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[Issue 59] It's Time To Excel In: Polygon


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Polygon - the dream world of every gold-hunter and fund-lover out there. Not only does it provide an extensive amount of opportunities for learning basic skills, it also makes for great and fast-paced game-play. With people blazing in the center, Polygon is one map that never loses its luster.
 
Behold, the map Polygon!
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Introduction:

 

In some way or another, Polygon qualifies for the best map when it comes to player-battle fund ratio. Other maps fighting for this position are Dusseldorf, Arena and Farm. The reason I think Polygon should be determined the winner is because first of all, it's such a 'dynamic map'. You spawn, go to your objective, kill, and get killed shortly after. This contributes to higher-than-average experience and battle fund growth. Plus, the fact the Polygon is a medium-sized map means it offers a very fast-paced gameplay.

Now, more about size. Polygon has a span of roughly 175 x 100 meters, with a total area of 175,000 square meters, making it a decent medium sized map. It unlocks at Master Corporal, and can accommodate 16 players.

Polygon is available on all four modes - DM, TDM, CTF and CP. Note: Polygon is actually set to FTC mode . The positions of the bases in Polygon are inverted; that is, the blue flag is the in the red base while the red flag is in the blue base. The spawn points for all modes, however, are very similar to DM mode.

 
History:

 

The map Polygon was added into the game on June 4th, 2010, along with several other well known maps. This includes the likes of 2042 (Year 2042), Deck-9, Plato (Highland), Gravity, Pass, Combe, Island, and Canyon. It was designed by Figishe - the designer of some of the most popular maps in the game. It was an instant hit!
 


ZH6dOKl.png

The old Polygon - you can see some drastic changes between this and the current version of it. There were no side

barriers present before. Also, the place where this tank is currently sitting on could only be climbed with the help of

the ramp, right next to the Blue flag. The remaining map components, however, are still the same as before.
 

Overview and Division:

 

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Polygon can be divided into five different parts: the Bases, the Centre, the Twin Hunts, and Lodge.

1. Red base
This is pretty much self-explanatory. This is the area where the Blue flag is located as well as the spawn point of the Red team. It contains a total of six buildings, three ramps, one bridge, and an extra part of the map commonly known as the 'Island'. It contains all the three of four drops necessary for a tactical advantage, with the Repair Kit being the only absentee.

2. Blue base
The opposite of the Red base. This is the are where the Red flag is located as well as the spawn points of the Blue team. This area contains three buildings and two ramps leading out from one massive inlet ramp, which leads to the upper level of the Blue base. Contains a Double Power and a Speed Boost drop zone.

3. The Centre
This is the most-driven on and the most-used area of the map. You will find most of the fighting occurring here, as well as the highest tank density in all of the map's regions.

4. The Twin Huts
Just to the North of the Centre are the Twin Huts. Although not alike, these two buildings provide some good cover for increasing that D/L. The building right next to these huts is the most effective position for a dynamic sniper - one who keeps moving back and forth through a small area of the map. The most important of all drop zones is located in this area: Repair Kit. However, it is sadly barren of anything else.

5. The Lodge
To the South of the Centre lies the Lodge. This is also a snipers' area and makes for great hiding too. This area contains a Speed Boost drop zone.

Supply Drops:

 

Attacking:

The supply drops in Polygon are a bit too uneven. There's only one Double Armor and Repair Kit drop zone in the entire map. This results in one of the team to use supplies just a bit more than the other team. The supply drop zones in this map are:

  • 1x Repair Kit
  • 2x Double Armor
  • 3x Double Power
  • 3x Speed Boost

The unevenness of these drop zones means you have to consider all objectives before you start your attack. The best way for Reds to attack is through the potential neutral areas. These include the Twin Huts and the Lodge. After you pick up the enemy flag (that is present in your base) keep sneaking your way behind these buildings and you will end up below the big ramp. Ultimately, you need to drive just a bit forward to make the capture. If in any case you need to take a detour, go through the centre of the map. Pause your attack in the tunnel or at the top of the map if you need to - but that's only if a stalemate situation arises.

For Blues, however, going through the centre is just not worth it. Although its a smaller route, it has almost no cover and you will likely end up in bits before you can cross it. Pick up the enemy flag, and head straight for the Twin Huts or the Lodge. Either way, you will end up below the ramp that leads to the Red base. Climb it, and it's a straightforward capture.


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Polygon - Attacking routes. The expected defender zones have also been highlighted.

 

Defending:
 
There are three Double Power drops in Polygon - one in each base and one in the Centre. The defending team should try to conserve these boxes until necessary. For instance, let's suppose two Viking attacking the Blue base. They already have your flag, and just need to touch theirs to capture it. Your team however, is nowhere in sight. Take a Double Armor box, grab that Double Power and jump down onto the enemy flag. You now have the enemy flag, plus two activated supplies of destruction. Thus, more efficiency! 
 
Escape:

 

Well, there is almost no escape in Polygon because:

  • The map has been set to FTC mode

You have to pick the enemy flag that is already present in your base and attack towards your flag, that is present in the enemy base. Therefore, eliminating the logic of escaping. To be clear, escaping means grabbing the enemy flag from their base and running towards your base to make a successful capture, and that isn't quite possible in this case - since you already have the enemy flag.

  • It is such a small-medium map

Both the bases have no problems when it comes down to damaging the other team. Both the teams can easily see and even hit each other without having to come out of their respective bases. This also eliminates the logic of escaping.
 
Optimum Mining Positions:

 

Remember what I said about Polygon being in FTC mode? Well, this is another thing affected by that system. Your flag is in the enemy base. You are not going to defend your flag in the enemy base, now are you? However, keep in mind the you can still stop the enemies from touching, or capturing the flag in your base. So -

Red Base:

Position 1

This is probably the most useful mining setup in Polygon. The fact that you can just jump straight up the ramp and get past any defender sitting on the flag means an easy-peasy capture. This position will eradicate that possibility!

 


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Position 2
Even if the attackers do get past the first line of defense, these will ensure a complete block ahead. Make sure to place them in a circle, surrounding the flag. This will cause the attackers to take a great risk to capture the flag - either go through the mines in hopes of not dying, or find a gap big enough to fit through and lose time.

 


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Position 3
There are two ramps that lead up to the Red base. One has already been fortified. What about the other? The other ramp, unlike the first one is prone to the snipers sitting on the opposite wall. This will cause a terrible turn of events if you get killed after you lay your mines. To be safe, lay the mines here - close to the flag.

 


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Blue Base:
 
Position 1
The big ramp provides loads of opportunities for the Reds to safely capture a flag in your base. Place a defender on the ramp that guards every bit of land in that stretch. If any attackers do get past this defender, they will certainly be low on health. After tripping on these mines, they will surely live no more.

 


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Position 2
To defend against anyone attacking from the Lodge, place a couple of mines here. The defenders on the top should be notified of the presence of an enemy so that they can deal the maximum damage possible. The mines here will finish the attacker off.

 


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Position 3
To prevent the attackers from being sneaky by climbing this ramp and then capturing the flag by jumping on it, place a couple of mines here. These mines will also act to defend the six of anyone stationed under the ramp.

 


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Sniping Positions:

 

Picked up here are some of the major sniping spots in Polygon. Note: These spots may or may not protect you from all four sides nor from the top, but give a wide view of the whole map.

 

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Polygon - Major sniping spots. Note: Slightly transparent numbers indicate a spot under a prop.

 

The majority of the sniping spots are present on either sides of the map, with the exception of spot 7. Shaft will work on every spot in the Blue base, whereas the spots in the Red base require more dynamic weapons; including Railgun, Thunder, Smoky and Vulcan. Spots 4, 5, 6 and 9 are located under ramps, which provide protection from above platforms. Spots 1, 2, 6 and 10 are the most safest spots available and should be mined to prevent any disturbance in your sniping and score-streaks.
 
Turrets:

150px-Turret_firebird_m0_2.png - Firebird
Have an idea on what happened to Firebird after this global update? It became deadly. The fact that its damage got a greater increase that the hit-points of a specific hull means it can deal an extensive amount of damage - and that seems to be the only thing you need in DMs. Due to its relatively small size, Firebird can be a very valuable asset for a team game. An Isida behind and you will dominate!

Ratings:

DM - 9/10
TDM - 8/10
CTF - 9/10
CP - 10/10

Special Notes:

To keep the battle blazing and the temperature rising, burn 'em all. Go for groups of tanks together, instead of attacking one tank at a time.
 
Alteration - Compact Tanks:
 
Compact_tanks.png
 
Firebird's alteration is undoubtedly one of the current best in the game. The fact that you are increasing maximum temperature and rate of heating by 200% and 300% respectively in exchange for only 50% faster energy consumption open up a whole new area for attacking. If you have this alteration, heed this advice: Always, always go for groups of enemy tanks, then duck behind a friendly one. You will maximize damage output of your team, and in return, you will be taking minimal damage possible. Remember that Firebird doesn't pierce through tanks any longer, so you have to spray them directly!

 
150px-Turret_freeze_m0.png  - Freeze
Freeze is definitely one of those most powerful turrets currently in the game. Its overall rate of freezing, damage as well as reload speed got a good buff. For DMs, Freeze will... prevail! In team battles, stick to the midfield and attack positions. Defending also requires one or two Freezes, but the mid-fielders can help out if necessary. Overall a valuable asset for a team - one which can't be replaced. They can perform excellent crowd control like Firebird, but remember, they too suffer from lost pierce damage. 

 
Ratings:
 
DM - 10/10
TDM - 8/10
CTF - 10/10
CP - 9/10
 
Special Notes:
Since the rate of freezing got better, it will take less time to completely restrict the opponent to near crippling speeds. Make use of this and circle around many people at once as possible.
 
Alteration - High Pressure Pump:
 
High_pressure_pump.png
 
Freeze's alteration causes its range of maximum damage to be increased by 100% in return of the cone angle being decreased by 70%. This is, in my opinion, not a worthy alteration. Remember what I told you? Circle as many people as you can - blah blah. This will restrict the cone angle to such a point where it will only be possible to shoot at one tank, provided that it is facing directly towards you.

 
150px-Turret_isida_m0.png- Isida
To be really definitive: Do not use Isida in DM battles - it is just not worth it. The damage output to self-healing ratio got decreased to a point where you are no longer able to maintain enough health-points while facing opponents directly. However, in team battles, Isida will still work, better than before actually. However, do not go on the front lines; stay in your base and keep healing injured teammates.
 
Ratings:
 
DM - 2/10
TDM - 9/10
CTF - 10/10
CP - 9/10
 
Special Notes:
Isida's lack of maximum and minimum damage makes it effective for staying a respectable distance behind allies or something.
 

Alteration - Broadband Emitters:
 
Broadband_emitters.png 
 
With a 30% decrease in range and a 150% increase in cone angle, one would think that this is complete no-no. In fact, it is. Isida got a big nerf when it comes to self-healing. When you top that with decreased range, it gets restricted into the friendly base only. In a nutshell, if you want to stay in your base and heal others, this is a perfect alteration for ya, but otherwise just ignore this one entirely.

 
Hammer_m0.png - Hammer
Hammer is still the number one turret to use use in close-range combat, with the exception of very small maps. It deals a massive impact force together with a deadly amount of damage. This is why Hammer will still rock in DMs. For team battles, spare CPs, Hammer should be used as a supporter. It may or may not be used as an attacking combo, but that depends on the skill of the person. In CPs, use Hammer to ward off approaching enemies. This can be done while sitting in the tunnel. Another useful trick Hammer can pull off is flipping opponents when they jump into the middle portion.
 
Ratings:
 
DM - 9/10
TDM - 7/10
CTF - 8/10
CP - 8/10
 
Special Notes:
Focus all of the pellets onto the very corner of approaching tanks. This will cause them to absurdly change direction - minimizing your chances of getting shot at.
 
Alteration - Slugger:
 
Slugger.png 
 
This is one incredible alteration - definitely one of the best in the game. I know, I know: 50% decrease in vertical and horizontal ranges and a 65% decrease in turret rotation speed? But on the brighter side, this will cause all the pellets to be focused on one single point, rather than spreading out. This will further cause a huge blow to the opponent. Result? A brilliant performance in ranged combat.

 
150px-Turret_twins_m0.png - Twins
Twins is one of the turrets that was the most drastically changed by the re-balance. The recoil, weak damage, impact force, reload, anything available. They all line up perfectly for a DM battle, where there's no one to help you reach the top. Use Twins with Titan to get the most out of this turret. As for team battles, Twins has shown a bit decrease in reliability, except for CP mode. You will either need to have supplies activated all the time or have at least one Isida behind you at all times. However, it still makes for a great defender.
 
Ratings:
 
DM - 8/10
TDM - 6/10
CTF - 9/10
CP - 10/10
 
Special Notes:
The constant output of plasma energy combined with impressive impact force will enable you to distort enemy movements. Use these abilities to increase the potential of your team.
 
Alteration - Plasma Core Accelerators:
 
Plasma_core_accelerators.png
 
Here is another example of a good alteration. With the range of minimum damage and projectile speed increased by 100% and a decrease of just 20% for reloading will open up lots of opportunities to practice as a Twins user. You will be able to shoot people from a larger distance and cause greater impact force. This will save you from getting shot at closer ranges. In Polygon, one can sit at the top and provide cover support, or blaze through the middle.

 
150px-Turret_ricochet_m0.png  - Ricochet
Ricochet was another turret that underwent drastic changes. The most important of these were 1. the energy consumed per shot and 2. weak damage. Both got improvements and now, this turret feels nothing like its older self. I would say it is still very effective at opposing several opponents at a time, which makes it very good for DMs. For TDMs and CTFs, use Ricochet only if you want to provide support to your attackers. Ricochet projectiles can easily bounce back enemy shots and thus, saving you or others losing some portion of your health. For CPs, use Ricochet very wisely. One projectile could make all the difference.
 
Ratings:
 
DM - 8/10
TDM - 9/10
CTF - 7/10
CP - 8/10
 
Special Notes:
Make great use of Ricochet's projectiles' ability to bounce back and forth, striking enemies behind buildings or walls by sending bullets into an opposite one.
 
Alteration - Minus-field Stabilization:
 
Minus-field_stabilization.png
 
This alteration is the exact copy of Twins' alteration. It accelerates projectile speed and increases range of minimum damage both by 100%, but causes reloading to decrease by 20%. This will only be helpful if you wish to stay in your base and provide support fire to the mid-fielders. Other than that, this alteration will have a negative effect on attacking, since constant back-fire is needed while escaping. You can, however, flip people jumping from considerable heights with this alteration.

 
150px-Turret_smoky_m0.png- Smoky
Smoky is a wonderful turret. As mention in the previous guides, it has all the appropriate requirements to maximize damage. When equipped with Titan, it can act as any role - be it defending, mid-fielding or attacking. In DMs and TDMs, a Smoky-Titan can do amazing - sustaining damage while providing constant firepower. In team battles, make a choice whether to defend to attack. If you attack, do mid-fielding as well. Note that attacking doesn't always mean going for the flag. In CPs, I would suggest taking a medic and sitting on a point.
 
Ratings:
 
DM - 10/10
TDM - 9/10
CTF - 10/10
CP - 9/10
 
Special Notes:
The critical chance for Smoky was increased to 20%. In the light of this statement, try to hit the opponent every time in order to avoid missing the critical shot.
 
Alteration - Assault Ammunition:
 
Assault_ammunition.png
 
Assault Ammunition causes the impact force to be increased by 20% in return for a 0% chance for critical. Believe me, the critical is way more important than impact force in the case of Polygon. This is due to the fact that the critical will take a lot of health from the enemy, while impact force will cause them to swerve in multiple directions. Killing the enemy is more important than disrupting -  hence, I would suggest not using this alteration here, period.

 
Vulcan0.png- Vulcan
 
To be honest, this is the winner over all the turrets. The fact that it can deal so much damage in such a small amount of time means IT. CAN. DOMINATE. With this in mind, the previous statement wraps up the explanation required for DM battles. For team battles, equip Vulcan with a heavy hull. It works good with Mammoth and great with Titan. Stay in your base or assualt everyone from the middle; wherever you are, provide cover support. If you see a friendly stealing the enemy flag, immediately direct your fire to tanks behind them. In CP battles, stay in the middle or on top of the ramp and constantly shoot till the last second.
 
Ratings:
 
DM - 10/10
TDM - 9/10
CTF - 9/10
CP - 10/10
 
Special Notes:
You many want to fire constantly with Vulcan, unless you have to turn your turret in the opposite direction. While firing, Vulcan turns slowly, and you'll take a lot of after-burn during the process.
 
Alteration - Faster Horizontal Tracking:
 
Faster_horizontal_tracking.png
 
Vulcan is known because of its amazing ability to 'lock onto' any target, be it way up or way down. Decreasing this ability by 50% with the favor of only 70% increase in turning speed is, in my opinion, not a worthy investment. I would not buy this alteration because then I would have to rock my hull back-and-forth to hit opponents and that would cause a lot of bullets to miss my target. Hence, you shouldn't either.

 
150px-Turret_thunder_m0.png- Thunder
Thunders have always haunted Polygon, blowing up anyone who crosses their path. Thunder shells can cause splash damage, and this ability right there,THIS is the key to success in DMs. Firing upon a group of tanks who are crunched together can result in more kills with the use of less ammunition. As for team battles, Thunder can prove to be really useful, and sometimes mean the victory or loss of a team. With Thunder, you should stick to providing supporting fire for the attackers or stay as a mid-fielder.
 
Ratings:
 
DM - 10/10
TDM - 9/10
CTF - 8/10
CP - 8/10
 
Special Notes:
Polygon is a relatively small-medium map. Unless you choose to fire on the direct opposite side, you are going to inflict self-damage.
 
Alteration - Lightweight Ordinance Auto-loader:
 
Lightweight_ordnance_autoloader.png
 
This alteration causes Thunder's both minimum and maximum damage to be decreased by 20%, while reloading occurs 20% faster. This, in my opinion, is good for parkour but bad for normal battles. You know how we are supposed to inflict more damage upon foes? Well, decreasing maximum damage won't help. Less reloading and damage inflicted can be a treat to parkourists, as they need to spend hundreds of Repair Kits in order to stay alive, especially when dealing with Thunders' annoying self-damage.

 
150px-Turret_railgun_m0.png- Railgun
Railgun has been a king for so long. It has proven to be best in all terms of game-play - be it a DM or any sort of team battle. It was subjected not to be used for DMs, courtesy of its long reload time; but, that was decreased heavily in the latest re-balance; which means, one can now shoot people every 2.9 seconds at M4 and at 4.356 seconds at M0. That's really amazing, considering it has such a great amount of impact packed within its shell. However, it has little use use in Polygon - since you need to be constantly shooting each other using powerful weapons. Railgun is a powerful weapon, even with the considerable damage drop, but still, its moderately long reload time provides consequences for the everyday Polygon'er.
 
Ratings: 
 
DM - 7/10
TDM - 8/10
CTF - 9/10
CP - 5/10
 
Special Notes: 
Pre-firing is the key to success for Railgun. It takes some considerable time to charge up, which means, if you fire after seeing the opponent, you might miss because of his shell's impact force. Practice the 'Peek-a-boo' technique to master the legendary pre-fire.
 
 Alteration - Shell Stabilization:
 
Shell_stabilization.png
 
This alterations makes Railgun to deal constant damage throughout. There is no more ranged damage. So you can't deal 100+ damage in one shot and less in the other. I would rate this an 'okay' alteration, since sometimes you need that one lucky shot to finish off other tanks.

 
150px-Turret_shaft_m0_2.png- Shaft
Umm... There is no need of using Shaft is such a small map. This turret was designed for use within long ranges, so there's really no point is using it in Polygon - unless you want to decrease your K/D for some reason. But if you want trolls, go ahead. Whenever I get killed by a drugging Shaft, I... You get the point, right?
 
Ratings:
 
DM - 2/10
TDM - 4/10
CTF - 2/10
CP - 0/10
 
Special Notes:
Nothing worthy of nothing here.
 
Alteration - Heavy Capacitors:
 
Heavy_capacitors.png
 
Ok, so: The horizontal aiming speed, which is sniping, and the power-up time gets decreased by 30% and increased by 100% respectively; bad, bad, bad, especially for a map like Polygon. However, the damage at maximum gets increased by 30%. Huh. Decreasing the 'reload time' already proved to be bad, but decreasing it even more? 

 
Hulls:

150px-Hull_wasp_m0.png- Wasp
Now, you might be thinking that Wasp is actually the worst hull possible for use in Polygon. Nope, you're wrong. It's actually pretty good; in fact, its even better than Hornet and Hunter combined! Let's talk business: In a Polygon DM, you need to be constantly on the move. You stay in one place, you die. What better hull to run away other than Wasp, right? Seeing this, you do need to hide whenever you make a shot. If someone spots you, you die. After making a shot, hide or simply run away. Stay out of sight, by either driving around the corners of buildings or ducking under ramps. You get seen, you die. I, for instance, would use Wasp only if I use Thunder or Railgun alongside it and stay at the top. Lay mines to ensure someone doesn't just stroll up to you.

Let's move over to team battles. For TDMs, Wasp could work a treat. Stay on either sides of the map and deploy mines whenever they can be. Since no one, almost no one exits their base in TDMs, you will have a great chance to be on the move while providing fire power for your team. Wasps can cause a team to win or lose when playing a CTF battle, depending on how well. Do attack with medium hulls, grab the flag and choose the shortest way you can think of back to your base. The medium hull will stay as a distraction, hopefully saving you from any shots. As for CP battles, I would not use Wasp. There is only one point to control, and medium-heavy hulls work best in a one-point map like Polygon. Besides, you can also get on top of tanks when a gold box is dropping.

Ratings:

DM - 8/10
TDM - 9/10
CTF - 10/10
CP - 2/10

Special Notes:
Always, always change your location when using Wasp. If you get spotted, you die. If you stay too long in one place, you die. If you don't deal enough damage, you die.


 
150px-Hull_hornet_m0.png- Hornet
Hornet's the same as Wasp, right? It's a straight-up no no. The fact that Wasp has more speed, but the same health-points as Hornet means Wasp is actually better than Hornet. (No kill pls XP users.) In DMs, I would say its pretty much the same. You will need to time your moves though. As Hornet accelerates a bit slowly than Wasp, you will need to be careful when moving from one place to another. As soon as you see everything's clear, move. When using Hornet, either snipe from the top or under of the ramps. Do not attempt to go in the Centre, ever.

Talking team, Hornet would not be my choice for neither TDM or CP. The drifting is gone, acceleration is slow, etc. But, this doesn't limit its abilities in CTF. You can still alternate Wasp with Hornet and follow the same aforementioned techniques to grab the flag and capture it. Also, Hornet has more torque and stability than Wasp, making it easier to shove other tanks out of the way in the event of a gold box or using high-recoil weapons.

Ratings:

DM - 8/10
TDM - 6/10
CTF - 9/10
CP - 2/10

Special Notes:
One way Hornet can be effective in any mode is through the use of fire-running tactics. Fire, fire, run, repeat.


 
150px-Hull_hunter_m0.png- Hunter
Hunter has been changed a lot since the previous re-balance. Its original drift, speed and maneuverability doesn't feel anything like now. It still drifts, but not much, ad only with Speed Boost active. This has a good effect on escaping, but it makes attacking and defending your position a lot more difficult. You may remember how I told you to alternate between the up and down arrow keys to maintain a non-sliding turn, but this is no longer an option. In DMs, Hunter would definitely make for an easy kill. You will be targeted upon spawn, and the combined with slow maneuverability will take you out in the blink of on eye. So, its a no-no.
 
Hunter's performance will depend upon the handling and the skill of the user in modes such as TDM and CTF. This is because both of these require strategic battle techniques as well as good awareness of the battle. If you know to drive this thing, go for it. In CP, Hunter will only work as a medic in my view. Who knows, it also might work with Thunder or such.
 
Ratings:
DM - 4/10
TDM - 8/10
CTF - 8/10
CP - 6/10
 
Special Notes:
Hunter has an advantage on Viking in one area, though: height and power. Viking doesn't have the strength to shove around everyone else anymore, while Hunter can easily take advantage of other opponents and push them aside to escape from a fray or nab a falling crate.

 
150px-Hull_vicing_m0.png- Viking
Ahh... Viking. The most prestigious and glorious of all the hulls. Even its name shows how mighty and how much of a fighter this thing is - a true Viking! Viking got a lot of changes made to it in the re-balance. These changes completely changed Viking, like, literally. It can now drift, it has less weight and a wee lil turning radius. The fact that its weight got decreased a lot means that it can now be pushed and slammed pretty easily. Let's talk DM! Now, Viking shouldn't be a bad choice for a Polygon DM, but due to @Shedinja's first Law of Map Relativity, stating: In relation to the size of the map, the hull durability increases and decreases inversely, I would highly suggest using a heavier hull. If not, then you would be more of a runner than a fiery viking.

Viking shouldn't be a bad choice in TDM either. In fact, it will be quite wonderful and will work a treat - if you know how to handle it that is. Now comes CTF. Viking is probably the best hull to go play in a Polygon CTF with, since it's quite balanced, has good maneuverability and speed. Remember to go through the either sides, since Shafts will take you out in the Middle. Act as a supporter or a medic in CP mode. Stay in the tunnel, ask a Titan-Mammoth to sit at the tunnel's entrance and dominate.

Ratings:

DM - 7/10
TDM - 9/10
CTF - 10/10
CP - 9/10

Special Notes:
Viking can now drift. YEP. Do take care when going into turns as well as when someone shoots you. You are going to swerve!

 
150px-Hull_dictator_m0.png- Dictator
Dictator is one of the finest hulls to use in Polygon. This is, because first of all, it has good speed, maneuverability and height. Thanks to these features, you will have no problem grabbing those shiny lil' boxes, plus the fact that there are so many Golds in Polygon... C: C: C:
 
I would rather use Dictator in a Polygon DM rather than Viking or Hunter. It has way more weight, a balanced ratio between speed and acceleration, height and steadfastness. Stay near the middle of the map and shoot anyone you see. If for any reason you do need to hide, do so in either the tunnel, behind the Lodge or Twin Huts or beneath any ramp. In a TDM, I would recommend an average-damage dealing weapon, such as Smoky, Ricochet or Hammer. Stay near the front lines. As for CTF and CP, provide cover support and charge respectively. I would highly suggest asking for Isidas to go with you, as they increase the maximum potential of your weapon, making for a higher team damage output.
 
Ratings:
 
DM - 8/10
TDM - 8/10
CTF - 9/10
CP - 8/10
 
Special Notes:
Make good use of Dictator's height - there are some places in the map where you can shoot above buildings to either side.


 
150px-Hull_titan_m0.png- Titan
In a nutshell, Titan is the best hull when it comes to playing in maps like Polygon. Go to your Garage, get Vulcan (or any other high-damage weapon), make friends with an Isida and start shooting. Don't stop. You will see your name cruising through the leaderboard till it reaches the top. The aforementioned steps should be taken to excel in DM. It should also be the same for both TDM and CTF. Stay on the front, and whatever you do, don't go grab the flag with Titan.
 
The trick to CP is entirely different. Remember the Lodge and the Twin Huts? These two areas are the keys to your success with Titan. The way you play here will determine the fate of your team. Once you spawn, activate a Double Armor or Damage (depending upon the environment of the battle) straight away. Start shooting at anyone crossing boundaries to the Middle. The more hits you make and the greater damage you cause, the higher the chances of your team winning. There is a good chance that there will be other Titan too. Stand for teamwork, and you shall achieve glory the fund you need.
 
Ratings:
 
DM - 10/10
TDM - 10/10
CTF - 6/10
CP - 10/10
 
Special Notes:
Micro-upgrading Titan will be a good investment; seeing the amount of goodies this hull provides.

 
150px-Hull_mammoth_m0.png - Mammoth
So, if Titan's so good and Mammoth has even higher statistics, is it really better? No, not at all. Mammoth has a wee bit more weight Titan, but this wee bit extra weight actually has a negative effect. However, this doesn't apply to DM, TDM and CP. Since in these modes, you need to deal as much damage possible. The only mode remaining is CTF. Due to quick flag movements, it will be hard for a Mammoth to adhere to them. For instance, one second, the flag will be here, and the other second, the flag will be halfway through the map. I know that this is a medium-ranged map, but no risks, right?
 
Uh, right?
 
*crickets chirping*
 
Ratings:
 
DM - 9/10
TDM - 10/10
CTF - 5/10
CP - 9/10
 
Special Notes:
The only goodness Mammoth has to CTF mode is cover. If the flag bearer stays behind a Mammoth, there's a good chance he/she won't be shot.

 

Paints:

 

Remember Iran? Dust and all, lightest themed paints? Well, Polygon has a lot of red, orange-brownish props, making for a slightly darker themed dynamic lighting. Result: To look beautiful, equip a light-dark themed paint. Here are three paints that will make you truly stand out in Polygon:
 
Coloring_amber.png- Amber
Price: $18.99

 

Coloring_spark.png- Spark

Price: 200 000 Crystal.png

 

Coloring_kaleidoscope.pngKaleidoscope

Price: 160 000 Crystal.png

 

Modules:

 

Module0.pngModule_spectrum.pngModule3.png

Module1.pngModule2.png

 

Polygon is a pretty small-medium map. There is a high chance you won't see any Railguns or Shafts. Note: The two best modules are definitely Africa and Lumberjack LGCs. If you have any of these, use them, provided that the turrets these modules give protections from are actually present in the battle. That said, let's take a look at the most effective and efficient short-medium ranged module series.

 

The Badger Series:

Probably the best module series, since it provides protection for mostly melee-ranged turrets.

 

24px-Isida_mod.png24px-Thunder_mod.png24px-Freeze_mod.png - Badger T-C

 

24px-Smoky_mod.png24px-Firebird_mod.png24px-Freeze_mod.png Badger T-G 

 

The Grizzly Series:

Provides an excellent array of protections from various turrets. A highly recommended set of modules!

 

24px-Freeze_mod.png24px-Ricochet_mod.png24px-Vulcan_mod.png - Grizzly T-H

 

24px-Smoky_mod.png24px-Railgun_mod.png24px-Hammer_mod.png - Grizzly T-J

 

The Lion Series:

Another great choice for Polygon. These modules provide protections from medium-long ranged turrets, but not against the infinitely ranged, such as Railgun and Shaft.

 

24px-Firebird_mod.png24px-Twins_mod.png24px-Ricochet_mod.png - Lion T-B

 

24px-Twins_mod.png24px-Ricochet_mod.png24px-Hammer_mod.png - Lion T-D

 

Effective Combos:

 

Vulcan0.png    150px-Hull_titan_m0.png

Deadly. I would highly suggest using this combination! It can operate anywhere in Polygon, be it defending or attacking. Make sure you have a ton of supplies and/or an Isida by your side. Protection from Firebird is a must, since without it, your health will drain before you even know it.

Overall Rating:
10/10

Best Position:
Mid-fielding

 

150px-Turret_smoky_m0.png   +   150px-Hull_vicing_m0.png

I'll tell you what, this combo is AMAZIN'. It can deliver punches, blows, hits, kicks, criticals and uppercuts straight in the face - knocking off the enemy's aim miles away. It has so much potential, so much damage output capability that believe it or not, this combo is a must for Polygon! Protections? I would recommend choosing between the Grizzly series, since you will have to face against drugging high-damage weapons.

Overall Rating:
10/10

Best Position:
Mid-fielding or Supporter

 

Hammer_m0.png   +   150px-Hull_dictator_m0.png

The king of turrets, the emperor of hulls, the medium-ranged jack-of-all-trades! With this combination, you can literally send Wasps and Hornets soaring into the air and cause even the biggest of hulls to flip miserably. Now, remember: In this case, the hull needs to be leaning on the side of your Dictator or half-below, half-above you. This combination can't flip a bigger hull if standing on the same plane. A definite must for maps like Polygon, where the pellets can be projected to the targeted object easily. For a protective module, use one the Lion series type. It will provide protection against short-ranged turrets - something you need as an attacker

Overall Rating:
10/10

Best Position:
Attacker or Control Taker

 

Capturing Points:

 

7thLcvI.jpg

Polygon - Control points

 

There is only one control point in Polygon; and where would that be except for the direct center? Yep, exactly in the middle of the map lies A, a point ever so brutal, it can actually be fatal trying to step on it.

Capturing Point A:
Reds:
Spawn -> Drive -> Jump -> Fight -> Capture

Blues:
The same sequence as above.

 

Stalemate Situations:

 

If such a situation arises where both teams have the opposite team's flags, follow the following steps to safely return your flag.

  • Do a recon of the map - locate your flag first. This is the most important step!
  • Send the first wave of tanks to flank your flag. The best way to end a stalemate is to surround your flag from all side. This way, no one person has to deal with all the defenders.
  • Send the second wave (if needed) immediately below the first one.
  • Go through the edges of the map, since you need to stay undercover as long as possible.
  • Surround your flag from all sides and focus fire on the flag bearer. Once you kill him, don't hesitate to go after the dropped flag. If you do so, there is a good chance someone else will pick it up.
  • Return the flag!

Gold Boxes - The Shiny Lil' Wee Droplets of Gold:

 

uFPcXf7.jpg

Polygon - Gold box drop zones
 

There are twenty Gold Box drop location in Polygon; almost all of them are concentrated around the Middle. Some are in the Blue base, while some are on the opposite side - the Red base. Some also lie near the Twin Huts and the Lodge. In conclusion, only some of the drop zones can be conquered by some trick other than flat ground practice.

 

Zone 1:

Hide behind one of the two wall segments and if possible, lay a mine. Once the Gold box starts to drop, wait for the initial wave of tanks. Once the first wave begins to pass, fit yourself in between the tanks and brake once you reach the zone.

 

Zone 2:

Stay beneath the zone if you find this zone early. Then, after five-ten seconds, come out and stand fast on the ramp. Once the Gold box starts to drop, drive ahead in full speed. You can utilize the second ramp, which is to the right of the aforementioned one. By starting here, you can jump on top of the tanks present on the first ramp and take a ride to the Gold box.

 

Zone 3:

Stand on the ramp which you use to grab the Gold box at Zone 2. There is a good chance someone will be standing beneath or to the side of you. Jump onto their tank at the perfect moment and you will enjoy a peaceful ride to the Gold box.

 

Zone 4:

Utilize the ramp next to this zone. You can also stand on the extra space present right next to it. You need to time your drive on this one, as a triple stack can, and does form here. Drive up when it drops and hold yourself steady.

 

Zone 5:

Stay towards the building on this one. Either 1) jump on top of anyone going after it, or 2) climb the sides of the bridge to get yourself above the tanks already present there. Do not, I repeat, do not get smashed in before anyone else. Even a Repair Kit can't save you then!

 

Zones 6 & 7:

Use the ramps right next to these Gold boxes. Stand on them for as long as possible and only drive up when the Gold box starts to fall. Shoot at the right moment and get yourself on top of someone.

 

Zone 8:

Standard flat-ground practice.

 

Zone 9:

Get on top of the pipe and jump down at the perfect moment. Do not go on the pipe if a lot of tanks are fighting for it. In this case, stay behind and try to drive on top of someone.

 

Zones 10 & 11:

Drive up to the highest level and hold yourself. Once the Gold box drops, jump down.

 

Zone 12:

See the huge ramp? Stand right next to it. One a colony of tanks forms, push yourself up on to a tank. Shoot and get yourself stable. Then, just drive into the Gold.

 

Zones 13 & 14:

Standard flat-ground practice. Note: For Zone 13, you can also try to jump from the tank and landing on top of another tank to take a ride to the Gold.

 

Zones 15, 16 & 17:

Standard flat-ground practice.

 

Zone 18:

See the space beside the wall? Drive there and hold. Once the Gold box starts to drop, jump onto someone on the lower level and voila!

 

Zone 19:

Stand besides the tunnel. Once the Gold box starts to drop, jump onto someone below. You can also try to the steps mentioned for Zone 18.

 

Zone 20 [special]:

This one is a special drop zone - the Gold box drops here in any mode except CP mode. For this one, either do the aforementioned tunnel trick, or get lucky.

_________________________________________________________________________________________________________________________________________________

 

And with that word, I end this amazing (and bright orange) guide. Well, feel free to discuss Polygon. How do you like its overview, diversity, dynamic game-play, modes and features? I hope you enjoyed reading this guide, and that it helps you in your future Polygon'ing.

 

See you next time!

Upx7E8b.png

kDYWCWE.pngk7ftT83.png

Edited by Hexed
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:ph34r:  What is this thing you call "excelling" in Tanki???

 

 

All jokes aside, this was a nice piece. An eyeful to read, but really handy strategy-wise.

Beating everyone else in all aspects lol... At least that's what I call it :P

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Supply Drops:

 

Attacking:

 

The supply drops in Polygon are a bit too uneven. There's only one Double Armor and Repair Kit drop zone in the entire map. This results in one of the team to use supplies just a bit more than the other team. The supply drop zones in this map are:

  • 1x Repair Kit
  • 1x Double Armor
  • 2x Double Power
  • 3x Speed Boost

 Wrong. There are 2x double armor and 3x double damages.

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I know shaft is useless here but I recently came across a DM in poly which was aced by a titan/shaft user in a 16 player map full of m4 legends.

Something extremely unusual.

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CTF just refers to general mode. FTC refers to a type of CTF when you spawn next to the opponent's flag.

Ah, I get it. Like in Massacre. I searched FTC up but couldn't find anything, thanks.

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Very nice guide bro! This is my inspiration for the Map reniassance for this month! It's just fantastic! This guide gives us all the information we need to play nicely! Awesome!

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Good article, but there were quite a few typos, so perhaps a bit more extensive proofreading would be appropriate. 

Okay :)

 

I remember you as a Master Sergeant like six/seven issues back. Wow :O

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