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[Issue 54] [Guide] Hidden Treasures: Molotov


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Welcome to the opening article of the series "Hidden Treasures". We all know that often, the same Tanki maps get played day in and day out. At the same time, a few maps retain their underdog tag, under-appreciated and neglected. The aim of this series is to make the community aware of great maps which are beyond the norms. And first in the series... Molotov!

 


 

One of the earliest maps to grace this game, Molotov was never a substantially popular map, except for an event in which it reveled in welcome limelight. Heard of it? On 20th July 2011, a special event called "Secret Gold Box" was launched, in which it was stated that gold boxes 10x the value of the then 100-crystal gold box would fall on a certain unknown map. After lots of desperate and frenzied searching, it was discovered that the said map was Molotov. Soon, players swarmed into Molotov battles, and once the battle-fund hit 999, made a rush for the bridge where the gold boxes dropped and tumbled down the edges.

 

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Secret Gold Box, 2011

 

The Molotov map has an intriguing past according to historical chronicles. The location was used by a gang of outlaws who used it as a hideout to be safe from the soldiers of neighboring territories. However, it was once spotted by a reconnaissance unit, which started off a long-standing skirmish between the resident outlaws and the raiding forces. A raised section of the terrain was utilized by the raiders to look over the no-man's land in between and position snipers. To counter this, the outlaws used locally-made petrol bombs or the "Molotov cocktails" as they were later called, and hurled them uphill. Later on, a truce was called, and now the quietened area is only disturbed by scattered fights and gunfire once in a while.

 

Molotov Map and its Regions

 

Molotov can be graded as a medium-large map. Its layout is fairly simple and actually somewhat resembles that of a "mini Kungur". Variation in terrain is visible, with the numerous troughs and higher ground.

 

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Red Base -

 

Houses the red flag surrounded by a few small houses and shacks. Separated from these by a railway track, are a few more houses, separated by narrower spaces. 

 

Higher Red Base -

 

It is an elevated part of the red base, mostly used as a vantage point by snipers. The only repair box drop zone, as well as a control point are situated here. Accessed by two steep ramps.

 

Central Zone -

 

A big open area, cut in half by a railway track and made distinct by the three wide trenches towards the red side; it is often the no man's land in team battles. A flyover of scant width above it connects the blue base to the higher red base, while a smaller bridge connects blue base to the red base at the opposite end. It also has a control point in the middle. 

 

Blue Base -

 

The blue base has five approach ramps, three from the sides and two from the central zone. It has relatively larger residences. The blue flag is placed on the slightly raised side of the base between the houses. A control point is also located amid the thick undergrowth on the west side.

 

Gameplay

 

Capture the Flag

 

Molotov CTF is characterized by intense gameplay for attackers, and likewise for defenders, except slightly easier. The pace is generally unabating, since the lack of any proper places to hide makes a stalemate culminate into a capture easily.

 

The distance between the two flags is significantly larger than the length or breadth of the map, which makes it necessary to have a good stockpile of Speed Boosts to consume. Double Armor can also greatly help reduce the risk of being shot down because through any route, you expose yourself to long-distance fire at least once.

 

Defending is fairly straightforward, especially if you are playing on the blue team. Ramps, the only entrances to the main base, can be mined to keep light hulls out, and the space around the blue flag is easy to guard with a couple of heavy hulls and an Isida or a Freeze. Camping with Shaft is ordinarily ruled out because of the dearth of fortified camping spots. A Mammoth-Shaft can camp between the two houses and clog an important entry, but an Isida is required. Mammoth and Titan would be the best for defense, along with a couple of Hunters or Hornets to trail a stolen flag and return.

 

Credit to and @Pizzarrific for the video


On the red team, it is important to have a capable Isida to heal both the flag-defenders and the snipers in the higher red base. The red team's defenders need to hide behind houses to avoid being targeted by enemies from far off. The red team also has the advantage of the higher ground in the east, which can be utilized by Shafts and Railguns alike. Slight disadvantages would be the ease of infiltration and difficulty in mining entrances. 

 

Midfielders can alternate between camping and advancing. Hornet-Railgun, Wasp-Railgun, and Viking-Thunder are super effective here. However, use of the bridges and central zone can be treacherous if overdone, as it makes you conspicuous. 

 

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Note: Circles indicate places to hide the flag safely

 

Attacking is best when done with Viking-Hammer/Ricochet or with the even more potent Viking-Twins. Rushing in to surprise defenders is always an option, but choosing the optimal route is important, as it would be in any other map. Your choice should provide considerable cover while approaching and coming back, as well as have few enemy spawning points. Advancing via the corners of the map and using stealth is suggested. The central zone is dangerous because impact force of enemy fire can at times cause a dreadful collapse into the trenches. 

 

All in all, thoughtful use of supplies and strategy can be quite fruitful on this map. Battle funds normally extend between 3000-4000 crystals. 

 

Team Deathmatch

 

Team Deathmatch mode on Molotov is, simply put, a battle of cross-map gunfire using long-range weapons behind cover. The central zone is scarcely used, and the higher reaches often get crammed.

 

Effective combinations would include Mammoth-Thunder, Hunter-Railgun, Mammoth-Vulcan and similar kinds with high health pools and long-range turrets. A good strategy is to keep close to the supply box drop spots; for example, close to the small bridge for the Double Damage box or on the higher red base for the Repair Kit. Besides that, waiting for a kill is usually better searching for one, and meanwhile becoming defenseless as you venture out. On the whole, TDM mode is also a good option while trying out this map.

 

Control Points

 

Molotov is a multiple-CP map, with three CPs lined up along a diagonal to the map. Because of the placement of the CPs, two corners of the map lie in heavy disuse. Besides that, the scores are highly volatile and because of the relative visibility of each point from another, one or two overpowering tanks in a team can induce a massive turnaround. Due to these drawbacks, Molotov is not the best map for this mode in my opinion.

 

Deathmatch

 

Yet again, Molotov hardly provides the electric and high-fund DM you would be looking for. Railgun and Thunder are effective, and Wasp-Firebird can also be, if you use stealth and stay among the houses. However, the map doesn't lead to intense DM gameplay. Overall, Molotov DMs can be deemed as run-of-the-mill battles.

 

Hunting for Gold

 

Oh, please! Stalking @GoldRock is not what I intend to mean!

 

Who doesn't enjoy the captivating moment when you rise among a crowd and claim that wallet booster? I am sure that Molotov is more than quality a map to sharpen your gold-box hunting skills.

 

Aim for the gold-boxes that fall in the trenches or on the bridge for a challenge. Self-destruct if you are not on full health; as you re-spawn, activate a Speed Boost and head for the central zone or ideally the higher red base from where a falling gold box would be far more visible. If the gold box spot is on the bridge, stay close to the ends of the bridge, trying to shove other tanks off the bridge and inch forward when the time is right. Make sure you don't get your tracks stuck on the edges. 

 

For the gold boxes that fall in the trenches, the worst thing you could do would be jumping early. Hold back your caveman instincts till the last possible second when you think you could still make it to the gold. Double Armor is quite a necessity, and so is a Repair Kit.

 


 

Tanki Online has been endowed with plenty of glorious maps, but quite a few are lying in disuse. Although crystal-grinding gameplay on popular maps can be enjoyable and profitable, trying out new maps also makes for a good change. There is a need to realize the unexplored potential to have great battles in forgotten maps. Old-timer Molotov definitely fits that description, and it is up to us to try it out and experience what it has to offer. 

 

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This map is one of the best! Every time I log on, I look for this map... Sadly, no one plays in it. This article might bring it back to life!

Edited by Hexed
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This map is one of the best! Every time I log on, I look for this map... Sadly, no one plays in it. This article might bring it back to life!

Oh, I hope so!

Try making a CTF on EN2/EN3 and waiting a whole game, it worked for me, and I had full battles most of the time after that. :)

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nicely written!!

never heard of secret gold :ph34r:  :o

Considering that the event was launched in 2011, it'd be common for many of us to not know about it. :P

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Jk

Considering that the event was launched in 2011, it'd be common for many of us to not know about it. :P

Abslutley right my friend i never heard about this till now  :( maybe i should spy on the forum next time  :ph34r:

Edited by Creepernan8820
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I never played in molotov yet. After reading this article. I am going to spend some time scouting that map to find my most suitable areas with wasp and smoky. Great job. I liked it :)

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I never played in molotov yet. After reading this article. I am going to spend some time scouting that map to find my most suitable areas with wasp and smoky. Great job. I liked it :)

Sweet, add me, we'll play there together. :)

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hey guys I like this article the molotov map was like kungur but smaller and the flag base potitions was very different...also the houses was fewer and quite have only one higher red base unlike the Kungur map which have 2 higher red base...

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Sweet, add me, we'll play there together. :)

 

 

I never played in molotov yet. After reading this article. I am going to spend some time scouting that map to find my most suitable areas with wasp and smoky. Great job. I liked it :)

 

 

Abslutley right my friend i never heard about this till now  :( maybe i should spy on the forum next time  :ph34r:

If I've been in Warrant Officer 1 I'll play with it...and spread awareness to others so the popularity of the map was restored in the golden times back in the days of "secret gold box"

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