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[Issue 63] Under the Microscope: Novel


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Greetings fellow tankers! In today's article, I will be subjecting the map Novel to the microscope. Like many other maps of today, Novel has largely been gathering more than its fair share of cobwebs and dust. Here, I want to highlight the original and interesting gameplay Novel has to offer, and hopefully rekindle some interest in this visually striking map.

 

Let's take a look.

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Introduction


 

Novel is, well, a novelty compared to the majority of other maps. The variety in both the scenery and the map layout make it an interesting playing environment, even overwhelmingly so for players who are new to Novel. There are bridges, prominent hills and ridges, decrepit buildings and dark underpasses to successfully negotiate your way through. Novel actually shares many graphical features with Year 2042, from the classic urban to a sense of industry; both being popular destinations for parkourists of all shapes and sizes.

 

But regarding its popularity among everyday tankers, Novel is barely ever mentioned. Year 2042 seems to always be the preferred choice when battle creation is underway, even by the server itself. Even though Novel is unlocked at the low rank of Corporal, it's relatively unheard of to stumble across a Novel battle at those ranks. Sadly, Novel should be classed as "Critically Endangered in the Wild", and it may be heading towards a stagnant state where the only thing that occurs in it is parkour.

 

 

History and Evolution


 

The original map Novel appeared in the game on March the 19th, 2010. The original scenery was much the same as it is today - with the main structures all occupying identical locations. There have been several small changes made though, including the introduction of a ramp spanning half of the chasm beneath the main bridge. Several stacks which now stand erect on the largest building were also added.

 

Here is the original Novel map:

 

YYJ1voU.png

As you can see, everything is roughly the same, though the graphics are noticeably much better in appearance in today's version.

 

According to the Russian Wiki, this map was the first of its kind to use the second props library in its construction, possibly a clue as to where the name comes from.

 

Today, the current Novel map measures approximately 40 by 32 meters, with an overall surface area of 1280 square meters.
 

 

Map Overview


 

CBQb6fL.png

 

Novel, like its relative Year 2042, is not symmetrical; meaning that different teams require different tactics and playing styles.

 

Blue Base

 

The flag itself is concealed inside a large ruined building. There is plenty of cover and many decent locations for defensive camping. To the north of the building are two means of access onto the Bridge, and to the east there is a ramp providing only one of two routes to the Ridge which cut the map from north to south.

 

Red Base

 

The flag is more exposed, but overall the base is much better protected than the Blue one. Although tanks can easily jump down to steal the flag, there are only three narrow ways of escape: a ramp, an underpass up to the Factory and another tunnel which leads to the Northern Outskirts. However, compared to the Blue Base, there aren't many readily available camping locations.

 

The Factory

 

This area contains the majority of the buildings in Novel and is essentially an extension to the Red Base, though much more fighting takes place here. Two down-ramps provide access to the Red Base, though incoming Blue players would tend to avoid using them. The Factory also links to the Bridge as well as both Outskirt sections. Essentially, this sector links the majority of the eastern map together.

 

The Outskirts

 

These contain rougher terrain which can sometimes be difficult to navigate through - and the green rises resemble those found in Massacre. Several buildings can be also be found here, although the crumbling walls found in the Northern section provide much better cover.

 

The Chasm

 

Spanned by the Bridge, this sector can sometimes be extremely frustrating. A lengthy pipe snakes across the floor of the Chasm, which is flanked by steep sided walls. There is only one means of escape, which comes in the form of a small ramp. There is, however, an underpass at the northern end which links directly to the Depot.

 

The Ridge

 

The most exposed area in the map with little to no cover at all. It connects with both Outskirts, the Bridge, the Chasm, the Depot and the Blue Base, so it stakes a very solid claim at being the most important part of the map to control. Much of the heaviest fighting will take place here.

 

The Depot

 

This area feels slightly separate from the rest of the map, as if added as an afterthought. In modes such as CTF, only small regions of this sector will play host to anything more than a mere skirmish, although the occasional flank attack may travel though it. Several small buildings and a tumbledown walls gift ample cover, and there is also a ramp leading upwards to our final sector.

 

The Bridge of Khazad-Dum

 

2qDH29c.png

 

You shall not pass...

 

The real centerpiece to the map, and it is what Novel is most renowned for. The Bridge spans the majority of the map, and provides a very direct route between bases, linking The Factory and The Ridge at the same time.  It is very exposed to fire from the Blue Base however, and not a safe place to remain on for any length of time.

 

 

Supply Drop Zones


 

Possibly in a contradiction to what you might expect, Novel supply drops aren't that plentiful. The graph below illustrates this fact, and compares this with the number of supply drops on several other maps of a similar size.

 

 

 

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As you can see, whoever added the zones evidently wasn't all that generous. Isidas and supplies will most likely be doing the majority of the healing work, as there is only one Repair Zone in the whole of Novel, located on The Ridge. There are three Double Damages, four Double Armors and six Speed Boosts in addition to the solitary Repair.

 

In case of the Blue team, their supplies will largely come from The Depot, which is aptly named, where there is an Armor and a Damage.

 

For the Red team, there is a similar layout. The main supplies are to be found in The Factory, although there are Speed Boost drops fairly close to the flag.

 

As well as the Repair, The Ridge is home to another Double Damage and a Double Armor, which are located at opposite ends of it. To compensate for the biased Armor zone, a fourth Double Armor is situated at the Factory end of the Southern Outskirts.

 

Controlling the Drop Zones ~

 

For the Blue team, the supply zones in The Depot and, of course, their base are straightforward to control, since the majority of the Blue team's spawn points are located in and around The Depot. Several of the Bridge zones can also be held with relative ease, owing to their close proximity to the base itself. Blue base defenders can simply keep a close eye on proceedings from the shelter of the ruined house.

 

The Red team's task is slightly easier in some respects, as the few Supply Drops that are in the vicinity of their base tend to be fairly sheltered from attack. The most exposed point is the Double Armor on the edge of the Southern Outskirts, and effort should be made to protect it from Blue attackers. From the cover of The Factory, Red team members can also fire upon The Ridge.

 

The Ridge drop zones are much more contested, and due to sheer exposure, no tank tends to remain alive there for any length of time. Both teams are supplied with ample cover on either side of the Ridge however, and the best course for both teams to take is to simply keep the Ridge under close surveillance and protect attackers when they emerge to collect the supplies.
 

Now, we will begin to dive more deeply into the detail behind this map and explore each individual format in turn, beginning with CTF mode.

 

 

Format - CTF


 

Capture The Flag is definitely the most popular battle format in Tanki Online, and unsurprisingly it is (or was) the most favored format among Novel players. The dynamic map means that one can never quite fully master this format here, and a Novel CTF always makes for an interesting game.

 

Attacking Routes ~


 

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For both teams I have marked three of the best attacking routes from one base to the other. They are shown on the map as A, B and C.

 

Attacking Routes: Blue Team

 

Route A is on of the most direct routes from flag to flag and can also be used by the Red team in reverse. It offers several Supply Zones en-route, and several more can be plundered without expending much time. It is very exposed in some areas however, and passes through the centre of the Ridge.

 

Route B is possibly the fastest way from base to base, and sacrifices nearly all cover. There are few drop zones along the route, and for this reason it may not be as highly favored as others. However, it does pass close to the edge of the map for the majority and is thus, less conspicuous.

 

Route C is a definite contrast to the two mentioned before. Keeping exposure to the minimal, this route sacrifices speed for protection. Supply zones are a fairly rare sight, and you must be prepared to use your own once you get close to the Red base.

 

Attacking Routes: Red Team

 

The first main Red direction of attack, Route A, corresponds in part to the Blue Route C. It follows a similar path for some time but then branches off to take an even longer route along the edge of the map. Again, supply drops are limited but the cover is nearly always better than average.

 

The Red Route B is the quickest path from the Red base to the Blue one, although it has the advantage of beginning in an area where supply zones are fairly plentiful. The equivalent of the Blue Route A, and thus carries all the same dangers with it.

 

Owing to the "hemmed-in" feel of the Red base, attacking routes from it generally all begin at roughly the same place. Route C is sourced from the same location as B but branches off and along the Southern Outskirts before reaching the Blue Base. Fairly well sheltered, but a severe lack of drop zones.

 

Escaping with the Flag ~


 

AcYyEMn.png

 

After successfully penetrating the enemy defenses and snatching the flag from its stand, you must make your way as quickly as possible to your home base with your precious burden. For both teams, there are several different options available.

 

It may sound like an over-complication, but your tank's momentum is actually a very important factor when deciding which escape route to use. Above some possible escape routes for both teams are shown and then below I will analyse each one.

 

Escape Routes: Blue Team ~

 

There are three main exits from the Red Base, with one marked route for each exit (though A branches out into two in the Factory).

 

Escape Option A offers the most direct route for a Blue player from Red base to Blue. It scales the ramp, entering the Factory before splitting into two paths, both of which are roughly the same length. One passes over the Bridge before entering the base from the north. The other takes a route across the Southern Outskirts.

 

A should mainly only be used if the remaining defense are weak, or if you've attacked from the point marked C.

 

Option B makes use of the south underpass, and exits using the Factory's dike before making an appearance in the Southern Outskirts. Use this if you've attacked from A or C. Remember not to head straight up the dike and over the ramp, as the ramp looks deceptively easy to use, but actually the rise in the ground slows your tank, meaning it won't make the jump. This can be countered by a bit of MUs and a Speed Boost.

 

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It may look like a straightforward leap, but looks are deceiving.

 

Option C is the longest route back to the Blue base, but the route is usually covered and it hugs the edge of the map, meaning you're less likely to run into enemies. Useful if you've attacked from B or A.

 

Escape Routes: Red Team ~

 

Option A is by far the most popular exit from the Blue base, simply because it's the easiest and fastest way back to the Red base. After utilising the large ramp on offer, one makes their way back over the Ridge before entering the base from the south. Useful to remember to jump off the ramp at the right side, or you may end up flipping.

 

Escape Route B is also a rapid way of escape. It uses the Bridge to quickly flash across from the Blue base to the Factory. Watch out for enemy midfielders on the Ridge as this route is very exposed. If you encounter enemies, make use of C.

 

Route C leaves the base in the same way as B, but exits the Bridge long before the Factory. It plunges down into the Depot, and uses the Ridge's underpass. A long way around, but safer and there is less chance of you being cut down by the rallied Blue defense.

 

If all other exits are cut off, the main door at the rear of the Blue base can be used, but it is more time consuming.

 

 

Defending ~


 

Attacking the other team's base, snatching and successfully capturing the flag are obviously the main fundamentals behind this format. However, many regular players simply neglect their defense and go charging in seek of the flag. A solid defense though, can be the difference between victory and defeat.

 

Defending: Blue Team ~


 

Unlike many other maps, this base essentially has pre-made defenses. The flag itself is already fairly well guarded in a building with limited escape routes and there are even well-covered locations for defenders. Defenders sporting Smokys, Shafts and Thunders will do very well here - they can keep careful watch on activity on the Ridge. With the base being contained, it's a good idea to have a Freeze on standby to stop any escapees.

 

The end of the Bridge should also be manned by Blue defenders (preferably a Vulcan or Shaft) and supported by an Isida which can move to and from the Blue base accordingly. A perfect spot for this defender is pictured below.

 

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This position offers a view of a decent-size portion of the map. Nice to have a pet Isida handy.

 

Mining Positions ~


 

Position 1

 

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Defensive Aid: 8/10

 

Laying a number of mines here may see a little superfluous, but actually these few mines can prevent the majority of flag escapes as many attackers utilise this ramp as part of their offensive scheme. Make sure you place them high enough so that attackers can't simply skirt around them.

 

Position 2

 

iavLjTu.png

 

Defensive Aid: 7/10

 

The ideal position to prevent attackers from breaching the building's natural defenses from the bridge. Though not as important as some of the other locations, it is definitely worth placing at least one mine here to dissuade enemies from using it.

 

Position 3

 

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Defensive Aid: 10/10

 

The most-used entrance to the Blue base, and therefore it should be heavily mined to prevent unwanted visitors. Make sure to keep them replenished, as they will disappear surprisingly over the course of the game as enemies come to and fro.

 

Extra Position

 

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Defensive Aid: 5/10

 

A little extra defense, as light hulls can actually wriggle their way out of this gap. Not all that necessary, but if you're the player who likes to be safe rather than sorry, a solitary mine placed here can prevent escape.

 

Defending: Red Team ~

 

Defending the Red Base isn't as straightforward as it is for the opposition. Owing to the fact that the flag itself is in a relatively small "well", the Red defense cannot simply "camp around the flag". Instead, positions must be taken up in the Factory and along the edge of the Southern Outskirts. Freezes will serve as the best defenders for the actual flag itself, with an Isida for support if necessary. A Shaft-Titan/Mammoth can be fairly concealed behind the solitary house to the south of the base, which offers a decent view of the Blue base and the Bridge.

 

In the Factory, there are numerous defending locations which can be utilised by Thunders and Smokys. A Firebird with "Compact Tanks" will also provide invaluable support to the main defense, heavily weakening incoming attackers with its near-eternal afterburn.

 

Mining Positions ~

 

Position 1

 

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Defensive Aid: 8/10

 

The north underpass into the Red base is sometimes forgotten by the defenders, which can result in a catastrophe for the team. To avoid this, it is a good idea to place a few mines just inside the tunnel entrance.

 

Position 2

 

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Defensive Aid: 7/10

 

Mine placement here is only to try and stop attackers escaping with the flag, and aren't as important as the other two positions. Nevertheless, they can prove to be lifesavers in certain situations.

 

Position 3

 

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Defensive Aid: 9/10

 

This is a popular access point for enemy attacker both entering and leaving the base. With the entrance being out of view of the majority of the defense, a few mines placed here will definitely pay off if an attacker tries to break in.

 

Building and Maintaining Pressure ~

 

Good tactical gameplay can often prove to be the difference between two teams with similar equipment. Applying pressure to the enemy team is a tactic which can spiral into them losing concentration, destruction of their moral and their eventual flag loss or another important occurrence for your team. Here are a few scenarios and a few suggestions on how to end as the winning side.

 

Scenario 1: Both Teams have each others' flags.

 

After this happens, it can be a race to see who can mobilize their team into action first. Here are some steps you should take to get your team into a pressure-building force:

  • Make sure the enemies' flag is well guarded, and the bearer has mined for protection sufficiently. Leave an Isida or two if possible for support.
  • If their are any enemies on or around vantage points such as the Ridge, the attackers should be sent to clear them out.
  • Follow this up by moving the Midfielders up to strengthen the position, although they should be wary of enemy campers.
  • Campers (Shafts,Thunders, Railguns etc) can take positions fairly close to the enemy base, sniping enemies before they have time to regroup.
  • Midfielders and Attackers can now press towards the enemy base, and lookout for openings in the defense.

 

Scenario 2: A team has walled themselves into their base.

  • Leave one or two defenders at your base
  • Encircle the enemy position, choking the defense. Bring an Isida or two for support.
  • Keep your campers set back slightly to destroy any who manage to escape.
  • Make sure to target enemy Isidas.
  • Camp them into submission.

 

Equipment Combinations ~

 

After all that, I think it's time to have a look at some possible equipment combinations for Novel, based on my own experience and that of other players. There are others, but I've highlighted a few that perform very well in a Novel CTF.

 

Attackers

 

Option 1: Smoky/Hornet (Role: Flash Attacker)

 

115px-Turret_smoky_m3.png   110px-Hull_hornet_m3.png

Hornet provides flexibility and agility to support lightening attacks at the enemy base. It is well-suited to Novel as its ability to regain speed is unrivaled. Smoky provides the extra support (in the form of recoil) and the potential to annoy the defense with steady fire.

 

Option 2: Hammer/Hornet (Role: Support Attacker, Initiator)

 

Hammer_m3.png  +  110px-Hull_hornet_m3.png

 

This combination merges the devastating force that is Hammer with the maneuverable (and sometimes unstable) Hornet. This tank can blow a hole in the enemy defense remarkably quickly, especially when paired with the "High Capacity Drum" alteration. It can also snatch the flag when required.

 

Midfielders

 

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

 

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

Smoky excels in Novel, mainly because of its quick reload enabling it to hit an enemy multiple times before it manages to retreat behind cover. Smoky and Viking is a popular combination, and the stability and steadfastness of Viking gives Smoky a perfect firing base.

 

Option 2: Thunder/Hunter (Role: Offensive Midfielder)

 

150px-Turret_thunder_m3.png  +  110px-Hull_hunter_m3.png

Thunder, like Smoky, enjoys Novel immensely. Its splash damage works wonders on a strong enemy defense, damaging multiple defenders with just a single shot. It does require support from another tank though, as it is prone to quickly subsiding if a close-range enemy surprises it. Hunter provides better flexibility than Viking, due to its better acceleration which is perfect for Thunder's quest to escape self-damage.

 

Option 3: Magnum/Hunter (Role: Offensive Midfielder)

 

150px-Turret_magnum_m0.png  +  110px-Hull_hunter_m3.png

Magnum doesn't actually find a place in the defense, possibly in contrast to many players' thoughts. Its splash damage and lengthy reload time means that one has to be extremely accurate, because damage could be done to yourself or an enemy could make an easy escape with the flag. In midfield though, it will perform much better. The huge splash damage will leave an enemy team reeling from the shock and you may find that you've single-handedly destroyed an entire defense. Use the parabolic trajectory to fire over buildings and into the enemy base. Hunter is here to provide much-needed acceleration for flexibility as well as offering a height advantage.

 

Defenders

 

Option 1: Freeze/Hornet (Role: Escape Preventer)

 

125px-Turret_freeze_m3.png   110px-Hull_hornet_m3.png

Freezes are almost always a necessary part of any defense. Its unique ability to slow down enemies renders it indispensable for a defense which is struggling to hold back the tide of incoming attackers. Hornet provides it with enough speed to pursue escaping enemies if needed.

 

Option 2: Shaft/Mammoth (Role: Camper)

 

150px-Turret_shaft_m3_2.png   115px-Hull_mammoth_m3.png

A hated combination by all the players who come up against it, but it can form an important part of many defenses. Shaft's ability to snipe enemies from range is highly useful, and the Mammoth provides enough HP to help keep it alive long enough to destroy incoming attackers.

 

Module Advice ~

 

Module2.pngModule_spectrum.pngModule3.png

 

For Attackers, modules that provide protection from different ranged weapons will suit them the most.

 

I'd recommend choosing a module out of the Kodiak or Grizzly Series, though an Ursa module can also work.

 

Midfielders should be more wary of attacks from long range.

 

For midfielders, devoting one protection slot to Shaft can be a good idea. Kodiak and Griffon are good series to choose a module from.

 

The Defense should focus on protecting themselves against short-range weapons, but a mid-range turret protection can be useful.

 

Defenders will come up against a variety of turrets, and it's usually impossible to have protections for all. Turrets such as Firebird, Hammer and Smoky are usually the most irritating. Choose a module from the Badger or Lion series.

 

Alteration Advice ~

 

Support_nanobots.pngCompact_tanks.pngPlasma_core_accelerators.pngAssault_emitters.pngArmor-piercing_ammo.png  Minus-field_stabilization.png

 

 

 

 

Firebird:

 

Compact Tanks are very useful on a defending Firebird, and the High Pressure Pump is worth using to catch escaping enemies.

 

Freeze:

 

One can use the High Pressure Pump to catch and stop fleeing attackers, but the Corrosive Mix doesn't suit Freeze in a large map CTF.

 

Hammer:

 

High Capacity Drum is well-worth it for both an attacker and a defender, as the extra shots can help rip up enemies. The Slugger alteration isn't as useful in Novel.

 

Isida:

 

Neither Broadband Emitters nor the Support Nanobots will be useful for an Isida in Novel CTF, when they are staying behind defending.

 

Railgun:

 

A Railgun in CTF mode will either be camping or attacking, so High Caliber Ammo is position-dependent. Shell Stabilization isn't much use here, though an attacker equipped with Faster Horizontal Tracking may benefit from using it.

 

Ricochet:

 

Minus-Field Stabilization is not a lot of good for a Ricochet here, as it will usually be either attacking or playing in midfield. On the other hand, Unstable Plasma might find a use in clearing out defenders.


Shaft:

 

A camping Shaft can use Heavy Capacitors, but unless it is close to the enemy base Assault Emitters won't be that useful.

 

Smoky:

 

Precision Targeting System will benefit Smoky Midfielders, but the Assault Ammunition will not benefit any Smoky in Novel.

 

Thunder:

 

Armor-Piercing Ammo might suit Thunder attackers, but Smoky would substitute in this case. Lightweight Ordnance Auto-loader might find a role with an attacker/supporter.

 

Twins:

 

For a midfielder, Plasma Core Accelerators will be useful for hitting enemies from range. Stable Plasma will prevent defending Twins from taking self-damage.

 

Vulcan:

 

Faster Horizontal Tracking won't benefit a Vulcan here, though the Modified Firing Rate might aid a defending Vulcan.

 

 

 

 

Paints ~

 

If you're the kind of player who likes to blend-in with your surroundings, here is a selection of paints which are suitable for Novel.

 

Coloring_Hive.pngHive - Price: 120 000 crystals

Coloring_autumn.pngRustle - Price: 35 000 crystals

Coloring_desert.pngDesert - Price: 4 500 crystals

 

 

Format - CP

 

03hnyrw.png

 

Novel CP is laid out in an interesting fashion. The spawn-points for both teams are set relatively close to one another, and rather than each team being handed an opposing side of the map, it is fixed so players have to "race" the other team to the capture points. Definitely a Novel format worth checking out.

 

Points

 

A: This point is situated on the most exposed position on the map, the Ridge itself. Because it holds a strategic location, capturing this point is a key to the rest of the map.

 

B: Located in the center of the Factory, this point offers better cover for defenders than point A.

 

C: Situated right in the corner of the map, C offers a good vantage point from which to conduct attacks on E and B.

 

D: Surprisingly close to B, this point is also located in the Factory, in the North-West corner.

 

E: This point is situated in an almost identical position to the Red Flag, set down below the level of the Factory.

 

Capturing the Points ~

 

A: The sheer exposure of this point can pose a big problem to defenders, and the enemies on this point should be treated with no mercy. A highly-contested point with it being situated so near both bases. Attempt to destroy the defenders from cover and range before moving up from the Bridge or Factory to take possession of it.

B: This point is another contested one - the defenders should be weakened from distance before close-range weapons rush in to finish the job. Preferably attack from the Outskirts rather than the Bridge, as it is in full view of point B.

C: Due to its location, this point will see less action than most. Simply snipe off the defenders before sending in light attackers to capture it.

D: Point B is usually taken before this one, as both are fairly close to one another. Attackers should first seek to win B before moving here.

E: Very susceptible to attack from above, and point B is a good starting point for players moving here.

 

Equipment Combinations ~

 

After analysing this format, it is time to take a look at some suitable combinations for your tank that suit Novel CP.

Medium hulls will play a large role, due to their acceptable HP and decent speed.

 

1: Vulcan/Titan (Role: Point Camper/Defender)

 

Vulcan3.png   120px-Hull_titan_m3.png

 

The task of this tank is simple; severely weakening the enemy team as they respawn, from an elevated position such as the Ridge. From its lofty vantage point, it can simply blaze away at any enemies that come into range.

 

2: Railgun/Hornet (Role: Camper/Point Capturer)

 

125px-Turret_railgun_m3.png  +  110px-Hull_hornet_m3.png

The speed provided by Hornet makes this tank suitable for racing to uncaptured or unoccupied points, and exploiting a situation. The power provided by Railgun is perfect for picking off enemies from range.

 

3: Hammer/Viking (Role: Point Clearer/Defender)

 

Hammer_m3.png  +  115px-Hull_vicing_m3.png

 

Hammer's bludgeoning power paired with Viking's solid base and enviable HP make it a dangerous foe in Novel CP. Several shots (with Double Damage) can destroy a host of point defenders.

 

4: Firebird/Hornet (Role: Point Clearer)

 

150px-Turret_firebird_m3_2.png  +  110px-Hull_hornet_m3.png

Firebird is one of those annoying turrets that won't go away. Pair it with a small, rapid hull such as Hornet and you can quietly slip up to a point before unleashing a dose of burning naphtha on them. "Compact Tanks" would be useful here.

 

5: Striker or Thunder/Hunter (Role: Point Clearer)

 

150px-Turret_striker_m3.png  OR  150px-Turret_thunder_m3.png  +  110px-Hull_hunter_m3.png

 

Both of these turrets deal huge amounts of splash damage, making them suitable for destroying clusters of enemies. Striker will be more conspicuous with its laser, but its effects are much more devastating. Hunter provides good height and decent acceleration, perfect for turrets who can inflict damage on themselves.

 

6: Smoky/Viking (Role: Point Defender)

 

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

Rapid-firing Smoky provides a team with the perfect point defender, capable of severely weakening enemies before they reach the point itself. Viking always pairs beautifully with Smoky, due to its solid base and low profile.

 

7: Magnum/Titan (Role: Camper)

 

150px-Turret_magnum_m0.png  +  120px-Hull_titan_m3.png

 

Magnum's massive splash damage makes it perfect for conducting bombardments on enemy positions and wiping a whole point defense out with 1 or 2 shots. Titan's solidity and large HP make it a perfect firing base.

 

Module Advice ~

 

Module2.pngModule_spectrum.pngModule3.png

 

Similar modules to the ones used in CTF, but with the addition of a close-range protection slot from Firebird, Hammer , Freeze or Isida.  Kodiak or Ursa Modules will serve very well. Remember that weapons with splash damage, such as Magnum and Thunder, are highly dangerous and possibly dedicating a protection slot to one of these turrets could prove to be a lifesaver.

 

Alteration Advice ~

 

Support_nanobots.pngCompact_tanks.pngPlasma_core_accelerators.pngAssault_emitters.pngArmor-piercing_ammo.png  Minus-field_stabilization.png

 

 

 

 

Firebird:

 

Compact Tanks will come in handy on a point-clearing Firebird, though the High Pressure Pump works better in CTF.

 

Freeze:

 

The Corrosive Mix will be much more use here in CP, as the freezing effect isn't that useful. High Pressure Pump, like on the Firebird, won't be much use.

 

Hammer:

 

High Capacity Drum is very powerful when used on point attackers and the Slugger Alteration is much better here than in CTF mode.

 

Isida:

 

Broadband Emitters will be better in CP than in CTF, to stay firing at enemies around a point. The Support Nanobots might find a use also.

 

Railgun:

 

A Railgun in CP mode will be camping most of the time so High Caliber Ammo is very useful and I recommend it. Shell Stabilization isn't much use here, and neither is Faster Horizontal Tracking.

 

Ricochet:

 

Minus-Field Stabilization can be used when besieging a point, and Unstable Plasma will be useful to destroy clumps of enemies on a point.


Shaft:

 

A camping Shaft can use Heavy Capacitors, and actually in CP mode Assault Emitters will be more use.

 

Smoky:

 

Precision Targeting System will be extremely useful when assaulting a point but again, the Assault Ammunition will not benefit any Smoky in Novel, CP or CTF.

 

Thunder:

 

Armor-Piercing Ammo won't suit Thunder at all here, as its splash damage is key. Lightweight Ordnance Autoloader isn't useful either.

 

Twins:

 

For Twins Plasma Core Accelerators will be useful for hitting enemies at a point from range. Stable Plasma isn't great, since the Twins splash damage can weaken multiple point defenders at once.

 

Vulcan:

 

Faster Horizontal Tracking won't benefit a Vulcan here, though the Modified Firing Rate might aid a point - defending Vulcan.

 

 

 

 

 

Deathmatches and Team Deathmatches

 

A Novel Deathmatch can be compared to a Year 2042 DM in some ways, though there are many more possibilities for campers in Novel comparatively. The gameplay is slower than Year 2042's, but is generally more fulfilling, as Year 2042 generally relies more on luck and supplies rather than skills.

Year 2042 is Thunder's territory, and in Novel it performs pretty decently. It is outmatched in DM however, by other turrets, especially Hammer and Smoky. This is because Novel is more open than Year 2042, and so splash damage becomes less dangerous.

Camping players, such as those using Shafts will find several decent positions from where they are offered a wide view of a lot of the map. Usually a few mines will have to be used for protection, and a close eye has to be kept on your surroundings. There are some very decent locations, and three such positions are pictured below:

 

Position 1

 

mq94KSn.png

 

 

Position 2

 

SC5Fkoj.png

 

 

Position 3

 

oro7cBf.png

 

Most players simply aren't the camping type, and Novel does its best to incorporate every genre of Deathmatch player (except of course, if you're the Fire/Mammoth M1). In recent Novel DMs I played in, light hulls (usually Hornet) performed really well when paired with a turret such as Smoky, Hammer or even Railgun; while "hunting" their targets. Medium Hulls also perform well, and a combination of Ricochet or Thunder and Viking won't let you down. Below are examples of a combination for a Light, Medium and Heavy hull.

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


150px-Turret_ricochet_m3.png  +  115px-Hull_vicing_m3.png  +  PxzqlEe.png

 


 

         115px-Turret_smoky_m3.png  +  110px-Hull_hornet_m3.png  +  IcLWAxW.png

 


 

Team Deathmatch isn't a common format for Novel, and actually isn't a popular format on any map. Your main focus as a team should be to capture and hold the Ridge, from which you can push the enemy back into their base. Team Deathmatches aren't all that interesting here, as the stronger team tends to end up simply camping the other into submission.

 

Gold Boxes

 

6tM6bdh.png

 

Thanks to the sacrifice of a very good friend of mine, every single Gold drop zone in Novel has been located and painstakingly recorded for your benefit. Enjoy, as I'm sure this is the only part of a map guide that every player reads.

 

There are 21 Gold Box zones in Novel, most of which are centered on and around the Ridge. With the recent update which meant that supply zones didn't fade with increasing distance, it has become far easier to locate the Gold zone itself.

 

If are struggling to find it however, make for the Ridge which offers a very good view of nearly all the Gold zones. If the zone is still invisible even from here, there is a good chance that it will be located in one of the left corners of the map.

 

Novel Gold Advice~

 

Zones 1 - 6: These are all caught in the same way through pure timing, HP and hull power or your climbing ability. Try to get on top of another tank if possible.

 

Zone 7: Wait near the ramp below the zone, then lunge up it as the Gold is dropping.

 

Zones 8 - 11: With these zones being in fairly confined spaces, it's a good idea to move near the zone early if you can withstand a lot of damage. Use the sides of the Bridge to climb onto other tanks.

 

Zone 12: Move inside the Blue base building, then utilise the ramp inside to soar out of the window to catch it in mid-air.

 

Zones 13 and 14: Stay back at the beginning, as you'll require your repair later (especially for 13). Move up the ramp when the Gold is dropping to get on other tanks. Jump down over the wall from 13 to catch 14.

 

Zones 15 and 16: Simple jump-catches from the Ridge.

 

Zone 17: Similar to most of the Ridge zones. There isn't any terrain one can use for an advantage, so pure timing is generally the success story for this one.

 

Zone 18: Rather than using the ramp, move to the opposite side. Then, as the gold is dropping, move towards the ramp. The tanks (if there are any) pushing upwards should raise you into the Gold.

 

Zone 19: This can be easily taken in multiple ways from either the Factory or the Ridge. Another method is to use the Factory's ramp to catch it.

 

Zone 20: See 17.

 

Zone 21: Try and use a mine to hinder other tanks from pushing in here. Move into the space early, and be ready to repair.

 

____________________________________________________________________________________________

 

About This Series

 

This will hopefully be the start of a Guide series where I take a map that isn't that popular, play a few battles on it, test different theories, collect information and then condense them into an article for your viewing. Feedback-dependent, there should be more articles like this in future Newspapers.

____________________________________________________________________________________________

 

And with that, you have finally reached the end of my guide to Novel! Hopefully you have found it interesting and maybe even mildly useful. Many thanks to (Generalissima) for dropping the required Golds to fill the map and allowing me to record the zones. I also want to thank you, the reader, for actually reaching this point in the article! Please don't hesitate to leave feedback below, and stay tuned for possible future installments in this series!

 

Till next time!

 

IrjtFwp.png

 

 

kDYWCWE.png

k7ftT83.png

Edited by Savage
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Astounding article, extremely thorough and covers literally any point that you could possibly ask for, well done!  :D

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Position 3

 

 

 

bw2HjAH.png

 

 

Defensive Aid: 10/10

 

The most-used entrance to the Blue base, and therefore it should be heavily mined to prevent unwanted visitors. Make sure to keep them replenished, as they will disappear surprisingly over the course of the game as enemies come to and fro.

I liked the Article however, I feel that this recommended "Position" is far too subjective and relies on a very specific scenario. To be able to actually plant that many mines (especially with mine cool downs being rather high) it seems quite difficult to actually manage to lay that many mines and stay alive. Staying in the actual base wouldn't result in you getting many points (considering this is a strategic guide) and not many kills either. If you stayed our of the base, enemies could simply repair after hitting mines. I think defending in the Blue base revolves more around damaging enemies before they actually manage to enter the base and then stalking them down and killing them before they travel too far.

 

Great article, nonetheless!

Edited by Hexed
Please use a spoiler while quoting large text/pictures. Thanks!
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I liked the Article however, I feel that this recommended "Position" is far too subjective and relies on a very specific scenario. To be able to actually plant that many mines (especially with mine cool downs being rather high) it seems quite difficult to actually manage to lay that many mines and stay alive. Staying in the actual base wouldn't result in you getting many points (considering this is a strategic guide) and not many kills either. If you stayed our of the base, enemies could simply repair after hitting mines. I think defending in the Blue base revolves more around damaging enemies before they actually manage to enter the base and then stalking them down and killing them before they travel too far.

 

Great article, nonetheless!

I get where you are coming from.

 

This would suit an efficient and unselfish team, probably a "drug" clan or something similar. I'll make amends next time. Thanks for the feedback!

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Pretty nice article!

From my own experience, I would also suggest these spots shown in the spoiler below.

 

 

 

SSGRF8A.jpg


Qec73BX.jpg


SyJpT9R.jpg

 

 

 

Paint "Dragon" can be a decent camouflage withal too.

 

While all those guides can be (and usually are) really useful in the action, the scenario varies from one battle to different battle. I would really love to experience more battles like this in the future, but not many tankers find this map attractive. I will try to play as more as possible here as Clan member in the future, reading this beautiful article won't go into waste!  :)

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Great!! Just what I needed. This article explains more than enough. Now anyone can play effectively which is kinda good and kinda bad. I want this guy to make more article like this!!  :P

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Great Guide... After reading it I was able to guess the positions of the defence in the red team and our team easily won the CTF match!!! Thanks

 

Great!! Just what I needed. This article explains more than enough. Now anyone can play effectively which is kinda good and kinda bad. I want this guy to make more article like this!!  :P

Thank you very much for the positive feedback. Much appreciated.

 

Yes, there should be future articles in this series. Stay tuned!

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I skipped the article & just saw those images XD

Hope u don't mind

 

                                                                        :ph34r: Boring Article

Edited by TS7StudioHD
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I skipped the article & just saw those images XD

Hope u don't mind

 

                                                                        :ph34r: Boring Article

I only want your likes and views, don't worry.

 

;)

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Took a while to read, not that I read all of it anyway, but extremely composed and informative guide, with the LOTR puns. You can take my preciousss upvote and put it in your Baggins'!

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