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Analysing Atra : Map Guide


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This was the winning entry for a contest in the last Newspaper, here. Thanks very much for reading :)

 

yFwAylP.png

 

Hello, Tankers! Welcome to my article and insightful look into one of the "Forgotten Maps", which has become overshadowed by other, more visually interesting maps. As you may discover through this guide, there is a lot more to Atra than meets the observer's casual eye...

 

 

 

Introducing Atra~

 

Atra, a small, compact map which bears resemblance to its cousin, Arena. Both are similar in the way that there is a high upper part above the ground floor. They share graphical features and the overall appearance is similar. However, there are some differences : Atra can support all formats, making it more flexible than its more popular counterpart and the main action takes place on the higher section of Atra, contrasting to Arena, where Tankers seldom venture to the higher places except to camp, quickly gather supplies, or searching for the gold.

Atra starts out its career as a Tanki map in a similar fashion to Sandal. It's a fairly common sight at the beginner ranks, but gradually starts to fade out of sight and by the time you've reached Warrant Officer 1, it's as if its popularity was just a myth.

At my rank, one never comes across an Atra game. Occasionally you might find some die-hard Save the Golders who have vowed to perform an event on every map, or a very infrequent XP/BP game on RU1; but the reality is, Atra is in the unknown to most.

Here is a graph which clearly shows how few players utilise the map Atra. At 1200 UTC every 2 days the number of games on EN2 of Atra, Polygon and Noise was recorded. Here are the results.

 

 

 

3k1xsto.png

 

 

 

Note: One of the two Atra battles was a TM clan training, hosted by myself.

 

History and Evolution~

 

Atra's introduction date is largely unknown to the International Community, since its release date only appears to be found on the Russian Wiki. Regardless, the original Atra entered the game on the 8th of July, 2010.

 

HAMEIZX.png

 

As you can see, the original Atra map (Atra I) was fairly basic, with a base on either end of the map, a high section which was connected to the bases by ramps, and a lower pipe which allowed a more direct route.

 

ta9dSLP.png

 

Atra II was more complex. Small extensions were added on either side of the base, and the underpass was made more detailed. There was also a "secret" room hidden underneath one of the ramps.

Looking at the latest edition of this map, we can divide it into several sections, each of which can be broken down and examined individually shortly.

 

Today's Atra is approximately 135 by 70 metres, with a Surface Area of 9450 m2.

 

Map Overview~

 

4Pyd0CA.png

 

The map is symmetrical, so both the Red and Blue base are identical.

Bases

The Flag is more open than you might expect, with the holding point effectively joining three paths out of the base. There are 3 small walls complete with gaps for decent camp defending. The walls are large enough for even the largest hulls to remain concealed before moving out to take their shot.

North and South Rises

These connect the bases, running directly from one to the other. Their up-and-down design means you must take care when firing to avoid wasting a shot. Again, there are two walls on opposing sides at the top of each rise, granting decent protection and a suitable camping position.

Upper Section

The top of the map, obviously the most exposed area on Atra. This is where most of the battle will take place.  Again, it offers some protection in the form of two walls, but unless your team has forced the enemy all the way back to their own threshold, it isn't advisable to camp there for long. There is also a peculiar rise in the floor of the Upper section, seemingly added as an afterthought. One may utilise its slops to get decent angles into the enemy base, but it isn't a camping position for the faint-hearted.

Lower Section

 

DyqOvhi.png

 

Peace and quiet...

 

Compared to Arena's lower-level, this section is usually ironically peaceful. The thick obstacle in the form of a pipe is usually enough to deter any quick flag escapes (if you're playing CTF). There is a decent camping/defensive position on each side, with a wall for cowering behind cover.

 

Supply Drop Zones~

 

 

 

vPmiwA4.png

 

 

 

As shown by the bar chart, Atra clearly has a higher Drop - Player ratio when compared to similar size maps. Valley, Pass and Short Bridge all can host the same number of players to Atra (10 in a Deathmatch, 5 per team in team games), so are compared to Atra in the chart.

In CTF mode, the drop zones are arranged in a very profitable order for an attacker.
2 Speed Boost zones are located at the exits to the North and South Rises on both sides of the map, perfect for giving the flag catcher that extra injection of speed to outrun its pursuers.

If one exits the Blue base on the North Rise or the Red Base from the South, with some timing there may be a repair kit ready and waiting to replenish your health.

Other drop zones include a Double Armor and a Double Damage located on both the Upper and Lower Sections, helpfully placed for the camper or the point defenders.

 

Controlling the Drop Zones

The lower drop zones can be controlled with relative ease due to their exposure to the defensive fire from both bases. Whoever has the most powerful defense owns the Lower Section, it can be as simple as that.

Meanwhile, the Upper Section zones can be much more tricky. Since players can usually remain out of the line of fire from the enemy base, the Upper Section must be assaulted to be taken.

Once two Tanks with different turrets have cleared the enemies from the top section, a Titan/Mammoth equipped with a close-range protection module (such as one in the "Badger" series) and using Thunder/Vulcan/Smoky can take up a defensive position there.

 

Attacking/Attack Routes~

 

DEyUqS1.png

 

Routes A,B and C are usable for both sides, with the routes passing via several drop zones.

A and C are best suited to Light and Medium hulled attackers, mostly due to the exposure but also because of the length. The ridges in the ramps on the North and South Rises reduce a hull's speed drastically in some cases. A and C however, pass through the most drop zones, with every kind of Tank-enhancing supply available as a pickup along the route.

Exposure : 8/10
Length : 8/10
Drop Zones : 9/10
Risk Factor : 3/10


Route B passes through the Lower Section. It leans towards heavier tanks, as the winding, but fairly short route does not force de-acceleration in the larger hulls. It can be exposed at times, but Heavy hulls are created to take punishment.

Exposure : 7/10
Length : 7/10
Drop Zones : 6/10
Risk Factor : 3/10


Route D is the most dynamic  route of the four, as part of it involves jumping from one level to the other, meaning the line marked in Red must be used by the Red team and vice versa for the Blues.

This route is the quickest way to the enemy flag, but it is treacherous. After following A from the Blue base (or C from Red) up either Rise to the Upper Section, the most direct route to the enemy flag is to travel straight over the edge. Aim to land near the letter B on the diagram.

Exposure : 6/10
Length : 5/10
Drop Zones : 8/10
Risk Factor : 7/10


Several hulls though, can make it via the more direct route; straight over the wall to the flag. This can only be attempted by either M2 + Light Hulls or M3 Medium Hulls, all equipped with a Speed Boost. It is risky, as when a Light Hull is travelling at high speed it is prone to be unstable. However, the drop in a hull's de-acceleration when it hits the slope at point B is removed when one simply leaps the wall.

Risk Factor : 8/10

 

VFSDhMJ.png

 

To jump, or not to jump...

 

Escaping with the Flag~

 

D9DRQsu.png

 

Note: These can be used for the Blue team as well, just in reverse, since the map is symmetrical.

After snatching the flag from the grasp of the enemy team, you have several ways to return to base as quickly as possible.

If you've attacked from point A, Your best chance of eluding the enemy defense's efforts to return would be to head down into the Lower Section of the map. From here, the covering fire from your team's defense should be enough to get you home safely.

If you've attacked from B however, it may cost you to travel back the way you came, since your hull will lose all of its speed. From B, the best way to escape is to go via the North Rise.

Escape Option C separates from 1 route into 2 possibilities. If you're currently using a turret with a fair amount of recoil, you can head for the point marked D on the diagram, leaping off the Upper Section before righting your Tank with your turret's recoil. However, continuing down the South Rise offers a safer, if longer alternative.

If, after choosing Routes A or C you find yourself in desperate need of cover, one can use the central access to the Lower Section from the Upper (a hole under the central ramp at each side). Use recoil to make sure you don't end up flipping.

You can use these escape routes as a Blue player as well, since the map is symmetrical.

Defending~

For the defenders, the biggest threat will be from attackers above, on the Upper Section.
Midfielders must deal with this, however, it is useful to have an alert defender with a medium hull to make sure the rest of the defense isn't caught off-guard.  The best position for a Shaft is behind the rearmost wall, where it can keep a close watch on the proceedings in the enemy base. It should stay in this position for the entirety of the game.

The wall closest to the edge of the map shouldn't be used by a dedicated camper, since its view is partially obscured by the wall in front. The wall on the edge of the Lower Section offers a much better view of the enemy base, and is enough to shelter a Thunder, Vulcan or Smoky.

 

Of1KkxY.png

 

Happy camper...

 

Mining Positions - Red and Blues~

 

SYF29Vs.png

 

In an ideal world...

Position 1

 

lScxrYd.png

 

Defensive Aid : 10/10

Laying a line of mines in this area will protect you from attackers coming from two directions. The line helps to ward off enemies coming from the Lower Section, while at the same time defending from attackers jumping leaping down. Setting the line back helps achieve both defensive goals effectively.

Position 2

 

OFzX90c.png

Defensive Aid : 7/10

Mining in this location will deter attackers from coming down the (South Rise for the Blue team, North for the Red). Will also help to make an escape attempt short-lived.

Position 3

 

p6cA0OS.png

Defensive Aid : 6/10


This spot is ideal for preventing enemies from escaping with your flag. Remember to lay the mines a fair distance from the beginning of the Rise, because speedy attackers will leap them from above if no care is taken.

Position 4

 

CaIM2Kw.png

Defensive Aid : 9/10

Might be difficult to keep these mines in place, but they can be lifesavers. Placing them here basically rules out attack from above.

Avoiding a Stalemate~

If, for some reason, both teams find themselves with each other's flag, the attackers and defenders should promptly switch positions. The lighter, more agile hulls of the ex-attackers will serve them well to dodge incoming fire from the enemy base. Meanwhile, the heavily armored defense (except the dedicated camper), should move up into the Upper Section. Here they, along with the midfielder(s) should blockade the enemy base, with their heavy hulls ideal for soaking up the damage. Thunder is ideal here as it can damage both the Flag snatcher and its healers (if any).

Once the player with the flag has fallen, the midfielder(s), covered by the defence, should move into the base to return the flag.

Equipment Combinations~

Attackers

These players must be reasonably fast and agile to achieve the most out of an attack run.

Option 1: Thunder/Hornet (Role : Pace Attacker)

 

150px-Turret_thunder_m0.png   +   150px-Hull_hornet_m0.png

Essentially just raw speed, the user of this combo will need to be both agile and skillful to deliver for the team. Also can annoy the defenders from above with repeated shooting.
Remembering Hornet's drift can be a lifesaver, and playing with Thunder's massive recoil in mind will also help.

(Armor Piercing Ammo) Removing self-damage will help if you plan to blast your way in from close range. 2/5
(Lightweight Ordnance Autoloader) Damage reduction for shortened reload won't assist your cause. 1/5

Option 2: Hammer/Viking or Hunter (Role : Support Attacker)

 

Hammer_m0.png  150px-Hull_vicing_m0.pngOr 150px-Hull_hunter_m0.png

Viking's decent speed plus the power of Hammer makes this combo a good choice for Atra. It is in your team to create a way through for your Pace Attacker to snatch the flag, and Double Damages make this combo an excellent defense-destroyer. Hunter may be used over Viking if the player finds Atra too precarious for Viking's drift to handle.

(Slugger) Perfect for Atra, giving concentrated fire on a narrow map. 4/5
(High Capacity Drum) May be good for a supporting role , where you fire in bursts. Those 2 extra shots might prove to be vital. 3/5

Midfielders

 

Midfielders must be flexible in their movements yet sturdy enough to take some punishment.

Option 1:  Smoky/Viking (Role : Offensive Midfielder)

 

150px-Turret_smoky_m0.png    150px-Hull_vicing_m0.png
Designed to support the attackers through pestering fire directed at the defense, this player can also take up the main attack if a exploitable breach is detected.  Smoky is perfectly suited for a midfielder, as its continuous fire will seriously weaken any defense.

(Assault Ammunition) Won't be particularly helpful in this role. 1/5
(Precision Targeting System) Appears to be perfect for this role, where weakening the enemy defense is its objective. 4/5

Option 2:  Freeze/Viking (Role : Defensive Midfielder)

 

150px-Turret_freeze_m0.png  150px-Hull_vicing_m0.png

This player will sit back with the main defense for the majority of the battle, pressing forward from time to time to clear out any enemies that the main defense cannot deal with. It's most important role is to slow down enemy players who have taken the flag.

(High Pressure Pump) May sometimes work against you, but could also help deal full damage to an escaping enemy. 2/5
(Corrosive Mix) Not for a defensive Freezer. 1/5

Defenders

 

Lots of hull points.

Option 1: Shaft/Mammoth (Role : Defensive Camper)

 

150px-Turret_shaft_m0_2.png   150px-Hull_mammoth_m0.png

Role says it all. Camp. Should be positioned behind the rearmost wall in your team's base, which allows parts of the Upper Section to come into range. From this point the enemy base is also in view, perfect for a sniper.

(Heavy Capacitors) Debatable choice. Increasing damage but sacrificing flexibility. 2/5
(Assault Emittors) Will suit a defensive camper better in some ways, but extra reload time on Atra may cost you. 2/5

Option 2: Thunder/Titan (Role : Defender)

 

150px-Turret_thunder_m0.png  +  150px-Hull_titan_m0.png

Utilizing the splash damage is the key to this combo. Essentially you want to aim for places in the enemy base where the splash damage will weaken enemy defenders. Splash damage is handy for killing enemies behind walls. Keep a close eye on your near surroundings with this combo, you must kill your enemies from range or suffer self-damage.

(Armor Piercing Ammo) Going completely against the fundamentals behind this tank's role. 1/5
(Lightweight Ordnance Autoloader) Again, not a great option for a defender. 1/5


Of course there are other combinations worth using in Atra. These are recorded here through personal experience.

Here is a small chart to show my CTF ratings of different Turrets in Atra.

 

 

 

EqND1Vz.jpg

 

Module advice

 

Module1.pngModule_spectrum.pngModule2.png

A mixed protection from close-medium ranges will benefit attackers the most.

My suggestions would be a module including protections from Freeze and Fire, such as Badger T-D.

For Midfielders and Defenders, medium range protections are appropriate.

 

Use a module from the Shark or Kodiak Series. Protections from turrets such as Fire and Thunder are important.

 

Paints
 

Whether the go into battle aiming to widen eyes, or just want to blend into the background, you always need a paint.

 

Visual Paints

 

Coloring_watercolor.pngWatercolour - Price : 19.99 Euros

Atom_preview.pngAtom - Price : 150 000 Crystals

Nano_preview.pngNano - Price : 350 000 Crystals
Camo Paints

 

Coloring_liquid_metal.pngLiquid Metal - Price : 7.99 Euros

Coloring_polished_metal.pngMetallic - Price : 100 Crystals

Coloring_prodigi.pngProdigi - Price : 55 000 Crystals

Format - CP~

 

rzithA1.png

 

A CP game in Atra can be very interesting, sometimes more so than a regular CTF. Because of the close proximities of Points C and B to A, fighting on the Upper Section can be very bloody. Definitely worth trying out if you haven't experienced it.

Points

A : Located on the very top of the map, holding a clear vantage point over the rest of the map. Capturing this point is the key to success.

B : Located at the summit of the North Rise. As said earlier, Point A is almost within touching distance of this point.

C : Exactly the same as Point B, but on the South Rise.

D : Found in the Lower Section, on the slope down to the floor of the map,  and very close to the Blue base.

E : In the same location as D, but on the opposite side of the map.

Capturing Points~

A : This is a difficult point to take, but much simpler to hold it once it has fallen. 1 or both of C and B have to have been taken by your team before A can be considered. To take it, send forces up both Rises and attempt to capture (if they aren't already), Points B and C. Then pincer point A from both directions.

B : Like point A , this is located on higher ground, making defending much easier than attacking.  Unlike A, it has less protection from below, meaning defenders are more vulnerable. Taking B or C should be a step on the way to capturing the high ground, Point A.

C : See B.

D: Heavily biased towards the Blue side, this point should remain under Blue control for the majority of the game. The Red team can attack it from Point E via the Lower Section or advance from above. The below route is preferable as the Rises are very exposed.
For the Blue team, firm pressure should win back this point quickly.

E: The exact opposite of Point D, but on the Red side of the map.

Equipment Combinations~

Atra CP will show no mercy to Light Hulls. Best to leave them at home.

Here are a few examples of possible Atra combinations.

1: Vulcan/Mammoth (Role : Upper Camper)

 

Vulcan0.png  +  150px-Hull_mammoth_m0.png

This combination is here to severely weaken the enemy as they respawn. Basically the idea of this tank is to sit on the Upper Section's ramp, preferably with an Isida, and blaze away at any enemies that come into view.

(Faster Horizontal Tracking) Since one is camping from above, this may not aid it much. 1/5
(Modified Firing Rate) Not an alteration for campers. 1/5

2: Firebird/Hunter (Role : Defense Incinerator)

 

150px-Turret_firebird_m0_2.png  +  150px-Hull_hunter_m0.png

This tank's objective is to clear a point of its defenders, or at least severely weaken them through its afterburn. Rapid, powerful attacks on a point with this combo will prove devastating. Remember to attack the enemy Isida first if present.

(Compact Tanks)
Best Alteration for any turret in CP mode. Afterburn is eternal. 5/5
(High Pressure Pump) The max damage range boost is a bonus for Firebird in Atra, but the angle of attack is reduced. 2/5

3: Freeze/Viking (Role : Clearer/Cooler)

 

150px-Turret_freeze_m0.png  +  150px-Hull_vicing_m0.png

Offering a different option to a team if enemy Firebird protections are numerous, this combo can also be used to cool continuously firing Vulcans.

(High Pressure Pump) Increased max damage range will be beneficial here on a narrow map, although the angle flexibility is reduced. 2/5
(Corrosive Mix) :  Decent on its own but will be much stronger if paired with HPP. 2/5

4: Twins/Titan (Role : Point Defender)

 

150px-Turret_twins_m0.png  +  150px-Hull_titan_m0.png

Relentless rain of plasma, solid hull and decent firing speed; this tank is very well suited to the task of defending a point. Make sure to keep an eye out for close-range enemies such as Freeze.

(Plasma Core Accelerators) Not necessary for Atra due to its small size. 1/5

5: Isida/Viking (Role : Healer)

 

150px-Turret_isida_m0.png  +  150px-Hull_vicing_m0.png

The Isida is usually the mainstay of an CP team. Its job isn't to simply throw itself at the enemy lines. Instead, it should make sure that a point defence is kept up-to-strength, and support camping Vulcans.

(Broadband Emittors) Inclusion for Atra is  debatable. Smaller map, less range needed. But it will be more susceptible to splash damage while healing. 2/5
(Support Nanobots) A bit of a selfish alteration for a healer, so not suited for this role. 1/5

6: Thunder/Titan (Role : Defender/Clearer)

 

150px-Turret_thunder_m0.png  +  150px-Hull_titan_m0.png

Thunder feels at home in Atra, so why not include it here? Splash damage can be game changing, clearing whole points of their defence. It also has the added bonus of damaging enemy healers crouching behind a larger tank.

(Armor Piercing Ammo) Not well suited to this combination's requirements of it, although removing self-damage will aid it at close range 2/5
(Lightweight Ordnance Autoloader) Better here than in CTF, as it will be close enough to make its minimum damage substantial. 2/5

Modules

 

Module1.pngModule_spectrum.pngModule2.png
 

Like in CTF mode, Close-Range modules are a must, although 1 module slot should have Thunder protection. Badger and Shark are suitable series to choose from.



Deathmatch and Team Deathmatch~

Similar to Arena Deathmatch, an Atra Deathmatch is slightly less fast-paced due to the larger size of the map, although this format can host 2 more players than Arena. Regardless, a dynamic game can result from an Atra DM due to the different levels. There is no danger of 1 player managing to escape the ground and permanently camp from above (like in Arena).

There are several different strategies you can use for this DM. You can use a light/medium hull equipped with a short range turret and hunt your enemies down. One can also use a medium hull and a medium-long range turret, such as Smoky or Thunder and adopt a slightly more cautious approach. The last option is camping, using Titan or Mammoth plus a long range turret and with your back to an edge or corner of the map. Preferably behind a wall for shelter.

In Team Deathmatches one can adopt similar approaches to DM, but the Upper Section becomes a much more favourable place to be, to camp the other team out of the game.
TDMs are usually much less interesting than Deathmatches, since the game will quickly become very one sided with one team camping the other into submission from above.

Using "Striker" in Atra~

 

The new turret is here! It entered the game when this article was halfway to completion. So, I have only been able to test its abilities in this map using the M0 modification during 2 Deathmatches and 1 CTF.  In CTF is seemed to do best paired with a medium hull, and then playing a supporting role in midfield (such as camping on the defense from above). Atra's winding ramps don't suit it very well, as the missiles generally don't like sharp corners.

 

In Deathmatch it wasn't great either, mostly because the arcade mode shot is fairly inaccurate. Regardless, it could be made to work in Atra with a little practice and some perseverance.

Gold Boxes~

 

GwCnVNY.png

With some help from a friend who will be mentioned in the credits, all Atra's gold drop zones have been located and recorded to help you achieve even more.

There are 11 Gold drop zones in Atra, the majority of which are situated on the Upper Section.
To locate the gold zone, the best way to achieve this is to head up either of the Rises and examine the Upper Section before making sure that there isn't a drop zone on the opposite Rise. Then head for the floor.

1) Treat this zone in the same way as you would for the highest Arena gold. Simply wait on either ramp, then lunge upwards as the gold is dropping.

2),3),4) and 5) All can be caught in roughly the same way, though for 3) and 5) it is admittedly easier since the top ramp is much closer to these two zones. The general plan should be to camp for the gold on the top of the ramp.

6),7),8) and 9) Can be taken from above (by jumping from the above ramp) or pushing upwards from below. The choice is yours, as it depends on your hull's speed and weight.

10) and 11) To catch these two golds, it is best to either have a tall hull, like Dictator or Titan, and simply stay on the zone, or use a small hull to climb up onto the pipe, then jump down onto the gold.

 

So, with that I wish to bring this article to a close. Atra is an interesting map, with the CTF mode being very underrated. Definitely worth trying the different formats out for yourself.

 

I also want to thank all the people who helped me test theories, find information and take pictures. @DEATHDRONEN, @awesomenessrichard2, for playtesting, @Blackdrakon30 for helping me to find map pictures and for helping to drop the necessary golds to locate all the zones. I also want to thank you, as the reader, for actually getting to this point! I hope my article has been helpful, insightful and will hopefully give you the edge over your adversaries in Atra!

 

Till next time!
 

Savage over and out...

Edited by Savage
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It's good to see that you put to good use all the technical point chapter addressed from other guide to make your guide more whole.
Small suggestion from me about the graph and charts, you might need to redo them in order to increase their appeal. I would have kept a black background and wrote in a different font than comic sans MS, which do not look pro at all.

Otherwise really good Guide,

Edited by Viking4s
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^ Yes, I agree. Comic Sans MS looks very childish, it lowers your articles professionalism by A LOT.

Ok, I shall change it.

 

:)

 

 

It's good to see that you put to good use all the technical point chapter addressed from other guide to make your guide more whole.

Small suggestion from me about the graph and charts, you might need to redo them in order to increase their appeal. I would have kept a black background and wrote in a different font than comic sans MS, which do not look pro at all.

Otherwise really good Guide,

Ok, and thanks :) I shall bear that in mind for future articles. I also changed the font from CS MS to Courier New.

 

 

Very well written

 

Kungerejulations

Thanks.

Edited by Savage
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Great article!

I have allot of memories in this map and used to play allot in it during 2013 but sadly its popularity has faded, players are only interested in maps that generate high fund now. Maybe if these maps were added in mission they would be seen more often.

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Would have been pretty nice if you mentioned about how we can do stg here too :P

I'll do that next if you want.

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Waw, fancy article. I'm going to use the shown Titan and Thunder M0s with the Lightweight Ordinance Autoloaded and Atom paint.  B)

 

In seriousness, nice job with it. A very thorough coverage of the map.

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