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[Issue 54] Parkour Essentials - Osa ft. The Flying Parkourists!


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Hello readers, hope you're enjoying the start of the summer! It's been a while since we've had a parkour guide in the Newspaper, so we're bringing you the very best this time around - The Flying Parkourists. This guide and series will tell you everything you'll need to know to start off parkour, along with descriptions of some pretty advanced tricks. Won't keep you waiting anymore, check out the goods!

 

Note: There's a lot of content in this piece (Videos, pictures, gifs), so I recommend giving the page a minute or so to load everything up.

TFP Video
 

For starters, we have the latest video from The Flying Parkourists. This guide to Osa is sure to impress you as you watch these orange tankers jump, spin and land using all kinds of tricks. Don't worry if it's too fast for you to follow, we'll do a breakdown of the video further in the text. For now, just enjoy the show!


 

Preparation

In order to begin doing parkour, you'll need to do some work beforehand to set up the scene. First thing you'll need is a decent parkour team. You don't need experienced parkourists - even people who never done parkour can make a team. You'll need about 5-6 people to do more complex stuff inside a map, so you either want twice as many members, or people who often play at the same time you do. The important thing here is that they're organised and don't aimlessly run about.

Got your team ready? Next thing you'll need to do is choose a map. Pretty much any map is suitable for parkour, but if you want to do some really cool tricks, you'll want to play in larger maps. Although, in my case, I like to look around the map to see potential parkour opportunities and scout different buildings. It's not really necessary to exactly plan out the order of buildings you'll parkour on; it's more a matter of personal preference.

The Roles

Here we'll examine the team construction a bit more. The primary factor for a parkour team is their organisation, but there's a few small details that can make tricks that bit easier to accomplish. It's recommended most players have similarly upgraded gear, which means your team should mostly consist of tanks with the same turret and hull modification. For example, you don't want to have a Wasp M3 and a Hammer M0. Such gaps in equipment create imbalances in more complex tricks, so try and get your equipment to match with other players.

When you get your team together, it's generally a good idea to have people specialise themselves in certain roles for more effective execution of tricks. I'll also reference these a lot in later stages of the guide, so my advice to you is to get familiar with them as well as with their modifications. Most organised parkour tricks will require the following roles:

- Jumper (This player is launched in the air and gets on top of buildings)
Most common tank: Wasp/Thunder, Wasp/Rail, Wasp/Ricochet

- Base (Drives while the Jumper is on top of him/her)
Most common tank: Hornet/Rail, Hornet/Hammer, Dictator/Rail, Dictator/Hammer, Hornet/Twins

- Miner (Pretty much any player who has available mines to set up tricks)
Most common tank: Any

- Ramp makers (Their goal is to set up a ramp for the Base and Jumper to use)
Most common tank: Dictator, Viking, Hornet

- Support shooters (Their goal is to get the Jumper further into the air by providing additional shots from below or behind)
Most common tank: Railgun, Hammer, Shaft, Vulcan, Twins.

In this Osa video, we can see a set up of a Jumper, Base, 2-3 Support shooters and a Miner. Keep in mind that you can change your equipment in order to adapt to specific parkour tricks and some roles aren't necessarily exclusive to one player. The important thing is you get your team and their equipment ready to begin the trick set up.

Set up

Now we'll begin breaking up the parkour tricks step by step. To start off, you'll need to set up your tricks properly. This can be done in a various number of ways depending on what exactly you need. Here, we'll cover some of the basic ramp set ups you'll need to use most for doing stunning parkour tricks. However, in addition to this, we'll also put forward a number of variations and tweaks you can make that will make your set up more effective. Let's get right into it!

 

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This is one of the most basic ramps that you can make in a lot of different places. It's just one Ramp maker type tank that angles itself on a map prop using some sort of elevation difference or turret recoil. Extremely easy to do, and it'll provide you with a much wider angle, which you can then use to get on top of a desired building. I've also listed some of the variations to this set up below in the spoiler, check them out!

 

Click on the spoiler to view different variations of the previously mentioned trick.

 

 

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A variation of the previous set up, this has two Ramp makers instead of one. It allows for a lot more turret impact since it practically doubles your force output.

 

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This version of the ramp set up has one Ramp maker and an additional Support shooter on the other end of the prop. This will provide the Jumper with a lot more elevation and it'll make him spin as he does his trick for added style.

 

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Same set up as above with a Ramp maker and a Support shooter, except this one has an added mine to help a speedy Jumper angle up in time. It'll provide you with a bit more airtime than the regular version because of the larger angle flexibility. Your Ramp maker will have the freedom to angle upwards on a map prop a lot more, since there's no risk of the Jumper bumping into it.

 

 

 

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Sometimes, the map won't allow you to angle up your ramp easily. In this example we want to get our ramp on a wall that's in a flat portion of a map. In order to do this, a Miner places a first mine right in front of the wall. This bumps up the Ramp maker just enough for it to get into position. Notice how in this example the Ramp maker places another mine for a Jumper as he hits the first mine, as well as there being a Support shooter ready to fire on the side. This is exactly how you want to quickly set up your ramp.

 

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This is one of the basic ways to set up your trick. All you have to do is use your recoil to angle up the Jumper on the tip of the Base, then shoot the ground to get yourself all the way up. It's a good thing it's easy too, because you'll use this set up over a lot of different ramps for some amazing tricks. So, get really comfortable with using this set up before you start doing some more complex stuff.

 

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This is a combination of Ramp makers and Support shooters. By using your turret recoil to swing your tank on top of the Ramp maker, you can angle up your shooters in just the right spot. Notice how the shooters angle themselves so that the third one aims a bit above the second one, too. Another thing to pay attention to is the mine placed right in front of the set up. This ensures the Jumper doesn't bump into any tanks and goes straight towards the already charging Railguns.

 

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Now we have a set up I personally find really interesting. This part consists of Support shooters. You'll angle the shooter completely sideways so when it shoots the Jumper, it launches it directly upwards to give it some additional elevation. To get the shooter sideways, all you need to do is get it on top of another tank, then slowly and carefully let it flip to its side. If the tank starts flipping too much, use your turret recoil to adjust yourself. Again, different ways to do this are in the spoiler below.

 

Click on the spoiler to view different variations of the previously mentioned trick.

 

 

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Here's another simple way to get a tank sideways if you don't have a wall to balance you out. Just have another tank standing nearby to help you line it up, and you'll have no problem achieving this set up.

 

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The main thing that makes a parkour team great is using the same basic ideas and adding on to them. Here we combine two previously mentioned methods to make a set up of two Support shooters that are positioned on different altitudes. With a good enough timing, this set up can get you to fly high and it'll make you cover a lot of distance at once.

 

Keep in mind you can always expand on these set ups by adding a different amount of Supports backing you up, or stacking a bunch of Bases to help you reach more air. Be creative and experiment with different stuff!

 

Communication

The most important factor in a successful parkour trick is team coordination. Without it, you won't be able to do anything at all. Although you can do some tricks by using the chat box to time your shots, it's pretty much a must to have a voice call for the more complex stuff. Skype or Teamspeak work great in that regard and are fairly easy to use. Trust me, it'll make your parkour life a lot easier.

 

As for the call itself, you shouldn't have the entire team talking at once. Have someone watch the entire trick from the side, without participating in it. This person will direct others and time everyone's shots. Make sure the caller is clear and direct, so you avoid any possible confusion. Short commands and a "3, 2, 1 go!" may not seem like much, but they help a ton when you actually do the tricks. As for others, listen and follow through as best as you can.

Practice

For those of you just starting parkour, it's best that you practice tricks with an easy setup. Experiment with the basic ramps I've listed above, because they're quick to make and they'll help you practice your coordination effectively. If you use a complex setup and your coordination isn't good, it might take you an extremely long time to master the trick, since you'll probably have to remake the ramp every time you fail. So, my recommendation is to take it slow and steady, one trick at a time until your team feels comfortable with the way you do things.

Execution

Finally, back to the expert tricks of the Osa video! We'll take a quick look at how the professionals of the EN community do parkour and break down some of the main line ups for the tricks.

 

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This trick uses the map's own ramp as a setup, saving you time since you don't have to make your own. It consists only of three Support Hammers that are angled in a way to launch the Jumper right where it needs to go. The trick is fairly straightforward, but it requires quite a decent amount of timing from multiple people.

 

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Now we have a high and long jump across a custom made ramp. The entire trick consists of two Ramp makers and a Base, all of which provide the Jumper with an additional boost by shooting it. Also notice how a mine is placed in order to prevent the Base from hitting the other tanks. Everyone charges up as the Jumper goes across the ramp and the trick ends up working perfectly.

 

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A simple long jump. Here we see a combination of the map's own ramp, along with one Ramp maker to provide the necessary angle. On the side a Support stands ready to give the needed boost for the Jumper to cover a long distance. Although a mine isn't needed here, pay attention how the Jumper shoots the ground to launch itself up quickly as it leaves the ramp.

 

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This trick involves using a double Vulcan Support to boost up a Jumper going towards a high building. In order to get a quick height boost, the Wasp is placed on top of a Dictator. Then, as the Dictator hits the landmine and angles upwards, the Wasp gets shot by two Hammers and gets spin from the Vulcans at the same time. The trick is somewhat difficult to get right, but it looks amazing when you finally land it.

 

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A long jump across the map using the standard line up of tanks. Here we see the Ramp maker, Support and Base, all working together to provide the Jumper with enough speed and altitude, in order to get it on the building at the other side of the map. We can see that the shooters here start charging up as soon as the Base hits that previously placed mine in front of the ramp. Well aimed and well timed shots end up getting the Jumper right where he needs to be.

 

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Probably the most impressive trick of the lot, this is my personal favourite. It includes a bit of everything mentioned so far. We have a ramp consisting of only one Hunter as the Ramp maker, but we also have two Support Hammers placed at different heights and distances. They provide the elevation while the Shaft at the rear gives the Jumper a well-needed push for the distance and spin. The trick requires a huge amount of precision and timing, but it can be breathtaking to see for the first time.
 

Dealing with failure

Keep in mind that for every success, you're going to fail these tricks... a lot. Don't let this discourage you. Everyone works best when they're relaxed and focused. If you allow a few miscalculations to annoy you, it's best that you take a break and try again later. In addition to that, mastery only comes through trial and error. You can never predict exactly what's going to happen because there are so many variables occurring at the same time. Just like in any game, competition or sport, a cool head and clear mind will always achieve better results.

Finally, you should always know that parkour is meant to be fun. It's a pastime for you and your team to bond and entertain yourselves while doing some cool stuff along the way. Try to stay positive and don't take failure too harshly, and with a positive attitude I'm sure you'll enjoy parkour much more.

That's all from the first edition of Parkour Essentials. I want to thank The Flying Parkourists for their wonderful insight and advice on parkour - without it, this article wouldn't be nearly as detailed as it is. I also want to thank you guys for reading, and wish you luck in your future parkouring endeavours. Post any interesting stories or parkour experiences that you've had below!

 

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Awesome! So far one of the best articles that I have read in Newspaper. 
GTT ARE THE BEST. LOVE YOU KATIE/NIK OR HOW CAN WE CALL YOU. you know its true

 

im joking

Edited by Mr.Latvian
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Wow. Never seen an article so beautifully constructed in such a long time!

 

I'm not joking

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what should my first parkour m1 be??

 

hammer has really good kick, i still use m0 for parkour.  It has more kick than my m1 rail or m1 thunder, way more than my m2 isida ;)

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waaaw im impressed that fen made this... i had to check title again to make sure it wasn't another reporter

Such heights reached by someone so small... literally

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We saw something similar in the Vlog some time ago, but this one is so complete that it should be pinned in the parkour section in a "Parkour in Tanki Online - Tutorial" called topic. 

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