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[Issue 58] [Guide] Gameplay Analysis: Parma XP/BP


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Parma. Ah, just the thought of that word makes players think about two letters ever so present in Tanki: XP (Or BP) ;). The fact is, this map is extremely well known among all XP players. However, sadly these days on RU1, Parma battles are scarce and basically only present in 1v1s or 2v2s between the closest of friends on a call or the hottest of rivals spamming in the chat.

 

Not that this is bad, it is just that I believe Parma XP(/BP) has so much more potential and 6v6s should be more plentiful. It is a map of basic structure but, as time as shown, it is complicated, difficult to master and needs to be thought out tactically. 

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Let’s have a look:

 


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The central area -  A flat area in the centre of the map, bordered off by clips of walls each about as long as a Hornet surrounding 2 Double Powers and 2 Health Kits. 

 

Side trenches - Ditches to the far right and left of Parma that form a part of the main route for attackers and are the best spot on the map to gain cover.

 

Central side platforms - As the name suggests, these are raised areas in the centre of Parma that has a decent amount of cover. Your team should aim to take control of at least one of these as they can allow you to gain control of a DP and snipe enemy defenders, campers; attackers about to take drops: you will be a real nuisance here.

 

Primary base -  This is the main area in which the flag is kept. It has a tower that will provide coverage from snipers on approximately half of the map and a corner wall that provides similar coverage.

 

Secondary base - Far away from the flag area and containing a water tower for cover, and just as crucial to the team’s defence as the primary base.

 

Main ridgeway -  This has the key set of drops for the main attacker of the team. Guard it carefully, and choose even more carefully who to give it to.

 

Outlook and Basic Deductions

 

As you can see, there are about 11 main constituent parts of Parma. I separated them not just based on prop composition, but the level of difficulty to get from one area to the other. You should note that all components are obviously set symmetrically to each team except for one: The central area. This is a key area in Parma that could not be separated in two due to the fact that in practice, once you have control of one side it is simple to control the other: you simply need to pop out from behind cover, take a drop then move behind another wall. It is important for tipping the health balance to your team’s favor, especially if the enemies have a tough defence (because they read this article, duh) that you want to obliterate. I would suggest 2 XP/BPs focus on taking these drops and then move on to camp, but in a random Parma battle, this can be difficult to organize. So if not, if you want to fulfill this role, you can take these drops all by yourself. Just make sure you do not take all at the same time; spread them out over a course of 2 minutes. Additionally, the fact that this map is perfectly symmetrical means you will not have to change strategies when you change sides and corresponding to the enemies’ moves will be simpler, but not necessarily easier than an asymmetrical map. For example, if an opponent is camping in your base, the balancing thing to do would either be to destroy him (or her) or go camp in the enemy base in the same relative spot he is in.


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Defense

 

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Defending your Primary base in Parma is...tricky, but not so much when done carefully. It takes basically 2 defenders to properly defend the base, but they have to work together. Each defensive position has its flaws that can be accounted for by another defensive position. The key is to link these together with communication and coordination. For example, if a defender is in the Side Trenches, his job will be “Heavy Duty” defending. 

 

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There, he/she will have a lot of cover and be able to block oncoming attackers and take the Health Kit after taking a shot from an enemy attacker. However, a defender in the Side Trenches will be vulnerable  to attacks with more than two enemies as he can not pop out without being shot, and also vulnerable to attackers that choose to go above to his right near the Health Kit. This is why said defender will need to have a “Lightweight” assistant behind the corner wall. 

 

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The “Lightweight” defender’s job is to 1) cover his partner from attacks from above and 2) watch closely for attacks progressing through the right area of his base.

 

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The same principle can be applied and another defensive pair is found: 1 behind the Water Tower and 1 in the Side Trench. As a defensive pair, an important aspect is to communicate with the other people. Messages such as “incoming 2” or “f DP N2O” or “f left 1” can be really helpful. You should note that, if one “Heavy Duty” defender is behind the wall in front of the flag, said defender will need a “Lightweight” assistant to watch for incoming shots from the right side of the map. This is due to the fact that the defender near the flag can get sniped by enemy defenders diagonally through the map, so the Lightweight" teammate can counter-snipe them before they shoot at the “Heavy Duty” defender.  A note before I finish this section: defensive routes are probably better than pure camping, at least for “Lightweight” defenders who will not want to get shot by enemies. Also, it is important to not let the enemy not take your flag further than their Secondary base, otherwise it will be easy to stop the flag from being taken but hard to actually return it (because you may keep getting destroyed when you try to return it).

 

Attack

 

Hypothetical situation (totally didn’t come up with this through a noob experience). You have just joined a Parma Xp/Bp, 4 flags with 1 more to finish. You want to be the one to deliver the stellar, last capture. How do you do it? No, not letting your teammate bring it then get him killed, you have to work together. Sadly, it is extremely difficult to get a solo run in Parma because of the sheer amount of times you will get shot. 

 

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"Even the best fall down sometimes..." Just missed it. Tough.

 

Your only chance is if you have a Double Armour and Nitrous and run into Health Kit on the way, with some dodges here and there. Attacking in Parma essentially requires 2 main attackers along with a mid-fielder to back ‘em up, and probably more coordination than defending. Here are 3 of my top picks for attacking routes:

 

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Red Oval = Where in the route you are mainly vulnerable

 

Here are the personal ratings for each route and a bit of advice on how to use them:

 

Route A                                                              

Cover: 6/10                                                  

Stealth: 6/10

Time efficiency: 9/10

Best for when: A capture is needed quickly/Teammates are respawning/Enemies are respawning

 

Route B

Cover: 8/10

Stealth: 5/10

Time efficiency: 5/10

Best for when: A definite capture is needed/Your enemies are camping/Your team's drops are about to fall

 

Route C

Cover: 5/10

Stealth: 8/10

Time efficiency: 8/10

Best for when: Your base is overrun on the right side/Enemies are all weakened/You want to prevent a standoff

 

You should note that, when attacking, an N2O can be slightly more effective than a Double Armour (this is more applicable to BP) if you want to pass through an area with little cover, but ensure that the main attacker has a Double Armour if the enemy team has control of double powers. Also, if you see a health kit that can help (for example, in Route B there are 2) only divert slightly otherwise your teammates who are ready to support you will be too far away. More than often it takes over 1 player to deliver a flag, so 1) communicate with your fellow attackers and tell them where the defenders are, how many shots they and you are and where the flag is, example “2 def 1 shots f ramp” and 2) be prepared to get shot at any time or get ready to pick up a flag from your fallen teammate. Also, when bringing the enemy flag through your base, you can stay close to the wall (the one preventing you from falling off the map) to the left as this will make it harder for opponents in the centre of the map trying to shoot you and return the flag. Note: you do not have to follow the routes exactly, as battle circumstances are of course, conditional and you have to look out for opponents and plan your attack accordingly.


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Midfield and Drop Control

 

Scientific fact: it may or may not be proven that midfielders, when playing carefully, have the second highest D/Ls in Tanki, falling short only to defensive campers. Also, think about this, pure midfielders have the hardest jobs in Parma but it is also the most rewarding as you will get a lot of drops and potentially crystals. Plus, if your team controls 3 out of the 4 double powers on the map, not only they have a 30% greater damage output than the enemy team, but it will be sooooo much easier to kill oncoming attackers; snipe enemy defenders and steal all the glory. And if you can’t blackmail talk your team into it, so be it. If you want to be an effective midfielder, you have to be ready to be all over the battlefield. It is best to plan routine sweeps perhaps similar to this one: 

 

 

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When I said all around the field I meant ALL around the field. Black shows the main route and the red ovals indicate where you are most vulnerable to shots from opponents. Also remember that when an enemy can shoot you, you can most probably shoot them. The purple lines link to pictures depicting examples of these.

 

Try to incorporate N2O’s and definitely DP’s in your route so you can get around the field faster to ensure that you take drops and get into optimal positions rapidly to snipe opponents. Additionally, utilize the walls as well as you can, popping out and sniping one tank, doing the same to another et cetera. Attempt to focus on 1-4 key drops  (perhaps an N2O, DP and  enemy DA/ Health Kit) and if you can, take any close available ones and remember they will fall quicker than you think, so get into position every 2 minutes. Remember, the best things you can do are lay down cover fire in the enemy ranks for your teammates and damage attackers storming away with your flag. One last thing. Once you are a midfielder in Parma, if you see the slightest sign of any kind of camper in your Secondary base, take that tank out immediately. Otherwise, that camper will be counteracting your job by distracting your team’s defenders and ticking off your attackers.

 

Stalemate/Standoff

 

Stalemates in Parma? Ugh, it could be the most disgusting, frustrating and problematic thing in the entire Tankiverse (maybe) because, in the tension of that, you get shot from everywhere; there are “noob campers” that you can’t take out due to your lack of accuracy only on that day. In my mind, a stalemate occurs once the 2 flags are brought past these points:

 

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and remain there for more than 20 seconds. Once a stalemate occurs in Parma, based on the most probable circumstances the immediate response should be to secure the enemy flag. Attackers and defenders can swap roles by the attackers staying in their base and guarding the enemy flag; defenders going into the enemy base to return their flag. This is a reasonable protocol to Stalemate because Attackers are used to moving about with the enemy flag and in case they are overwhelmed in the Primary base they can mobilize and possibly dodge enemy shots. The ideal positions for guarding the enemy flag in your base would be to have 1 player in the side trench, another behind the corner wall and one on a central side platform. This will ensure that you have a view on most of the map and will secure the main area around the base. As for returning the enemy flag, the most effective tactic would be having 2 players go to 1 side of the map while another, possibly with a DP, uses stealth and sneaks into the enemy base from a different angle. Going in this way this from opposing angles is really effective because the opponents will get boxed in (the map is rectangular and they wouldn’t dare go to the centre), plus the enemy can't keep looking both ways and will be vulnerable to shots from multiple angles. Then BOOM, a return of stellar proportions (hopefully).

 

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A stalemate ended when one team (red) surrounded the other (blue)

 

Conclusion

 

Remember that the key to Parma is coordinationbalancing team play, and map awareness. You aren’t going to do too well if your team are all defending or will refuse to attack and take out campers. Accuracy helps, yes but it is not as important as those characteristics mentioned. If you are not the most accurate, however, note that it grows with experience. The reason why Parma can be so difficult to play on is because of how open it is: you can get sniped from almost everywhere on the map. I advise that you know the map’s dynamics and geometry as the best XP/BP Parma players know where to align their hulls with walls so they can shoot through obstacles without getting return damage.

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So, tankers and tankeresses, that's about it. Well, don't just stand there! This is a war zone, get a move on! You are thoroughly invited to check this game-play out, and I wish you good fortune on the field of battle.

 


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Edited by Hexed
  • Like 16

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thanx for this guide , i tried to play parma but i always loss :mellow: maybe now i get a chance to win  :ph34r: 
P.s : u need to camp in this map a lot maybe that;s why i loss alot  

Edited by MiZ0o0
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I remember one of the first times I played Parma. It was me and Gravitate (Kevinavour) vs lordmostafa (Hexenbane) and some other random guy. Lordi accidentally made it 7 flags instead of 3 and it took forever to complete! :lol:

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Of all maps for XP/BP this is my favourite. Glad to see such a detailed analysis which frankly nails mostly everything there is to know ;) Great job, the time and effort put into this... well done! 

Edited by ROBERTO7773

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Very help ful

...posted one year, eight months, ten days, thirteen hours and seventeen minutes after the last post. Yeah...right. 

 

What I mean to say is, don't bump ancient topics. Read, yes, I encourage that, even like, but don't post. At least that's the forum etiquette I've learnt...

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...posted one year, eight months, ten days, thirteen hours and seventeen minutes after the last post. Yeah...right. 

 

What I mean to say is, don't bump ancient topics. Read, yes, I encourage that, even like, but don't post. At least that's the forum etiquette I've learnt...

Well i just cam across this and i am new to the forum  as well as Xp/Bp as an E-sport's Dreamer and a guy is not very good at Parma this is very helpful to me

 

OK any more rules ?

why thought this rule 

PM 

Edited by gokuMI6

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