Jump to content
EN
Play

Forum

[Issue 59] Map Renaissance Campaign - December


 Share

Recommended Posts

My entry, will be published in AWS with a little extra something when contest is over.  :) 

Deathtrack_Header.jpg
 

Deathtrack - the bane of gold hunters, the eternal love of every Thunder and the ultimate race track. Deathtrack is quickly becoming a popular map after the recent update and unlike before it isn't rare to see Two or Three of them on the battle list. Let's talk!

 

 



Introduction:
 
Deathtrack is a map dominated by fast hulls thanks to it's huge area, attack and escape routes are long and treacherous with Shafts lying in every corner and Thunders popping out of the many hiding places around the map. An occasional Mammoth or Titan is to be found defending the flag in a well organised team. 
 
Gameplay is medium-paced, being faster than Dusseldorf but slower than Kunger and dominated by Thunder due to the large size of the map with very little close-ranged combat, Thunder's unique splash damage comes in very useful here too. As you can imagine, Shafts thrive here well though they are usually restricted to defense. Railgun doesn't do so well simply due to its warm-up, by the time you are ready to shoot your target is likely behind cover due to the many props around the map. 
 
Deathtrack has a rough size of 63 x 45 meters and an area of 2835 square meters, it is available in all battle modes, holds 24 players and unlocks at a relatively low rank of first-sergeant. 
 


 
^A spectator tour of Deathtrack.
 

Deathtrack.jpg


 
^Deathtrack is rather popular after the Battle! button update.
 



History:
 
Like many other maps not much is known of Deathtrack's history, it was one of the first maps in the game, added on October 1st, 2009. It is possible that Deathtrack was designed with Monte-Carlo to be part of the abandoned race-mode idea as they were both designed around the same time, however nothing confirms this as far as I know. 
 
800px-%D0%A1%D1%82%D0%B0%D1%80%D1%8B%D0%
 
^ The very first version of Deathtrack, the main tweak visible in this photo is the positioning of the large building in the corner. The old version had slightly more trees than the current one.
 

20140131161608!Deathtrack.jpg


 
^ The second version of Deathtrack with the improved game textures.
 

20140218184001!Deathtrack.jpg


 
^ The current (Third) version of Deathtrack.



Bases:
 

Bases.jpg



 
Red Base: 
 
This area is where the Red flag is located (obviously) and where the Red team players spawn, defense is more complex than the Blue base due to the many different attack routes, the ramp serves as useful cover for would-be attackers or for jumping over a heavy hull sitting on the flag.
 
Mid-field:
 
Where most of the combat happens, just like all mid-fields. Medium hulls thrive while light hulls perish.
 
Blue Base:
 
The Blue flag lends itself well for defense, it is surrounded by broken walls in which a Firebird or Freeze can hide to ward off any attackers. The Four concrete bollards nearby also serve as useful cover for a defensive Shaft or Railgun. It's also worth mentioning that drop zones are situated better around the flag than the Red team. Overall, Blue have an advantage over Red.
 



Drop zones: 
 
Drop Zones are spread evenly between the two bases with the Blue team having a slight advantage in terms of location in relation to the vital areas, ie: flag and sniping spots. Abundant Speed Boosts are a huge plus due to the long attack routes.
 

meta_chart.png


This graph demonstrates the abundance of Repair kits which is unusual.
 



Attack Routes:
 
Red Team:
 

image.jpg


 
In my experience this has been the best attack route, fast hulls are best for attacking here as speed boost and repair kit are both available and the bridge offers cover from snipers standing behind the Five concrete blocks. (Not visible in the picture) Try to make random sharp turns while driving down the straight to avoid being killed. Watch out for shafts when you go round the corner.
 
Blue Team:
 

image.jpg


 
Medium hulls are best for attacking the Red base, in my experience it's a bad idea to go through the Red base as you tend to get killed pretty quick! If there is a flag sitter; a fast hull is a great option as it can jump over. Not really much else to say.
 



Mining Positions: 

 

 

wlaOu1.jpg


 
Red Team:
 

image.jpg


 
Excuse my disgusting Photoshop skills. Mining either ramps isn't necessary though it's best done to prevent any attackers jumping over the defender. An 'O' shape round the flag is your only option without using too many mines thanks to the many open spots.
 
Blue Team: 
 

image.jpg


 
The Blue flag is a total joy to mine! Alternatively you could make an 'O' shape round the flag though this is less secure.
 



Sniping positions: 
 
There are tons of possible sniping positions in Deathtrack, however I've decided to just include the ones I have found to be most effective.

Blue team:
 
Position 1:
 
This is a popular position for Shafts and Railguns alike, it is possible to take out a flag-sitter from this position if done in conjunction with a teammate in Position 2, without a teammate it becomes difficult as the sitter is likely to have an Isida close by. Watch out for enemies passing behind you.
 

4XtKAR.jpg


 
Position 2:
 
Similar to Position 1 though more exposed, best used to support Position 1.
 

DY9RBg.jpg


 
Position 3:
 
All three of these concrete blocks offer excellent cover for defensive snipers as a Repair Kit and Double Armour are situated close by. Be cautious of enemies approaching from the large building to your front.
 

34FVSY.jpg


 
Position 4:
 
A fantastic position for taking out people driving across the bridge or spawn killing on the raised platform area.
 

Dfvb43.jpg


 
Red Base: 
 
Position 5: 
 
The best sniping position in the Red Base by far, get there before anyone else takes it! Tends to work best with Shaft as the sniping area is narrow.
 

hxXT6N.jpg

 
 
Position 6:
 
Great for taking out snipers in Position 4, you'll have to out think them though and its not so great otherwise.
 

ZiQg2T.jpg


 
Position 7:
 
A great position let down by it's exposure on all sides, great for supporting flag stealers and taking out anyone on the bridge.
 

BGjas8.jpg


 
Position 8:
 
Similar to Position 7, great for hitting snipers in Position 3.
 

6K3blF.jpg


 



Gameplay:
 
I've done a fair share of playing in Deathtrack which is partly why I decided to write about it, so let's talk about gameplay experience. I would like to say these are ALL what I've experienced, other people may find it totally different.
 
Deathmatch:
 
Deathmatch in Deathtrack (hahaha see dat rhyme -_-) felt slow, there weren't enough tanks around spawn points and you had to drive a considerable distance to the hotspots where you get some kills, I like my DM matches to be fast paced like Polygon DM with tanks all around you to kill, with its large area; 24 players just doesn't seem enough. DM here doesn't really host much snipers as they tend to get killed pretty quick, overall, I'd rate DM at a 7/10.
 
Team Deathmatch:
 
TDM is the worst mode for Deathtrack, you need to drive right into the enemy base to gain any respectable number of kills and with a maximum of just 12 enemies, it's pretty dang awful! Can't really say much else. I'd give it a 6/10.
 
Capture The Flag:
 
CTF is extremely enjoyable, a great variety of turrets are usable from Firebirds sitting next to the flag to Shafts camping in one of the many sniping spots, attackers usually consist of fast hulls bursting in at a perfect moment of distraction making gameplay quite faster-paced than you would expect. A pretty solid 9/10 here.
 
Control Points:
 
I found CP to be absolutely fantastic, points are spread evenly between both bases and gameplay feels moderately fast with an ever increasing fund resulting in plenty of Gold boxes. Totally my favorite mode and possibly my favorite CP map beside Polygon. A 10/10 from me.
 

Turrets:
 
150px-Turret_firebird_m3_2.pngFirebird
Firebird has limited use in such a large map, it can do well in DM and is great for sitting close to the flag and burning off any attackers. Otherwise, it's best paired with a fast hull and great circling skills.
 
DM - 7/10
TDM - 6/10
CP -  6/10
CTF - 7/10
 
Compact_tanks.png Firebird's alteration: Compact Tanks
 
Even with its recent nerf; Compact tanks is totally freaking awesome! Obviously it makes Firebird do considerably better in all maps including Deathtrack, whether it justifies 100,000 Crystals is questionable. 
 
 
125px-Turret_freeze_m3.pngFreeze
Much the same as Firebird, does slightly better overall due to the freeze effect slowing enemies down enabling you to get closer. Again, best with a fast hull and circling skills.
 

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

 
 
High_pressure_pump.png Freeze's alteration: High Pressure Pump
 
I'd usually refrain from recommending this alteration, it increases the range of max damage by 100% and reduces cone angle by 70% which basically defies Freeze's great tactic of circling multiple hulls. In Deathtrack however this make no difference as you tend to meet enemies one at a time and paired with the 100% range buff; it makes this alteration perfect!
 
115px-Turret_isida_m3.png Isida
 
Isida's lack of maximum and minimum damage compared to Freeze/Firebird along with the abundance of snipers in Deathtrack makes the turret work pretty well. In team battles; sit close to a couple of snipers or the flag sitter for maximum effect. As for DM's, try to sneak up behind unsuspecting spawns.
 

DM - 6/10
TDM - 7/10
CP -  8/10
CTF - 9/10
 
Broadband_emitters.png Isida's alteration: Broadband Emitters
 
Isida's movements in Deathtrack are usually restricted to its own base making the reduced range a disadvantage, this alteration on par to useless in Deathtrack. I'd avoid it.
 
Hammer_m3.png Hammer
 
Hammer is rather rare in Deathtrack, with a Double Damage and medium hull it does amazing in DM thanks to all the one-shotabble light hulls, the same goes for TDM if you hang around the enemy spawn points. It does well in CTF if paired with a fast-hull as it can chase flag-stealers making them veer off course with its brilliant impact force. CP use is somewhat limited though still effective in skilled hands.
 

DM - 10/10
TDM - 9/10
CP -  7/10
CTF - 8/10

 
Slugger.png Hammer's Alteration: Slugger
 

 
The Slugger alteration sacrifices turret rotation speed in favor of a tighter pellet spread, whether you should use this alteration will depend on you game play style, it's great for mid-fielding where you will meet plenty of lone tanks to destroy.
 
125px-Turret_twins_m3.pngTwins
 
Twins really doesn't do well in Deathtrack, the projectile speed is too slow and the range isn't enough, if you must use it; pair it with a medium hull and stick around your base doing some defending and mid-fielding.
 
DM - 8/10
TDM - 6/10
CTF - 6/10
CP - 5/10
 
Plasma_core_accelerators.png Twins' alteration: Plasma Core Accelerators
 
This alteration dramatically improves Twins' usability in Deathtrack, it increases projectile speed and minimum damage range by 100% while reducing reload time only by 20% - a small price to pay. If you own it, use it!
 
150px-Turret_ricochet_m3.png Ricochet
 
Ricochet does quite well in DMs, with the large number of Thunders 3-shotting light hulls, kill stealing at two-shots becomes a breeze. The bounce also comes in handy due to the many props - just like Thunder's splash damage -. Pair it with a medium hull like Dictator for maximum effect.
 
 
DM - 9/10
TDM - 6/10
CTF - 7/10
CP - 8/10
 
Minus-field_stabilization.png Ricochet's alteration: Minus-field Stabilization
 
This alteration is a perfect clone of Twins' Plasma core accelerators. The results are slightly different however as Ricochet's success relies on DM kill stealing, which requires quick reloading rather than range or projectile speed. The alteration works best in CP/CTF and whether you use it or not will depend on your game play style.
 
115px-Turret_smoky_m3.png Smoky
 
With its excellent damage and range-less critical capabilities, Smoky does amazing in Deathtrack, especially in Deathmatches where with the help of a few drugs and a medium hull you will rule the battlefield. Paired with a light hull and a little Isida support it does fantastic in CTF for quick fly-in flag stealing.
 
DM - 10/10
TDM - 8/10
CTF - 9/10
CP - 7/10
 
Assault_ammunition.pngSmoky's alteration: Assault Ammunition
 
Assault ammunition is a big no-no, it increases impact force and the complete sacrifice of no critical damage, with the recent update giving Smoky unlimited critical range making it a great option in Deathtrack, this, once more is a big no-no.
 
Vulcan3.pngVulcan
 
Vulcan is extremely rare in Deathtrack and I've only seen a few around so I can't say too much, it does fairly well in CTF if paired with Titan and kept move around its base but DMs are where Vulcan comes into light, standing on the central boulder with mines on the ramp it has access to pretty much all the spawn points, just be ready to use those repair kits. The same goes for CP mode.
 
 
DM - 9/10
TDM - 5/10
CTF - 7/10
CP - 8/10
 
Faster_horizontal_tracking.png Vulcan's alteration: Faster Horizontal Tracking
 
Probably the worst name ever but FHT does do something for Vulcan, it reduces the 'lock on'  ability by 50% while increasing rotation speed by 70%, seeing as Deathtrack doesn't contain many different levels this works out an advantage as you'll still have enough 'lock-on' to reach most areas.
 
150px-Turret_thunder_m3.pngThunder
 
Thunder is THE NUMBER ONE turret to use in Deathtrack, its amazing in all modes with its excellent range and damage. Self damage isn't a problem either thanks to Deathtrack's large size and as mentioned numerous times before, splash damage can be used to its full potential in this map.
 
 
DM - 9/10
TDM - 10/10
CTF - 10/10
CP - 10/10
 
Lightweight_ordnance_autoloader.pngThunder's alteration: Lightweight Ordinance Auto-loader
 
LO(A)L causes maximum and minimum damage to be decreased by 20% while also reducing reload time by 20%, to be honest this is pretty useless as you may as well be using Smoky instead of this.
 
125px-Turret_railgun_m3.png Railgun
 
Railgun is another turret that does OK in Deathtrack, the trouble is, its overshadowed by Thunder which is a thousand times better, not to say Railgun is bad as it can serve as an excellent flag defender as long as it sits in one of the many sniping spots.
 
 
DM - 7/10
TDM - 7/10
CTF - 8/10
CP - 7/10
 
Shell_stabilization.png Railgun's alteration: Shell Stabilization
 
Shell stabilization levels out Railgun's infamous damage graph so it causes the same damage on every shot, not particularly good as you sometimes need the extra oomph to vaporize another tank. Meh.
 
150px-Turret_shaft_m3_2.pngShaft
 
Shaft does does pretty dang well especially in the Blue team, sitting in Position 1 it can defend the flag from all directions and earn itself plenty of kills in the process, pair it with a heavy hull and you can expect an impressive K/D. Try to have an Isida by your side. It's not quite so hunky-dory for the Red team or other game modes however.
 
Ratings:
DM - 6/10
TDM - 5/10
CTF - 8/10
CP - 7/10
 
Heavy_capacitors.png Shaft's alteration: Heavy Capacitors
 
A pretty complex alteration to say the least, horizontal aiming speed in sniping mode and the power-up time get decreased by 30% and increased by 100% respectively while giving a 30% buff in sniping max damage; this really doesn't give much of an advantage or disadvantage so whether you use it will depend on your preference.
 
 

Hulls:
 
 
115px-Hull_wasp_m3.pngWasp
 
Wasp is my favourite hull in Deathtrack, with a speed boost and double armour stealing enemy flags while they're distracted is easy as 123. In DMs Wasp usually gets recked and a medium hulls becomes more effective. Same goes for TDM. Wasp is fantastic in CP too as it can zip around between all the points earning itself plenty of exp, don't expect any decent K/D though. Works great for gold boxes too thanks to its speed and the huge number of dropzones.
 

DM - 4/10
TDM - 5/10
CTF - 8/10
CP - 9/10
 
 
110px-Hull_hornet_m3.pngHornet
 
Same as Wasp pretty much though at a slight disadvantage thanks to the decreased speed.
 
DM - 4/10
TDM - 5/10
CTF - 8/10
CP - 8/10
 
110px-Hull_hunter_m3.pngHunter
 
Hunter is the underdog of medium hulls, outclassed by Viking in stability and overshadowed by Dictator for gold hunting it remains as unpopular post-rebalance as it was pre-rebalance. In Deathtrack its just the same, not particularly outstanding at anything except being ordinary. If possible use Viking or Dictator instead. Otherwise use it around your base picking off unwary enemies and for the occasional mid-fielding.
 
DM - 8/10
TDM - 8/10
CTF - 8/10
CP - 6/10
 
 
115px-Hull_vicing_m3.pngViking
 
Paired with Thunder or Smoky, Viking is freaking amazing! It has the highest top speed of all hulls making it effective for attacking, mid-fielding and defending, a fabulous all-round hull. Amazing in DMs and TDMs when paired with Hammer and double power supplies though overshadowed by Wasp for CP. Watch out for the post-rebalance drift syndrome.
 
DM - 10/10
TDM - 10/10
CTF - 10/10
CP - 8/10
 
120px-Hull_dictator_m3.pngDictator
 
Dictator has the fastest acceleration of any medium hull but, remember the intro? I said Deathtrack is the bane of gold hunters, Dictator is usually used for gold hunting and its lack of speed is a huge disaster for this in Deathtrack. Gold hunting aside; with Thunder it works almost as well as Viking and the extra height is a great advantage for reaching all the platforms spread around the map.
 
DM - 9/10
TDM - 9/10
CTF - 9/10
CP - 7/10
 
120px-Hull_titan_m3.pngTitan
 
Titan performs disappointingly in team battles, its movements are heavily restricted to sniping and defense so its best paired with Vulcan or Shaft. Works fantastic in DM with Vulcan as mentioned earlier.
 
DM - 9/10
TDM - 4/10
CTF - 8/10
CP - 5/10
 
115px-Hull_mammoth_m3.pngMammoth
 
Far too slow for anything, sorry Mammoth but you take too long even to get to your sniping spot or to sit on the flag, unless you're playing Godmode_ON ignore this hull entirely.
 
DM - 6/10
TDM - 1/10
CTF - 6/10
CP - 3/10
 

Paints:
 
After the module update the only purpose paints serve are; looking good and camouflage. So I'm going to split this section in those respective categories. 
 
Looks:
 
Coloring_amber.pngAmber: €13.99
Coloring_lime.pngLime: €13.99
Coloring_neuron.pngNeuron: €13.99
Coloring_harlequin.pngHarlequin: 40,000 Crystal.png
Coloring_disco.pngDisco: 100,000 Crystal.png

 

Camouflage:
 
Deathtrack is a map full of concrete and grey tones making any of the following paints serve as decent camouflage, if the map is in winter mode then obviously White paint is the best cover.
Coloring_liquid_metal.pngLiquid Metal: 7.99 
Coloring_polished_metal.pngMetallic: 100 Crystal.png
Coloring_carbon.pngCarbon: 30,000 Crystal.png
Coloring_winter.pngWinter: 7,000 Crystal.png

Wiki_paint.pngReporter: (Unobtainable) by Lux so far
 



Modules:
 

Module_spectrum.png

 

 
 
 
You're mainly going to encounter; Thunders, Railguns, and Shafts. Occasionally there will be short ranged turrets. 
 
Griffon series:
 
The Griffon series of modules provides protection against all the most popular turrets in Deathtrack (Thunder, Railgun, and Shaft). With variations depending on your experience.
 

24px-Railgun_mod.png  24px-Thunder_mod.png  24px-Shaft_mod.png Griffon T-A
 
24px-Smoky_mod.png  24px-Railgun_mod.png  24px-Thunder_mod.png Griffon T-D
 
24px-Smoky_mod.png  24px-Railgun_mod.png  24px-Shaft_mod.png Griffon T-B

 
Kodiak series:
 
This series is best used in DM where a few short ranged turrets are likely.
 
24px-Smoky_mod.png  24px-Firebird_mod.png  24px-Railgun_mod.png Kodiak T-H
 
24px-Shaft_mod.png  24px-Hammer_mod.png  24px-Vulcan_mod.png Kodiak Т-В
 
24px-Firebird_mod.png  24px-Railgun_mod.png  24px-Thunder_mod.png Kodiak Т-А
 



Effective Combinations:
 
Thunder/Viking
150px-Turret_thunder_m3.png+ 115px-Hull_vicing_m3.png
Not only does this combo look fabulous it also provides the most flexibility in Deathtrack, Viking being the fastest of all medium hulls coupled with Thunder's adequate range and stellar splash damage makes this combo totally rule in team battles. Attacking, defending or mid-fielding, in this combo it's all a breeze! Also does well in DM though -perhaps obviously- not as well as Smoky/Viking.
 
DM - 8/10
TDM - 10/10
CTF - 10/10
CP - 9/10
 
Smoky/Viking
 
115px-Turret_smoky_m3.png + 115px-Hull_vicing_m3.png
 
An absolute classic here, this is such an effective and popular combo that its sold as a kit in three modifications (Striker, Northerner and Paladin). In Deathtrack it works best for DMs instead of Thunder due to the faster reload time and the 'kill steal' nature of deathmatches. Not to say its bad for team battles, far from it, serving as an excellent defense supporter and mid-fielder. If it wasn't for Thunder's splash damage, this would be king combo in Deathtrack.
 
DM - 10/10
TDM - 8/10
CTF - 9/10
CP - 8/10
 
Shaft/Titan
 
150px-Turret_shaft_m3_2.png + 120px-Hull_titan_m3.png
 
This combo; if standing in one of the aforementioned 'effective sniping positions' can really be a killer, try to enrol a friendly Isida to stay by your side in the event that you get shot by enemy snipers. Be sure to watch out for Firebirds sneaking up behind you. Doesn't work at all well in TDM or DM thanks to the lack of players around you and the lack of healing Isidas. 
 
DM - 3/10
TDM - 5/10
CTF - 9/10
CP - 8/10
 
 

Gold Boxes:
 
Remember back in the intro I said Deathtrack is the 'bane of gold hunters'? Well, you might have thought I used that to craft a catchy intro. But no, Deathtrack really is a pain to catch golds in simply because there is no resource which shows you the drop zones. You might think, well, what about 's Gold Box drop locations topic? Nope, for some reason Deathtrack just isn't there, I've even looked on the Russian forum.
 
So really, the only realistic chance you have of getting a Gold box is if you spot the drop zone early, don't hang around it too obviously otherwise others might see and you'll have hordes of tanks coming over. 
 
Wasp is the best hull for Gold boxes in Deathtrack simply due to its speed.
 

2F9fej.jpg


 
^The only Gold I've ever caught in Deathtrack, it was behind the large building in the corner.


 
Races:
 
Aha! You weren't expecting this were you? Of course I must include a piece on the racing side of Deathtrack, thats probably what it was designed for in the the first place. So what is the route and how can you take part in a Deathtrack race?
 
Route:
 

Start.jpg


 
^This is the defined start line for Deathtrack races.
 
Race.jpg
 
^The most common route for racing, either direction is acceptable.
 
I wanna race!
 
If you want to race in Deathtrack you have Three options:
 
Race amongst friends
 
This is pretty obvious, invite your friends to a private battle and race with them, the rules are made by you and you must decide whether:

  • Drugs are allowed.
  • Shooting/killing is allowed.
  • Which turrets are permitted.
  • Which hulls are permitted.
  • Are different modifications allowed.
  • Do you need a 'safety car' to show the route.
  • How the tanks will be arranged on the starting grid.

Perhaps I've missed some but hopefully not!
 
Take part in official events
 
The Tanki online administration often hold their own official events, one of those is 'Tanki Race 2' which involved Hunter/Twins'
racing around Deathtrack following an official Wasp 'safety car'. A link to the event is be posted on Facebook and if you're quick enough you can get in pretty easily. Be sure to read the General event rules before taking part.
 
Join a racing club
 
You can find some clubs which regularly hold racing events in Deathtrack, currently most are inactive though be sure to keep an eye on the specialist clubs forum.


With that I end this extremely long and hopefully detailed guide on Deathtrack, I hope you enjoyed reading it and that it inspires you to play more often in this map! Don't forget to leave your feedback down below!

 
That is all!
See YOU in battle!

 

 

If you spot any mistakes in spelling, grammar, formatting inconsistencies or otherwise please let me know.  ENTRY MAY BE EDITED WITHIN CONTEST DEADLINE!

Edited by Ninja
  • Like 7

Share this post


Link to post
Share on other sites

 

My entry, will be published in AWS when contest is over.  :) 

Deathtrack_Header.jpg

 

 

 

 

 

Deathtrack - the bane of gold hunters, the eternal love of every Thunder and the ultimate race track. Deathtrack is quickly becoming a popular map after the recent update and unlike before it isn't rare to see Two or Three of them on the battle list. Let's talk!

 

 

Introduction:

 

Deathtrack is a map dominated by fast hulls thanks to it's huge area, attack and escape routes are long and treacherous with shafts lying in every corner and Thunders popping out of the many hiding places around the map. An occasional Mammoth or Titan is to be found defending the flag in a well organised team. 

 

Gameplay is medium-paced, being faster than Dusseldorf but slower than Kunger and dominated by Thunder due to the large size of the map with very little close-ranged combat, Thunder's unique splash damage comes in very useful here too. As you can imagine, Shafts thrive here well though they are usually restricted to defense. Railgun doesn't do so well simply due to its warm-up, by the time you are ready to shoot your target is likely behind cover due to the many props around the map. 

 

Deathtrack has a rough size of 63 x 45 meters and an area of 2835 square metres, it is available in all battle modes, holds 24 players and unlocks at a relatively low rank of first-sergeant. 

 

 

 

 

^A spectator tour of Deathtrack.

 

 

Deathtrack.jpg

 

 

^Deathtrack is rather popular after the Battle! button update.

 

History:

 

Like many other maps not much is known of Deathtrack's history, it was one of the first maps in the game, added on October 1st, 2009. It is possible that Deathtrack was designed with Monte-Carlo to be part of the abandoned race-mode idea as they were both designed around the same time, however nothing confirms this as far as I know. 

 

800px-%D0%A1%D1%82%D0%B0%D1%80%D1%8B%D0%

 

^ The very first version of Deathtrack, the main tweak visible in this photo is the positioning of the large building in the corner. The old version had slightly more trees than the current one.

 

 

20140131161608!Deathtrack.jpg

 

 

^ The second version of Deathtrack with the improved game textures.

 

 

20140218184001!Deathtrack.jpg

 

 

^ The current (Third) version of Deathtrack.

 

Bases:

 

 

Bases.jpg

 

 

 

Red Base: 

 

This area is where the Red flag is located (obviously) and where the Red team players spawn, defense is more complex than the Blue base due to the many different attack routes, the ramp serves as useful cover for would-be attackers or for jumping over a heavy hull sitting on the flag.

 

Mid-field:

 

Where most of the combat happens, just like all mid-fields. Medium hulls thrive while light hulls perish.

 

Blue Base:

 

The Blue flag lends itself well for defense, it is surrounded by broken walls in which a Firebird or Freeze can hide to ward off any attackers. The Four concrete bollards nearby also serve as useful cover for a defensive Shaft or Railgun. It's also worth mentioning that drop zones are situated better around the flag than the Red team. Overall, Blue have an advantage over Red.

 

Drop zones: 

 

Drop Zones are spread evenly between the two bases with the Blue team having a slight advantage in terms of location in relation to the vital areas, ie: flag and sniping spots. Abundant Speed Boosts are a huge plus due to the long attack routes.

 

 

meta_chart.png

 

This graph demonstrates the abundance of Repair kits which is unusual.

 

Attack Routes:

 

Red Team:

 

 

image.jpg

 

 

In my experience this has been the best attack route, fast hulls are best for attacking here as speed boost and repair kit are both available and the bridge offers cover from snipers standing behind the Five concrete blocks. (Not visible in the picture) Try to make random sharp turns while driving down the straight to avoid being killed. Watch out for shafts when you go round the corner.

 

Blue Team:

 

 

image.jpg

 

 

Medium hulls are best for attacking the Red base, in my experience it's a bad idea to go through the Red base as you tend to get killed pretty quick! If there is a flag sitter; a fast hull is a great option as it can jump over. Not really much else to say.

 

Mining Positions: 

 

Red Team:

 

 

image.jpg

 

 

Excuse my disgusting Photoshop skills. Mining either ramps isn't necessary though it's best done to prevent any attackers jumping over the defender. An 'O' shape round the flag is your only option without using too many mines thanks to the many open spots.

 

Blue Team: 

 

 

image.jpg

 

 

The Blue flag is a total joy to mine! Alternatively you could make an 'O' shape round the flag though this is less secure.

 

Sniping positions: 

 

There are tons of possible sniping positions in Deathtrack, however I've decided to just include the ones I have found to be most effective.

 

Blue team:

 

Position 1:

 

This is a popular position for Shafts and Railguns alike, it is possible to take out a flag-sitter from this position if done in conjunction with a teammate in Position 2, without a teammate it becomes difficult as the sitter is likely to have an Isida close by. Watch out for enemies passing behind you.

 

 

4XtKAR.jpg

 

 

Position 2:

 

Similar to Position 1 though more exposed, best used to support Position 1.

 

 

DY9RBg.jpg

 

 

Position 3:

 

All three of these concrete blocks offer excellent cover for defensive snipers as a Repair Kit and Double Armour are situated close by. Be cautious of enemies approaching from the large building to your front.

 

 

34FVSY.jpg

 

 

Position 4:

 

A fantastic position for taking out people driving across the bridge or spawn killing on the raised platform area.

 

 

Dfvb43.jpg

 

 

Red Base: 

 

Position 5: 

 

The best sniping position in the Red Base by far, get there before anyone else takes it! Tends to work best with Shaft as the sniping area is narrow.

 

 

hxXT6N.jpg

 

 

Position 6:

 

Great for taking out snipers in Position 4, you'll have to out think them though and its not so great otherwise.

 

 

ZiQg2T.jpg

 

 

Position 7:

 

A great position let down by it's exposure on all sides, great for supporting flag stealers and taking out anyone on the bridge.

 

 

BGjas8.jpg

 

 

Position 8:

 

Similar to Position 7, great for hitting snipers in Position 3.

 

 

6K3blF.jpg

 

 

Gameplay:

 

I've done a fair share of playing in Deathtrack which is partly why I decided to write about it, so let's talk about gameplay experience. I would like to say these are ALL what I've experienced, other people may find it totally different.

 

Deathmatch:

 

Deathmatch in Deathtrack (hahaha see dat rhyme -_-) felt slow, there weren't enough tanks around spawn points and you had to drive a considerable distance to the hotspots where you get some kills, I like my DM matches to be fast paced like Polygon DM with tanks all around you to kill, with its large area; 24 players just doesn't seem enough. DM here doesn't really host much snipers as they tend to get killed pretty quick, overall, I'd rate DM at a 7/10.

 

Team Deathmatch:

 

TDM is the worst mode for Deathtrack, you need to drive right into the enemy base to gain any respectable number of kills and with a maximum of just 12 enemies, it's pretty dang awful! Can't really say much else. I'd give it a 6/10.

 

Capture The Flag:

 

CTF is extremely enjoyable, a great variety of turrets are usable from Firebirds sitting next to the flag to Shafts camping in one of the many sniping spots, attackers usually consist of fast hulls bursting in at a perfect moment of distraction making gameplay quite faster-paced than you would expect. A pretty solid 9/10 here.

 

Control Points:

 

I found CP to be absolutely fantastic, points are spread evenly between both bases and gameplay feels moderately fast with an ever increasing fund resulting in plenty of Gold boxes. Totally my favorite mode and possibly my favorite CP map beside Polygon. A 10/10 from me.

 

Turrets:

 

150px-Turret_firebird_m3_2.pngFirebird

Firebird has limited use in such a large map, it can do well in DM and is great for sitting close to the flag and burning off any attackers. Otherwise, it's best paired with a fast hull and great circling skills.

 

DM - 7/10

TDM - 6/10

CP -  6/10

CTF - 7/10

 

Compact_tanks.png Firebird's alteration: Compact Tanks

 

Even with its recent nerf; Compact tanks is totally freaking awesome! Obviously it makes Firebird do considerably better in all maps including Deathtrack, whether it justifies 100,000 Crystals is questionable. 

 

 

125px-Turret_freeze_m3.pngFreeze

Much the same as Firebird, does slightly better overall due to the freeze effect slowing enemies down enabling you to get closer. Again, best with a fast hull and circling skills.

 

 

DM - 8/10

TDM - 6/10

CP -  6/10

CTF - 8/10

 

 

 

High_pressure_pump.png Freeze's alteration: High Pressure Pump

 

I'd usually refrain from recommending this alteration, it increases damage by 100% and reduces cone angle by 70% which basically defies Freeze's great tactic of circling multiple hulls. In Deathtrack however this make no difference as you tend to meet enemies one at a time and paired with the 100% damage buff; it makes this alteration perfect!

 

115px-Turret_isida_m3.png Isida

 

Isida's lack of maximum and minimum damage compared to Freeze/Firebird along with the abundance of snipers in Deathtrack makes the turret work pretty well. In team battles; sit close to a couple of snipers or the flag sitter for maximum effect. As for DM's, try to sneak up behind unsuspecting spawns.

 

 

DM - 6/10

TDM - 7/10

CP -  8/10

CTF - 9/10

 

Broadband_emitters.png Isida's alteration: Broadband Emitters

 

Isida's movements in Deathtrack are usually restricted to its own base making the reduced range a disadvantage, this alteration on par to useless in Deathtrack. I'd avoid it.

 

Hammer_m3.png Hammer

 

Hammer is rather rare in Deathtrack, with a Double Damage and medium hull it does amazing in DM thanks to all the one-shotabble light hulls, the same goes for TDM if you hang around the enemy spawn points. It does well in CTF if paired with a fast-hull as it can chase flag-stealers making them veer off course with its brilliant impact force. CP use is somewhat limited though still effective in skilled hands.

 

 

DM - 10/10

TDM - 9/10

CP -  7/10

CTF - 8/10

 

 

Slugger.png Hammer's Alteration: Slugger

 

 

 

The Slugger alteration sacrifices turret rotation speed in favor of a tighter pellet spread, wether you should use this alteration will depend on you game play style, it's great for mid-fielding where you will meet plenty of lone tanks to destroy.

 

125px-Turret_twins_m3.pngTwins

 

Twins really doesn't do well in Deathtrack, the projectile speed is too slow and the range isn't enough, if you must use it; pair it with a medium hull and stick around your base doing some defending and mid-fielding.

 

DM - 8/10

TDM - 6/10

CTF - 6/10

CP - 5/10

 

Plasma_core_accelerators.png Twins' alteration: Plasma Core Accelerators

 

This alteration dramatically improves Twins' usability in Deathtrack, it increases projectile speed and minimum damage range by 100% while reducing reload time only by 20% - a small price to pay. If you own it, use it!

 

150px-Turret_ricochet_m3.png Ricochet

 

Ricochet does quite well in DMs, with the large number of Thunders 3-shotting light hulls, kill stealing at two-shots becomes a breeze. The bounce also comes in handy due to the many props - just like Thunder's splash damage -. Pair it with a medium hull like Dictator for maximum effect.

 

 

DM - 9/10

TDM - 6/10

CTF - 7/10

CP - 8/10

 

Minus-field_stabilization.png Ricochet's alteration: Minus-field Stabilization

 

This alteration is a perfect clone of Twins' Plasma core accelerators. The results are slightly different however as Ricochet's success relies on DM kill stealing, which requires quick reloading rather than range or projectile speed. The alteration works best in CP/CTF and whether you use it or not will depend on your game play style.

 

115px-Turret_smoky_m3.png Smoky

 

With its excellent damage and range-less critical capabilities, Smoky does amazing in Deathtrack, especially in Deathmatches where with the help of a few drugs and a medium hull you will rule the battlefield. Paired with a light hull and a little Isida support it does fantastic in CTF for quick fly-in flag stealing.

 

DM - 10/10

TDM - 8/10

CTF - 9/10

CP - 7/10

 

Assault_ammunition.pngSmoky's alteration: Assault Ammunition

 

Assault ammunition is a big no-no, it increases impact force and the complete sacrifice of no critical damage, with the recent update giving Smoky unlimited critical range making it a great option in Deathtrack, this, once more is a big no-no.

 

Vulcan3.pngVulcan

 

Vulcan is extremely rare in Deathtrack and I've only seen a few around so I can't say too much, it does fairly well in CTF if paired with Titan and kept move around its base but DMs are where Vulcan comes into light, standing on the central boulder with mines on the ramp it has access to pretty much all the spawn points, just be ready to use those repair kits. The same goes for CP mode.

 

 

DM - 9/10

TDM - 5/10

CTF - 7/10

CP - 8/10

 

Faster_horizontal_tracking.png Vulcan's alteration: Faster Horizontal Tracking

 

Probably the worst name ever but FHT does do something for Vulcan, it reduces the 'lock on'  ability by 50% while increasing rotation speed by 70%, seeing as Deathtrack doesn't contain many different levels this works out an advantage as you'll still have enough 'lock-on' to reach most areas.

 

150px-Turret_thunder_m3.pngThunder

 

Thunder is THE NUMBER ONE turret to use in Deathtrack, its amazing in all modes with its excellent range and damage. Self damage isn't a problem either thanks to Deathtrack's large size and as mentioned numerous times before, splash damage can be used to its full potential in this map.

 

 

DM - 9/10

TDM - 10/10

CTF - 10/10

CP - 10/10

 

Lightweight_ordnance_autoloader.pngThunder's alteration: Lightweight Ordinance Auto-loader

 

LO(A)L causes maximum and minimum damage to be decreased by 20% while also reducing reload time by 20%, to be honest this is pretty useless as you may as well be using Smoky instead of this.

 

125px-Turret_railgun_m3.png Railgun

 

Railgun is another turret that does OK in Deathtrack, the trouble is, its overshadowed by Thunder which is a thousand times better, not to say Railgun is bad as it can serve as an excellent flag defender as long as it sits in one of the many sniping spots.

 

 

DM - 7/10

TDM - 7/10

CTF - 8/10

CP - 7/10

 

Shell_stabilization.png Railgun's alteration: Shell Stabilization

 

Shell stabilization levels out Railgun's infamous damage graph so it causes the same damage on every shot, not particularly good as you sometimes need the extra oomph to vaporize another tank. Meh.

 

150px-Turret_shaft_m3_2.pngShaft

 

Shaft does does pretty dang well especially in the Blue team, sitting in Position 1 it can defend the flag from all directions and earn itself plenty of kills in the process, pair it with a heavy hull and you can expect an impressive K/D. Try to have an Isida by your side. It's not quite so hunky-dory for the Red team or other game modes however.

 

Ratings:

DM - 6/10

TDM - 5/10

CTF - 8/10

CP - 7/10

 

Heavy_capacitors.png Shaft's alteration: Heavy Capacitors

 

A pretty complex alteration to say the least, horizontal aiming speed (sniping), and the power-up time gets decreased by 30% and increased by 100% respectively; this really doesn't give much of an advantage or disadvantage so whether you use it will depend on your preference.

 

 

Hulls:

 

 

115px-Hull_wasp_m3.pngWasp

 

Wasp is my favourite hull in Deathtrack, with a speed boost and double armour stealing enemy flags while they're distracted is easy as 123. In DMs Wasp usually gets recked and a medium hulls becomes more effective. Same goes for TDM. Wasp is fantastic in CP too as it can zip around between all the points earning itself plenty of exp, don't expect any decent K/D though. Works great for gold boxes too thanks to its speed and the huge number of dropzones.

 

 

DM - 4/10

TDM - 5/10

CTF - 8/10

CP - 9/10

 

 

110px-Hull_hornet_m3.pngHornet

 

Same as Wasp pretty much though at a slight disadvantage thanks to the decreased speed.

 

DM - 4/10

TDM - 5/10

CTF - 8/10

CP - 8/10

 

110px-Hull_hunter_m3.pngHunter

 

Hunter is the underdog of medium hulls, outclassed by Viking in stability and overshadowed by Dictator for gold hunting it remains as unpopular post-rebalance as it was pre-rebalance. In Deathtrack its just the same, not particularly outstanding at anything except being ordinary. If possible use Viking or Dictator instead. Otherwise use it around your base picking off unwary enemies and for the occasional mid-fielding.

 

DM - 8/10

TDM - 8/10

CTF - 8/10

CP - 6/10

 

 

115px-Hull_vicing_m3.pngViking

 

Paired with Thunder or Smoky, Viking is freaking amazing! It has the highest top speed of all hulls making it effective for attacking, mid-fielding and defending, a fabulous all-round hull. Amazing in DMs and TDMs when paired with Hammer and double power supplies though overshadowed by Wasp for CP. Watch out for the post-rebalance drift syndrome.

 

DM - 10/10

TDM - 10/10

CTF - 10/10

CP - 8/10

 

120px-Hull_dictator_m3.pngDictator

 

Dictator has the fastest acceleration of any medium hull but, remember the intro? I said Deathtrack is the bane of gold hunters, Dictator is usually used for gold hunting and its lack of speed is a huge disaster for this in Deathtrack. Gold hunting aside; with Thunder it works almost as well as Viking and the extra height is a great advantage for reaching all the platforms spread around the map.

 

DM - 9/10

TDM - 9/10

CTF - 9/10

CP - 7/10

 

120px-Hull_titan_m3.pngTitan

 

Titan performs disappointingly in team battles, its movements are heavily restricted to sniping and defense so its best paired with Vulcan or Shaft. Works fantastic in DM with Vulcan as mentioned earlier.

 

DM - 9/10

TDM - 4/10

CTF - 8/10

CP - 5/10

 

115px-Hull_mammoth_m3.pngMammoth

 

Far too slow for anything, sorry Mammoth but you take too long even to get to your sniping spot or to sit on the flag, unless you're playing Godmode_ON ignore this hull entirely.

 

DM - 6/10

TDM - 1/10

CTF - 6/10

CP - 3/10

 

Paints:

 

After the module update the only purpose paints serve are; looking good and camouflage. So I'm going to split this section in those respective categories. 

 

Looks:

 

Coloring_amber.pngAmber: €13.99

Coloring_lime.pngLime: €13.99

Coloring_neuron.pngNeuron: €13.99

Coloring_harlequin.pngHarlequin: 40,000 Crystal.png

Coloring_disco.pngDisco: 100,000 Crystal.png

 

Camouflage:

 

Deathtrack is a map full of concrete and grey tones making any of the following paints serve as decent camouflage, if the map is in winter mode then obviously White paint is the best cover.

Coloring_liquid_metal.pngLiquid Metal: 7.99 

Coloring_polished_metal.pngMetallic: 100 Crystal.png

Coloring_carbon.pngCarbon: 30,000 Crystal.png

Coloring_winter.pngWinter: 7,000 Crystal.png

 

Modules:

 

Module_spectrum.png

 

 

 

 

You're mainly going to encounter; Thunders, Railguns, and Shafts. Occasionally there will be short ranged turrets. 

 

Griffon series:

 

The Griffon series of modules provides protection against all the most popular turrets in Deathtrack (Thunder, Railgun, and Shaft). With variations depending on your experience.

 

 

24px-Railgun_mod.png  24px-Thunder_mod.png  24px-Shaft_mod.png Griffon T-A

 

24px-Smoky_mod.png  24px-Railgun_mod.png  24px-Thunder_mod.png Griffon T-D

 

24px-Smoky_mod.png  24px-Railgun_mod.png  24px-Shaft_mod.png Griffon T-B

 

 

Kodiak series:

 

This series is best used in DM where a few short ranged turrets are likely.

 

24px-Smoky_mod.png  24px-Firebird_mod.png  24px-Railgun_mod.png Kodiak T-H

 

24px-Shaft_mod.png  24px-Hammer_mod.png  24px-Vulcan_mod.png Kodiak Т-В

 

24px-Firebird_mod.png  24px-Railgun_mod.png  24px-Thunder_mod.png Kodiak Т-А

 

Effective Combinations:

 

Thunder/Viking

150px-Turret_thunder_m3.png+ 115px-Hull_vicing_m3.png

Not only does this combo look fabulous it also provides the most flexibility in Deathtrack, Viking being the fastest of all medium hulls coupled with Thunder's adequate range and stellar splash damage makes this combo totally rule in team battles. Attacking, defending or mid-fielding, in this combo it's all a breeze! Also does well in DM though -perhaps obviously- not as well as Smoky/Viking.

 

DM - 8/10

TDM - 10/10

CTF - 10/10

CP - 9/10

 

Smoky/Viking

 

115px-Turret_smoky_m3.png + 115px-Hull_vicing_m3.png

 

An absolute classic here, this is such an effective and popular combo that its sold as a kit in three modifications (Striker, Northerner and Paladin). In Deathtrack it works best for DMs instead of Thunder due to the faster reload time and the 'kill steal' nature of deathmatches. Not to say its bad for team battles, far from it, serving as an excellent defense supporter and mid-fielder. If it wasn't for Thunder's splash damage, this would be king combo in Deathtrack.

 

DM - 10/10

TDM - 8/10

CTF - 9/10

CP - 8/10

 

Shaft/Titan

 

150px-Turret_shaft_m3_2.png + 120px-Hull_titan_m3.png

 

This combo; if standing in one of the aforementioned 'effective sniping positions' can really be a killer, try to enrol a friendly Isida to stay by your side in the event that you get shot by enemy snipers. Be sure to watch out for Firebirds sneaking up behind you. Doesn't work at all well in TDM or DM thanks to the lack of players around you and the lack of healing Isidas. 

 

DM - 3/10

TDM - 5/10

CTF - 9/10

CP - 8/10

 

 

Gold Boxes:

 

Remember back in the intro I said Deathtrack is the 'bane of gold hunters'? Well, you might have thought I used that to craft a catchy intro. But no, Deathtrack really is a pain to catch golds in simply because there is no resource which shows you the drop zones. You might think, well, what about 's Gold Box drop locations topic? Nope, for some reason Deathtrack just isn't there, I've even looked on the Russian forum.

 

So really, the only realistic chance you have of getting a Gold box is if you spot the drop zone early, don't hang around it too obviously otherwise others might see and you'll have hordes of tanks coming over. 

 

Wasp is the best hull for Gold boxes in Deathtrack simply due to its speed.

 

 

2F9fej.jpg

 

 

^The only Gold I've ever caught in Deathtrack, it was behind the large building in the corner.

 

Races:

 

Aha! You weren't expecting this were you? Of course I must include a piece on the racing side of Deathtrack, thats probably what it was designed for in the the first place. So what is the route and how can you take part in a Deathtrack race?

 

Route:

 

 

Start.jpg

 

 

^This is the defined start line for Deathtrack races.

 

Race.jpg

 

^The most common route for racing, either direction is acceptable.

 

I wanna race!

 

If you want to race in Deathtrack you have Three options:

 

Race amongst friends

 

This is pretty obvious, invite your friends to a private battle and race with them, the rules are made by you and you must decide whether:

  • Drugs are allowed.
  • Shooting/killing is allowed.
  • Which turrets are permitted.
  • Which hulls are permitted.
  • Are different modifications allowed.
  • Do you need a 'safety car' to show the route.
  • How the tanks will be arranged on the starting grid.

Perhaps I've missed some but hopefully not!

 

Take part in official events

 

The Tanki online administration often hold their own official events, one of those is 'Tanki Race 2' which involved Hunter/Twins'

racing around Deathtrack following an official Wasp 'safety car'. A link to the event is be posted on Facebook and if you're quick enough you can get in pretty easily. Be sure to read the General event rules before taking part.

 

Join a racing club

 

You can find some clubs which regularly hold racing events in Deathtrack, currently most are inactive though be sure to keep an eye on the specialist clubs forum.

 

With that I end this extremely long and hopefully detailed guide on Deathtrack, I hope you enjoyed reading it and that it inspires you to play more often in this map! Don't forget to leave your feedback down below!

 

That is all!

See YOU in battle!

 

 

If you spot any mistakes in spelling, grammar, formatting inconsistencies or otherwise please let me know.  

 

Bro, nice! I've got your same layout formatting, ie: Turrets, Hulls, Attacking routes, Gold Boxes, paints etc, will it be considered Plagiarism @Flexoo?

Also, Brilliant article lux! xD 

  • Like 1

Share this post


Link to post
Share on other sites

Bro, nice! I've got your same layout formatting, ie: Turrets, Hulls, Attacking routes, Gold Boxes, paints etc, will it be considered Plagiarism @Flexoo?

Also, Brilliant article lux! xD 

Nope the contest says: ''You are allowed to use past Newspaper guides as a pattern for your own guides'' so I don't think so.

Edited by Ninja

Share this post


Link to post
Share on other sites

Nope, it won't be considered as plagiarism. However, if the format will be very similar with other entries or past guides, I will decrease the originality points.

Edited by Flexoo
  • Like 1

Share this post


Link to post
Share on other sites

Nope, it won't be considered as plagiarism. However, if the format will be very similar with other entries, or past guides I will decrease the originality points.

Dagum, I thought that would be a positive thing considering it was mentioned in the OP.  :mellow: RIP.

Share this post


Link to post
Share on other sites

Nope the contest says: ''You are allowed to use past Newspaper guides as a pattern for your own guides'' so I don't think so.

 

 

Nope, it won't be considered as plagiarism. However, if the format will be very similar with other entries or past guides, I will decrease the originality points.

Okay, thank you. ;) 

Share this post


Link to post
Share on other sites

 

My entry, will be published in AWS when contest is over.  :) 

Deathtrack_Header.jpg

 

 

 

 

 

Deathtrack - the bane of gold hunters, the eternal love of every Thunder and the ultimate race track. Deathtrack is quickly becoming a popular map after the recent update and unlike before it isn't rare to see Two or Three of them on the battle list. Let's talk!

 

 

Introduction:

 

Deathtrack is a map dominated by fast hulls thanks to it's huge area, attack and escape routes are long and treacherous with shafts lying in every corner and Thunders popping out of the many hiding places around the map. An occasional Mammoth or Titan is to be found defending the flag in a well organised team. 

 

Gameplay is medium-paced, being faster than Dusseldorf but slower than Kunger and dominated by Thunder due to the large size of the map with very little close-ranged combat, Thunder's unique splash damage comes in very useful here too. As you can imagine, Shafts thrive here well though they are usually restricted to defense. Railgun doesn't do so well simply due to its warm-up, by the time you are ready to shoot your target is likely behind cover due to the many props around the map. 

 

Deathtrack has a rough size of 63 x 45 meters and an area of 2835 square metres, it is available in all battle modes, holds 24 players and unlocks at a relatively low rank of first-sergeant. 

 

 

 

 

^A spectator tour of Deathtrack.

 

 

Deathtrack.jpg

 

 

^Deathtrack is rather popular after the Battle! button update.

 

History:

 

Like many other maps not much is known of Deathtrack's history, it was one of the first maps in the game, added on October 1st, 2009. It is possible that Deathtrack was designed with Monte-Carlo to be part of the abandoned race-mode idea as they were both designed around the same time, however nothing confirms this as far as I know. 

 

800px-%D0%A1%D1%82%D0%B0%D1%80%D1%8B%D0%

 

^ The very first version of Deathtrack, the main tweak visible in this photo is the positioning of the large building in the corner. The old version had slightly more trees than the current one.

 

 

20140131161608!Deathtrack.jpg

 

 

^ The second version of Deathtrack with the improved game textures.

 

 

20140218184001!Deathtrack.jpg

 

 

^ The current (Third) version of Deathtrack.

 

Bases:

 

 

Bases.jpg

 

 

 

Red Base: 

 

This area is where the Red flag is located (obviously) and where the Red team players spawn, defense is more complex than the Blue base due to the many different attack routes, the ramp serves as useful cover for would-be attackers or for jumping over a heavy hull sitting on the flag.

 

Mid-field:

 

Where most of the combat happens, just like all mid-fields. Medium hulls thrive while light hulls perish.

 

Blue Base:

 

The Blue flag lends itself well for defense, it is surrounded by broken walls in which a Firebird or Freeze can hide to ward off any attackers. The Four concrete bollards nearby also serve as useful cover for a defensive Shaft or Railgun. It's also worth mentioning that drop zones are situated better around the flag than the Red team. Overall, Blue have an advantage over Red.

 

Drop zones: 

 

Drop Zones are spread evenly between the two bases with the Blue team having a slight advantage in terms of location in relation to the vital areas, ie: flag and sniping spots. Abundant Speed Boosts are a huge plus due to the long attack routes.

 

 

meta_chart.png

 

This graph demonstrates the abundance of Repair kits which is unusual.

 

Attack Routes:

 

Red Team:

 

 

image.jpg

 

 

In my experience this has been the best attack route, fast hulls are best for attacking here as speed boost and repair kit are both available and the bridge offers cover from snipers standing behind the Five concrete blocks. (Not visible in the picture) Try to make random sharp turns while driving down the straight to avoid being killed. Watch out for shafts when you go round the corner.

 

Blue Team:

 

 

image.jpg

 

 

Medium hulls are best for attacking the Red base, in my experience it's a bad idea to go through the Red base as you tend to get killed pretty quick! If there is a flag sitter; a fast hull is a great option as it can jump over. Not really much else to say.

 

Mining Positions: 

 

Red Team:

 

 

image.jpg

 

 

Excuse my disgusting Photoshop skills. Mining either ramps isn't necessary though it's best done to prevent any attackers jumping over the defender. An 'O' shape round the flag is your only option without using too many mines thanks to the many open spots.

 

Blue Team: 

 

 

image.jpg

 

 

The Blue flag is a total joy to mine! Alternatively you could make an 'O' shape round the flag though this is less secure.

 

Sniping positions: 

 

There are tons of possible sniping positions in Deathtrack, however I've decided to just include the ones I have found to be most effective.

 

Blue team:

 

Position 1:

 

This is a popular position for Shafts and Railguns alike, it is possible to take out a flag-sitter from this position if done in conjunction with a teammate in Position 2, without a teammate it becomes difficult as the sitter is likely to have an Isida close by. Watch out for enemies passing behind you.

 

 

4XtKAR.jpg

 

 

Position 2:

 

Similar to Position 1 though more exposed, best used to support Position 1.

 

 

DY9RBg.jpg

 

 

Position 3:

 

All three of these concrete blocks offer excellent cover for defensive snipers as a Repair Kit and Double Armour are situated close by. Be cautious of enemies approaching from the large building to your front.

 

 

34FVSY.jpg

 

 

Position 4:

 

A fantastic position for taking out people driving across the bridge or spawn killing on the raised platform area.

 

 

Dfvb43.jpg

 

 

Red Base: 

 

Position 5: 

 

The best sniping position in the Red Base by far, get there before anyone else takes it! Tends to work best with Shaft as the sniping area is narrow.

 

 

hxXT6N.jpg

 

 

Position 6:

 

Great for taking out snipers in Position 4, you'll have to out think them though and its not so great otherwise.

 

 

ZiQg2T.jpg

 

 

Position 7:

 

A great position let down by it's exposure on all sides, great for supporting flag stealers and taking out anyone on the bridge.

 

 

BGjas8.jpg

 

 

Position 8:

 

Similar to Position 7, great for hitting snipers in Position 3.

 

 

6K3blF.jpg

 

 

Gameplay:

 

I've done a fair share of playing in Deathtrack which is partly why I decided to write about it, so let's talk about gameplay experience. I would like to say these are ALL what I've experienced, other people may find it totally different.

 

Deathmatch:

 

Deathmatch in Deathtrack (hahaha see dat rhyme -_-) felt slow, there weren't enough tanks around spawn points and you had to drive a considerable distance to the hotspots where you get some kills, I like my DM matches to be fast paced like Polygon DM with tanks all around you to kill, with its large area; 24 players just doesn't seem enough. DM here doesn't really host much snipers as they tend to get killed pretty quick, overall, I'd rate DM at a 7/10.

 

Team Deathmatch:

 

TDM is the worst mode for Deathtrack, you need to drive right into the enemy base to gain any respectable number of kills and with a maximum of just 12 enemies, it's pretty dang awful! Can't really say much else. I'd give it a 6/10.

 

Capture The Flag:

 

CTF is extremely enjoyable, a great variety of turrets are usable from Firebirds sitting next to the flag to Shafts camping in one of the many sniping spots, attackers usually consist of fast hulls bursting in at a perfect moment of distraction making gameplay quite faster-paced than you would expect. A pretty solid 9/10 here.

 

Control Points:

 

I found CP to be absolutely fantastic, points are spread evenly between both bases and gameplay feels moderately fast with an ever increasing fund resulting in plenty of Gold boxes. Totally my favorite mode and possibly my favorite CP map beside Polygon. A 10/10 from me.

 

Turrets:

 

150px-Turret_firebird_m3_2.pngFirebird

Firebird has limited use in such a large map, it can do well in DM and is great for sitting close to the flag and burning off any attackers. Otherwise, it's best paired with a fast hull and great circling skills.

 

DM - 7/10

TDM - 6/10

CP -  6/10

CTF - 7/10

 

Compact_tanks.png Firebird's alteration: Compact Tanks

 

Even with its recent nerf; Compact tanks is totally freaking awesome! Obviously it makes Firebird do considerably better in all maps including Deathtrack, whether it justifies 100,000 Crystals is questionable. 

 

 

125px-Turret_freeze_m3.pngFreeze

Much the same as Firebird, does slightly better overall due to the freeze effect slowing enemies down enabling you to get closer. Again, best with a fast hull and circling skills.

 

 

DM - 8/10

TDM - 6/10

CP -  6/10

CTF - 8/10

 

 

 

High_pressure_pump.png Freeze's alteration: High Pressure Pump

 

I'd usually refrain from recommending this alteration, it increases damage by 100% and reduces cone angle by 70% which basically defies Freeze's great tactic of circling multiple hulls. In Deathtrack however this make no difference as you tend to meet enemies one at a time and paired with the 100% damage buff; it makes this alteration perfect!

 

115px-Turret_isida_m3.png Isida

 

Isida's lack of maximum and minimum damage compared to Freeze/Firebird along with the abundance of snipers in Deathtrack makes the turret work pretty well. In team battles; sit close to a couple of snipers or the flag sitter for maximum effect. As for DM's, try to sneak up behind unsuspecting spawns.

 

 

DM - 6/10

TDM - 7/10

CP -  8/10

CTF - 9/10

 

Broadband_emitters.png Isida's alteration: Broadband Emitters

 

Isida's movements in Deathtrack are usually restricted to its own base making the reduced range a disadvantage, this alteration on par to useless in Deathtrack. I'd avoid it.

 

Hammer_m3.png Hammer

 

Hammer is rather rare in Deathtrack, with a Double Damage and medium hull it does amazing in DM thanks to all the one-shotabble light hulls, the same goes for TDM if you hang around the enemy spawn points. It does well in CTF if paired with a fast-hull as it can chase flag-stealers making them veer off course with its brilliant impact force. CP use is somewhat limited though still effective in skilled hands.

 

 

DM - 10/10

TDM - 9/10

CP -  7/10

CTF - 8/10

 

 

Slugger.png Hammer's Alteration: Slugger

 

 

 

The Slugger alteration sacrifices turret rotation speed in favor of a tighter pellet spread, wether you should use this alteration will depend on you game play style, it's great for mid-fielding where you will meet plenty of lone tanks to destroy.

 

125px-Turret_twins_m3.pngTwins

 

Twins really doesn't do well in Deathtrack, the projectile speed is too slow and the range isn't enough, if you must use it; pair it with a medium hull and stick around your base doing some defending and mid-fielding.

 

DM - 8/10

TDM - 6/10

CTF - 6/10

CP - 5/10

 

Plasma_core_accelerators.png Twins' alteration: Plasma Core Accelerators

 

This alteration dramatically improves Twins' usability in Deathtrack, it increases projectile speed and minimum damage range by 100% while reducing reload time only by 20% - a small price to pay. If you own it, use it!

 

150px-Turret_ricochet_m3.png Ricochet

 

Ricochet does quite well in DMs, with the large number of Thunders 3-shotting light hulls, kill stealing at two-shots becomes a breeze. The bounce also comes in handy due to the many props - just like Thunder's splash damage -. Pair it with a medium hull like Dictator for maximum effect.

 

 

DM - 9/10

TDM - 6/10

CTF - 7/10

CP - 8/10

 

Minus-field_stabilization.png Ricochet's alteration: Minus-field Stabilization

 

This alteration is a perfect clone of Twins' Plasma core accelerators. The results are slightly different however as Ricochet's success relies on DM kill stealing, which requires quick reloading rather than range or projectile speed. The alteration works best in CP/CTF and whether you use it or not will depend on your game play style.

 

115px-Turret_smoky_m3.png Smoky

 

With its excellent damage and range-less critical capabilities, Smoky does amazing in Deathtrack, especially in Deathmatches where with the help of a few drugs and a medium hull you will rule the battlefield. Paired with a light hull and a little Isida support it does fantastic in CTF for quick fly-in flag stealing.

 

DM - 10/10

TDM - 8/10

CTF - 9/10

CP - 7/10

 

Assault_ammunition.pngSmoky's alteration: Assault Ammunition

 

Assault ammunition is a big no-no, it increases impact force and the complete sacrifice of no critical damage, with the recent update giving Smoky unlimited critical range making it a great option in Deathtrack, this, once more is a big no-no.

 

Vulcan3.pngVulcan

 

Vulcan is extremely rare in Deathtrack and I've only seen a few around so I can't say too much, it does fairly well in CTF if paired with Titan and kept move around its base but DMs are where Vulcan comes into light, standing on the central boulder with mines on the ramp it has access to pretty much all the spawn points, just be ready to use those repair kits. The same goes for CP mode.

 

 

DM - 9/10

TDM - 5/10

CTF - 7/10

CP - 8/10

 

Faster_horizontal_tracking.png Vulcan's alteration: Faster Horizontal Tracking

 

Probably the worst name ever but FHT does do something for Vulcan, it reduces the 'lock on'  ability by 50% while increasing rotation speed by 70%, seeing as Deathtrack doesn't contain many different levels this works out an advantage as you'll still have enough 'lock-on' to reach most areas.

 

150px-Turret_thunder_m3.pngThunder

 

Thunder is THE NUMBER ONE turret to use in Deathtrack, its amazing in all modes with its excellent range and damage. Self damage isn't a problem either thanks to Deathtrack's large size and as mentioned numerous times before, splash damage can be used to its full potential in this map.

 

 

DM - 9/10

TDM - 10/10

CTF - 10/10

CP - 10/10

 

Lightweight_ordnance_autoloader.pngThunder's alteration: Lightweight Ordinance Auto-loader

 

LO(A)L causes maximum and minimum damage to be decreased by 20% while also reducing reload time by 20%, to be honest this is pretty useless as you may as well be using Smoky instead of this.

 

125px-Turret_railgun_m3.png Railgun

 

Railgun is another turret that does OK in Deathtrack, the trouble is, its overshadowed by Thunder which is a thousand times better, not to say Railgun is bad as it can serve as an excellent flag defender as long as it sits in one of the many sniping spots.

 

 

DM - 7/10

TDM - 7/10

CTF - 8/10

CP - 7/10

 

Shell_stabilization.png Railgun's alteration: Shell Stabilization

 

Shell stabilization levels out Railgun's infamous damage graph so it causes the same damage on every shot, not particularly good as you sometimes need the extra oomph to vaporize another tank. Meh.

 

150px-Turret_shaft_m3_2.pngShaft

 

Shaft does does pretty dang well especially in the Blue team, sitting in Position 1 it can defend the flag from all directions and earn itself plenty of kills in the process, pair it with a heavy hull and you can expect an impressive K/D. Try to have an Isida by your side. It's not quite so hunky-dory for the Red team or other game modes however.

 

Ratings:

DM - 6/10

TDM - 5/10

CTF - 8/10

CP - 7/10

 

Heavy_capacitors.png Shaft's alteration: Heavy Capacitors

 

A pretty complex alteration to say the least, horizontal aiming speed (sniping), and the power-up time gets decreased by 30% and increased by 100% respectively; this really doesn't give much of an advantage or disadvantage so whether you use it will depend on your preference.

 

 

Hulls:

 

 

115px-Hull_wasp_m3.pngWasp

 

Wasp is my favourite hull in Deathtrack, with a speed boost and double armour stealing enemy flags while they're distracted is easy as 123. In DMs Wasp usually gets recked and a medium hulls becomes more effective. Same goes for TDM. Wasp is fantastic in CP too as it can zip around between all the points earning itself plenty of exp, don't expect any decent K/D though. Works great for gold boxes too thanks to its speed and the huge number of dropzones.

 

 

DM - 4/10

TDM - 5/10

CTF - 8/10

CP - 9/10

 

 

110px-Hull_hornet_m3.pngHornet

 

Same as Wasp pretty much though at a slight disadvantage thanks to the decreased speed.

 

DM - 4/10

TDM - 5/10

CTF - 8/10

CP - 8/10

 

110px-Hull_hunter_m3.pngHunter

 

Hunter is the underdog of medium hulls, outclassed by Viking in stability and overshadowed by Dictator for gold hunting it remains as unpopular post-rebalance as it was pre-rebalance. In Deathtrack its just the same, not particularly outstanding at anything except being ordinary. If possible use Viking or Dictator instead. Otherwise use it around your base picking off unwary enemies and for the occasional mid-fielding.

 

DM - 8/10

TDM - 8/10

CTF - 8/10

CP - 6/10

 

 

115px-Hull_vicing_m3.pngViking

 

Paired with Thunder or Smoky, Viking is freaking amazing! It has the highest top speed of all hulls making it effective for attacking, mid-fielding and defending, a fabulous all-round hull. Amazing in DMs and TDMs when paired with Hammer and double power supplies though overshadowed by Wasp for CP. Watch out for the post-rebalance drift syndrome.

 

DM - 10/10

TDM - 10/10

CTF - 10/10

CP - 8/10

 

120px-Hull_dictator_m3.pngDictator

 

Dictator has the fastest acceleration of any medium hull but, remember the intro? I said Deathtrack is the bane of gold hunters, Dictator is usually used for gold hunting and its lack of speed is a huge disaster for this in Deathtrack. Gold hunting aside; with Thunder it works almost as well as Viking and the extra height is a great advantage for reaching all the platforms spread around the map.

 

DM - 9/10

TDM - 9/10

CTF - 9/10

CP - 7/10

 

120px-Hull_titan_m3.pngTitan

 

Titan performs disappointingly in team battles, its movements are heavily restricted to sniping and defense so its best paired with Vulcan or Shaft. Works fantastic in DM with Vulcan as mentioned earlier.

 

DM - 9/10

TDM - 4/10

CTF - 8/10

CP - 5/10

 

115px-Hull_mammoth_m3.pngMammoth

 

Far too slow for anything, sorry Mammoth but you take too long even to get to your sniping spot or to sit on the flag, unless you're playing Godmode_ON ignore this hull entirely.

 

DM - 6/10

TDM - 1/10

CTF - 6/10

CP - 3/10

 

Paints:

 

After the module update the only purpose paints serve are; looking good and camouflage. So I'm going to split this section in those respective categories. 

 

Looks:

 

Coloring_amber.pngAmber: €13.99

Coloring_lime.pngLime: €13.99

Coloring_neuron.pngNeuron: €13.99

Coloring_harlequin.pngHarlequin: 40,000 Crystal.png

Coloring_disco.pngDisco: 100,000 Crystal.png

 

Camouflage:

 

Deathtrack is a map full of concrete and grey tones making any of the following paints serve as decent camouflage, if the map is in winter mode then obviously White paint is the best cover.

Coloring_liquid_metal.pngLiquid Metal: 7.99 

Coloring_polished_metal.pngMetallic: 100 Crystal.png

Coloring_carbon.pngCarbon: 30,000 Crystal.png

Coloring_winter.pngWinter: 7,000 Crystal.png

Wiki_paint.pngReporter: (Unobtainable) by Lux so far

 

Modules:

 

Module_spectrum.png

 

 

 

 

You're mainly going to encounter; Thunders, Railguns, and Shafts. Occasionally there will be short ranged turrets. 

 

Griffon series:

 

The Griffon series of modules provides protection against all the most popular turrets in Deathtrack (Thunder, Railgun, and Shaft). With variations depending on your experience.

 

 

24px-Railgun_mod.png  24px-Thunder_mod.png  24px-Shaft_mod.png Griffon T-A

 

24px-Smoky_mod.png  24px-Railgun_mod.png  24px-Thunder_mod.png Griffon T-D

 

24px-Smoky_mod.png  24px-Railgun_mod.png  24px-Shaft_mod.png Griffon T-B

 

 

Kodiak series:

 

This series is best used in DM where a few short ranged turrets are likely.

 

24px-Smoky_mod.png  24px-Firebird_mod.png  24px-Railgun_mod.png Kodiak T-H

 

24px-Shaft_mod.png  24px-Hammer_mod.png  24px-Vulcan_mod.png Kodiak Т-В

 

24px-Firebird_mod.png  24px-Railgun_mod.png  24px-Thunder_mod.png Kodiak Т-А

 

Effective Combinations:

 

Thunder/Viking

150px-Turret_thunder_m3.png+ 115px-Hull_vicing_m3.png

Not only does this combo look fabulous it also provides the most flexibility in Deathtrack, Viking being the fastest of all medium hulls coupled with Thunder's adequate range and stellar splash damage makes this combo totally rule in team battles. Attacking, defending or mid-fielding, in this combo it's all a breeze! Also does well in DM though -perhaps obviously- not as well as Smoky/Viking.

 

DM - 8/10

TDM - 10/10

CTF - 10/10

CP - 9/10

 

Smoky/Viking

 

115px-Turret_smoky_m3.png + 115px-Hull_vicing_m3.png

 

An absolute classic here, this is such an effective and popular combo that its sold as a kit in three modifications (Striker, Northerner and Paladin). In Deathtrack it works best for DMs instead of Thunder due to the faster reload time and the 'kill steal' nature of deathmatches. Not to say its bad for team battles, far from it, serving as an excellent defense supporter and mid-fielder. If it wasn't for Thunder's splash damage, this would be king combo in Deathtrack.

 

DM - 10/10

TDM - 8/10

CTF - 9/10

CP - 8/10

 

Shaft/Titan

 

150px-Turret_shaft_m3_2.png + 120px-Hull_titan_m3.png

 

This combo; if standing in one of the aforementioned 'effective sniping positions' can really be a killer, try to enrol a friendly Isida to stay by your side in the event that you get shot by enemy snipers. Be sure to watch out for Firebirds sneaking up behind you. Doesn't work at all well in TDM or DM thanks to the lack of players around you and the lack of healing Isidas. 

 

DM - 3/10

TDM - 5/10

CTF - 9/10

CP - 8/10

 

 

Gold Boxes:

 

Remember back in the intro I said Deathtrack is the 'bane of gold hunters'? Well, you might have thought I used that to craft a catchy intro. But no, Deathtrack really is a pain to catch golds in simply because there is no resource which shows you the drop zones. You might think, well, what about 's Gold Box drop locations topic? Nope, for some reason Deathtrack just isn't there, I've even looked on the Russian forum.

 

So really, the only realistic chance you have of getting a Gold box is if you spot the drop zone early, don't hang around it too obviously otherwise others might see and you'll have hordes of tanks coming over. 

 

Wasp is the best hull for Gold boxes in Deathtrack simply due to its speed.

 

 

2F9fej.jpg

 

 

^The only Gold I've ever caught in Deathtrack, it was behind the large building in the corner.

 

Races:

 

Aha! You weren't expecting this were you? Of course I must include a piece on the racing side of Deathtrack, thats probably what it was designed for in the the first place. So what is the route and how can you take part in a Deathtrack race?

 

Route:

 

 

Start.jpg

 

 

^This is the defined start line for Deathtrack races.

 

Race.jpg

 

^The most common route for racing, either direction is acceptable.

 

I wanna race!

 

If you want to race in Deathtrack you have Three options:

 

Race amongst friends

 

This is pretty obvious, invite your friends to a private battle and race with them, the rules are made by you and you must decide whether:

  • Drugs are allowed.
  • Shooting/killing is allowed.
  • Which turrets are permitted.
  • Which hulls are permitted.
  • Are different modifications allowed.
  • Do you need a 'safety car' to show the route.
  • How the tanks will be arranged on the starting grid.

Perhaps I've missed some but hopefully not!

 

Take part in official events

 

The Tanki online administration often hold their own official events, one of those is 'Tanki Race 2' which involved Hunter/Twins'

racing around Deathtrack following an official Wasp 'safety car'. A link to the event is be posted on Facebook and if you're quick enough you can get in pretty easily. Be sure to read the General event rules before taking part.

 

Join a racing club

 

You can find some clubs which regularly hold racing events in Deathtrack, currently most are inactive though be sure to keep an eye on the specialist clubs forum.

 

With that I end this extremely long and hopefully detailed guide on Deathtrack, I hope you enjoyed reading it and that it inspires you to play more often in this map! Don't forget to leave your feedback down below!

 

That is all!

See YOU in battle!

 

 

If you spot any mistakes in spelling, grammar, formatting inconsistencies or otherwise please let me know.  ENTRY MAY BE EDITED WITHIN CONTEST DEADLINE!

 

good job, bro! @geevuh, if ya don't do some editing, he's gonna surpass you.... :P

wow this is so exciting! i hope my entry will be able to compete with you guys! ^_^

  • Like 1

Share this post


Link to post
Share on other sites

good job, bro! @geevuh, if ya don't do some editing, he's gonna surpass you.... :P

wow this is so exciting! i hope my entry will be able to compete with you guys! ^_^

Wahhhhhhhhhhh okey fine NUBA LUX heckeer 

  • Like 1

Share this post


Link to post
Share on other sites

electrolux is gonna get the best points for visual images usage though...

Possibly... or I could become a mod and edit his post to have a troll face in every single spoiler... hehe

Share this post


Link to post
Share on other sites

Possibly... or I could become a mod and edit his post to have a troll face in every single spoiler... hehe

wow evil but flexoo's not gonna let you be mod just cuz of that

 

Hehe, forum joke about what nugz say :P

ooh i see

Share this post


Link to post
Share on other sites

zaeNnox.png

 

Overview

Duality is quite a small map and is the 11th smallest map in all of tankionline. It only has a length of 24 props and a width of 18 props making an area of 432 props. Comparing this to sandbox, which has an area of 676 props. It has four modes: control point, team death-match, death-match and capture the flag.

 

Maximum amount of players is four. During its time in tankionline, there has been one secret room in this map, it was found by jumping off the outside wall on to a platform.  It also has two themes: summer and winter. Finally, it unlocks at the rank of Warrant Officer 1.

 

Control-Point

 

In Duality, there are 3 control points. One is in the middle and the other two are on either side of the map. The middle point (point A) has a lot of open air, this makes you are extremely susceptible while trying to capture it. Recommended Turret/ hull combination would be Firebird and Hunter.

 

 

 

9LgQLw1.png

Hunter is the faster median hull in the game. But, it has the least protection from enemies’. If you have it M1 or higher, I would certainly recommend driving it backwards because for some strange reason it is slightly faster. Hunter would be effective in Duality CP because it isn’t too slow, so it wouldn’t die before it got there. Furthermore, it isn’t weak, so it wouldn’t die easily.

 

Plus, if you a contemptible gold hunter, it has a good amount of height and weight to catch those luxurious boxes. In addition, when pick up a supply, for example speed boost, it would be able to effectively take control of the field, which configures with the surface area of it is much smaller, so it is harder to hit. This makes Hunter the perfect all round hull in Duality. 

 

8BLs5YX.png

Firebird is one of the strongest turrets, in my opinion to be ever introduced into the game! Its penetrating flame, heats up everything in its pocket-sized range. There are many reasons why Firebird would be the best turret for Duality CP is because of its cone angle of 20 (degrees) that inflict a serious amount of damage. Furthermore, it helps to warm up frozen tanks, as freeze seems to be a favorite to Duality at the moment.

 

bA5IaDU.png

 

However, is the alteration worth 100000 crystals? Yes. A reason for this is it increases the temperature of its horrific flame and increases the rate of heating, increasing the damage after you had inflicted damage to your enemies. This would make you a threat in Duality because you could inflict little damage to them, and then watch them burn a slow pain full death. In addition, it does decrease energy consumption. I wouldn’t think about this because you wouldn’t need much power to kill them anyway.

 

The cheapest way of getting this would be to get a product kit, even if you’re middle rank player or a high rank player, there is a product kit that would help with this. These are Firewall which costs 206045 that contains: Firebird, Hunter, Hohloma, a triple protection module and supplies. From Second Lieutenant to Major it is available to buy.

Secondly, between Lieutenant General and Marshal this kit is available for purchase. The kit available is called Prometheus which contains: M3 Firebird, M3 Hunter, Zeus (Not the Greek god), triple protection module and supplies for only 472860 crystals.        

S2XDpvY.pngSz6BnTE.png

XP/BP - Capture The Flag 

 

 

9EYGXvA.png

 

The maximum match for Duality RTF is 2vs2 thus making it comprehensive game play. The most popular routes are shown for each team, blue for the blue team, red for the red team and green is which both teams use often. BP known as Wasp/Railgun would be most suitable for this map because it is a reverse mode, which relates returning their flag from your base to your flag at their base.

 

Confusing? You will get the hang of it. There is many reasons why we would use Wasp is because when your destroy your opposition, you have to quickly capture the flag and hide which is very hard, comparing the 5 second re-spawn time. Furthermore, because of wasps speed and acceleration, it makes it easier to dodge and hide, also known as camping.

https://youtu.be/z9MvONiwRx8

Here is a video of 1 vs 1 in Duality to show how fun it might be. Credits to VivaPalestina!

TDM/DM- using supplies and buildings effectively

 

 

NYCJRI4.png

 

These two modes in Duality are not really used because of the low crystal projection which makes playing in Duality useless. However, if you were going to play in these two modes in Duality I would recommend using this format because if you smart supplies on then it would lead into the player with the most supplies.

 

But, with normal supplies everyone has an equal chance and gives the people with less experience to get the upper hand. Furthermore, having gold boxes off is essential because it is very unlikely it will drop due to the low amount of crystals in the prize fund, having these machismo off improves the quantity of players joining Duality in these two modes.

 

On the other hand, when using bonus boxes there isn’t many of them which would make the game play more dramatic and intense. Although, using buildings to help protect you is a must in such a small map like Duality because this gives you time to get more energy if you were using Firebird, Freeze or Isida and gives you the opportunity to heal your tank quickly. In addition, the best tank to use in Duality is Firebird and Hunter because it is such a good combination in a small proportional map like Duality. 

 

 

5m0Ly2M.png5kGwDRK.png

​Here are some possible mine positions: 

 

cP8hRz8.png

Parkour

Parkour in Duality is limited to mainly two similar buildings. Although saying this, it is a good map for low rank beginners, to express their nature in parkour and to get unique ideas on conquering small buildings. This is good thing to keep in mind that this might be so important to someone at some point which may lead them to become a great parkour mind, just like in the “Masters of Parkour” live-stream. Every bit of parkour you can do in rare maps the better.

XSQkLzT.png

https://youtu.be/MQptC29HTe8

This video was not created by me, this shows how you can use parkour to discover things. Credits to the Maker!

Paints and Modules

 

Duality is a very dull, brown/grey background because of the rust that has been built from it not being played on. So, here are a few extra tips. I would choose a paint like Dragon, Desert and Rock because they might not be the prettiest, but they give you the best camouflage in Duality. These paints are mostly cheap, and have the power to deceive your enemies and takes the battle into your sweaty palms.   

4ctQGag.png

Protection modules are very important in a game of Duality, no matter what the game mode. I would most recommend having Firebird or Freeze protection within your game play because they will become very handy when you go 1 vs 1 with Firebird or Freeze.Furthermore, hammer or any other short/mid-range turret protection because not everyone has Freeze or Firebird, so it gives you lots of flexibility when deciding the perfect module. But the proof is in the pie paint.

 xq0CtHq.png

 I did the white background so it is better to see!

 

 

Special Example!

 

The person left before the flags reached 5

YFzwl38.png

 

Conclusion

Overall, if you want to play Duality i would recommend using Firebird and Hunter in any game mode. If you want some tactics to do in Duality, follow this link. Finally, i would like to say, i hope you have enjoyed my guide and looking foward to seeing you in the battle field have fun!

~You.have.to.die

Edited by You.Have.to.die
  • Like 2

Share this post


Link to post
Share on other sites

 

zaeNnox.png

 

Overview

Duality is quite a small map and is the 11th smallest map in all of tankionline. It only has a length of 24 props and a width of 18 props making an area of 432 props. Compare this to sandbox, which has an area of 676 props. It has four modes: control point, team death-match, death-match and reversed capture the flag. Maximum amount of players is four. During its time in tankionline, there has been one secret room in this map, it was found by jumping off the outside wall on to a platform.  It also has two themes: summer and winter. Finally, it unlocks at the rank of Warrant Officer 1.

 

Control-Point

 

In Duality, there are 3 control points. One is in the middle and the other two are on either side of the map. The middle point (point A) has a lot of open air, this makes you are extremely susceptible while trying to capture it. Recommended Turret/ hull combination would be Firebird and Hunter.

 

 

 

9LgQLw1.png

Hunter is the faster median hull in the game. But, it has the least protection from enemies’. If you have it M1 or higher, I would certainly recommend driving it backwards because for some strange reason it is slightly faster. Hunter would be effective in Duality CP because it isn’t too slow, so it wouldn’t die before it got there. Furthermore, it isn’t weak, so it wouldn’t die easily. Plus, if you a contemptible gold hunter, it has a good amount of height and weight to catch those luxurious boxes. In addition, when pick up a supply, for example speed boost, it would be able to effectively take control of the field, which configures with the surface area of it is much smaller, so it is harder to hit. This makes Hunter the perfect all round hull in Duality. 

 

8BLs5YX.png

Firebird is one of the strongest turrets, in my opinion to be ever introduced into the game! Its penetrating flame, heats up everything in its pocket-sized range. There are many reasons why Firebird would be the best turret for Duality CP is because of its cone angle of 20 (degrees) that inflict a serious amount of damage. Furthermore, it helps to warm up frozen tanks, as freeze seems to be a favorite to Duality at the moment.

 

bA5IaDU.png

 

However, is the alteration worth 100000 crystals? Yes. A reason for this is it increases the temperature of its horrific flame and increases the rate of heating, increasing the damage after you had inflicted damage to your enemies. This would make you a threat in Duality because you could inflict little damage to them, and then watch them burn a slow pain full death. In addition, it does decrease energy consumption. I wouldn’t think about this because you wouldn’t need much power to kill them anyway.

 

The cheapest way of getting this would be to get a product kit, even if you’re middle rank player or a high rank player, there is a product kit that would help with this. These are Firewall which costs 206045 that contains: Firebird, Hunter, Hohloma, a triple protection module and supplies. From Second Lieutenant to Major it is available to buy.

Secondly, between Lieutenant General and Marshal this kit is available for purchase. The kit available is called Prometheus which contains: M3 Firebird, M3 Hunter, Zeus (Not the Greek god), triple protection module and supplies for only 472860 crystals.        

S2XDpvY.pngSz6BnTE.png

 

 

XP/BP - Capture The Flag 

 

 

9EYGXvA.png

 

The maximum match for Duality CTF is 2vs2 thus making it comprehensive game play. The most popular routes are shown for each team, blue for the blue team, red for the red team and green is which both teams use often. BP known as Wasp/Railgun would be most suitable for this map because it is a reverse mode, which relates returning their flag from your base to your flag at their base. Confusing? You will get the hand of it. There is many reasons why we would use Wasp is because when your destroy your opposition, you have to quickly capture the flag and hide which is very hard, comparing the 5 second re-spawn time. Furthermore, because of wasps speed and acceleration, it makes it easier to dodge and hide, also known as camping.

https://youtu.be/z9MvONiwRx8

Here is a video of 1 vs 1 in Duality to show how fun it might be. Credits to VivaPalestina!

TDM/DM- using supplies and buildings effectively

 

 

NYCJRI4.png

 

These two modes in Duality are not really used because of the low crystal projection which makes playing in Duality useless. However, if you were going to play in these two modes in Duality I would recommend using this format because if you smart supplies on then it would lead into the player with the most supplies. But, with normal supplies everyone has an equal chance and gives the people with less experience to get the upper hand. Furthermore, having gold boxes off is essential because it is very unlikely it will drop due to the low amount of crystals in the prize fund, having these machismo off improves the quantity of players joining Duality in these two modes. On the other hand, when using bonus boxes there isn’t many of them which would make the game play more dramatic and intense. Although, using buildings to help protect you is a must in such a small map like Duality because this gives you time to get more energy if you were using Firebird, Freeze or Isida and gives you the opportunity to heal your tank quickly. In addition, the best tank to use in Duality is Firebird and Hunter because it is such a good combination in a small proportional map like Duality. 

 

5m0Ly2M.png5kGwDRK.png

​Here are some possible mine positions: 

 

cP8hRz8.png

 

 

Parkour

Parkour in Duality is limited to mainly two similar buildings. Although saying this, it is a good map for low rank beginners, to express their nature in parkour and to get unique ideas on conquering small buildings. This is good thing to keep in mind that this might be so important to someone at some point which may lead them to become a great parkour mind, just like in the “Masters of Parkour” live-stream. Every bit of parkour you can do in rare maps the better.

XSQkLzT.png

https://youtu.be/MQptC29HTe8

This video was not created by me, this shows how you can use parkour to discover things. Credits to the Maker!

Still in progress! #Proof reading and updates

 

Conclusion

Overall, if you want to play Duality i would recommend using Firebird and Hunter in any game mode. If you want some tactics to do in Duality, follow this link. Finally, i would like to say, i hope you have enjoyed my guide and looking foward to seeing you in the battle field have fun!

~You.have.to.die

 

if it's still in progress, that's fine, but if it's almost final, i would say it is a bit simple...

Share this post


Link to post
Share on other sites

if it's still in progress, that's fine, but if it's almost final, i would say it is a bit simple...

well, it is has no information behind it :) so iam doing as best as I can, without copying wiki. Wouldn't you agree? Edited by You.Have.to.die

Share this post


Link to post
Share on other sites

well, it is has no information behind it :) so iam doing as best as I can, without copying wiki. Wouldn't you agree?

agreed, but you can always add in personal opinion. also, you should do some paragraphing to make it easier to read

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...