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Under Review: Highways


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dfdc2d5c964457cc2a66b8c152c3ceb9.jpg

 

 

 

Highways! The name is the scourge to light hulls everywhere. Shafts and Vulcan's mercilessly and incessantly destroy your tanks that decide to leave cover. To show even a portion of your hall spells certain doom. To attempt to capture a flag is even more risky. To do anything but cower is moronic, the fear knowing that precious D/L of yours on the ratings page will be destroyed is enough. But yet, there is light at the end of the tunnel of sadness and fear. The days of M1 Shaft are gone, and strategy and well planned attacks rise from the ashes. Welcome, reader, to Highways.

 


 

Overview:

Highways is a peculiar map. It is an interesting map where it is harder to leave and reenter your own base compared to entering the opposing team’s base.Shafts find themselves at a field day that has everyone’s D/L systematically lowered. It is incredibly aggravating, of course, but it is entertaining and is one of my all time favorite maps.

 

Highways is a very expansive map with  a large amount of surface area. This is created by four ledges on each side, symmetrical to each other, with 4 ledges on each side placed sporadically perfect for camping, usually as a Shaft.

 

phmcFcL.jpg

 

What defines Highways are the “highways” or bridges spanning the map, a total of four. Two in the center at different elevations; one on the second highest ledge, and the other on the bottom ledge, these shall henceforth be known as the center routes. Each is a center throughway and the top is one of the fastest ways to reach the flag. The other two bridges are on the middle ledge, on both sides of the center bridges, and shall be known as the middle bridges. Due to the open nature of the bridges, they are not often used. Shafts and really anyone can see you coming from a distance. Finally, there is a center area, henceforth known as the basin. This basin contains the only two repair kit locations in the map. Camping is a well known aspect of Highways, this guide will be looking at the ways to combat the camping and how to play with it as a major threat. And don’t worry for you campers, I will be helping you out at the end of this.

 


 

Deathmatch:

In my experience Highways is usually a CTF/ TDM map, however, DMs on this map can be fun. Highways is well known as a sniper’s map, due to the nice ledges and walls, with the idea of having prodigious bulk (i.e mammy/titan with Shaft), and this too is common in DMs. Instead of joining the crowd of bulk, you must think of a counter, as who really wants to sit around and waste drugs for 15+ minutes? I sure don’t enjoy it, but some people do. They are known as mults(gold, is this you?) To counter, I would suggest either Hunter or Viking to take at least one hit from the incoming Shafts, paired with either Firebird or Freeze you can cause havoc.

 

Why on EARTH would I suggest using a short range turret to combat the long rangers? Well, it’s like taking a knife to a sword. If you can get in close enough, you have superior fighting ability. What is more effective at close ranges, a four foot piece of steel or a twelve inch crowbar?I would take the crowbar, it has superior maneuverability to hit weak points. Sure, the analogy is a bit elaborate, but while circling with a Freeze and Firebird. You are able to avoid that dangerous laser while dealing consistent damage. I believe that Freeze is the best for this as you can get behind a mammoth and watch it slowly “move” the turret as it tries to hit you.

 

If you did not invest in Freeze, a Firebird can do the job just as well. Sure, you might not be able to freeze the shaft, you are able to deal more damage. Moreover, Shaft’s turret can not turn quickly at all, so just camping right behind them A.) Impairs vision and B.) Usually forces them to waste a shot to get away or try and fire back. After burning them into oblivion, you move onto the next shaft.

 

p0f4FUL.jpg

 

Once you get behind behind Shafts, you can usually sweep through a bunch at once, depending on modification and supplies.

 

DM Tactics:

  1. Know the Good Route: Taking the correct route to your enemies respawn is as important as knowing how to combat your enemy. Make sure you grab enough supplies to survive shafts and other marauding tankers.

  2. Choose the Right Target: Following standard DM strategies, choose the weakest tank you can find. What is the smatter target, a freshly respawned Mammoth/Shaft, or a weakened Hornet who has whose firebird just ran out? You would go for the weaker one first, it is the easier kill. Yes,this is fairly basic,  but there is always that tank who never understands this concept.

 

Best Combinations:

Considering the plethora of combinations that can be created, it would be a waste to time to look at all of them, because who takes a Wasp-Shaft into a DM?

 

Viking/Hunter - Firebird: As I mentioned above, the ability to be in close to a shaft without immediately dying is very useful, and is a guaranteed kill, even if you have to take a hit to get in close.

 

Viking/Hunter - Freeze: Similar to firebird, circle strafing is incredibly effective against Shafts and really anyone that gets in your way.  Circle strafing is when you circle the enemy tank while firing at them. When using with a turret with recoil, shot into the sides. If not, just circle, and you can be a pain to hit.   Just make sure you have enough ammunition to take on heavy hulls or equip a double damage.

 

Medium Hull - Smoky/Thunder: With the ability to survive multiple hits and dealing plenty of damage in return, why would you not do this? With range and health, it’s a win-win situation.

 


 

Team Deathmatch

Seen more often than DM, Highways is a balanced, fun TDM map. While you might have seen plenty of Mammoths and Shafts in Deathmatch, they are harder in Team Deathmatch due to the isidas that can heal them. This makes taking out the camping shafts a pain, if you can even make it to the other team’s side, so be prepared to encounter a laser grid of evil, bloodthirsty, and generally aggravating shafts with  massive D/L rates... Scary, I know. If it makes you feel any better, the other team is having the same problem.

 

The best strategy, besides camping, is to have a high impact force turret. For Highways, I would suggest Smoky. With fast turret rotation, quick firing rate, and plenty of impact force, it is a pain for any unsuspecting sniper, or even a suspecting one who can not hit you due to impact force. To complement this, I would suggest using Hornet or Hunter. Due to the fact that many campers work with heavier hulls, you might have some difficulty with knocking off  their aim, but removing the attention from your base is worth the sacrifice.

 

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This works just as well with Shaft as with Railgun. Railgun is just easier to show.

 

To avoid dying quickly, using any turret with high impact force, such as Railgun and sometimes Thunder will do the job as well. Especially since Rail and Thunder are unlocked earlier than Smoky in later ranks, those two will suffice for a while. For example, I usually work with Rail in most maps, as that is what I am best with, and nothing is quite as satisfying as knocking off a shafts aim and watching them flounder.

 

TDM Tactics:

 

  1.   Remove Isidas:   Isidas have an annoying habit to heal up any damaged teammates, especially campers who take many a hit while gaining a plethora of experience. To make life better, remove any and all isidas that you can. This will only help your team. And you should protect your isidas, they are nice.

  2.   Hold the Basin:   The Basin is a tactical strongpoint and one of the most common places to mount an assault and one of the few repair areas. By having this area, you have the key to repairs and force opponents up where your own shafts can destroy them.

  3. Circle Strafing: An old standby, circling the tank while firing at corners, while most seen with firebird and freeze. It can be incredibly effective against the plethora of shafts when using Smoky, and effective with rail and fairly effective with Thunder. This is an effective way to also irritate the vulcans, due to the lack of quick turret rotation when firing. However, you need to be close to the other tank, so while effective, it might not be put into practice that much.

 

Best Combinations:

 

Viking - Isida: Primarily for healing up your team, you can use Hunter, but in this case, you will not really need the slight increase of speed, as you will be usually staying in your base or starting a small advance.

 

Hunter - Smoky: Quite effective when going up against frankly everything. With enough health and enough speed to complement Smoky’s range, you can be a major pain with or without supplies.

 


 

Capture The Flag:

CTF is  the most common team mode for Highways, with neither team having any large advantage over the other. In fact, both sides are just about symmetrical. With such an even playing field, it is a dynamic map that requires skill and some luck.  Highways is one of the only maps, with the exception of maybe Combe and Monte Carlo, where it is actually harder to bring the flag home than to infiltrate the other team’s base. 

 

Attacking:

Due to the mass amount of shafts that are occupying the enemy base, you have to be careful when exiting and entering your base. Below are possible routes for both teams.

 

6OTH0wH.jpg

 

Note: The attacking routes are pretty much the same for both teams. Hence why I colored the routes purple.

 

There are no real “sneaky routes”, but avoid taking potshots as you go by to draw less attention to yourself. If everyone knows you are coming, you are bound to be destroyed. If you feel it necessary to destroy shafts that are giving your team a hard time, go and destroy those Shafts and let your teammate get the flag. They will have more health and less snipers to avoid when bringing the flag back to your base.

 

Since there are only two entrances, right next to each other, the defenders will usually have a mine or two waiting for you (dat rhyme doh),  a firebird or freeze to ruin your day, and probably a shaft aimed right at the flag. Sounds difficult? Getting back to your base is harder.

 

If you do manage to take the flag, you are bound to have a tanker trailing you, which is nothing special right? But, due to the ledges, chances are that he/she will probably have a turret with recoil that will flip the first jump you make. Still not enough difficulty? Once you start climbing the hill you see the plethora of shaft sights ready to destroy you the moment they catch a glimpse of you, along with the guy who was already tailing you ready to return the flag. And unlike Monte Carlo, your team isn’t always there to take it for the next few seconds. The guy behind you will return it, obviously as soon as possible, and you have to start over.

 

There is no high success way to survive such an onslaught unless you have a bunch of teammates coming to your aid. I have found that the easiest way to capture the flag is to treat it like Monte Carlo by having your team take turns carrying the flag for a short period of time until their inevitable death. Capturing a flag is also a bit of luck to see if a shaft can see you or not. Or if the opposite team are nugs, as that can happens, and those are very, very dull games of CTF.

 

Make sure that you take the safest route. While it might not be the fastest route, sometimes it is safer to take ramps then jump. Whereas other times it makes sense to jump to avoid the trailing the defender. Just be careful that you made the correct choice, otherwise you you could end up on your head.

 

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Don’t be like me and get flipped after using a repair kit.

 

CTF Defense:

Defense in Highways comes down to two parts, sniping/camping, and mobile. For sniping, it is suggested that you don’t randomly search, go into the ramps, as that will either force a detour or if the flag holder is not paying attention to your laser, an easy kill. And have a fourth (if you have it) aimed right at the flag to make it even harder to take. Sometimes on defense, a lack of subtlety is advantageous, because no one in their right mind will drive right into a shaft’s laser.

 

P4OMDMt.jpg

 

A smart shaft will target ramps. My only choice here is to go the otherway, or sustain a hit, which is of no help.

 

Moreover, causing the defender to hesitate can allow the mobile defender to either A.)Catch up or B.) Destroy the flag carrier. When the the flag is not taken, you should be on roaming mode, with at least two on the bottom ledge checking the center of the basin, which is a common attack point, and one checking the top ramp, as that is the other common attacking point. Make sure all your areas covered to make life easy for mobile defenders.

 

As much as camping and sniping is important, the mobile defender's job is even more important, they are responsible for stopping those who got past the shafts and retrieving the flag. Mines are especially useful when the only way up is narrow ramps that can be blocked by 1-2 well placed mines. Then camp right behind the wall in front of the flag with either firebird or freeze to deal massive damage to the unsuspecting, and even the ready tankers, as it is very hard for any light hull to...tank… two mines and a barrage of THERMITE or whatever the freeze discharges. It is guaranteed to either destroy the tank or force them to waste a repair kit. Watch out for marauding Vulcan’s that can do a lot of damage, so make sure you split the mines.

 

HuBwgij.jpg

 

While more than 1 mine is better, this defender still can’t do anything to me. I can take 2 hits without the Double Armor. He is screwed.

 

The other part of mobile defense are the chasers, these tankers should have a light to medium hull with a high impact force turret. Due to the nature of Highways, the fastest escape route is usually by jumping cliffs, so I would recommend a high recoil turret to flip them during said jump. Again, I would recommend Smoky for this, seconded by Rail and Thunder. Hammer also works, however, you would need to have either hornet or wasp, and I have found that Hammer doesn’t quite have enough range.

 

CTF Tactics:

  1. Pick-Ups: Highways has a plethora of useful pickups both exiting your base and entering the enemies. Make sure you plan your route accordingly so that you can attack without having to drug up ahead of time.

  2. Don’t be Afraid to Drug: Drugging does not make you a corrupt soul, so if you need to, drug up. I won’t go too far into the idea, because it will start a war,but honestly, drugging can help win games.

  3.  Flip as They Go Up the Ramp: Possibly one of the most annoying things is having someone shot just as you reach the top of the ramp with a nitro. I have noticed a tendency for people to flip if hit correctly. While harder than flipping on the ledge, it is a useful trick to have as a last resort.

  4. Top Highway: This is a criminally underused route, and often underwatched. A great way to get to the flag quickly. However, if you decide to Run with the flag here, it is much easier for the other team to get you, so watch out.

  5. Acrobatics: Light hull with flag? Try jumping off of ledges and bridges. Avoid those pesky defenders, and hopefully you can stabilize yourself with your turret. Requires some luck, but an easy way to lose defenders.

 

Ga4oM0Y.jpg

 

Not the best jump, but I did escape and capture the flag.

 

Best Combinations:

Attacking:

XP/ BP: What I normally, it works very well for a flag carrier due to speed and high impact force. It can also be very effective as support, due to high damage and the ability to start clearing out Shafts with a double damage.

 

Hornet - Smoky: Similar to XP, but with a faster firing rate.  A good counter to any who are attacking the flag carrier. Probably best as carrier due to the increased firing rate and critical hits. This is scary to see, especially in the form of Huntsmen kit.

 

Hunter - Isida: Good as attack support, can kind of keep up with the Hornets and Wasps, equip a nitro, ad you can heal them back to base and stall the chasing mobile defender.

 

Viking - Hammer: The wall breaker. This is sent ahead to clear out anyone or mines in the way of the attacker. Not a glorifying job, but the team before yourself. However, once you get through the the first line, you are free to go on a rampage.

 

Defending:

Viking - Firebird/ Freeze: Place this at the top of your base, mine up, and burn/ freeze any opponents who decide to come your way. You are the first wall. A must stop at flag is very important.

 

Hornet - Rail/ Smoky: The second line in the mobile defense, the chaser. This is for chasing the flag carrier. As mentioned, these are high impact turrets that can allow easy flippage and can cause high damage.

 

Viking - Shaft: You need to have a sniper on defense, right? I have found that viking works best with Shaft. With enough speed and a plethora of health, why would you not want it?

 


 

Control Point

Probably the least seen Highways game mode, I have played CP very few times in my year of playing Highways. There are a suspicious lack of Shafts, due to the fact that  you need as many tankers as possible to capture the 5 control points. Following the map being symmetrical, the five cp’s are all in the center. Two on opposite sides of the map. One on each of the middle bridges, and one on the top bridge. No team has an advantage for any points.
 

The game mode makes for a fun match, even if rarely seen. Vulcan tends to take the place of Shaft,but these are not that much of a problem, as CP holds the malignant Thunder which finally gets its time to shine. With everyone in a nice line, crowding around a control point, a Thunder has a field day. . Like most CP’s, Highways involves very little actual thinking. While you need to think about turrets and hulls (I suggest medium), it plays similar to polygon. Everyone rushes a point that looks unoccupied only to be destroyed. Believe me, I love CP, but I have found many to be similar. One the brightside, there are much more pickups than in most CPs, such as Polygon or Sandbox.

Tactics:

  1. Pickups: It is Highways, there are pick ups everywhere. Take advantage of them and use use them.

  2. WavesWhen taking a point you should go in waves. Send in one or two light hulls to begin capturing and defending the point. After that the mediums to finish the capture. Finally, have the heavy hulls to finish. You can send all 3 at the same time, but the difference in speed will allow this to happen. Make sure you plan ahead on which point you want first. Depending on the size of your team, you can usually capture at least 2 right away before branching out. As long as you have some points to go off of, you are in good shape to win.

 

Best Combinations:

CP is different than any other game mode played on highways. This means that different equipment is needed. So your beautiful M4 Shaft won’t be nearly as effective as in TDM or CTF. With that said, many of the heavier hulls get a chance to shine when they normally do not.

 

Dictator - Vulcan: High profile, plenty of health, a good fire paint, and you are in good shape. This can clear out points quickly with a helpful isida to keep you healthy. You will be the scourge of the enemy team.

 

Viking - Thunder: The old m2 medium kit finally gets a spot on this guide. Very balanced stats, can essentially capture a point by itself. Clear out the point ahead of time, and just wait for others to come into range. You will do well with this.

 

Titan - Any Medium ranged turret: You could also use Mammoth, but I prefer Titan. Just drive stroll your way to the point to take it. Once started, it will not be easy for you to stop. Just continue forward, and a point capture will be yours. However, you might want to send forward some light hulls, as mentioned in the Waves strategy.

 


 

Camping:

Highways is, as mentioned, a camping-based map. With a plethora of different spots, I have picked some of the best to show. You do not need to fill all of these spots, 2-4 will suffice.

 

u5OQ22q.jpg

 

It is good to remember that any of the spots seen can work on either side. However, for an easier to see map, I have split it up into red and blue.

 

1.) The top spot is one of the most versatile. It can aim either at the flag to cause even greater harm to the unfortunate attacker or aim “down range” and pick off any unsuspecting tanker.  Able to see most of the map at once, you can also keep an eye on the top bridge. This, I would say, is the most important position.

 

2, 3, and 6. These are essentially the same position, each with on a different side of the base. With a good view and a double armor right next to you, you can just stay put and keep eyes on the middle of the map. Good for causing damage before enemies enter the Basin.

 

4.) A good corner spot. Similar job as 2 and 3. However, it can be useful for taking out tanks that are camping on the opposite side, such as spor 6.

 

5.) Similar to 2 and three, however, it is more centered. If you are unable to have someone snipe  at those positions for whatever reason, this is a good back up. However, you do not have access to the top bridge. I really would not recomend this position, but I can be good for flushing out shafts camping at spot 1.

 

7.) and 8.) This is the second most important for a team to have covered. This one should primarily protect the Basin. There is also a double damage on your spawn point.  Warning: This is also one of the most dangerous spots. Since you are the bottom level, you are in the first line of fire of any tanks that you missed.

 


 

Gold Hunting:

 

zH3Yk9u.jpg

 

Thanks to for the above picture of gold drops.

 

Gold hunting; a favorite past time for tanki players and mults alike. Just like with just about everything on Highways, the gold box drop locations are just about symmetrical, with the exception of the the middle ledge having the drop zone on opposite sides, but besides that, it is common. Once you hear the siren and/or see the notification, immediately hit delete to self destruct, unless you have the flag during which you should capture it, and search for the 10 seconds you have. If you have found the drop spot, go back to that spot. The first places you should search are the ledges, before going to the top bridge. The top bridge is probably the best spot. You can see the map and have quick access to the other drop zones, most of which are in the middle. Considering that Highways is a ledged map, you should be able to jump from the top to get the gold box. But remember, you won’t be alone. If someone pushes, be sure to type in chat “Noob”, “Hy6”, or “Nug”. If some jumps on top of you, don’t forget to say “hacker”, “Fly Hacker”, or threaten to kill them in some way.

 

 


 

Highways, is one of  the most enjoyable maps in Tanki, yet is so underutilized in light of maps such as Polygon, Sandbox, Alexandrovic, and Serpuhov. So enjoy Highways, and snipe those pesky light hulls into oblivion.

btrb3.png

 

 

HUGE, HUGE, HUGE thanks to @Night-Sisters For editing this wall of text, and to @Yisroel.Rabin who was able to fix the problem of being unable to post, for some unknown reason. Thanks so much you two. Also to for this amazing new signature. You are amazing my friend. Oh, and my past Clan leader, @slycleaversmart, who helped me with the pictures.

 

Edited by Quarks
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Nice article, read it before it was posted though. And I totally didn't read it 5 times or anything...

Anyways, you're welcome for fixing the problem, a problem no one will ever know...  :ph34r:  :ph34r:  :ph34r:

Edited by Yisroel.Rabin
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Nice article, read it before it was posted though. And I totally didn't read it 5 times or anything...

Anyways, you're welcome for fixing the problem, a problem no one will ever know...  :ph34r:  :ph34r:  :ph34r:

lol, ok. I trust you.

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Wow the topic name itself made me a fool. I thought, you guys are making player made maps and en dev team accepted it and now u gonna edit high ways ._. 

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Shafts find themselves at a field day that has everyone’s D/L systematically lowered. 

Found this part of the article pretty amusing. Not to mention that on my alt I've been playing this map quite a bit, it's pretty fun, but it's quite aggravating when you can't make it out of your own base due to it being a laser show throughout the map.

 

 

However, I have found some grammatical errors: in the picture for "CTF Defender", you'll notice it says "Unfortunate attackter"; and for "Defending" on CTF under the Shaft/Viking you'll notice you didn't capitalize the "V" in Viking; and the caption says "A smart shaft will target ramps" don't forget to capitalize the "S" in Shaft. 

Edited by NewbieCake
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Found this part of the article pretty amusing. Not to mention that on my alt I've been playing this map quite a bit, it's pretty fun, but it's quite aggravating when you can't make it out of your own base due to it being a laser show throughout the map.

 

 

However, I have found some grammatical errors: in the picture for "CTF Defender", you'll notice it says "Unfortunate attackter"; and for "Defending" on CTF under the Shaft/Viking you'll notice you didn't capitalize the "V" in Viking; and the caption says "A smart shaft will target ramps" don't forget to capitalize the "S" in Shaft. 

Grammar Nazi alert. But thanks for the feedback. 

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If I'm honest I absolutely despise Highways and Monte Carlo type maps. But reading this I might be tempted to try them more often

Sucess!

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To be perfectly honest, I usually don´t read map guides, as it is less interesting theme for me to read. But I must praise author´s willingness and endurance when it comes to writing this well-structured and extensive article that provides a lot of useful data.

Edited by Flexoo
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To be perfectly honest, I usually don´t read map guides, as it is less interesting theme for me to read. But I must praise author´s willingness and endurance when it comes to writing this well-structured and extensive article that provides a lot of useful data.

Thanks bro

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I find your waves strategy for CP mode interesting

I tried this map earlier on, need to go back once in a while because I miss sniping there :)

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U ever don't like a Good Reply  -_-

"Nice" is usually used by people who read half of it and thought it was pretty good, or read the first paragraph. While it can be used positively, it has a negative connotation on this forum.

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"Nice" is usually used by people who read half of it and thought it was pretty good, or read the first paragraph. While it can be used positively, it has a negative connotation on this forum.

I didn't readed the  first line too. :ph34r: 

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mmm I'mma have to try that Wave tactic sometime. I don't usually play this map because of my fear of railguns.  :ph34r:

meh, fracture and it is gone

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For a lower ranks, they use ( Shaft - Viking )

I don't like this map..

 

#ShaftsLife<3

yeah, it can be aggrivating. A good paint solves many a problem

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It's a very comprehensive article, well done.

A couple of points from me:

* On the gold box map there is another drop point, see pic (clue: it's under the mammoth):

 

goldbox_highways.png

 

On the right bridge when looking at the blue flag at the end between the 2 slopes (yes i was camping, and not going for the flag B) ).

 

* Also there is more camping site which are quite key for attack and defense, on the bridges, roof and behind the compounds:

map_highways_camper.png

 

9: on the houses roof, not often, usually rail-guns, can be use by both side, but as not everybody look down they can be unnoticed.

10-11: camping site for defense, look at their on side flag and shoot enemy coming on the second and the top terraces.

12: to use when under pressure from the other team: not a large window for shooting, but good to regain control when enemy shat have control of your top terrace and also good to shoot at enemy coming from the ramp to get the flag.

Edited by Viking4s

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