opponents as well as heal allies. Experience points can be gathered quickly through both damaging and healing tanks.
 Ridiculously short range. Can run out of fuel and takes time to recharge. Can only place its beam onto one opponent/ally at one time.

 

Hammer

Hammer_m0.png

Main articleHammer

Perfect choice for close range combat. Three powerful shots mean your opponents have no way out. Its shotgun functionality allows Hammer to hit several targets with one shot at medium ranges. Works best with medium hulls. 
Player's opinion
 Excellent damage output. Greatest collective impact force of all turrets per shot. Ability to damage several tanks with one shot through its pellet spread. Reload between shots doesn't take much time.
 Limited effective fire range. Tedious reload after expending the entire clip. Impossible to reload before all shots in a clip are used. Risks suffering from self-damage due to rebounding pellets.

Twins

150px-Turret_twins_m0.png

Main articleTwins

 

A gun with unlimited firing duration. Effective at short to mid range. Its high rate of fire makes it ideal for supressing enemies. Works well with any hull. 
Player's opinion
 High cumulative damage rate. Great rotation speed and acceleration. Can suppress enemies at short range due to its respectable and steady impact force.
 Limited to a shorter range. Inability to use cover when attacking thanks to its requirement to shoot constantly to deal damage. Risks suffering from self-damage due to the splash damage of plasma balls.

Ricochet

150px-Turret_ricochet_m0.png

Main articleRicochet

A gun that can be tough to control. Ideal for short to mid-range battles. Possesses a unique feature in that its shells ricochet off walls, allowing it to shoot around corners. Just make sure you don’t take a ricocheting round right in the kisser! Goes well with all hulls. 
Player's opinion
 Moderate cumulative damage rate. High impact force per projectile. Ability to attack tanks out of your visibility range through bouncing projectiles off of walls.
 Limited effective fire range. The clip can empty after expending many shots, limiting the gun's suppressive abilities. The risk of self-damage. Setting charges in right direction requires skill and calculation. Projectiles only bounce reliably off of flat surfaces.

 

150px-Turret_striker_m0.png

Main articleStriker

 

An anti-tank missile launcher best suited for mid to long range combat. This turret is equipped with a laser aiming system for firing homing missiles. Missiles will damage any enemy within the blast radius, including the tank firing them if it is standing too close. This turret can be mounted on any hull, but a heavier hull is recommended for easier aiming. 
Player's opinion
Plus.png An excellent defensive and supportive weapon. The projectiles move at an exponentially increasing rate to target their opponents instead of impacting a target the moment the spacebar is pressed.
Minus.png A target must remain in the sight of this laser until the targeting reticle is fully locked. Risks suffering massive self-damage from splash damage.

(Striker is also good in DMs)

 

Vulcan0.png

Main articleVulcan

A turret with an immense firing rate. It is best suited for combat at mid and long ranges. Vulcan has a unique gyroscope feature, which makes knocking off its aim very challenging, even when it's under heavy enemy fire. Caution — When using Vulcan, firing continuously for an extended time may overheat and damage your tank! Ideal for use with heavy hulls. 
Player's opinion
Plus.png Incredible rate of fire. Ability to shoot without reloading at infinite distances. Considerable impact force. Difficult to knock the aim of thanks to its built-in gyroscope.
Minus.pngDamage decreases over distance. Shooting for a long time will lead to overheating and cause the tank to suffer afterburn damage. Turret's rotation speed decreases when shooting. First time users will find it tough to control properly.

Hulls:

Medium and light hulls are most effective in Cross

Wasp

150px-Hull_wasp_m0.png

Main articleWasp

Fast, with negligible armor. Its high speed and maneuverability take skill to control, but allow it to perform well on cramped maps. Great with short-range guns.

 

 

 

Hornet

150px-Hull_hornet_m0.png

Main articleHornet

A light hull for those who want above average speed without completely trading off on armor. With its tendency to skid around corners, Hornet is a tough hull to maneuver but is nonetheless very steady. Looks great with any gun.

 

 

Hunter

150px-Hull_hunter_m0.png

Main articleHunter

An excellent choice for any tanker. It has decent speed for a medium tank and enough armor to handle itself well in battles at any range. Goes well with almost any gun and is a real hunter!

Viking

150px-Hull_vicing_m0.png

Main articleViking

A real Viking: wide and incredibly stable. Average movement and maneuverability, but enviable armor. Works well with mid and long-range guns.

 

 

 

 

Dictator

150px-Hull_dictator_m0.png

Main articleDictator

An unforgettable hull adored by seasoned clan players, Dictator inspires fear and commands respect. Its height allows it a higher vantage point from which to fire. On the flip side, this makes it a bigger target. It lacks speed, but has multiple armor plates to make up for it. Works well when outfitted with Railgun.

 

 

 

Bonus tips:

1-   For more experience points  and crystals play in DM,

CP and CTF battles.

2- Take advantage of your turret and your surroundings

of the Cross map. using ricocheting, splash damage and trapping your opponents

3- Dont go in a straight path while having a flag or on the bridges there is an 80% chance that you will get killed. drive in curves and zigzag movements.

4- Always use alternative paths so you are totally unpredictable and your enemy doesn't know your next move.

5- Plant mines on routes of the enemy team.

6- when there is only a few seconds of time left in the battle ending and the score is a draw or you are losing by 1 use a final attack in which the whole team including the defenders attack. you have got nothing to lose so attack fiercely.Either you will achieve triumph or a rare incidence of a battle ended in a draw.

 

 

NEVER......

1- Fight with your own team co-operation is reduced.

2- Dont leave your team when near defeat.

3- never try to hide from ricochets,thunders,twins,hammer

as they use the advantage of their turret and the map(Cross) to destroy you with ricocheting or splash damage.

 

 

 

Tips in DM:

1- buy a whole kit of supplies but use only when necessary!

2- thunder is very powerful. use it in Dm when someone hides use your splash damage to knock them out.

3- Target weak/damaged tanks as it is easy to destroy them.

4- kill steal using double damage.

5- Use overdrives when in need only!

                                          3n0MDEihR7WdAd18zr19Iw.png     

Make sure you drop a mine on the sides!!

 

Conclusion:

 

Mid/short ranged weapons are the best and most effective in Cross.

Working as a team is very important.

Fast and medium hulls work very efficiently.

Plan out team tactics and play as a team.

Use your surroundings(the map)  and your turrets abilities to its full advantage. 

 

 

Gold box catching in Cross

 

 

 

 the best way to catch a gold box is to go on the bridges/higher ground.

 

Use Dictator...The tallest hull it also has a great vantage point

Push your way through the tanks in the middle  all of the tanks pushing you from all sides makes the forces equalize and the result is that you will calmly take the gold box as it slowly approaches you.

-lJKdfT1QzWIhBLroxTXhw.png

Dictator and wasp can easily climb other tanks so climb them and sit till the gold falls

When Gold drops stay behind the tanks doing this you have a lesser chance of getting destroyed.

 

 

 this tip is not easy to do but doing it right you can

catch the Gold box easily. take a big hull and stand on the drop zone to hide, this will confuse tanks and they will go on their journey finding that dropzone then just sit their watching the Gold slowly approaching you!

 

 

150px-Gold.png

 

 

                                             use these tips to become  a real gold hunter Goldboxcaptureeffect.gif

Edited by tickle23
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Guide to playing in Cross effectively: Playing good is a hard thing to learn and it takes time and skill, but taking advice from players who have skill is one of the things to get it! For playing in Cross always use Q and E just like in other maps. For the most of the time its better to use Q and look for enemies from long area. In this map i prefer long range turrets like railgun, volcano and others... Freeze is also very effective in this map, because u can freeze your enemy and go around him while hes trying to chase u with his turret, but its not possible for him, this is called "trolling" and its very effective. Never take thunder in map like this unless, u are going to camp! Thunder is a terrible turret for maps like this, think about if you have freeze and low HP u can still "troll" and kill someone, but with thunder there is 60% chance that someone will come near u and u will self-destruct. Now about tactics, CTF - if you are low rank dont think about nothing just capture flags, other players are not so skilled to stop or kill you. If you are bigger rank kill everyone and then go for flag but if you have drugs on just go for it and kill everyone in your way. TDM - for low ranks I just recommend to take long rage gun and camp somewhere behind buildings, but always be ready to run out from there if someone comes to you. For bigger ranks, I just recommend to go from left or right side behind the bridge use Q to look for enemys and kill all of them before taking the flag. And the last but not least, DM - It doesn't matter what rank are you i definitely recommend freeze its just insane in "Cross" map you freeze someone and just go around and around just like I sayed about the "trolling" with freeze. If you don't have it or don't like it fire bird is as good to, just focus on trying to hit 2 enemys in one time to get double kill and not die! Thank you for reading!;))

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    Guide to playing effectively and well in Cross: 

 

 (by RETURN_OF_BEN)

 

       Part one, The map itself:

 

      Let's just say that Cross is a very small map. with a length of 27, a width of 25, and an area of 675. It has been here since the beginning of the game, and is quite popular especially for lower ranks. It unlocks at the rank of private. It can fit 14 players, and allows for all modes of game to be played: (DM,TDM,CTF,CP). Cross is a very unique map unlike any other, and various types of gameplay can be used. In Team battles, the bases are perfectly identical, so you can't really get a disadvantage like that.

 

     Part two, supplies and gold boxes:

 

   Supplies: As you may know, in Cross, there are not many drop zones for any supply: 

Repair kit x1

​Double armour x2 

Double damage x2

Speed boost x2

 

   If you are playing any team battle, it is still important to control the drop zones in your base to defend and attack with a little help.

 

    Gold boxes: Catching a gold is always a thrill, and it's lots of fun hunting them down. But you won't catch any if you don't know how to do so, right? Cross happens to be one of the easier maps to catch a gold box for a couple of reasons:

1: It's a small map, so it's easy to find the drop zone.

2: The gold box usually falls right by the bridge near the building, (a rather convenient spot)

  

What to do:

If the gold box is on a flat surface on a bridge:   

The best strategy and hull to catch a gold box here would be to use either Dictator, hide on the slope, be one of the first tanks to emerge as the gold box falls, and tower over the other players attempting to catch it as well. You can also use Wasp/Smoky or Railgun and go with the rocking technique (using your gun's recoil to hitch a ride on another player's hull) and let them take you over to the gold box.

 

If the gold box is beside the bridge by one of the houses:

The #1 easy catch way to get yourself a gold. Use Dictator/Firebird or Freeze and jump off as the gold falls while using the double armour and speed boost. You can shoot (and kill) the other players as well.

 

If the gold box is on a flat, ground level surface:

Hornet works well for these kinds of catches. Take cover somewhere like under a bridge or behind a thick pole, then use the double armour and speed boost supply and charge the gold box as it's falling while pushing other tanks out of the way. The rocking technique also works for catching these golds.

 

Notice: The combos I recommended for catching golds have nothing to do with gameplay. They are usually only good in Cross for catching gold boxes.

 

Part four, gameplay:

 

In DM mode:

   Playing Cross DM is no easy task. It's a small, quite open map especially on the bridges. Light hulls are out of question here, as are guns that simply cannot perform at all in head to head combat like railgun and magnum. 100% short range guns such as isida, firebird, and freeze can do alright, but there are still better combinations. The Ideal combinations are hulls that are medium to heavy, along with guns that can perform with a decent range, but are also able to perform in head to head combat. I have here a few combos that work well in Cross DM (no particular order):

 

#1: Titan/Smoky

  ​This combos a surefire way to dominate the battlefield. sitting on the top of the bridges with 1 or 2 supplies makes you almost indestructible. 

 

#2: Ricochet/Hunter

  In Cross, there are a lot of things to bounce projectiles off of. This combo is ideal because Ricochet has enough range, as well as being a great head to head winner! Hunter works great because it has decent speed and good armour. Perfect for this map.

 

 
#3: Mammoth/Vulcan
  Just like the Smoky/Titan combo, using this enables you to park yourself on the higher level and obliterate your opponents. Compared to the Smoky/Titan, this combination is even better for head to head, but lacks in agility due to Vulcan's second downside: If you turn the tank while shooting, Vulcan will not move with it.
 
In TDM mode:
​   Cross is probably the most popularly played in TDM. Good ways to win involve simple, straightforward strategies such as slowly pushing forward and crowding the enemy in their base. Long range guns are usually necessary for 2-3 members of the 7 on your team. Short range guns are also very useful. Hulls can be varied. It's hard to go wrong with what you choose, but there are still a few combinations that stand out and work better overall. Here they are: 
 
#1: Viking/Twins
  This works in almost every circumstance; wether you're winning or losing. If you're winning, this will keep the enemy in their base, as well as dealing with borderline head to head kills. If you're losing, this combo will draw and keep the enemy out of your base and get your team ready to press an attack. (This is personally my favourite combination, and on my other account, I use this almost every time play in Cross TDM.)
 
#2: Freeze/Hornet
  This combo is perfect for running around and freezing tankers to death; literally. With 1 or 2 supplies and a bit of skill, you can run around in enemy territory making multiple kills. Using this is great for leading and pressing attacks. 
 
 
 
#3: Titan/Thunder
  This is a solid combination that works well for sitting on the bridges and blasting enemies into bits. Titan has great armour, enough to withstand any counter-attacks the enemy will throw at you. So sit back, relax, and blow your opponents off the map!
 
 
 
In CTF mode:
  Another fun way to play Cross. A winning team in Cross CTF needs to have a good balance of light and heavy tanks. The heavies to defend the base, sit on the flag, and cover the capturers, and the light tanks to attack the opposition and capture flags. Here are some ideal combinations:
 
#1: Hornet/Smoky
   The ultimate flag-capturing combination. Hornet is quick and nimble and can fairly easily sneak away from the enemy with the help of a double armour or an Isida.
 
#2: Titan/Striker
   The perfect way to sit on the flag. With an Isida to heal you and good aim, you're all set to go! If you like destroying the little buggers trying to nip at your flag, then this is for you!
 
#3: Iseda/Wasp
  Great partner for capturers and keepers of the flag. It's healing ability is much needed for CTF battles like these. An Isida can also infiltrate the enemy base and bring back some kills or even a flag. 
 
In CP mode:
   As with Dm mode in cross, light hulls are out of the question. the three points A, B, and C are all aligned in the centre on the top of the bridges, and as long as your team is almost always in control of at least two of those, you will win. Here are the 3 best choices for controlling the points!
 
Thunder/Viking
  My favourite combo for almost any CP battle. Almost impossible to beat in these games. Insane damage (with splash) allows you to destroy enemies attempting to capture a point even from long distance. Dictator and Thunder can work well too.
 
 
 
#2: Smoky/Titan
   Just like in DM , this combination works great. Smoky/Titan in CP allows you and your team to sit on a point and easily prevent your opposition onto a point or even on the top of the bridges.
 
#3: Viking/Ricochet
  This is one of the best combinations in Tanki; in any battle and mode. Great for head to head and regaining as well as keeping control of points.
 
I hope you guys find this guide useful and excel in Cross!
 

 

Please do not hesitate to ask me questions or comment.
Edited by RETURN_OF_BEN

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Guide to playing in Highland effectively

Shortly about Highland                                                                                                                  

 

Highland is a medium map, enjoyed by tankers who are good on short ranges. It is really popular from low to high ranks because of quick experience and crystals, gold boxes.

 

Map size: 37 / 25

Maximum players: 16

 

Tactics                                                                                                                                             

 

DM mode:

 

1. Light hulls 

 

  • Combo with short range guns best, Hornet does the job even better. Isida is better on team battles, we'll talk about them later. If you spawn in Blue Team base, you should drive around the buildings and try to sneak to enemies' back and kill them. Blue base (marked in the map) has lots of cover, so you should hurry and try to hide while looking for enemy. Driving over the higher base platforms is not recommended, because its a good target for long range guns. Taking drops (supplies boxes) is a good choice if the field is cleared. If you spawn near Red Team base, you have to stay at the supply line and try taking drops control in it.
  • If your enemies get used to your camp, you can go to other base.
  • Best thing to remember: try stealing kills - it really helps on higher rank brackets. Light hulls goes well on m0 - m1 ranks, it gets really hard to survive on higher ones, so I don't recommend equipping them on m2 - m3 rank brackets.

 

2. Medium hulls

Medium hulls are the best on this map. Equipment - with Ricochet, Thunder. If you see there is lots of light hulls in the battle, Striker is good on those situations. After the supplies update (https://tinyurl.com/yd5w9l78) Firebird or Freeze can be used very effectively on medium hulls. Best places to stay (Ricochet, Thunder, Striker) are:

 

The blue base platform

TaIWsMFARhGZ9W6hWwRAwg.png

 

The red base side

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Note: if there is someone attacking from your back, hide over the corner and try killing him using ricochet

 

Best places to stay with Firebird or Freeze (you can travel from one to another when you respawn) :

 

 

srCMeT6pTj6zffYDKIa92Q.png

 

The higher part I'm standing on below are called platforms (they will be mentioned in the guide)

 

ZepOWVp-SV6wv89WaRhung.png

 

zgX-c9MiS62w9MWFnmODuA.png

 

uPusBcibRueaRSZZkCtyvQ.png

 

Last place and finished battle using the tactics with no drugs:

 

gRYbKnriQcGLYteq42teEA.png

 

3. Heavy hulls

 Heavy hulls aren't recommended on this map, unless you use Smoky on them. Best places to camp are both platforms or bases. Though, if you have some m2/m3 equipment and enough drugs to handle yourself, you can equip Titan or Mammoth and one of the following turrets: Shaft, Twins, Striker, Smoky, Thunder. (Only for the judges: I don't have any m2's so I can't prove that, but I know this tactic really works). Best camping spots are both platforms.

 

Overdrives can be activated just when you get them, but if you use them with at least 80 % health then you can destroy much more enemies than when you activate them only for saving your low health.

 

 

                                                                                                                                                                                                                   

 

Team Battles

TDM mode:

 

Medium or heavy hulls works the best, combos with Magnum, Vulcan (it pairs well with Titan also), Thunder, Hammer, Firebird, Freeze, sometimes Isida helps out in defense or skirmishes. Same equipment for all ranks, I don't show you any good places because every time the situation is different so you gotta choose them on your own. Overdrives should be activated at your base and then all teammates should attack.

 

Team battles prefered equipment

 

Magnum is for TDM or CTF defense, but also can help teammates by clearing out the checkpoints. Positions - one of the marked places (X) in the map below. Vulcan goes well on CTF attacking (then its the best to use Titan), it needs an Isida + Viking helper on its back. Thunder is at its best on CP points saving, good on CTF (helping teammates attack).

 

CTF mode - additional equipment info and tactics

 

  • Isida - is a very important and necessary part of the team. There should be at least two (both equipped on Viking) of them per team - one follows and heals its team attacker, other helps in defense - stays in base and heals the main defenders. The defense Isida has to stay on the base very end, except if it's needed in the deceive tactics (look at this paragraph bottom). 
  • Hammer (or Smoky) is also very important on CTF - it has to block attackers and try to knock off enemies' aim - equipping with any heavy hulls. 
  • Railgun - pairing with Viking or Dictator could help by damaging incoming enemy, can change one of teams' Magnums.
  • And the last one - Firebird - has to be equipped with all hulls between Hornet and Viking (including them). Can be used for covering the attacker's Isida or helping at base defense.
  • The Firebird guy can take Hornet + Ricochet in need of fast attacks - the main attacker (Titan + Vulcan) should deflect enemies' attention by going on the main attacking way, meanwhile the Hornet + Ricochet uses the capturing way and steals the flag. Its team defense Isida should meet him on his capturing way while Magnums are covering them with a massive fire.
  • Both bases are very open for attacks, but both of them also have an advantage on defense because a team can easily trap and surround the attacker and separate it from the healer.
  • Main targets should be enemy's Isidas, after them, you can try to destroy their main attacker.
  • Overdrives can be activated between close defenders, the main attacker and its Isida should share them before entering enemies' base, using them while enemy attacker is surrounded in base is also a good choice.

 

CTF mode attacking & capturing flags routes and defenders location map

 

 

dHvAOvIZSDWgOfS3MK0fYg.png

 

Legend

______________________________________________

 

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Gold Boxes tactics

Best choice in Highland for hunting gold boxes is Dictator, because light hulls will get killed by short range guns fast, other medium hulls aren't as stable on rough surfaces, like in this drop place (picture below).

 

ph5taCqyQLaS95YskF5w5w.png

 

Main gold boxes tactic in this map is taking your place and blocking others trying to get closer - if tankers behind you are your enemies, you can place a mine on your back. Also you shouldn't forget using ramps to jump on others. That's it!

__________________________________________________________________________________________________________

 

I would maybe like to edit this guide or its exposition after winners announcing - I made this guide for you to tell me your opinion. I put lots of work into this guide, especially into its visual part. Thank you

 

 

FOR OTHER TANKERS WHO READ ALL THE GUIDE: LEAVE A LIKE IF YOU THINK I COULD WIN HOPE YOU ENJOYED

Edited by Bigshoot_007
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Guide to playing in Highland effectively


see also: Guides for maps

 

About Highland


Overview: Highland is designed specifically for regular non-pro battles and is challenging to play in all four modes. Battles here are rarely seen among high ranks nevertheless often catches tankers‘ attention to join if they do appear on battle list. Sometimes to defeat enemy here it may require more than just knowing the basics and that might be the reason why this map is unforgotten.

 
Battle Modes: DM, TDM, CTF, CP.

 
Size: 16 players, 8v8.

 

Tactics


 

DM

 

If you want to win a Deathmatch, you have two options: try stay out of the middle, find a good place where you can kill a lot of people yet stay out of the action, or constantly drive around killing anyone you come across obviously meaning using huge amount of supplies. For players who prefer gaining kills slowly but easily, Railgun or Shaft is a great choice. Due to massive damage they do great role in stealing kills which is deadly important in DM mode. In Highland buildings and walls work well as camping places but you have to be careful and awake – enemies can spawn anywhere. Therefore, make sure you have alternatives of escaping in case you get chased by annoying Twins or Firebird. Although, the method is effective to keep K/D ratio high, you can‘t pick drop boxes when you are sitting in same spot for minutes - they will always be taken by your opponents, who choose ordinary strategy to drive around the center and kill anyone they are nearby. If you are tend to play aggressively, go ahead to try Firebird, Freeze, Twins, Ricochet or Hammer and hunt victims by using supplies as advantage. In the right hands these turrets can maintain the field clear. As always, aim the weakest player, update your current module to keep the highest resistance against your opponents – basics can bring you to the top.

 

TDM

 

Team Deathmatch is the least popular mode in Highland but still here is much to master. Sneaking into enemy base and doing lots of damage is a decent strategy. Highland has two hills in Red and Blue bases, which are essential not to lose. Similarly, taking over enemy hill undoubtedly increases team score. You will also need some long-range turrets in team to have, such as, Magnum, which is able to effectively remain behind the cover and keep shooting across the map, or Shaft, which damages anyone crossing the arena. Be aware of all drop zones, try generally pushing opposite team to their base, occupy more than half map for better drops control. Focus on weak individual players considering to destroy large groups may demand more effort and increase a risk of getting killed yourself. Having Isida is unquestioning – both bases have plenty of walls so you don‘t have to worry about its safety.

 

CTF

 

Capture The Flag is possibly only mode, where light hulls bring benefit - they are able to deliver enemy flag from base to base within several seconds. After all heavy hulls must be here too – they are significant defenders since the very beginning of this game. To increase chances of capturing flag, you should follow your teammates – co-operating in groups always ensures success. Avoid attacking along the center as there you become a noticeable target. Instead try to move along sides of the map – regularly they become weakness of your enemy. Defenders can‘t only stay around the flag since there is not much space and buildings to cover behind. Guarding the flag should start from middle so spread out team forces in base to block incoming attackers and keep control of the game in your hands.

 

CP

 

Since Highland is a small map, to get from point to point takes few seconds meaning you can take heavy hull and stick to protect your point. Equipping Twins, Ricochet, Smoky or Hammer on Titan or Mammoth can ruin your enemy plans and may take them eternity to kill you. Isida driving around the map is useful to keep your teammates alive longer and keep points ticking to your benefits. Center here is the most important because a map has three points and you capture one point automatically due to spawn spots. Magnum can keep the middle clear due to splash damage. However, Freeze and Firebird standing in a middle and blocking attackers shall be effective too. Don't forget to pick drops as many of them are near points.

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Introduction:


Why I Chose Cross:

Hello tankers! In this guide, I will be giving you a detailed revision and analysis of the map Cross. The reason I chose Cross is because Cross is one of the few maps in Tanki Online that unlocks at Recruit but is popular all the way to Legend. This means that my guide will be interesting for a wide array of audiences, and not just a small ensemble of ranks. What's more, although many may regard this map as small and basic, this only deepens the need for strategy when playing on it.

[media=854x480]https://www.youtube.com/watch?v=ZpQj-L0zNqc&feature=youtu.be[/media]
 

The Geography and History of Cross:

Before I start explaining the strategy, techniques, and advantageous spots required to be successful on this map, allow me to give you a short introduction about Cross and its history. Cross first appeared officially as a map on December 18, 2009 and was created by the player eras. Cross can hold a maximum of fourteen players, and is available in all four battle modes (DM, TDM, CTF, and CP). Cross is 27 by 25 meters, making it almost a perfect square, and giving it an area of 675 meters². It can be played in the seasons of Summer and Winter, both during the daytime (not including Space in professional battles).

Cross is a perfectly symmetrical map consisting of two levels. The bottom level covers the entire map, and is mostly clear of obstacles on the opposite teams, although obstacles start to appear near the middle. The latter is located under the second level, which is a series of three ramps that intersect perpendicularly with another ramp so as to form a sort of plus sign, hence the name Cross.

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Map of Cross


Strategies and Techniques:

Now, for the moment you’ve all been waiting for! In the following subsections, I will teach you helpful techniques that will allow you to flourish in Cross.


CTF Mode:

In team battles, there are two main roles: defence and offence. Both are just as important as the other. If there is no defense, the enemies can take your flag at will. On the other hand, your team will never score without offence, and the best case scenario is that both teams will tie zero to zero. In Cross, specific tactics can be used to make both your defence and your offence thrive.

Let’s begin with defence. If you look at the images below, you will see the different posts that I recommend to defend your flag. First of all, you need a post where you can defend against all enemies that take the main route that passes on the ramps. Equip vulcan with mammoth and put yourself right next to the only repair kit on the map, which is where all the ramps meet. If you assume this position, it would be key to have two isidas with viking right behind the vulcan, so as to support it and themselves. The enemies cannot take down your isidas easily, as the isidas have strong hulls and can heal each other. If an enemy somehow does kill one of your isidas, you will still have the other for support while you wait for the respawned one to return to its post. The vulcan will have a three hundred and sixty degree view of the map, and so will be able to take out almost all the enemies. For safety, also add mines to the four ramps that all meet in this one place. You could potentially replace vulcan with other turrets, such as striker and magnum, but vulcan is probably the best choice due to its unlimited ammunition (the isidas save it from burnout) and the fact that it doesn’t have splash damage. I definitely do not recommend any other turrets, such as railgun and smoky, as they can only hit one enemy at a time, and either have a low reload time or don’t deal enough damage to enough enemies at once. Don’t forget that the isidas can deal damage too, especially after the latest update on turrets and hulls. If this tactic does not work due to an overload of enemies storming your base at once, you could always move the vulcan and the isidas closer to your flag, although this would give you new disadvantages that you did not face before (for example, you would be more prone to being sniped by enemies that dominate the ramp because you deserted it).

2nukish.png

Vulcan with two isidas


For the next defensive position, you want eyes constantly watching your flag. What’s better than a shaft? The shaft will be able to take out any “druggers” and escapees that fled from the vulcan. Camp behind the small obstacle in the back corner of your team’s side, opposite from your flag. Aim the shaft’s scope on the wall it is camping behind, while still watching your flag. This way, the enemies won’t see your laser and will fall right into your trap. Railgun and magnum would be effective in this case too. Striker would have been perfect for the job, but its scope will not have the time to send multiple missiles at the enemies in the small window that they take the flag and leave. In case enemies come to attack you while you are vulnerable, it is prudent to place mines in the two gaps between the wall and the stone of the map border.

351a9l2.png

Shaft


Last of all, I recommend you have a vigil directly next to the flag. Here, I would put either firebird or freeze. Firebird would burn the enemies even after they outran it, making it effective. However, this would mean that enemies might not die until they have carried your flag far enough for another to take it. On the other hand, freeze slows down enemies, giving it more time to deal damage to them and more time for the shaft to shoot more than once. The freeze or firebird should hide behind the tower right next to the base, and place mines near the exits like the shaft did. This is in case frustrated enemies come to kill the you. You should plant one more mine in the entrance of the small pathway between the ramp and the stone border of the map, which is where most enemies will come through. The mine will deal lots of damage, and then your freeze and your shaft will be able to take out what’s left of your enemy’s health. Another place you could place the freeze is behind the house right next to your flag. However, this may be inconvenient to you as enemies can easily hit you from behind.

2r5gmci.png

Freeze


I realize that in the lower ranks, where you can not use the chat, you will be unable to organize your team in any fashion. This may also happen simply because your teammates don’t speak your language, or they don’t wish to be told what to do (which happens quite often!). In that case, I suggest you choose the post I mentioned above that fits your fighting style the most. This will help your team more than you think.

Now, for offence! Defence used up five of the seven enemies you can have on a team in Cross. This leaves you with two who can try to capture the enemy flag. Here, I recommend wasp and hornet if you want top speed, and viking or hunter if you want armor. It is not my place to choose your hull for you, but personally I prefer armor (I will explain the reason for this later). If you want to get close to the flag, snipe all the enemies, and then steal the flag at the opportune moment, you should use a medium range to long range turret such as railgun or thunder. However, if you want to rush in, grab the flag, and leave, I recommend firebird. Unlike in defense, where freeze is most advantageous, your offense will be more successful with firebird. If you use freeze, you will barely touch the enemy as you rush out of their base. Not only that, but it will also slow you down just as much as them. Firebird will burn them immediately, and if double damage is equipped, they will die within seconds. Still, if you are set on using freeze, there is a way that could be more efficient. If your two offensive players work together, you could use freeze, and one of your players would have either railgun or thunder, and escape with the flag while your freeze stalls any pursuing enemies. In fact, while we are still broaching the subject, another good way for the two offensive players to work together would be if one player used viking and railgun, while the other used isida and a medium hull such as viking. This last option is probably the best of all, although for it to function you would need to convince another teammate to give up on glory and be your healer.

2dw7bb.png

Now, let me show you two routes you can use to get to and escape the flag. I call the first route the “Fast Route” (green route), as it is the fastest way to get the enemy flag to your side of the base. This is the route for low-ranked players or, in the higher ranks, fast players who “drug” on supplies. However, what I have noticed in most Cross battles is that almost everybody uses this strategy, and so by now all enemies know to guard that one location. In most cases, this route is less safe than the other route I will show you, as enemies often bombard you from the ramps once you reach your base. If you use my defensive strategy, you should actually be able to escape the latter safely, as the vulcan and the two isidas will be dominating the ramps. Still, this does not solve the first problem - the fact that enemies anticipate your move and guard the small passageway you plan to escape through. This is why I recommend this strategy for lower-ranked tankers and “druggers” who use a combination of speed, double armor, double damage, and repair kits. In this route, you would want to use a fast hull such as wasp.

I call the second route the “Stealth Route” (yellow line), as you pass under the ramps and zigzag around the map. In simple terms, you take the enemy flag and immediately duck under the ramps, seeking cover from the enemy base by going behind obstacles, and then eventually reaching your flag. Though longer, this route will shake off enemies and make you unnoticed by any others. In the image, this path seems more direct, but that is excluding all the obstacles you would need to pass around.

In conclusion, the “Fast Route” is in fact safer than the “Stealth Route”, but only if your team is organized into my defensive strategy. If your team refuses to use this strategy, however, I recommend the “Stealth Route.”

There is one more thing I must speak of before I finish my section about CTF mode. What happens if somehow your defence fails and the enemies take hold of your flag? There is one easy way to solve this problem. As George Washington once said, “Offensive operations, often times, are the surest, if not the only means of defence.” What I mean by this is that if the enemy takes your flag, take their flag before they can capture yours. This brings you to an impasse. As soon as you have the enemy flag, give it to the strongest player on your team, and make sure that they are aided by an isida. Next, head to the enemy base and seek out the player with your flag. Do not rest until you have destroyed them and taken back your flag, even if it means dying a hundred times.




CP Mode:

Though CP and CTF share many common similarities, they share one, large difference - while you gain points in CTF by capturing the enemy’s flag more than once, you gain points in CP by capturing control points and keeping them under the domination of your team. Therefore, unlike CTF, CP does not have offence and defence. It only has an offence, which then transforms into defence once you have captured all the points. This means you will need turret and hull combinations that can be used in both defence and offence. Cross is unusual in the sense that its three points are all located in the middle of the map, each on a separate ramp. This makes the match equally fair for both teams.

After testing every possible turret and hull combination in CP, I came to the conclusion that to be successful in CP mode four different components are required.

First of all, you need the main attackers. These will be tanks with heavy hulls and powerful turrets that will cause most of the destruction. You will require three of these tanks in total, each guarding one of the control points. I recommend vulcan and mammoth for the two points on either side, as they will deal incredibly fast damage. As for the middle point, I recommend you keep the hull mammoth, but change your turret to thunder. I think this would be better than having three vulcans because, firstly, thunder pairs beautifully with vulcan, and secondly, it has area damage. The latter will allow thunder to help the vulcans at their weakest points. These three heavy tanks should each plant one mine on the ramp in front of them, which is the main ramp that enemies will come from, and also a mine on the ramp behind them. This is just a simple precaution to stop enemies that come from behind you. There is another position that will help with this, which I will speak of later.

6h5b80.png

Thunder with two vulcans

 

The second component required in my strategy is that of the healers. I recommend pairing isida with a medium hull such as viking, as it needs sufficient health but still enough speed to move where it is most needed before it is too late. You will need a total of two healers, each on one side the horizontal ramp that connects all the control points. These isidas are to be used strictly for healing, as they have many teammates to attend to.

13yqn7m.png

Two isidas


Now that you have both the heavy defenders and the healers, you need a backup defender. In my opinion, magnum is the sole turret for this role, as it sends a projectile with area damage that arcs over the ramps and lands in the enemy base. This allows the player in this position to bombard the enemy team while still staying behind cover. I counsel you to use a medium to light hull with the magnum, as the magnum cannot rotate horizontally and you may need to aim to the right or to the left more quickly than you could with a heavy hull. An interesting choice would be dictator, as it has enough speed for you to rotate but also has a reasonable amount of health from other turrets and an elevated point from which to shoot. Use the magnum to destroy enemies where the rest of your team is failing, or, if this is not occurring, use the magnum to send missiles in the enemy base. This will give your fellow tankers even less enemies to take down.

14uurtz.png

Magnum


Last of all, it would be wise for someone on your team to act as a sniper that protects the rest of the team from smart enemies that try to attack from the ramps on your side. You could use either shaft, railgun, or striker, although with striker you run the risk of not having enough time to send multiple missiles at an enemy if they move fast with a speed boost. Shaft is a good option, as it deals the most damage, but, unlike railgun, it cannot watch all three ramps at once. This is why railgun probably surpasses the other options in this situation. Depending on where you place your sniper, I would recommend either a medium hull or a light hull. There are two sniping locations you could use, both in either corner of your base. One is the cement wall in the left-hand corner. Here, you could use a medium hull, as the wall provides enough cover for you to move comfortably and not be shot by any enemies. The other spot is behind the red tower right next to where your flag would be in CTF mode. Here, you would need a small hull, as the tower’s hexagonal shape gives you meager cover.

Overall, I would choose the first option, for a number of reasons that I am about to put forth. First of all, it is always better for a sniper to have a heavy to medium-sized hull (except for magnum), and the tower does not yield enough shelter for this to be executed successfully. The other reason I prefer the cement wall is because it is farther away from the stone border of the map, hence making you less susceptible to splash damage from enemy turrets.

Make sure you remember to plant mines exactly where enemies would go if they were trying to get to you and demolish you.

t5ma9c.png

Two possible sniper locations




TDM Mode:

TDM mode is interesting in that although it is a team battle, it does not involve the need to acquire or take control of any object. All that is important in TDM mode is destroying as many enemies as you can. To win, your team needs to have to have taken more lives than it has lost. This means you require a full-on offensive strategy that keeps you alive and allows you to deal as much carnage as possible.

I have divided Cross into four parts to make this game mode more clear for you. These four parts are: your side, the enemy side, the ramps, and below the ramps. You will have different turret and hull combinations in each part.

Firstly, you need direct offence right in the core of the enemy base. Here, I recommend the most armored hulls in the game - mammoth and titan. There is a wide array of turrets with which you can combine these hulls. I recommend twins, ricochet, thunder, hammer, and smoky. Twins or smoky are probably the best choices, due to their reload rates and quick damage. The role of these two players is to destroy as many enemies as possible, as soon as they spawn. If you use turrets such as smoky or thunder, a good place to camp would be the cement wall. If you use turrets such as twins or ricochet, it is a good idea to peek from behind the houses or from under the ramp. Whichever turret you chose, it needs to work with the other turret. For example, due to a recent update, twins deals damage to itself when shooting at targets that are too close by. This means if you use twins your other turret will need to support it when it gets at close quarters with other enemies. Likewise, the twins would have to support your other player when it is in a dire situation.

I also counsel you to have a healer available, as even the most robust tanks will eventually lose all their health. This isida could be paired with a medium hull such as viking. I am well aware that this is a risky move, as the isida will be the target of all enemies. However, you will see later in my strategy that this problem is easily solved. If there is an isida, you should not use the camping locations I mentioned above, as it will be harder for the isida to reach you, and the isida needs to stay in a specific position (see image below).

vxeovk.png

Armored offence aided by an isida


Next, you will want support for your heavily-armored offenders. These should be long-ranged turrets with medium to heavy hulls. For hulls, I recommend dictator, viking, titan, and mammoth. For turrets, I recommend striker, magnum, shaft, and possibly railgun if it used by a skilled player. Personally, I think striker and dictator are the best way to go. The striker will be able to help its fellow teammates by shooting single missiles at weak enemies that have light hulls, and shooting multiple missiles at tough assailing enemies with heavier armor. The dictator will give the striker a higher vantage point, thus allowing it to shoot more flexibly. When using striker, make sure that when you scope enemies, you pick out the ones that are harder to take down. Doing this will make every one of your missiles count, whereas shooting weak enemies will only use a few of your missiles; the rest will be wasted and will keep hitting the dead enemy’s carcass. However, if you see an enemy that is a predominant threat to your team (such as a stealthy freeze sneaking up behind one of your main offence players), by all means, set your sights on that enemy and take it down first. If there are no large or particularly dangerous enemies present, aim for a mob of enemies. This will not only hit the specific enemy you aimed at but will also deal area damage to the rest of the mob. If an enemy ducks behind a wall just as you shoot them, move your turret slightly to the side. This will make the missiles’ trajectory curve before finding their target, thereby giving you a higher chance of reaching the hiding enemy. Plant one mine next to each striker, one in front of them, and one on the ramp that leads to your own base. Lastly, you need an isida here as well. The purpose of this isida will be to heal the strikers from sniping enemies as well as heal the other isida, hence solving the previous issue.

20u7fqs.png

Two strikers aided by an isida


The last factor required in my TDM mode strategy is that of the sniper. However, unlike the other modes thus far, where the snipers are located behind walls or towers, this sniper is behind the middle ramp. This way, the sniper can defend its teammates from enemies that come from behind, and it can also shoot enemies under the ramps that are on their way. This quickens the death toll and helps your team advance more quickly. For this task, I recommend railgun. Striker does not have the time to send multiple missiles at enemies (as they can hide in many places under the ramps), shaft can only see one place at a time, and magnum reloads too slowly. What’s more, railgun makes a very unique sound that is quite easy to distinguish over the sounds that the other turrets make. Every time the railgun shoots, your teammates will hear it and will be alerted of nearby enemies. In the image below, I did not specify where you should put mines, as there are so many possible places where they can be. However, if I were to choose three locations, I would choose the three ramps.

52cu1i.png

Railgun backing up team

 

DM Mode:

Last but most definitely not least, here is the strategy for DM mode. DM mode is unlike all the other modes in that it is played solo - without a team. This makes DM much more heated and intense than most battles, as well as harder to play in. Before I start giving you specific strategies, there is an acronym I would like to share you. I call it SMASH, and it stands for Slayer, Miner, Ambusher, Scavenger, and Hider. In my opinion, these are the five different types of DM players.

Slayers are often players with heavy tanks and high-damaging turrets, and they are almost always “druggers”. If you enjoy “drugging” in your playing style, then I recommend this position. It is best to use a medium to heavy hull such as viking or mammoth, and either striker, twins, or vulcan as a turret. Personally, I think the best combination is either viking and striker or vulcan and mammoth. This will make you very powerful, especially with “drugs” and overdrive. However, invincible as you may consider yourself, you will eventually die, so I recommend you be careful. If you see enemies with short-ranged turrets such as freeze coming close to you, take them out immediately. However, if they are still far away, try to destroy long-ranged turrets that are assailing you. I recommend placing yourself in a wide and exposed environment, which will allow you to move and destroy with more ease. The most spacious areas in the game are either on the ramps or on either side of the ramps. As for mines, it is best to place them where the most short-ranged enemies will come to attack you.

The slayer position is all about destroying enemies that come at you, not disturbing enemies that leave you alone. In spite of this, slayers often get the most kills, firstly because they “drug” on supplies, and secondly because they are the center of attention.

2djsbph.png

Where to be if you are a slayer


Next in my acronym are the miners. Miners, as the name suggests, are players whose main way of destroying enemies is through mine use. In normal mode, this is incredibly uncommon, as it takes players a long time to reload their mines, and they do not care to waste them. However, in pro battles, one can switch on the setting of “smart supplies”, which allows you to burn supplies much more quickly. This is where a miner would play.

Miners are not necessarily playing in DM mode to make kills. In fact, they usually go to play in “Save the Gold” events. These are matches where players have to attempt to take gold boxes from other players who drop them and then surround them with mines. Still, there are occasionally miners who simply want to accumulate kills. The best strategy for these kinds of players is to find an efficient camping location, surround it with mines, and then start shooting at enemies. This can actually be a very efficient way of gaining experience if you know where to plant your mines.

Cross has some very effective mining locations, making it perfect for this type of combat. One of these such locations is behind the cement block that has already been mentioned several times in this guide. Here you can equip a heavy hull such as mammoth (your mine will be stronger if you plant it using a hull with more armor) and heavy damaging turret such as vulcan. This location will allow you to attack enemies normally but be invulnerable to short ranged attacks.

Another good location is on top of the ramps, near the repair kit. This location will allow you to attack the most enemies and collect the most kills. However, this is only for players who don’t mind using a lot of supplies to stay alive. Because the ramps are the center of attention, all hostile eyes will be on you, and you will need to protect yourself with much more than just mines. I recommend either titan or mammoth (whichever one is the strongest at your rank) and striker, as it is a perfect balance between fast reload and high damage.

2u4lm9s.png

Where to be if you are a miner


After the slayers and the miners are the ambushers. Ambushers are players with short-ranged turrets that are usually paired with light to medium hulls, and, as the name suggests, they wait for enemies to pass by before jumping out at them and destroying them. The entire point of an ambusher is the element of surprise. Without this, you will suffer from more deaths than kills.

The map Cross has several good hideouts for ambushers under its ramps. Two in particular are very efficient. The first is right beside the square pillar in which all the ramps meet. Here, I recommend either freeze or firebird with wasp or hornet. You can plant mines in both entrances closest to you and lie in wait for any imprudent enemies. It is good to use a light hull so that as you shoot you can easily turn around the enemies. This will abstain them from shooting at you.

The second effective ambusher post is right beside one of the houses. Here, you have the chance to attack enemies that are passing under the ramps and getting on the ramp next to you. Here, plant mines in the two passageways closest to you and also on the ramp.

Overall, I recommend the turret freeze with the hull wasp. This will slow your enemies and give you more time to reduce them to scrap metal. You could potentially use firebird as well, as its burning effect can be effective in the second location.

foop4m.png

Where to be if you are an ambusher


One of the most effective means of combat in DM mode is stealing kills, or, as I call it, scavenging. Scavengers are players who do not take part in the mainstream of the battle, but rather watch from the outside, waiting for the opportune moment to shoot a weakened enemy and reduce his or her health to zero. For this type of attacker, I recommend a light to medium hull such as wasp or viking, and a turret that is well balanced between quick reload speed and moderate damage. Personally, I think thunder is the best choice. Thunder deals enough damage to take out a good portion of enemies’ health, while still reloading fast enough to quickly pass on to a new target.

You could almost go anywhere if you were a scavenger, but some places in Cross may be slightly more advantageous to your cause. One is between one of the side ramps and the stone border of the map. This is a very good place to be as it gives you a complete view of one of the sides of Cross, and due to the fact that the ramp is diagonal, you have much more cover. This makes you less attainable by enemies with medium to long-ranged turrets.

Another good place is on top of the central ramp. Here, you have an even clearer view of the side, and you can shoot enemies very easily. The only danger is you are very vulnerable out in the open. In both locations, plant mines where the most enemies would go to reach you.

2zg7vpd.png

Where to be if you are a scavenger


The last kind of attacker found in DM mode is the hider. The hider, also known as the sniper and the “camper”, is the player who hides behind obstacles and uses a high-damaged turret to pick off his or her enemies one by one. For this role, I recommend either shaft, striker, or possibly magnum, depending on where you decide to go. What hull you use also depends on this, although in general heavy hulls such as titan are quite effective.

One of the most popular sniper locations in Cross is behind the water tower. In DM mode, it is actually better than the cement block, as you can see around it more easily and so destroy more enemies. This is good with a small-sized medium hull, preferably hunter. This way, it is harder to shoot you due to your tank’s small size. Always destroy the enemy that poses the biggest threat to you, be it a short-range turret that is quickly advancing or a rival hider that is targeting you.

Another good location, surprisingly enough, is under the central ramp. This is a very uncommon place for hiders, but it is in fact very effective. From here, you can easily snipe enemies right under their stupefied nose. However, the only danger is that you will be discovered by a short-range turret, so make sure you plant mines!

20mmxk.png

Where to be if you are a hider




Parkour:

These days, parkour is one of the most popular things to do in Tanki Online. To be honest, Cross is not a favourite of most parkourists, but it can be a very fun place to do parkour if one knows what to do. On the map itself, the main parkour locations are on the four houses (see image). You can get on these very easily by planting a mine on the tip of the main ramp, getting on a friend, and having your friend go off your mine. This will propulse you onto the house if you do it correctly. I did this without space mode, as I consider space mode as cheating. However, you can do it however you wish.

There is also a part of Cross that is not technically on the map. If you go off one of the side ramps (you can easily do this without assistance if you are in space mode or if you have a fast hull), you can land on the border of Cross. This border is covered in fun parkour locations, from more houses to broken water towers.

292brig.png

Parkour on one of the houses in Cross (not space mode)




Gold Boxes:

If everyone enjoys catching gold boxes in Tanki Online, then this guide is obviously not complete without a small word about how to catch them in Cross! Cross has fourteen gold box drop zones, which is surprising for a map of its size. The locations include: right before the beginning or ramps, on the ramps themselves, and behind houses. 

2iowna.png

There are three different courses you can take to catch these gold boxes. Firstly, there is the course in which you use a fast hull and jump off the ramps to gain elevation above enemy tanks. You can also do this by rocking yourself back while shooting, which allows you to pull yourself onto an enemy tank. This is effective for gold box zones located on and next to the ramps.

Next, you can throw yourself off the ramps, hence catching the gold in midair while everyone below you gawks in surprise. This is effective for drop zones behind the houses and possibly next to the ramps.

Lastly, you can equip the heaviest hull in your garage, and head for the drop zone. If you use overdrive and repair kits, you will be invincible, although you must watch out for players that use the previous strategies that I mentioned. This is why I recommend this last strategy for locations in which it is impossible for other players to jump or get above you.

fn9s0o.png

Catching a gold box behind one of the houses in Cross


Additional Notes:

  • In team battles, if you see an isida behind an enemy tank, aim only for the isida, even if the other tank is about to kill you. If you shoot the enemy tank instead, you will deal no damage to the isida, and as soon as you die it will heal the tank that you hit.

  • No trolling! It’s surprising how well a team could do if half its players weren’t flipping each other over to take the flag for themselves.

  • If you use turrets with splash damage, make sure you don’t shoot walls or enemies too close to yourself. If an enemy tries to make you self-destruct by getting close to you, shoot the wall or even the ground closest to them. This way, they will suffer from the splash damage instead of you.

  • In CTF, never provoke a battle with an enemy if they don’t see you. This way, you will not waste any health or ammunition on them, and you will have a higher chance of taking the flag successfully. Even if you did somehow kill an enemy without losing a drop of health, they would know you were coming for their flag and might alert their entire team.

  • In any battle, if you see an enemy spawning and are afraid that they may follow you and cause you some difficulty, you can always go through them and leave a mine where they are about to take form.

  • The strategies that I have shown to you in this guide often include mines; this is no coincidence. Oftentimes, the mines are very important, and the strategy may malfunction if you do not place mines where I tell you to.

  • When playing in space mode, you must tread carefully. If you wish to use a turret with no recoil, like isida or firebird, I recommend a medium hull such as hunter. However, if you prefer turrets with high recoil, such as railgun and hammer, it would be better to use a heavy hull such as titan.

  • Paints can contribute more to your strategy than you think. In winter, the best paint to use is the white paint, as it helps you camouflage. In summer and space mode, it is harder to be camouflaged, but sometimes hiding in plain sight can be even better! When using paints such as cedar, you will look as if your tank has already been destroyed, and enemies will stare at you dully and move on without attacking you.

  • I am aware that I have already said this previously, but I am reminding you one last time. If your team cannot or refuses to comply with these strategies, then simply choose which post suits you best and follow my instructions for that specific post. I promise that doing this often goes as far as changing the whole tide of the battle.

 

Conclusion:

Many players underestimate Cross for its simplicity and its symmetrical design, but Cross is in fact a dynamic and lively map that leaves even the highest-ranked professionals bewildered. When playing against weak players, it is easy to emerge victorious on this map. However, when you face players that are at your level or even stronger than you, the small size and openness of this map calls for drastic strategies, for without them, you will die more times than you destroy others.

Thank you so much for reading my guide, and I hope that it has enlightened you further on how to play in Cross! Good luck out there, and may all your enemies cower before you!


Special thanks to:

4RCH4NG3L

salarkhan

Alpha_HQ

Edited by Gamble
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Phew! That was a real hectic work. But there you go!!! All 25 kilobytes of written data.

Guide to playing in Highland effectively

Highland is a map of great mystique and charisma. There is an equal chance for every player to excel in this arena. It is a very versatile map. It has almost all the land features of an average map. CTF battles in Highland map are particularly exciting because of intense participation of skillful tankers.

Highland.jpg

 

Facts:-

 

· Length: 37

· Width:   25

· Area    925

· Maximum Players: 16

· Available Battle Modes: DM, TDM, CTF and CP

· Available at: Gefreiter

· Previously, there were two versions of Highland, "Highland" and "Highland II".

 

Following are the techniques for playing effectively in Highland map:

 

Camping Spots

 

Camping spots provide protection, space and opportunity to deliver maximum damage to enemies. There are 4 different camping spots in Highland. 

 

Camping Spot # 1:-

This camping spot is located between the two towers near to the stone monuments. For this camping spot, equip a light hull such as Wasp and Hornet and the only projectile-firing turret i.e. Magnum.

 

Technique:-

To move in, stick closely to the edge of the fence and the tower while driving forward slowly to avoid falling. Once you are there, fire at your will, after you have adjusted the angle and power accordingly. Shaft and Magnum are your worst enemies. Lower your turret when you see a laser beam directed towards you. For added protection, place a mine near to the entrance. For further clarification:

 

CS1.jpg

 

 

Pros:-

· This camping spot offers maximum protection.

· Other tanks cannot always pass through the small entrance space.

·  This camping spot is well-hidden.

 

Cons:-

·  Hulls other than Wasp and Hornet and turrets other than Magnum cannot be used.

·  There is a slight danger of falling.

·  There is a danger of self-destruction.

·  Towers block the view and you cannot fire behind them unless you have adjusted the turret correctly.

 

Camping Spot # 2:-

This camping spot is located between a cliff and a small house near to the extreme corner of the map. For this camping spot, use any hull, but most preferably light-medium hulls such as Wasp, Hornet and Hunter can be opted for this camping spot. Turrets to be used on this camping spot are long-medium range turrets such as Railgun, Ricochet, Smoky etc.

 

Technique:-

To move in, align your tank within the space between the two structures. You might want to rotate your turret, according to your needs. When you want to fire, only then move outside and fire. This trick protects you from enemy fire. For added protection, place mines at the entrances. For further clarification:

CS2.jpg

 

 

Pros:-

· This technique covers most of the map.

· This technique is easy.

 

Cons:-

· Making score is difficult on this camping spot.

· Thunder can kill you due to splash damage.

 

Camping Spot # 3:-

This camping spot is located at the extreme right of the map. Any hull will work. Long-range turrets such as Magnum, Railgun and Shaft can be used here.

 

Technique:-

The technique is to peek and fire from the small area between the fenced gate and the black-roofed building. For added protection, place mines at tank spawn zones in that camping spot. A mine for each spawn zone is enough. Once a tank spawns at a spawn zone, it will be automatically destroyed. For further clarification:

 

CS3.jpg

 

 

Pros:-

· It is best camping spot for snipers and railgun users.

 

Cons:-

· Mines need to be replaced every time they are destroyed.

 

Camping Spot # 4:-

This camping spot is located near the barricade. For this camping spot, use light-heavy hull such as Wasp, Hornet, Viking, Mammoth etc. Long-range turrets such as Railgun, Shaft and Thunder etc. can be used.

 

Technique:-

The goal is to hide behind the building and when required, peek outside and fire. When you see an enemy tank approaching you, drive your way around the building while placing a mine in your path. For further clarification:

CS4.jpg

 

 

Pros:-

· This camping spot gives protection.

· It also gives vast area for shooting.

 

Cons:-

As of now, there are no cons of this camping spot.

 

All-out Attack

 

All-out Attack (AOA) is a massive technique applied by professional players. It requires medium-strong hulls such as Hunter, Viking, Dictator, Titan and Mammoth along with short-range weapons such as Firebird, Freeze, Twins and Ricochet. It can also be used with long-range weapons such as Smoky and Vulcan etc.

 

Technique:-

The technique is to deliver all what you have at the very moment you respawn. Fire continuously and steal kills. It helps a lot in achieving high score. Get behind other tanks to avoid direct contact with enemy fire. Use supplies and manipulate your usage of supplies. This way you know when to activate supplies and when not to activate them.

 

Pros:-

· This technique is best for achieving high score and loads of crystals.

Cons:-

· D/L ratio may decrease due to increased tank destruction.

 

Hit and Run

 

With fast speed and trick shots, you can easily conquer Highland map. This technique is for light-medium hulls such as Wasp, Hornet and Hunter. The turrets to be used with these hulls are short-range turrets such as Firebird, Freeze, Hammer, Ricochet and Smoky. There are two methods for Hit and Run:

 

One at a Time:-

The technique is to destroy one tank at a time by circling around that tank faster than its turret can rotate. Although other turrets are also quite good, the best turret, for this technique, is Freeze, which freezes enemy tank while you are circling around that tank.

 

Pros:-

· This technique ensures that the enemy tank is destroyed.

· This technique renders enemy fire untargeted.

· It may leave you unharmed.

 

Cons:-

· The tank destruction rate is slow.

· Maneuverability decreases with rotation.

 

Many at a Time:-

The technique is to fire at all those tanks which are lying in your path while making your way out of those tanks speedily. Try to move as fast as you can and avoid enemy’s fire. Move here and there haphazardly in order to avoid enemy fire.

 

Pros:-

· This trick is easy.

· You can destroy many tanks with this technique

 

Cons:-

· This trick does not always give 100% tank destruction surety.

· There is a risk of enemy fire approaching you.

 

Techniques for Different Game Modes

 

Points to be noted:-

These points must be taken care of before and during every match, be it Deathmatch, Team Deathmatch, Capture the Flag or Control Points.

· Be defensive and try to reduce direct contact with enemies.

· Steal kills in order to gain maximum points.

· Use drugs where possible.

 

Deathmatch:-

All-out Attack and Hit and Run techniques are useful in Deathmatches in Highland. Camping Spot # 1, 3 and 4 are ideal for Deathmatches. The following tank combinations are the key to Deathmatches:

 

Sole Attackers:-

· | Firebird + Hornet | Freeze + Hornet | Hammer + Hornet |

· | Ricochet + Hunter | Smoky + Hunter | Thunder + Hunter |

· | Ricochet + Viking | Smoky + Viking | Twins + Viking | Vulcan + Viking |

· | Ricochet + Dictator | Smoky + Dictator | Twins + Dictator | Vulcan + Dictator |

· | Smoky + Titan | Twins + Titan | Vulcan + Titan |

· | Smoky + Mammoth | Twins + Mammoth | Vulcan + Mammoth |

 

Team Deathmatch:-

All-out Attack and Hit and Run techniques are useful in Team Deathmatches in Highland. Camping Spot # 1 and 2 are ideal for red team and Camping Spot # 3 and 4 are ideal for blue team. The following tank combinations are the key to Team Deathmatches:

 

Attackers:-

· | Firebird + Hornet | Freeze + Hornet |

· | Ricochet + Hunter | Smoky + Hunter |

· | Ricochet + Viking | Smoky + Viking | Twins + Viking | Vulcan + Viking |

· | Ricochet + Dictator | Smoky + Dictator | Twins + Dictator | Vulcan + Dictator |

· | Smoky + Titan | Twins + Titan | Vulcan + Titan |

· | Smoky + Mammoth | Twins + Mammoth | Vulcan + Mammoth |

 

Healers:-

· | Isida + Hornet |

· | Isida + Dictator |

· | Isida + Viking |

 

Capture the Flag:-

All-out Attack and Hit and Run techniques are useful in this game mode. Camping Spot # 1 and 2 are ideal for red team and Camping Spot # 3 and 4 are ideal for blue team. The entrance and exit paths for each team are shown below while changes can be made according to the situation:

 

Blue Team:

 

Blue_Team.jpg

 

Red Team:

 

Red_Team.jpg

 

The following tank combinations are the key to Capture the Flag:

 

Attackers:-

· | Firebird + Hornet | Freeze + Hornet |

· | Ricochet + Hunter | Smoky + Hunter |

· | Ricochet + Viking | Smoky + Viking | Twins + Viking | Vulcan + Viking |

 

Flag Carriers:-

· | Hammer + Hornet | Ricochet + Hornet |

· | Hammer + Hunter | Ricochet + Hunter |

 

· | Isida + Hornet |

· | Isida + Dictator |

· | Isida + Viking |

 

Defenders:-

· | Smoky + Titan | Twins + Titan | Vulcan + Titan |

· Smoky + Mammoth | Twins + Mammoth | Vulcan + Mammoth |

 

Strategical Analysis:-

· One Flag Carrier, in each team, must be paired with one Healer only for Flag Capturing. That pair when destroyed, may be succeeded by another stand-by pair of the same kind so that the process for flag capturing never stops.

· While carrying the flag, place mines in your path to destroy chasing tanks.

 

Control Points:-

Hit and Run and All-out Attack technique is essential in winning this game mode. The following tank combinations are the key to Control Points:

 

Control Point A | Attackers:-

· | Smoky + Titan | Twins + Titan | Vulcan + Titan |

· | Smoky + Mammoth | Twins + Mammoth | Vulcan + Mammoth |

 

Control Points B and C | Attackers:-

· | Firebird + Hornet | Freeze + Hornet |

· | Ricochet + Hunter | Smoky + Hunter |

· | Ricochet + Viking | Smoky + Viking | Twins + Viking | Vulcan + Viking |

 

Healers:-

· | Isida + Hornet |

· | Isida + Dictator |

· | Isida + Viking |

 

Strategical Analysis:-

There are three control points in Highland. Control Points B and C are easy to control. For these two Control Points, have a healer by your side. Control Point A is very hard to capture as it is present in the middle of the map and each team has an equal chance of controlling this point.

 

Gold Box Catching Techniques

 

As of now, there are 10 different gold box drop zones in Highland. For the sake of simplicity, these gold box drop zones have been labelled with numbers:Gold_Box_Drop_Zones_in_Highland.jpg

 

Gold Box Drop Zone # 1:-

There are two techniques to catch a gold box on this gold box drop zone:

· The first technique is difficult. Equip a light hull such as Wasp, Hornet and a heavy-recoil turret such as Railgun, Hammer. Ricochet and Thunder can also be used but they require practice, as they are harder to control while in air. Let other tankers gather at the gold box drop zone. Then, start at the base of the ramp, making sure that the tank’s back is towards the ramp. Use nitro to achieve perfection. Drive upwards towards the ramp and jump using the recoil of the turret. For further clarification:

Gold_Box_Drop_Zone___1-1.gif

 

· The second technique is difficult. Stay at the gold box drop zone with a medium-heavy hull such as Dictator, Titan, Mammoth and Viking and a short-range turret such as Firebird, Freeze, Hammer and Twins. Push all the incoming tanks off the ramp by physically blocking their path or by firing at them. Another preventive measure that can be taken, is to place mines about the entrances. This will guard your tank completely. At the time of the drop, make sure to be at the gold box drop zone. Continue firing your turret to avoid any incoming tanks and take the gold box. For further clarification:

Gold_Box_Drop_Zone___1-2.gif

 

 

Gold Box Drop Zone # 2:-

There are two techniques to catch a gold box on this gold box drop zone:

· The first technique is difficult. It works with a light hull such as Hornet and Wasp and a recoil-turret such as Hammer, Ricochet and Railgun. When the gold box is a little above the height as your tank, using nitro, drive your tank forward through the small space along the building and catch the gold box. While in air, use the recoil of the turret, if required, to adjust your position. For further clarification:

Gold_Box_Drop_Zone___2-1.gif

 

· The second technique is easy. Equip a medium-heavy hull such as Viking, Dictator, Titan or Mammoth and a short-range turret such as Twins, Firebird and Freeze. This technique can be best applied to all those gold box drop zones which are on leveled ground, like in Desert, where all the gold box drop zones are present on flattened ground and not on cliffs or above ramps. The technique is simple, which is to destroy as many tanks as you can using extreme firing rate of your turret and push as harder as you can to pave your way out of the group of tanks. When you reach at the gold box drop zone, remain there and wait until you catch the gold box. For further clarification:

Gold_Box_Drop_Zone___2-2.gif

 

 

Gold Box Drop Zone # 3:-

There is only one technique to catch a gold box on this gold box drop zone:

· This technique is easy. Any hull will work, but preferably a medium-strong hull such as Dictator, Viking, Mammoth and Titan is best required for this technique. Moreover, any turret will work. The technique is to get on top of the cliff before anyone else. When you are there, make sure that you drive backwards, if someone tries to push you off the cliff. When the gold box is a little above the height at which your tank is, jump and land on other tanks which have gathered there. These tanks will give you a boost and if you are lucky, you can even catch the gold box in mid-air. For further clarification:

Gold_Box_Drop_Zone___3.gif

 

 

Gold Box Drop Zone # 4, 6:-

There is only one technique to catch a gold box on these gold box drop zones:

· This technique is difficult. It requires a light hull such as Wasp and HornetAny turret will work. Get to the top of the building by jumping off the wedge and onto the black-roofed building. When you are there, follow the above technique. For further clarification:

Gold_Box_Drop_Zone___4_and_6.gif

 

 

Gold Box Drop Zone # 5:-

There is only one technique to catch a gold box on this gold box drop zone:

· This technique has been mentioned in Gold Box Drop Zone # 2: Technique # 2.

 

Gold Box Drop Zone # 7, 8, 9:-

There are two techniques to catch a gold box on this gold box drop zone:

· The first technique is difficult. Equip a light-medium-heavy hull such as Wasp, Hornet, Hunter, Viking and Dictator with any turret and drive onto one of the two broken fences and once you are positioned at the middle of the fence jump by driving left or right onto other tanks. This will let you be on top of other tanks and you can easily drive your way towards the gold box drop zone and catch a gold box. For further classification:

Gold_Box_Drop_Zone___7,_8,_9.gif

 

· The second technique has been mentioned in Gold Box Drop Zone # 2: Technique # 2.

 

Gold Box Drop Zone # 10:-

There are three techniques to catch a gold box at this gold box drop zone:

· This technique has been mentioned in Gold Box Drop Zone # 1: Technique # 1. Except that when you jump, jump to land on other tanks and drive your way towards the drop zone.

· This technique has been mentioned in Gold Box Drop Zone # 2: Technique # 2.

· This technique has been mentioned in Gold Box Drop Zone # 7, 8, 9: Technique # 1.

 

Further measures:-

Other important points to note when a gold box is about to drop are:

· Do not rush. Be patient and by carefully dodging other tanks, search for the gold box drop zone.

· When the gold box notification appears, do not self-destruct, unless you do not have any repair kits left. Give the time you waste in self-destruction to searching for the gold box drop zone.

· Manipulate your health. At the time of notification, if you have more than 50% health, do not activate Repair Kit. If you have less than 30% health left, activate the repair kit immediately.

· Avoid unnecessary shooting. If a tank is continuously shooting at you, try to avoid its fire. If it doesn’t work out, then, shoot at that tank.

· Use Double Armor. It increases your total hit-points.

Edited by Maharaja
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Guide to playing in Fort Knox effectively
see also: Guides for Maps
 
About Fort Knox


summer_thumb.jpg winter_thumb.jpg

Overview: Fort Knox was added to the game on December 18, 2009. This quite old map was made by GrUm, and went trough plenty of changes. Previously, there were two versions: "Fort Knox" and "Fort Knox II", but the same way as Silence, these maps were merged too. This map offers the player intense battle in an antique environment. 
 
Battle Modes: DM, TDM, CP, CTF
 
Size: 7v7, 14 Players
 
 
Tactics
 

DM
 
 Fort Knox is a relatively small map, thus long range weapons are out of question. Use Firebird, Freeze or Isida with a medium hull and no one can hide from you. But do stay away from the middle: you can take heavy fire there.
 Medium range turrets, such as Thunder and Twins are best paired with heavy hulls. However, using HammerStriker, Smoky or Ricochet mobility comes into picture - medium hulls are recommended.

 
TDM
 
 In Team Death Match, the situation is different. Your goal is to kill, without being killed. 
As of long range weapons, you can use Vulcan with a heavy hull to suppress from elevated areas, or Magnum to bombard the enemy base. Using Hammer or
Thunder, you can get into the vicinity of your enemies by climbing up the collapsed wall. Twins and  Ricochet can jump into the middle and deliver it's devastating firepower. Close range weapons are best coupled with a light hull in order to get close to your enemies as quickly as possible. Isida does the important job: keeps the teammates alive.
 
CTF
 
 In this game mode, the weapon selection depends on your role. For defending the flag, a heavy hull is recommended with weapons that has great firepower: Twins and Ricochet. You can also use Freeze to prevent enemies from leaving the base with your flag.
  When it comes to attack, you can either take a light hull and approach the enemy flag from the very edge of the map, or use your medium hull and push through the middle. Always attack in groups, you can't do much alone.

  Fort_knox_map.png
 
CP
 
In CP, light hulls can't take advantage of their speed, since all four points are located in the middle. Even if you use close range weapon, a medium hull is more beneficial. Enter the battle trough the middle gate, stay in cover and strike. If you can control the elevated areas on both sides using medium range weapons, you can capture the points from there. Don't have to make yourself an easy target for enemies.

image.jpg

 
 
Supply control


fort_knox_tactical.png
 
In TDM and CTF, you should rather control the middle, since you can pick up a Double Armor and Repair Kit, leaving your enemy with a single Double Power drop.
 
 
Gold boxes
You can use the marked routes to get on top of other players, or big hulls to take the Gold by strength.
 
fort_knox_golds_2.png

Utilizing Mines

fort_knox_mines.png Fort Knox is one of the best maps to put your Mine stock to use. In fact, Mines are proven invaluable in the defense.

 
Protection Modules

 
 
 
Close range:
  • Badger T: Ideal for CP
  • Shark T: This module will be your shield till you get close enough
  • Spider S: Fed up with mines? This might help!
  • Ursa T and Wolf S are ideal for attackers, especially in CTF

Mid range: 

  • Dolphin S: Use this protection if you feel suppressed by Vulcan or Thunder
  • Fox S: Protects from a close ranged weapon - ideal for defenders
  • Lion T: Operating a heavy hull, Thunder and Twins protection makes you a true one man army!
  • Orka D: Another module effective in mid to long range
Edited by 4RCH4NG3L
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Guide to playing in Highland effectively
By SNAKES_R_BOSS

About

Overview: Highland is a small but interesting map that is popular amongst many ranks.
Modes: CTF, TDM, CP, DM.
Size: 8v8, 16 players.

Tactics

DM
DM on Highland is tricky. It is kind of a cramped map, and it is hard to avoid other tanks. These are 4 good tactics that will help you in DM mode.

1. “Cover” tactic.

Wherever you are on the map, or whatever game mode you are in, you should always have some cover to hide behind if you get low on health. On Highland, there are many white walls that you can hide behind. These provide excellent cover when you have low health, or when there are lots of long-range tanks. This tactic is particularly good for evading Shafts or Strikers. But beware! If the place where you are taking cover is below a ledge, then enemies could climb up there and jump right on top of you!

2. “Sniper” tactic.

Link to video:
https://drive.google.com/file/d/0BwVxbKQqrTa7Ym1PU0Q4WFFScnM/view

If you are using a turret that has long range, then you should head to higher spots on the map where you will be able to snipe your enemies. This tactic is good for pretty much any game mode. There is a particularly good spot near where the blue team’s flag would be in CTF mode. Go to the hill to the left of where the blue team’s flag would be. Yes, that’s right, the one with the building on top. This is an especially good spot because you have a view of the gates in the white walls. This is important because nearly everyone passes through those gates, and you can pick them off like a bear waiting in the path of migrating salmon. You also have a view of the center of the map, where most of the action goes on. With these views you can snipe your enemies and get to the top of the team. The hill on the blue team’s side is probably better than the hill on the red team’s side. Blue’s hill not only has a better vantage point, but it also has a large house that you can hide behind when you have low health. However, there are dangers, and you should keep Repair Kits handy. If some enemy tanks are on their hill, then they can shoot you, too. Railguns and Shafts are especially dangerous here. Another danger is the enemy sneaking up on you. There is a blind spot on the hill behind the house. Close- to medium-range enemies can sneak through the blind spot and onto your hill. To prevent this, put mines on each of the hill’s ramps.

3. “Ninja” tactic.

Link to video:
https://drive.google.com/file/d/0BwVxbKQqrTa7NDBhTm1LNm5oT3c/view

Probably the best tactic in Highland DM is surprise. If you have a short-range gun and a fast- to average-speed hull, try to find spots where you can attack your enemy without them spotting you ahead of time. Some of these spots are on the hills. If there is a Shaft on a hill, and if he is in scope mode, then sneak up behind him and let him have it! If he is in scope mode, then he either has to release his shell and wait for it to reload, or he has to turn his turret all the way around to shoot you, and since his turret swings slower in scope mode, he will probably be dead before he can fire.

4. “Crocodile” tactic.

Link to video:
https://drive.google.com/file/d/0BwVxbKQqrTa7Sl96XzhTYmNUdUE/view

This tactic is good with any gun, on any map, and in any game mode. The objective is to ambush your enemy. Hide behind a wall, building, or other large object. But make sure you weren’t seen. Sit in wait until an enemy comes along, and then take him by surprise! Like a crocodile or alligator, your enemy will never know you were there until it’s too late.

TDM
TDM on Highland is like TDM on any other map, but there are some special tricks and tactics you can use to defend your teammates and get ahead of them at the same time.

1.“Howitzer” tactic.

Link to video:
https://drive.google.com/file/d/0BwVxbKQqrTa7M0JJanRJVDRGdmc/view

This tactic can only be used with the Magnum. The object of this tactic is to be able to keep your tank safe while you are firing at the enemy. Go up against a wall, position your turret to the right angle, and keep watch for any intruders at the gate. Beware! Tanks can sneak behind you, too!

2. “Stationary turret” tactic.

The Stationary turret tactic is a tactic that is not used very often, but is quite effective. It requires 2 players: an Isida and a Vulcan. The Vulcan should probably have a heavy hull, like the Mammoth or the Titan, but Viking works sometimes. The Isida should have either the Hornet or the Viking. Find a place with your partner that would be a good place to defend from. A good example would be a hill, or one of the gates. Once you’ve found your spot, the partner with the Vulcan should plant himself down and not move his tank, but move his turret a lot. The Isida can move, but should stay behind the Vulcan and heal it. This way, you set up a machine that can fire for prolonged periods at many tanks.

3. “Potshot” tactic.

The Potshot tactic works best with the Railgun, but can be used with the Thunder, too. To use this tactic, you will have to find a part of the white wall with a large crack in the top of it. This is your firing box. Occasionally, peek into it and fire, but be careful! You could get shot while you are trying to fire. It is best to use a fast hull such as the Hornet or Wasp because you’ll need speed to get out of the enemy’s fire in time. It is a good idea to shift your view to almost a bird’s eye view. This way, you can see who is coming and get ready to fire in time.

4. “Blitzkrieg” tactic.

In World War II, the Germans used a special strategy called Blitzkrieg, which means “lightning war.” Blitzkrieg contained two elements: the bombers and the Panzer Units. The bomber planes would go first into battle. The air raid would either destroy or greatly weaken the enemy. Then, the Panzer Units moved in. The Panzer Units were made up of motorcycles, trucks, armored cars, and (yup, you guessed it) tanks. This strategy can be replicated on Highland, but requires at least 6 players. Half of the players must have Magnums, while the other half must have Hornets, Hunters, or Vikings, and can have either Freezes, Firebirds, Hammers, or Thunders. The Magnums position themselves behind the walls of the map’s center square. Their turrets should be positioned to either be able to fire at the enemy’s gate, or to fire in the middle of the square. The close-range tanks should be behind cover by now. When enemies come through the gate or into the square, the Magnums fire all at the same time. Like the air raid in the real Blitzkrieg, the Magnums will either kill or weaken many of the enemy. Then, the close-range tanks rush in to finish them off.

CTF
CTF mode on Highland is complicated. There are many spots of cover, backways, and hiding places that the person with the flag could seek refuge in. These tactics will teach you how to get on top of the game in no time.

1.“Rampart” tactic.

Link to video:
https://drive.google.com/file/d/0BwVxbKQqrTa7VXEzdmpDay1wS1E/view?usp=sharing

The Rampart tactic is very similar to the Potshot tactic, except that it can be used with any long-range gun. Like in the Potshot tactic, you should find a wall segment with a large crack in the top of it. Now, instead of taking random potshots, you should be peeking through your firing box frequently to see where your enemies are. When you have an enemy in your sights, fire at him, but draw away quickly if he does some damage to you. This can be a good way to defend your side from enemy invaders. Warning! Your enemy can sneak around your wall and attack! Be alert, or you’ll get a nasty surprise.

2. “Drop squad” tactic.

This tactic is used for capturing and taking flags. This tactic is tricky, but very useful if performed well. If you are either going to take the enemy’s flag or capture it, go onto a hill, ledge, building, or any other high place above the flag terminal. When there are not many enemies near the terminal, drive at full speed off your high place, and you should land either near or on the flag. However, be careful that no one follows you up to your jumping spot. Alert! This tactic can NOT be performed well with the Mammoth, Dictator, or Titan! Attempting this with these hulls will most likely result in aggravating failure!

3. “Flank” tactic.

Flanking your enemies is a very effective tactic on Highland. Simply drive along the outside of the square. If there are enemies in the square, try to drive and fire at them at the same time. Also, if you can, try to get a buddy to do the same thing on the other side.

CP
CP is not as complicated on Highland as it is on other maps. There are only 3 terminals. But with enough people, CP can turn into a frenzy on this map. These are some tactics that you can use to keep your team above the crowd.

1. “Sentinel” tactic.

This tactic is similar to the Howitzer tactic mentioned in the TDM section. Again, you have to use the Magnum, but this time, you can move to different spots on the map. Find a spot where you have some cover, but are still in range of a Control Point. It is best to adjust your camera to a bird’s eye view at this time. When an enemy comes along to take control of your point, let him have it!

2. “Stampede” tactic.

This is a simple but effective tactic to quickly gain a control point. Try to get your teammates to all rush toward a control point at once. This stampede of tanks will send the enemy fleeing, and you will be able to successfully take the point.

3. “Ring of fire” tactic.

 

This is another tactic that involves more than one player. You will need at least 5 other tanks, and all of them should have the Firebird equipped. After you have captured a Control Point, you and your fellow Firebirds should form a ring around the Control Point with your tanks. This will allow you to fend off enemy tanks more effectively. It will also allow you to gang up on intruders. However, it is best to use more heavy hulls, such as the Viking or Dictator.

Gold Boxes
There are a few special tactics in Highland that can get you a better chance of taking a Gold Box.

1. “Bombardier” tactic.

 

This is a special anti-dogpile tactic that works best in DM mode. The objective is to thin down a dogpile underneath a Gold Box drop zone. These dogpiles are tricky obstacles that appear underneath almost every Gold Box drop zone. If you are on Highland during a Gold Box drop, and there is a dogpile on the drop zone, then equip the Magnum. Next, find a spot near the drop zone that is not too close, but close enough that you can rush to drop zone quickly. Then, equip Double Damage, and fire on the dogpile! This will greatly decrease the dogpile’s size, if not completely eliminate it. You can then dash to claim your well-deserved Gold Box.

2. “Interceptor” tactic.

The Interceptor tactic is like the Bombardier tactic in the fact that it will totally aggravate everyone trying to get the Gold Box! However, this tactic will only work if the drop zone is directly under a ledge or hill. You will need three things for this tactic: the Wasp, some Speed Boost, and expert timing. Go up onto the ledge above the drop zone. Wait until the Gold Box is about one supply box’s length above your turret. When it reaches this height, equip Speed Boost. Remain where you are. WARNING! DO NOT JUMP ONTO THE DOGPILE NOW! When the Gold Box is just about level with your turret, floor it! You will zoom right through the Gold Box, and right over the heads of the awestruck tankers!

Recommended Equipment
These are various pieces of equipment that are recommended for the different modes on the map.

DM: Hornet, Viking, Hunter, Titan. Hammer, Firebird, Freeze, Smoky, Railgun. For Sniper tactic: Vulcan, Shaft.
TDM: Viking, Hornet, Wasp, Titan, Mammoth. Firebird, Vulcan, Isida, Smoky, Ricochet, Twins, Magnum, Hammer, Shaft, Railgun, Thunder.
CTF: Hornet, Viking, Wasp, Titan, Dictator. Freeze, Firebird, Isida, Railgun, Vulcan, Thunder, Ricochet, Smoky, Shaft, Hammer.
CP: Dictator, Hunter, Viking, Hornet. Shaft, Hammer, Firebird, Isida, Thunder, Magnum, Ricochet, Twins, Vulcan, Freeze.

Conclusion

This concludes the Guide to Playing Effectively in Highland. I hope these tactics and strategies will be of use to tankers that enjoy playing on this map. Even if some of the tactics don't work at first, keep trying. As I always say, the tanker that will thrive will be the persistent one.
 

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Highland

 

About Highland

 

Overview: Although Highland might not be one of the most popular maps, you’ll commonly come across one at the majority of servers. While this map hasn’t been used in the latest tournaments, it has been the playground of matches of certain tournaments in the past, such as the Lucky 7 Tournament. The map once had two versions, namely Highland I and Highland II.

Battle modes: TDM, CTF, CP, DM

Size: 16, 8 vs 8

Available at: Gefreiter

 

Tactics

 

DM

 

Respawn-and-fight Tactic

 

Since Highland ain’t such a big map while still hosting battles for up to 16 players, the map is quite crowded. Usually opponents will be very close by. Hence short range turrets, such as Firebird and Freeze, but also Ricochet, Twins, Hammer and even Isida (although DM), are having the preference. Once you have respawned, try attacking enemies from behind in order to deal some huge damage before they manage to target you. Make sure to always watch and cover your back by avoiding the centrum and staying closer to walls or buildings. Of course, when you see multiple opponents in the middle and you’re using Freeze or Firebird, go straight into the heat of the action and hit multiple enemies at once.

 

Camping Tactic

 

Highland has one effective camping spot. For this, long range turrets, such as Thunder, Shaft and Railgun are the preferred weapons. From this spot, you cannot only get some nice amount of kills, but also a neat D/L ratio. Focus on the middle of the map and steal kills with heartfelt. Also in your range are enemies on the higher platform on the left side visible on the picture. With two respawn-places nearby and most players using short range turrets dealing a lot of damage, it’s necessary to cover yourself with some mines. When they go after you, drive around the house, hit them with your turret and lure them into your mines.

 

pM9Vf6j.jpg

 

TDM

 

Defensive

 

Defensive gameplay in TDM battles usually refers to camping. In the blue team, there are 3 spots from which campers can annoy the enemy team from 3 different directions. The best turrets to go with are Railgun, Shaft, Thunder, Vulcan, Magnum and even Smoky and Striker. The number one spot for Shaft in the blue team is behind the building shown on the previous picture. Players with one of the other aforementioned turrets can take in one of the other two camping spots. When playing for the red team, there are also 3 possible camping spots. The same turrets apply. Again, Shaft has his own preferred spot behind the building spying through the gap in the wall in the back of the red base. One of the other two spots is more open (the one on the higher platform closest to the red base), hence you’ll be more vulnerable over there. In some battles, with strong enemy snipers or attackers, it’s better to leave this spot and help camping at one of the two remaining spots or change your tactic into an attacking one.

 

HgxmB11.jpg

 

Attacking

 

When sneaking up to your enemies’ base, go for the route with the least open spaces. Use walls and buildings to cover yourself. An Isida can also come in handy. Highland offers two routes to drive to the enemy base, the green and orange one on the picture. In case the battle allows you to get to the opponents’ base with a minimum of damage, you should go with Freeze, Firebird, Hammer, Twins or Ricochet. In case your team is not having an Isida to join the attackers, encourage one of your teammates to get one or mount it onto your hull yourself. If you can’t sneak into the enemy base without too much damage, you might leave aside Firebird and Freeze. Twins, Ricochet and Hammer can still attack, but from a larger distance if jumping into the enemy base is equal to self-destruction.  

 

LFGuQ3f.jpg

 

CTF

 

Defensive

 

Together with the campers as explained for TDM, Freeze is a good choice as it slows down enemies who’re trying to escape with your flag. Though, if you manage to effectively block your opponent carrying the flag, a Firebird or Twins can also fulfil the job. The best spots to place this main defender is behind a wall or house as shown on the picture. As defenders often need to undergo quite some damage a heavy hull like Titan or Mammoth is recommended. Medium hulls (Hunter, Dictator and Viking) can also be used, but light hulls are odious. Together with this main defender, you can use the same campers (spots and turrets) as in TDM. As for the blue side, the two campers closest to the middle of the map are the ones to keep an eye on the midfield in order to deal damage to opponents before they reach your base. The best hulls for these midfielders to use is Hunter or Viking as these hulls have some nice health points together with great manoeuvrability, which is needed when encountering enemies on their way to your base. The same more or less applies to the red team. The spot for Freeze and Shaft has been marked on the picture as well as the 2 other spots for the midfielders. The midfielder on the higher platform is more vulnerable, hence a heavy hull (Titan or Mammoth) is recommended. The other midfielder right behind the wall closest to the centrum can go with Hunter or Viking. Dictator’s height can be a disadvantage at that spot.

 

T8zSRXG.jpg

 

Attacking

 

The attacking routes are the same as those that can be used in TDM (green and orange routes). The same turrets can be used too, including the need of a supporting Isida. Of course heavy hulls are not recommended due to their speed. Since the map isn’t too big, medium hulls can do the job, but also light hulls can be useful in some CTF battles in this map. Though, they are mostly too weak to get through the enemies’ defence. As for turrets, Twins, Firebird, Ricochet, Hammer, Freeze and a supporting Isida can be used. Running away with the flag through the middle isn’t the best option as enemies can easily hit you then. Use the same routes as the attacking routes. As for the red team carrying the blue flag, you can make use of a more difficult route at the beginning of your escape. Most opponents won’t expect that. It’s shown in yellow on the picture.

 

5hx295X.jpg

 

CP

 

Highland has 3 control points, 1 in the middle and 1 on each higher located platform. Light hulls won’t be a great deal to capture points in such a crowded map. Medium and heavy hulls are a better choice. Almost any turret can effective, though Shaft and Railgun give lower chances on a positive outcomes. In most CP battles in Highland, the 2 points on the higher platform are being controlled by the two different teams, 1 point for every team. It’s important to keep control over this point. Use 2-3 of your team’s players to not lose that point to the enemy. Cover the ways to the point with mines so opponents making their way to it, are already harmed. From the higher platform, you can support your teammates who’re fighting for the point in the middle. Thunder, Striker and Magnum are excellent choices because of the splash damage and high damage per shot. Attackers fighting to capture the control point in the middle, can make use of Freeze and Firebird in order to damage multiple opponents at once. Though, also Ricochet, Hammer and Twins can be used. A supporting Isida can make a huge difference. As for hulls, Firebird and Freeze should go with a medium hull. Heavy hulls are too slow for them. Twins, ricochet and Hammer can go with medium and heavy hulls as they can start damaging enemies from a farther distance already.  

 

The three control points are marked in green.

6rfuccv.jpg

Edited by falcosenna1
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Hello Tankers,

 

Although I was previously going to write about the Cross Map, I have changed the topic of this guide to Courage, as it has been given very little attention in this competition.

 

Guide to playing in Courage effectively

Map size: 16 players, 8v8 team combat

Best tank selections: Firebird/Viking, Ricochet/Hunter

 

Tactics: DM

Courage is a small map that does not easily accommodate most long-range weapons. This fact becomes especially clear when playing in DM mode, as the confined space coupled with a lack of cover tend to diminish the potential of turrets that deal splash damage, namely, Magnum, Twins, Striker, and Thunder. Courage is surprisingly open for a map of its size, and this ease of maneuverability tends to severely handicap slow-firing turrets such as Shaft and Railgun.

 

For Firebird, Freeze, and Isida, effective tactics are relatively common, as these hulls are naturally given an advantage over most others due to the close-quarter combat. If you have a light hull, use it to your advantage, and try to stay constantly on the move, circling the outside edge of the map in order to spawn-camp enemy tanks. If you have a heavy hull, head to the center plateau and try to position yourself underneath the double damage drop zones.

 

For Hammer, Ricochet, and Smoky, you will still find yourself at home in the map, but there are a few things to remember. Most of the map's walls are angled upward, which reduces the amount of possible surfaces against which projectiles can be ricocheted. Because Ricochet has an easier time hitting tanks below it than above it, position yourself in the corners of the raised plateau, and take cover behind the towers. Hammer has to be cautious not to apply self-damage to itself by firing into the buildings on the plateau, so the safest method it can use is to stay in the spawn area, crossing between spawn areas through the plateau when necessary. Smoky's range allows it to patrol the edges of the map, staying well shielded from attacking tanks. It's slow firing rate (compared to Ricochet) will put it at a disadvantage on the plateau.

 

Vulcan will find itself somewhat challenged by the map, but it can overcome other tanks by either patrolling the edges or positioning itself on the edge of the plateau's corners.

 

Thunder, Twins, and Striker will all suffer from their turret's self-damage when playing on Courage. Striker and Twins should try to stay in the spawn zones and on the edge of the plateau, in order to make sure that they have room to avoid dealing themselves much self-damage. Thunder should apply a similar technique to Smoky.

 

Magnum does have means of avoiding self-damage and even owning the battlefield, and it can do so by closing off access to the edges of the map with mines, so that it is free to rain artillery fire on the entire map from a completely safe position.

 

Shaft and Railgun are at the greatest disadvantage on the map. They should avoid the plateau entirely, and always use fast hulls, so that they can run from danger while they reload their guns.

 

Tactics: TDM

Because each team has their own spawn zone, and consequentially, their own half of the map when playing in TDM, the range of available tactics is much broader than when playing in DM mode.

 

Firebird, Freeze, and Hammer thrive in offensive positions. They should be patrolling the enemy's spawn zone, in order to accumulate lots of spawn-kills. When needed, they should return to the plateau for healing purposes.

 

Ricochet, Twins, Striker, and Vulcan position themselves on the enemy's side of the plateau, and rain down fire on their opponents, while Railgun, Shaft, and Thunder should be positioned on the left and right edges of the map, firing into the enemy spawn area from behind cover.

 

Magnum should position itself either behind or on top of the tall peaks in the map, and rain down oppressive artillery fire. Magnum's splash damage is particularly effective in this position.

 

Smoky can comfortably play either on the sides of the map or the edges of the plateau, while Isida should position itself either under the opponent's double damage drop zone or in the path on top of the plateau, and provide healing for team-mates.

 

Tactics: CTF

CTF is by far the most team-intensive game mode, and requires a tremendous amount of cooperative coordination. Every tank needs to have an assigned role and to operate only within their set task.

 

A goalkeeper is best played by either Freeze, Hammer, or Ricochet, equipped on a heavy hull. You should position themselves on top of the colored crate that is next to their flag, and should face the opposing flag. If enemy tanks reach your spawn area, park yourself on top of your flag. Do not sit on top of your flag if there are no enemies nearby, doing so will hinder your team's forwards. There should never be more than one goalkeeper on the team.

 

Defenders are best played by Ricochet, but can also be played by Firebird, Freeze, or Hammer, equipped on medium hulls. You should patrol your spawn area, paying special attention to the ramps, in order to prevent enemies from reaching your flag. A team should have two defenders, who double as defending midfielders.

 

Wingmen are best played by Smoky, but can also be played Thunder, Railgun, or Shaft, with a speedy hull. You should go back and forth on the side edge of the map, alternating between killing enemies in their spawn area and stopping them from reaching your flag. Never leave the side of the map except to get a flag from a team-mate. There should only be two wingmen, one on each side of the map. All other tanks should avoid the map edges, except for Isidas and forwards.

 

Defending midfielders are best played by Ricochet, but can also be played by Vulcan or Smoky, equipped on a medium hull. You should stay on the plateau, on your side, observing the enemy base. Periodically check behind you to see if there are enemies coming from the sides of the map. A team should have two defending midfielders, who double as defenders.

 

Attacking midfielders are best played by Ricochet, but can also be played by Striker or Twins, equipped on a medium hull. You should spend most of your time on the enemy's side of the plateau, spawn-camping the enemy. If needed, enter the enemy spawn area in order to assist forwards trying to get the flag. There should be two attacking midfielders on a team, one on each side of the plateau.

 

The forward is best played by Firebird, but can also be played by Freeze, equipped on a speedy hull. You should run through the plateau to the enemy flag, and either head back through the plateau or go through the sides of the map, possibly handing it off to a wingman. There should only be one forward on the team.

 

Other Positions:

If your team is ahead, either the goalkeeper or one of the defending midfielders can equip an Isida and assume a healing role. If the goalkeeper changes, should use a medium hull and heal the tanks on his side of the plateau. If the defending midfielder changes, he should follow and heal the forward, and the goalkeeper should fill the empty defending midfielder position.

 

If your team is neither ahead nor behind, one or both of the wingmen can equip Magnums and use them to blast the enemy spawn area. They should periodically check their own flag, so that they can destroy any overflow of enemies in their base.

 

If your team is behind, the forward can switch to playing as a defending midfielder, in order to protect the flag.

 

Tactics: CP

CP is very different from the other modes, because even though it is a team battle you do not have a clear spawn base area. Most of your attention should be focused on the points. If you have a clear lead, consider spawn-camping the enemy. While all of the turrets should be used just as they would be in TDM, there are a few additional possibilities that can be added to your tactical suitcase.

 

Isidas are extremely useful, as they will make up for any handicaps the battle places on your team's hulls. Isidas should never leave the points.

 

Strikers and Magnums are extremely effective at clearing points that have a good deal of enemies around them. Thunders and Firebirds can do the same to a lesser extent.

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About Highland

       

Overview: Highland, a map that provides ample parkour opportunities, is a battle found healthy at all ranks, especially low ranks.

Battle Modes: CTF, DM, TDM, CP

Size: 16 players, 8 vs 8

Available: Rank of Gefreiter (3rd rank)

                        

Tactics

 

CTF

Capture The Flag is a game mode in which one must venture into enemy territory, take the enemy flag, and bring it to their own flag to capture the enemy flag.

By far the most popular mode on this map. Teamwork is crucial here.


Blue Offense

Attacking for the blue team is quite straightforward as there are only a few routes to take. Getting into the red base is easier than getting out because the red base only has one exit. This is why you should go in groups of 3 and plan your route in a way where you can take the repair kit in the middle if you need it. An effective strategy is to use a decoy to distract the enemy flag guards and then jump down onto the red flag from the red hill and escape.


Blue Defense

Defense for the blue team is quite interesting, because there are more enemy escape routes than what meets the eye. An enemy may enter your base straight down the alley, but may exit by going behind a house and skirting along the edge of the cliff back to his own base. Because of this, it is crucial that you have an active defender and a “response team” ready to chase down any potential flaggers.


Red Offense

Offense for the red team can be quite a challenge because no matter which route you take, you will run into an enemy on your way, so it is smart to go in pairs. This way, one can act as a distraction while the other snatches the flag and runs. When making your escape, don’t go straight down the alley - go along the edge of the cliff back towards the red hill.


Red Defense

Comparatively, defense for the red team is much easier than that for the blue team, primarily because there is only one exit. A few adequately placed mines, preferably along the white framed exit, could make your flag impenetrable. Still, it is a good idea to have a strong defender like a Freeze/Mammoth and a “response team” for added flag security.

 

DM

DM is a game mode in which one must rely on themselves and destroy all others in the vicinity.

Rare, but if found, is sure to be an intense game. Here are some strategies:


“Hit & Run”

The most popular and appropriate tactic for this map. The key is to be as secretive as possible, and killing the enemy before they have a chance to react. Almost all others will be using this tactic, so you will need to be prepared. Firstly, be familiar with the map - DM spawn points are located all over the map, so you need to be familiar with every inch of the map and be able to navigate around it. Knowing escape routes, standoff positions, and other spots will be critical. Secondly, choose a dynamic combo. What that means is, something that is able to punish enemies while still taking loads of damage to itself. Freeze or Firebird equipped on Hunter is an excellent example. Third, find a style that works for you. You can either surprise enemies by coming from behind and destroying them, you can destroy many at once by running into a group, or you can go straight to them from the front. Corpse-shielding is also an effective strategy.


“Camping”

Not as effective in Highland, but a skilled sniper could pull it off. Firstly, you must find a good camping spot. This is easier said than done, and in Highland, nearly impossible. Probably the best sniping spots are located on the hills. Secondly, you will need to defend yourself. There are no enclosures in Highland which allow you to scour a large amount of area whilst staying under protection, so utilizing mines will be critical to your success. A Shaft user should climb atop one of the two hills and plant mines at the entrances. Thirdly, switch positions every once in awhile. The biggest mistake a sniper can make is to stay in the same place for the duration of the round. As always, supplies will be an important part of your arsenal.


“Kill-stealing”

This is more of a concept than a strategy, but nevertheless highly effective in Highland. Kill-stealing, as the name implies, is to steal a kill. This is primarily done with a weapon with heavy damage and splash, like Thunder. The basic idea is that you wait for someone to heavily damage someone. Then, at the last second, you make the kill. Although many consider this to go against the ethics of Tanki, it is definitely a great strategy to use, especially in DMs and small maps like Highland. Kill-stealing can also be done with other weapons, such as Striker, Magnum, and even Railgun. However, it is not always recommended in TDMs, because it will likely shatter your teammate chemistry.


“Spawn-killing”

A tanker’s dream AND nightmare. Many believe spawn-killing to be the lowest of the low, the most savage and dirty thing a tanker can do. Although far from being morally correct, spawn-killing could launch you onto the top of the leaderboard. This savage practice is self-explanatory - destroying a tank as soon as it materializes. To do this best, use a short range weapon like Firebird or Freeze. However, beware, because by doing this, everyone will hate you and may team up to destroy you. Soon you may become a victim of the loathed practice… …spawn-killing. This works best in TDM.

 

TDM

TDM is a game mode in which one must work with their team to destroy all enemies in the vicinity.

Highland may be the worst map for TDM. The awkward design and bizarre terrain, while excellent for parkour, provide serious obstacles to both teams, hindering gameplay. The key to TDMs is to get multi-kills, which is best done with Thunder. From your base, try to aim for the enemy spawn - both spawns are so confined that if you damage one enemy you are sure to have damaged others. If you do decide to venture out of your base into enemy territory, make sure an Isida is nearby and ready to heal  you. Campers in TDMs will be key to victory. Make sure there is an Isida assigned to the campers, keeping them healthy while they dish out punishment. If your team has a strong set of tankers, don't hesitate to go to the enemy base and start spawn-killing.

 

CP

CP mode is a mode in which each team must secure checkpoints representing territorial dominance on the battlefield.

Not the most popular CP map, but still a fun battle. In Highland, there are three control points. Point A is smack in the middle of the map, Point B is on the blue hill, and Point C is on the red hill. Usually, the points on each team’s respective hill will be captured by that team. This leaves Point A, which is in the map’s center. From here, treat the battle as a Polygon CP, where each team focuses on Point A and Point A alone. Once your team has secured Point B or C, head to Point A in groups of 2-3, in rapid succession. This will minimize the delay of respawning as you will have a new set of tankers to go as soon as the last group has been destroyed. However, do make sure that you go back and check that you have Point B or C secured. Sometimes, a few sneaky enemies may capture the point on your hill, leaving all your effort for Point A worthless. Magnum is recommended for CPs because of its unmatched power and splash damage. Striker also works, but with Highland being the map that it is, littered with props left and right, the salvo shot just wouldn’t work. Find an open space and aim for the heart of the enemy mob; this will maximize your kill count and clear the way for your team to capture the point.

 

Recommended Equipment

Several combinations work well in Highland.

  • Wasp/Smoky - primary attacker

  • Hornet/Firebird - backup attacker

  • Hunter/Twins - backup attacker + diversionary attacker

  • Mammoth/Freeze - primary defender

  • Titan/Vulcan - distant offense + secondary defender

  • Titan/Magnum - distant offense + secondary defender

  • Titan/Shaft - distant offense + secondary defender

  • Viking/Thunder - all-rounder

Edited by Seek_and_Destroy
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Guide to Playing Highland effectivelyuOH8jMB.png

About Highland

Overview: Highland is a very odd map, because it is a map where both flags are directly facing each other. Highland is also a very small map, so contact between the both teams are very close. This is a map famous for drug wars, also, this map is really popular among any rank. This is also one of the map that can be played as a PRO and NON-PRO battles.B1sGmzq.png

 

 

Battle Modes: DM, TDM, CTF, CP

 

Battle Size: 16,  8 for each team in team battles.

 

Server: EU3/EU2 High Ranks

   EU10/EU11 Low ranks

 

Map Size: Length|Width|Area

37   |   25   |  925

 

Rank Available at: Gefreiter and above

 

For those who aren't familiar with the map, watch this quick video.

https://youtu.be/x8FTIf-FB1o

 

Tactics Deathmatch (DM) / Team Deathmatch (TDM)

  In aHighland DM or TDM, you'll find a wide variety of small-medium ranged turrets, mainly Firebird, Smoky and Hammer. However, this does not mean that turrets such as Twins and Ricochet won't be there. Heck, even Railguns, Magnums and Striker tend to come out in some battles. This depends on the playing style of each and every tanker, either being defensive, offensive, a camper or just there to gain experience points. This is because Highland is a very varying map - one with distinctive props and unique features, such as broken walls, meaningless rock forms and so on.

zgoOXLw.jpg

 

O2i8vWn.jpg

 

Camping: Shaft is a viable in the sense that you can station on one of the two hills on the left sides of the map, and pick off unsuspecting enemies from anywhere in the sights vision. From many vantage points upon either hill, you'll have a great view of a fair portion of the map. However, this tactic isn't as viable as it once was, given that Shaft's now-present laser scope reveals your location, meaning that you cannot "camp", so to speak, and if you run into an enemy whilst trying to change location, barring them being battered as well to the extent you can pick them off with an arcade mode shot. Magnum or Railgun is also an option, with a Mammoth or Titan any long range turret pairs beautifully with them. No matter what turret you choose, you’ll be visited by many enemy Firebirds or Freezes, to stop those pesky Firebirds or Freezes you’ll need to plant a mine on the up ramps to prevent melee kills. However, this does not mean that camping is the tactic for you, a great number of long range shooting tanks say that Magnum or Shaft  takes too long to load resulting in a kill, this can be a vital problem in life or death situations. If you are having troubles sniping down enemies take a look at other tactics for these game modes. Below is a picture of sniping spots for both teams, use this diagram to up your game.

58wEP6S.png

 

 

Offensive: Firebird is a variable, a popular firebird technique is to sneak up on enemies and quickly using Firebird which results in a quick kill and no time for anyone to steal your kill.  As you see in the video below,  stealing kills is ideal for Firebird because it is the most per second damage of all short range turrets,  leaving no time for enemies to react. https://youtu.be/5av7UzvY0hg  With firebird getting kills isn’t very hard. But trying not to  killed is the hard part. While you try to sneak up on your enemies, snipers will be watching you, try staying to the side and out of sight to snipers who stay in the corners. While you're sneaking up on enemies and quickly using Firebird which results in a quick kill. Having to chase tanks into the open could kill you in seconds due to the snipers in the corners.  A medium hull is ideal for this tactic, it can take hits but still be fast enough to sneak up on enemies.

Freeze is another viable option, due to the freeze effect on the enemy, it’s no problems freezing them in the position you would like. As shown in the video below, a strategy many Freeze tanks use is to circle them be equipped with a fast squeeze hull such as Wasp or Hornet. After freezing them still, try to stay on the other side of the front of their turret, this way they have no chance to even take a shot at you. Use video below for guidance.

https://www.youtube.com/watch?v=BKWbphluu40&feature=youtu.be  Some one might steal your kill with a single shot at the last second, therfor try to ill them as soon as you can. With short range turrets such as freeze, you have to chase you enemy to be able to shoot at them, right?. While chasing the enemy, there is nothing stopping a sniper to picking you off, so try to be behind cover while chasing enemies.

 

Tips: Stealing kills is a smart but sometimes mean strategy that could get you a easy a easy kill maybe even two.  With two enemies  fighting against each other, quickly shoot at one, stealing the kill, then kill the other opponent since they will be low health and their reload with be about empty. Staying out of the way, behind walls or buildings is an ideal way of not running into a sniper's scope without realizing it, snipers are in every corner waiting for a tank to run by then killing them by putting a hole in their hull. Stay away, stay alert, stay safe! Having too many isidas are never a problem! They can be offensive, defensive or even the paramedic! Highly recommended to chose a Isida for this game mode knowing that the goal is to lower the health of your enemies, then you can just raise the health back up and gain money and experience for it.

 

Capture the flag (CTF)

This is the most popular game mode played, capturing flags is difficult if the teams are balanced, and most battles will end with neither team getting to ten flags. Most people tend to go all out in this format, trying to end the game as early and quickly as possible; but that doesn't work all the time. You need three basic things to win a Highland TDM: cover, bigger damage output than the enemy and Isidas. Camping is also a tactic that helps a lot, and is generally the same to what you would do while camping in Highland DM. There are two ways to play CTF:

Offence: Firebird and Hammer are also viable as it enables you to be a hard-hitting offensive threat, which could defeat any hull due to the powerful  damage on enemies. If you think your going to go grab the flag, ask a Isida teammate through the chat to back you up, that could be the difference between capturing or losing the flag. Below is a picture of the most efficient way to grab the other team's flag and get back to your base as soon as possible to minimize the chance of the enemies shooting you own before you arrive back to base.

7oX8FRG.png

The best hull for offence in this map is one that can either zip right by an entire team or one that can take some heavy shots but that is still fast. Wasp with a speed boost can outspeed any other hull, but it’s not necessarily the most protected. The last thing you want to do in a Wasp is drive headlong down someone's scope without realizing it. A Hunter or Viking could be a great substitute for Wasp. It’s not as protected as Mammoth or Titan, but sure is a lot speedier. Definitely not as speedy as a Wasp, but it works great. With a great mixture of armour and speedy these two hulls are ready for action. No matter what hulls you use for capturing the flag,  even though the Shaft may not be the hunter it used to be on this map, do take great care in watching for them because they can defeat any hull in two fully loaded blast.. Count the number of tankers using it, and try and keep a headcount on where they are and places they may be hiding.

 

Defence: Magnum enables you to be a solid defender, with the best position being away from the flag - with your perfect location behind a wall no one will know where you are, until maybe you kill them. With your long distance shot, and big hull you can just set up camp and shoot just about across the whole map killing anyone. As shown in the video to the below, the Magnum can shoot accurately across a map killing a tank. https://youtu.be/9ebc8PUCDEM You can continue to kill off threatening enemies, knowing that taking you out isn't the top priority; however, that only applies to shorter ranged turrets, such as Hammer and Firebird - you should be more wary of opposing Railguns and Thunder, as they will generally beat you (since the reload takes so long) in a 1-on-1 unless you specifically target them. One way to prevent any intruders is to plant mines in the general direction of the entrance to your spot. However, as effective as the tactic is, this leaves other enemies free to roam, possibly more dangerous ones that are more inclined to grab the flag. Below is a picture of good spots for possibly Magnums or Firebirds to camp and once a unexpected enemy comes, in  range, you go full out on them, then retreat to normal spot.

The best hulls for defence in this  map are generally ones that can take a Shaft blast. That means it leaves out Wasp and Hornet, Viking and Hunter will take a shaft blast but won’t be strong enough to continue on the way. Which means  Dictator, Titan, and Mammoth, are the most

protected hulls in the game and is most ideal to use on defence.

 

Tips: Have a swarming amount of Isidas on your team, this tactic works well, and a lot of teams that use it, win most of the time. Most of the people in the team get Isida. This opens room for two things: A heavy hull suddenly becomes invincible for the enemy team, as three-four Isidas are healing him/her and each other at the same time. This tactic can take out the whole enemy team. The second is that the whole team becomes deadly - with Isidas keep healing other players, death loss of that team drops greatly, making it easier for them to take people in the other team out.

r9DizlJ.png

Check Point (CP)

LHMF7Cu.png

This is a medium size map, therefore you can get anywhere in a matter of 30 seconds, So heavy and strong work alot better than Hornet or Wasp which are only useful for capturing a quarter point before being hit by a Shaft or Magnum. For the tanks who like capturing points, Viking and firebird pairs together beautifully. Any medium hull paired with a short or medium turret is beautiful in this map for capturing.

mxTGp8v.png

In the photo down below, it shows an ideal way of capturing the middle point, A.  Magnums, Railguns and Shafts will be around the base guarding the middle point from enemies at long range, Firebirds, Hammers, Freezes, Smokies and other short or medium range tanks will try to capture the point, Isidas will heal the tanks capture the point. The other points which aren’t located on the picture are on the hill in each team's base.. All you need is to capture two of those points to win.  A good tactic is to first secure your home point, and then to secure the center. This can be done with an offensive tactic that'll require the close range and mid range tanks to go brute force on the point, and Isidas to preserve the life of these tanks. Once your team has secured the center and home point, move into their base and and suppress them by spawn killing them.

 

Viking is good for bulking out hits, which should be supported with a long-range-protecting module, such as something from the Kodiak or Griffon family, in order to prevent the rival snipers Shafts and Railguns from whittling you down, leaving you as fodder for opposing attackers.

AHqJJAA.png

Tips:  Have a swarming amount of Isidas on your team, this tactic works well, and a lot of teams that use it, win most of the time. Most of the people in the team get Isida. This opens room for two things: A heavy hull suddenly becomes invincible for the enemy team, as three-four Isidas are healing him/her and each point, at the same time. The second is that the whole team becomes deadly - with Isidas keep healing other players,  any point will be almost invincible.  Also heavy hulls are highly recommended in this game mode.

 


Red vs Blue team advantages

Red has a large area of shelter from enemy tanks, they also have many camping spots for Shafts, Railguns and Magnums. As shown in the picture to the right, most of the supply land in red territory, which could result in a drug invasion on the other team. The red teams spawning spots are more hidden behind the wall making it harder to hit from the beginning.

r8T9NnC.png

Blue has a number of immediate advantages due to many more open camping spots and overall controlling the larger area of the map.  The high rise of land on the left hand side of the blue flag is oftentimes a good place for camping as long as the enemy team don't have Magnums ready to assassinate you. (Plant mine on ramp to prevent short range weapons)  Long range weapons are great on the blue team. With walls to hide behind, no one will know you're there. (Use high rise on the left for shaft and railgun (conveniently there is a double damage behind you there) but stay behind walls for magnum).

Shafts can also function here, though a little more limited than red team Shafts. The blue team spawns more in the open then the red team, which makes it easier to hit after spawn.

 

Gold Box

xe5RVeq.png

As seen from the above picture of gold-box drops, there are a total of 10 gold box drop point, and this can be said as a good map to catch gold-boxes due to its small size and it can be seen immediately where would the gold box fall, and with 16 players, it is have the perfect amount of people fighting for gold box. From the location, there are 6 total point that are super advantageous to players with light hull, which means they can fly through the air by jumping off platforms to catch gold boxes! For bigger hulls, I recommend that you go to a high point and press “Q” on your keyboard, this will give you a bird's eye view. Once you’ve spotted the gold box dropping location get there as soon as possible then plow through everyone to get the gold box. Overall, highland is a good map to catch golds as well.

 

Recommended Equipment

DM

Firebird, Freeze, Isida, Smoky, Hammer, Thunder, Striker, Ricochet, Twins

Viking, Titan, Mammoth

 

TDM

Isida, Smoky, Hammer, Thunder, Striker, Ricochet, Twins, Magnum

Hunter, Viking, Titan, Mammoth

 

CTF

Isida, Smoky, Hammer, Ricochet, Twins, Magnum

Hornet, Hunter, Viking, Titan

 

CP

Isida, Smoky, Hammer, Ricochet, Thunder, Twins, Magnum

Hunter, Viking, Titan, Mammoth

Edited by scottyboyd17
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Guide to playing in Highland effectively

 

About Highland

 

200px-Highland.jpg 200px-Highland_winter.jpg

 

 

Overview: Highland is a medium-sized map and an excellent training place for mastering close-defensive and offensive tactics. It offers a nice experience in the fast-paced gameplay which only minority of players notice and take for good. If you like either defensive or offensive defending, camping or speedy running while holding the flag, this is the map for you. It can be seen mostly in the medium ranks, a bit less in the lower ranks and lastly on the higher ranks, but it mostly depends on the match-making system. It is also a nice and popular place for parkouring.

 

Battle modes: DM, TDM, CTF and CP

Size: 16 players, 8 vs 8

 

Tactics

 

• DM

 

Highland has many objects such as buildings, walls, little towers and cliffs which can be useful in a good DM match. Here, you have to choose your playstyle, equip right equipment and to jump into action. There are 3 good tactics you can benefit from.

 

"Rending" Tactic

 

Basically, if you got a nice equipment, such like Twins/Smoky/Thunder/Ricochet paired with Viking/Titan, you can take a beat with the most of the enemies right in the center of the map. Either if it is a 'drug-battle' or 'non-drug-battle', you have to keep with others - use supplies efficiently paired with dropped supply boxes, the Repair Kit in the middle and Double Damage and Armor boxes dropping right behind the fence of the red base (according to team modes in this map) are the key for the best benefit. Do not hesitate to leave the 'stadium' if you are going to be destroyed and try to make as many as possible kills before dying and losing the supplies. Not recommended for players low-on-supplies and with weaker equipment.

 

"Camping" Tactic

 

Since there are many covered areas, there are many nice camping spots too. Some of the best spots would be:

  • Around rough quoins/cramped places --- Find a nice, unusually used spot where you can see and hit the most of the enemies from, near drop zones if possible. 

     OaxCs_dASIG5DqnOMFZ7bw.png

  • Around cramped slopes and mostly hidden --- Use mines to defend yourself from incomers while hunting enemies on the center, near drop zones.

     P-h5Re2wTOWN3WlvmC3vmg.png

  • Behind the buildings that offer the unreachable areas --- Easy and comfortable camping, but fewer enemies to hit.

     gRgBb9GASB6VrfeVy7LzSA.png

Another efficient tactic which is mostly favored by heavy-hull users. Decent equipment for this tactic would be Railgun/Striker/Thunder with Mammoth/Viking/Hunter and in some cases light hulls.

 

"Sneak and steal" Tactic

 

This is a tactic where you, with the right equipment, have to predict which enemies you should aim for. A Railgun/Thunder/Hammer and sometimes Freeze/Firebird with Hornet/Wasp is a perfect combination for this role. You have to have a fast mettle and fingers, much knowledge of the statistics of the enemies' equipment. Sneak and run around in the areas with fewer enemies, hit, run, kill, repeat. It's recommended hunting enemies with weaker equipment and low health, watch for which enemy is under other enemy's fire and is going to die, stay away and jump to steal in the right moment. The result depends on how good you use this tactic.

 

It is suggested to exchange between tactics as it all depends on the enemies faced.

 

• TDM

 

Highland also offers team modes, one from which is TDM. It is not so usual and doesn't require many tactics for your team to win. Although, as in DM, it is suggested to use one of more efficient equipment. The best tactic here is to surround and conquer enemy's base and to just keep firing at them. Aside from suggested equipment for DM, a good team-player should wear Isida/Smoky/Hammer with Viking/Hunter. As every good team out there, your team has to work together for the guaranteed win.

 

• CTF

 

CTF is the most popular team mode on the most maps and so is on the Highland. As mentioned before, it offers a very nice CTF experience independenting on the role you prefer. From a heavy defender and camper, through medium offensive players, right to a flag-runner and his support.

 

Defense;

 

Red side --- Playing on this side offers a better defense. There are only 2 ways to get into the red base area where the flag is placed - through the passage and jumping off from the cliff placed right on the left side from the flag, looking from the view of red-blue flag line. Fences, walls and many other objects are very helpful which also offer nice spots for camping. Example; the holes on the fence (especially one on the left side near the small box-like white building, which also offers the defender to help his team himself apart from defending. If offensive defense more suits you, driving around the red and blue base areas and taking-down the players that are coming in, blocking the most dangerous attackers and flag holders and placing some mines to support your defense is a perfect solution for you.

 

Defenders on this side shall put on a turret of any range (suggested: Shaft/Firebird/Twins/Freeze), depending on the specific role and spot they pick, with a decently armored hull like HunterViking or Mammoth. Supporters and offensive defenders shall pick offensive combinations like Thunder/Railgun/Striker/Thunder/Ricochet or Isida, in the role of a healer, with Viking/Titan/Hornet.

 

Blue side --- Playing on this side offers more camping spots and better views on the battleground but also offers more paths and ways to enter its base by the attackers of the red side. Defense on this side can be a bit harder than the opponents', but it doesn't lack in the aspect of 'enough good spots'. Just like for the other side, it is suggested to deal with the enemies by using the tactic 'camping defense'. Instead of staying and waiting for enemy attackers to appear, with help of the other defenders who wear the close/mid-range weapons, take long-range weapon and support the attackers by shooting on the offensive enemies that come in your view while also playing the original role of a defender if the serious attack comes on your defense, or play as a normal defender and use all advantages that the area can offer. Keep in the eye the key drop zones of the three at the blue team area and try to control them, together with the suburb area and the middle of the map.

 

If you think you are ready to take the harder role on this side and to defend well, you may like combinations like Freeze-Wasp/HunterShaft-VikingTwins-MammothHammer-Hunter and similar to these. Supporters and offensive defenders can pick any turret with a steady hull like Viking/Hunter.

 

Here is a map of suggested spots and potential views for the current spots (defenders) (darker points = spots for defenders, lighter points = spots for offensive defenders/supporters):

 

CM7gz0Y.jpg

 

Attack;

 

Red side --- Attacking on the red side may be harder than on the opposite side, and to do well and bring the win for your team, attackers have to play harder than the defense of the enemies. Though possible, if attack lacks in its powerfulness, it mostly means that enemies will start attacking harder and players on your team may have to change their roles which leads to the defeat. To avoid it all, a solution comes from planning attacks, routes and right timings. While under the support of offensive defenders and supporters, an attacker can start influencing to bring the flag for the safe capture. Well suited attacker should have a fast and healthy hull with a mid-to-long-range turret.

 

Blue side --- Attacking on the blue side may be easier than on the opposite side, but bringing the flag alive from the enemy's base can be a lot harder and nearly impossible if their defense is very good. However, if the right force and numerous waves of attack are dealt in before the main attack, with much help from the team (and aid), a flag can be taken and captured. Using the tactic earlier mentioned for TDM may be useful in doing so. An attacker should have more healthy than swift hull with a medium-range turrret.

 

Nice combinations for an attacker: Twins/Ricochet-VikingRailgun-WaspHammer-Hunter/Hornet; Nice combinations for an offensive supporter: Isida/Thunder-Hornet/VikingRailgun/Striker-Viking.

 

Here is a map of suggested routes for planning the attack (dark parts = behind/under obstacle, point with a letter on it = where attacker starts from (unnecessarily); B can end in any of the rest of the points (blue side) and A should end using the route to the point without the letter (original end-point for the same)):

 

3xvLdtE.jpg

 

• CP

 

To grant a win in the last of team modes that Highland offers, also often the mode with the most brutal gameplay, the team has to hold 3 points with the spots shown on the picture below:

 

X1hq0DsoTYaYOiCdIVvg5A.png

 

Talking about tactics, some should be included. It is often suggested to capture the point closest to the base, so it is not wrong if your team do so. One player on the team (the closest one to the point) should capture the point in your base and stay there to defend it - both of the points B and C are placed at good spots for camping and near supply drop zones, or should capture it and help the team to conquer the rest if the help is unavoidable if you plan to conquer other 2 points. The points B and C should always be watched and captured at first by the respective teams and the teams should start fighting for the point A, which is in the middle of the map. Although, while the rest are fighting, one or two players from the same teams should be supporting each other to capture the points in (their) enemy base areas.

 

A good player for a Highland CP battle could wear turret of any range, depending on hull, which should be healthy and steady enough to stay around as longer as possible to keep the points in the color of his team. Out of many, here is a list of good combinations for a such player: Twins-Mammoth/VikingThunder-DictatorRailgun/Isida-VikingMagnum-Medium hull.

 



 

Additional wall of the text & pictures:

Here is one example of a good team in action:RtjGazX.jpg

 

Defending the alternate path (where the Hornet-Isida in the background stands), covering my teammates and supporting in mining the main path --=-> a win against the other team with stronger tanks but weaker defense. The picture is also showing some of the great spots my (random) teammates are standing at.

 

:excl: Everything above the lines is the part of the Entry. The Entry may not be on its final form and may be changed before the Deadline*.

 

:excl: Spoilers and pictures in them might not be included as in the Tanki Wiki. Pictures included are only a representation. Font (size, color etc.) may not be preferred, but I took this style for easier reading while following the template.

 

If there is any text colored with this color, it may mean that it shouldn't stay there.

 

* If this sentence is still here, and the Deadline passed, the Entry is confirmed as final and shall be taken as the entry on this contest.

Edited by Skills.n.Girls
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