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[Issue 65] Under the Microscope: Year 2042


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Why hello there! Welcome to the second part in my map guide series, where I take a fairly unpopular map and explore it in great detail. Last time we took a look at Novel. This time, we will check out its cousin - the map Year 2042. Today, I shall highlight Year 2042's originality and prove to the world that Year 2042 isn't simply a "Parkourists' map" and can instead provide the ordinary tanker with some interesting experiences and gameplay.

 

Let's continue!

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- Introduction -

 

Year 2042 is remarkably similar in appearance to the map we covered last time, Novel. The desolate urban atmosphere is present for both parties, and both are visually striking and interesting in appearance. In Year 2042, one can find similar terrain as found on Novel, with ridges, decrepit buildings, mazes of ramps and bridges and huge walls combining to produce a truly remarkable map. As hinted in the intro, Year 2042 is a well-known destination for parkourists, due to the abundancy and variety of buildings to be scaled. Even though it is better known than Novel, there are still far fewer regular battles played here than there ought to be.

 

The introduction of the "Battle" button and the fact that Daily Missions now can only be completed in regular battles has perhaps aided this map's fight for survival, but like Novel, few battling tankers would go here out of sheer choice. However, in this guide we will take a look at Year 2042's interesting and dynamic gameplay, and hopefully explore some helpful hints and tips to help you achieve success here.

 

Let's begin with this map's history.

 

 

- History and Evolution -

 

The map in question first appeared in the game on June the 10th, 2010 under its original guise of "2042". The map creator was a player known as "GT-RAZER" and he probably (speculation) designed Novel as well.

 

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

 

The scenery (as you might expect) was much blander than it is today, though the map's skeletal structure was almost identical to how it is today. However, several buildings were changed and replaced, such as the large cream one in the right of the picture below. Detailing was added, and several walls were removed and changed. The majority of the altering seems to have taken place in the right of the below picture, as several of the current buildings were not present in 2010.

 

In 2015, "2042" was officially renamed as "Year 2042" and it has kept this name up until the present time. According to the RU Wiki, Year 2042 is 40 props long by 31 props wide, with a height of 7 props; making its area 1240 and volume of 8600. It is comprised of 1190 props.

 

 

- Map Overview -

 

aNIuKnZ.png

 

Like Novel, Year 2042 isn't symmetrical, meaning playing on different teams will involve using different playing styles. Unlike Novel, the sections of this map are less clear-cut.

 

Red Base

 

The flag itself is almost directly on the intersection of three bridges, each heading in a different direction. While on the one hand this means that there is only three routes to the flag, unfortunately it means that the entire area is extremely exposed. The west bridge leads to an upper platform, which eventually skirts round to connect to The Walls. The north bridge traverses the gap before joining to the centre while the third east bridge merely descends onto the floor of The Yard.

 

Blue Base

 

The Blue flag is tucked away just behind the corner of the ramp which ascends upwards from part of The Underpass' floor. Compared to the Red Base, there is much better protection for the defenders. A few walls and stacked crates provide protection from enemy fire, and the flag itself is backed up against a wall. A ramp leads east and down into The Factory, while another ramp ascends to The Walls in the east.

 

The Yard

 

The Yard joins the Red Base with The Factory and is the source of most of the Red team's drop zones with a Double Armor, a Double Damage and a Speed Boost zone all located here. There is a small shed from which outliers of the Red defense can fire from, as well as a defended platform in the south-eastern corner which provides a decent sniping position.

 

The Walls

 

The most imposing feature of this map lie across the centre, the large slanted walls. The rest of the map straddles the centerpiece of the map in a U shape. The walls are arranged in two rows, one features a H shape outcropping, to provide cover. These two walls separate the high ground between the Red and Blue base. The entrance to the blue base is very wide, whereas the entrance to the red base is narrow. There is also a large ramp leading to a bridge the goes across The Factory; at least, there used to be a bridge.

 

The Factory

 

At the opposite corner of The Yard is The Factory, which connects the Blue Base to The Yard. It too provides the blue team supplies but provides much more cover than The Yard.

 

The Underpasses

 

In order to bypass the walls, you can go underneath them and get to just about any section of the map. You can go from the Red base to the Blue base or use the tunnels to get to The Factory or The Yard. The only drop it provides is a Speed Boost in between The Factory and The Yard.

 

 

- Supply Drop Zones -

 

Compared to Novel, where the number of each drop zone is very inconsistent, Year 2042's drop zones are the exact opposite. Rather than there being a significant bias towards 1 type of supply drop, the number of each supply zone are roughly the same, meaning there are far more repair zones than in Novel (which only has one). Here is a graph which shows the supply drops on Year 2042 compared to the ones found on other maps of a similar size.

 

NH2puM1.png

 

A more consistent selection than Novel's, but still not overly generous when maps like Solimansk are compared to it. Out of the four maps, Year 2042 has the least Double Armor, the joint-least Speed Boosts but the second-most Repair Kits. This means that Isidas won't be as necessary as they are in Novel, where there is only one Repair Kit. Overall, there are 4 Speed Boosts, 3 each of Double Armor, Double Damage and Repair Kits.

 

The Blue Team has the fortune of being granted one of every supply drop zone (including a Repair Kit) within their "Base". A secondary Repair Kit and a Speed Boost are not far away, located in The Walls and The Factory respectively.

 

Surprisingly, the Red Team are slightly less fortunate where drop zones are concerned. The only supplies which fall in their base are a Repair Kit and a Speed Boost. Thankfully though, there is a Double Damage located a short distance outside the main Red Base and a Double Armor is to be found at the beginning of the eastern ramp up to the Red Flag.

 

 

- Format: CTF -

 

It's no secret CTF is the most popular game mode in Tanki. However it's not the most popular mode for the Year 2042 map, but still significant.

 

Attacking Routes

 

Year2042Attack.png

The attacking routes are largely the same and can be mirrored. There are other combinations for instances of weaving in and out of cover in areas like The Factor and The Yard, and/or using the Underpass and its tunnels. Choosing these routes should be based on where you spawn or where you have/have not attacked from.

 

Attacking Routes: Blue Team

 

Route A involves going through The Wall area, whether it be through the walls or just around them. Going through them can be effective because it can be difficult for the Red team to see you coming. Around the side announces your attack slightly earlier.

 

Route B is useful for distraction. It's not that efficient for taking a flag, unless there is no one defending the Red Flag. However, you can take a left turn before you get to the Red Base and go down a tunnel to take a different approach.

 

Route C is the roundabout way to make a move on the Red Flag, but it is crucial because it goes by many crucial drops. Your attack is fairly obvious pretty quickly, but if you don't attack this way and take drops, your defenders will be at a disadvantage.

 

Attacking Routes: Red Team

 

Route A would be best going around the wall for the approach. It's not as exposed, the attack is clear but more difficult for the Blue team to counteract. Through the walls can be problematic if you do not have light hull or no Speed Boost. It's hard to turn 180 degrees around the wall. Otherwise you'll have to drop down or use the ramp on the side.

 

Route B can be challenging if the Blue Team is attentive. Otherwise its an easy, quick route to the Blue Flag. Best coupled with an approach from Route A or C. 

 

Route C is as important for the Red Team as it is for the Blue team. The roundabout way also presents the most value for drops, not taking advantage will leave an opening for one team or another.

 

Escaping with the Flag ~

 

Year2042Capture.png

In contrast to the attacking route, the path to escaping the enemy base with their flag varies based on which path looks the easiest to take given where the enemy is.

 

Escape Routes: Blue Team

 

Route A is the most logical place to go with the Red Flag unless the bridge is blocked. Remaining on that high ground means it will make it harder for the Red Team to return their flag. You might have to go around the walls if the path through them is blocked, or vise versa.

 

Route B is the quickest, but you are left exposed to approaching Red players who will come from behind and from the tunnels. If you see a repair kit box on the ground near the billboard it would be a good option to go this way if you've taken some damage and are fearful of being destroyed

 

Route C is the least efficient. If red doesn't seem to be taking advantage of the tunnels, you could use them to get closer to the Blue side of the map. Supplies are abundant, except for repair kits.

 

Escape Routes: Red Team

 

Route A provides the quickest route, but should only be taken if you path is clear and you're confident in your teammates control of The Wall area. You wont be able to pick up supplies on your way, so full health would be recommended for this route.

 

Route B is somewhat quick. You can get to your base fast but you have to climb to get to your flag. The best option for you if you are being damaged, should there be a repair kit handy near bar. You can also switch it up and go through the tunnel, but you would be more apt to run into the enemies counterattack from Route C.

 

Route C, again, is not the best choice. You'll probably only use this if Route B had many Blue Players in the vicinity, and Route A was blocked. Or you may choose this if there is an opening, but it will take you longer to get cover if you do not have a Speed Boost.

 

Defending

 

In this map, it can be fairly easy to block an incoming attacker from taking the flag or exiting with it. Mining is absolutely crucial. You will suffer many deaths if you do not consider how you position yourself or place mines.

 

Defending: Blue Team

 

The Blue base provides a good amount of cover so you can get a few shots on the enemy before they enter your base. This is done easiest on incoming tanks from The Walls and The Underpass. The containers help prevent their shots from damaging you. However, focusing on those routes can leave a blind spot to attacks coming from the left.

 

Year2042Blue.png

 

This image shows you a few spots that you can camp at. The yellow is optional, when there is a full 12 vs 12 match, you may be able to get away with two if your offense is solid. The flag sitter ought to be a heavy hull that can prevent tanks from getting in. If you are caught between the wall and the flag, block the escape towards Route B. The enemy Red player will be slowed down significantly if they push through you.

 

Mining Positions

 

Year2042Bmine.png

 

High traffic areas in the Blue base, prime spots for mines, are shown above. You can try other spots that could potential catch an enemy tank, but these should be addressed first. You want to force the enemy to make their attempts through The Wall area, from which they would take the flag and escape to Route B, where they can be dispatched by defenders.

 

 

Defending: Red Team

 

The Red team has a slightly easier job to defend the their flag. There are physically only three ways to get to the flag. You're most likely to get action from the north or east side of the flag.

 

Year2042Red.png

 

Camping on the flag with a heavy hull is a self-explanatory necessity. A player camping above the Route B entrance next to the walls would also be helpful, perhaps for a Magnum to snipe across the map as well. The yellow circle is a great option for additional firepower.

 

Mining Positions

 

Year2042Rmine.png

 

If you've ever played Year 2042 in CTF mode, you've probably seen the practice as its fairly obvious. All three routes to the Red Flag need to be protected by the unseen.

 

Equipment Combinations

 

Now, I think it's time to have a look at some possible equipment combinations for Year 2042, based on my own experience and that of other players that I have noticed. There are obviously others, but here I've highlighted a few that perform very well in a Year 2042 CTF, if you have an organized and efficient team.

 

Attackers

 

Option 1: Hammer/Wasp (Role: Flash Attacker)

 

   Hammer_m3.png +150px-Hull_wasp_m3.png

 

Mounting Hammer on a Wasp enables cross-map travel and high bursts of damage at one time. Even though you wouldn't have much health, you'll have significant firepower and force to attempt to push through.

 

Option 2: Smoky/Hornet (Role: Support Attacker)

 

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

 

Hornet provides a stable, versatile platform for a Smokey to follow up on the Hammer/Wasp offense. The Hammer will have weakened the enemy, and the smokey could finish them off. Critical hits also prove helpful in situations where an enemy is blocking the flag carrier's exit.

 

Midfielders

 

Option 1: Thunder/Hunter (Role: Offensive/Camping Midfielder)

 

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

 

Thunder on Hunter provides a wide range of possibilities. Your turret is mounted slightly higher than on a Viking, so you can snipe from higher ground easier when camping.. You also have greater ability to maneuver, allowing you to help offensively

 

Option 2: Twins/Viking (Role: Central Midfielder)

150px-Turret_twins_m3.png    +  115px-Hull_vicing_m3.png

 

The constant impact of the Twins on an enemy tank can slow them down, perfect for intercepting the incoming tanks or taking out campers on the other side. Viking provides a stable platform and decent speed to fulfill this role.

 

Option 3: Ricochet or Smoky/Viking (Role: Supporting Midfielder)

 

  150px-Turret_ricochet_m3.pngOR 115px-Turret_smoky_m3.png  +  115px-Hull_vicing_m3.png

 

Ricochet is a great option for this map in general due to the maps many opportunities for ricocheting projectiles. Rico, or Smokey, coupled with Viking makes for a lean supporting midfielder that would be great for helping flag carriers capture.

 

Option 4: Isida/Viking (Role: Defensive/Supporting Midfielder)

 

150px-Turret_isida_m3.png  +  115px-Hull_vicing_m3.png

 

An Isida is essential to ensure your defenders and midfielders maintain health in order to block enemy attacks. This also helps flag carriers because they'll know who to look for if they are running low on health.

 

Defenders

 

Option 1: Freeze/Viking (Role: Escape Prevention)

125px-Turret_freeze_m3.png   + 115px-Hull_vicing_m3.png

 

As you saw in the Defensive section above, the exits can be tight at the beginning and then spread out. A Freeze would be most helpful to slowdown the escaping enemy as they take your flag. This will allow Midfielders to respond and help destroy the enemy tank.

 

Option 2: Magnum or Thunder/Titan (Role: Camping Defender)

 

      150px-Turret_magnum_m0.png   OR  150px-Turret_thunder_m3.png +   120px-Hull_titan_m3.png

 

Magnum or Thunder provide splash damage that can be used well in the small bases. Magnum can also snipe players in the enemy base from their own base and can greatly damage the enemies defenses.

 

Module Advice

 

Module2.pngModule_spectrum.pngModule3.png

 

Because of the layout of Year 2042, attackers can forgo protection from long range turrets and instead center their module around medium-close range turrets.

 

A module from the Shark or Grizzly series will suit attackers the best, as they need to survive the weapons of the enemy midfielders.

 

Midfielders will be moving about less and thus be more susceptible to long range snipers.

 

Midfielders should be slightly more wary of long range attacks, but the majority of their opponents will attack from medium range. I'd recommend a module from Kodiak or Griffon series.

 

The Blue and Red defense will be equipping slightly different modules, due to the exposure of the Red base.

 

The Red defenders should make medium - long range their priority to protect against, while the Blue should work between close and medium range protections. Blues may prefer a Badger module, whereas the Reds may suit a Kodiak or Ursa.

 

Alteration Advice

 

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

 

 

Firebird:

 

Compact Tanks are very useful on a defending Firebird, though burning a defense out of their base is also a good use for it. 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. Compared to Novel, Corrosive Mix will be much more suitable, as on a map with more cover one can give up the freezing effect for extra damage.

 

Hammer:

 

High Capacity Drum is well-worth it for both an attacker and a defender, as the extra shots can help rip up enemies. However, the Slugger alteration is less useful as it suits larger, more open maps.

 

Isida:

 

Broadband Emitters may prove to be useful here due to the amount of cover in this map. The Support Nanobots are generally best left at home though.

 

Railgun:

 

Since long range camping is relatively impossible in Year 2042, High Caliber Ammo may not be that useful. Shell Stabilization isn't much use here either. Faster Horizontal Tracking is not needed, as their is far too much cover.

 

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. Unstable Plasma might find a use in clearing out hordes of defenders.


Shaft:

 

Shafts will generally under-perform here, so Heavy Capacitors (that are built for long range campers) will not find a use. However, the  Assault Emitters might work equipped onto a Shaft in midfield

 

Smoky:

 

As in Novel, Precision Targeting System will benefit Smoky Midfielders, but the Assault Ammunition will not benefit any Smoky in Year 2042.

 

Thunder:

 

Armor-Piercing Ammo might suit Thunder attackers, but Smoky would substitute in this case. Lightweight Ordnance Auto-loader isn't particularly useful here though.

 

Twins:

 

Plasma Core Accelerators will not be much use here due to the layout of the map. Stable Plasma is a much better choice, preventing all Twins from taking self-damage.

 

Vulcan:

 

Generally Vulcan isn't all that suitable for this map though Faster Horizontal Tracking would actually help in some instances.The Modified Firing Rate might aid a defending/camping Vulcan.

 

 

- Format: CP -

 

Year2042_CP.png

 

Points

 

A: Nestled beneath The Walls in The Underpass area. An easy grab for either team.

 

B: Located in between the walls themselves, a good one to capture if you've just respawned.

 

C: In The Factory area, just beneath the broken/missing bridge. A tipping-point point.

 

D: Also in The Factory area, closer to the Blue Base. An essential point for them to keep.

 

E: Located in The Yard, close to the Red Base. Slightly raised, has decent view of The Factory area. An essential point for the Red team.

 

Capturing the Points

 

A: Due to this point being well-protected by the foundations of The Walls, picking off its defenders from range isn't an option. Then again, with the point itself being extremely close to both bases, it is going to be heavily contested, especially as it is very accessible to both teams. You can either blast the defenders to pieces with newly-spawned Thunders and Smokys from the bases, or drive them out with close-range weapons. A combination of both also works rather well.

 

B: Again, another fairly-well sheltered point. Again, owing to the towering walls on either side, sniping the defense is not possible. With the plentiful cover however, quietly slipping up to the point from either base is fairly straightforward.

C: The defenders of this point have a massive task to hold this successfully, as there are numerous ways to attack this point. The best methods to taking the point are to either hit the defense from the lower section of The Walls, using Thunders and Smokys or to simply surprise the defenders with close-range weapons from The Underpass.

D: With this point being biased towards the Blue team, you can expect it to be held by that team for the majority of the game. However, if point C is captured first, you have a strong position to attack D from. If it is lost to the Reds, the enemy defense can be ground down by continuous fire from the Blue base.

E: The Red "version" of D. With it being fairly skewed towards the Red team, it can be hard for the Blues to capture it. But this is probably the most exposed point on the map and a clever team can take advantage of this by destroying the defenders from the safety of The Walls before sending quick attackers from D to capture this point.

 

Equipment Combinations

 

After analysing this format, it is time to take a look at some suitable combinations for your tank that suit Year 2042 CP.

 

There should not be many Light hulls in a Year 2042 CP battle, as the cover provided will suffice for Medium and Heavy hulls' lack of speed and high HP is a much more valuable asset.

 

1: Magnum or Thunder/Hunter (Role: Point Clearer)

 

150px-Turret_magnum_m3.png   OR  150px-Turret_thunder_m3.png  +  110px-Hull_hunter_m3.png

Thunder is the classic "go to" weapon if you require heavy splash damage. But although the much newer Magnum is much more difficult to master, it provides a larger amount of splash. Both of these turrets, when in the right hands, can really dominate Year 2042 CP. The splash makes them perfect for destroying clusters of enemies. Magnum will be more difficult to use with its slow reload and lack of flexibility, but will deal much more damage. Hunter donates good height and decent acceleration, perfect for turrets who have the tendency to  inflict damage on themselves at close-range.

 

 

2: Smoky or Twins/Titan (Role: Point Defender)

 

115px-Turret_smoky_m3.png OR  150px-Turret_twins_m3.png  + 120px-Hull_titan_m3.png

 

Two completely different turrets, in both appearance and function, but they can both be used for the same purpose here. Both combinations are your "classic" CP mode tanks, designed to hold a point for long periods while delivering rapid damage to players attacking them. Supported with an Isida, this tank can be nigh-on unkillable.

 

 

3: Smoky or Hammer/Viking (Role: Point Clearer/Capturer)

 

115px-Turret_smoky_m3.png  OR   Hammer_m3.png  + 115px-Hull_vicing_m3.png

 

Smoky really is a truly versatile weapon, capable of performing numerous roles successfully. Here it provides a team with a speedy yet powerful attacker, designed to pick off several defenders before capturing the point itself. Hammer can be used in a similar way, though it is required to be much closer to be effective. However, once it is in range, Hammer is an unstoppable force. Viking pairs beautifully with either of these turrets, due to its solid base, low profile and decent speed.

 

 

4: Firebird or Freeze/Viking (Role: Point Clearer)

 

150px-Turret_firebird_m3_2.png  OR  150px-Turret_freeze_m3.png+ 115px-Hull_vicing_m3.png

Firebird is very powerful in Year 2042, especially after the recent update. The massive afterburn and high damage make it perfect for blazing its way through a whole point defense. Freeze can be used in a similar way, though it obviously lacks the afterburn asset. This makes it more suitable for CTF rather than CP, but its unique freezing effect can be utilised to prevent enemies from attacking a valuable team member, such as an Isida. Viking offers solid HP and decent speed, allowing these turrets to get into effective range without being destroyed.

 

 

5: Magnum/Mammoth (Role: Point Camper/Clearer)

 

150px-Turret_magnum_m3.png    150px-Hull_mammoth_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. Mammoth is favoured over Titan due to its higher rate of acceleration, meaning this beast of a tank can attempt to escape self-damage. Mammoth also provides a solid firing platform.

 

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

 

150px-Turret_thunder_m3.png120px-Hull_titan_m3.png

Another fairly well-known combination. Thunder is probably the most common turret in Year 2042, mostly due to the effectiveness of its splash damage amongst the map's twists and turns. Yet it can sometimes work against you, especially if your hull is large and cumbersome. The user of this combination will have to take extra care to watch out for close-range enemies approaching. If they can master this combination, they can clear points and hold them very effectively.

 

 

7: Ricochet/Viking (Role: Point Clearer/Capturer)

 

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

This is a solid yet underused combination. Here, we are essentially marrying solidity with flexibility. Ricochet's "bouncing" effect is ideal for Year 2042 where open spaces are fairly lacking and Viking is as solid as ever with enviable speed and HP. This tank should aim to annoy a point's defenders with its bouncing projectiles while staying out of range of turrets such as Firebird. If preferred, the "Unstable Plasma" alteration can be equipped, providing the user with an easier way of destroying clumps of point defenders.

 

8: Isida/Viking (Role: Healer/Point Defender)

 

150px-Turret_isida_m3.png  + 115px-Hull_vicing_m3.png

Isida has to be among the most annoying of turrets in Tanki, but it is also possibly the most useful. Here in a Year 2042 CP battle, it can keep point defenders alive for those few extra vital seconds. Coupled with its healing effect, its incredibly-high damage/second renders this turret an extremely important part of any CP team. And or course, Viking is the "go to hull" here. Remember, your aim should be to heal the larger point defenders, rather than attacking them single-handedly. "Selfish" Isidas are the bane of every team.

 

Module Advice

 

Module2.pngModule_spectrum.pngModule3.png

 

First of all, dedicating a slot to Thunder protection is probably a good move, since many players ustilise Thunder here in Year 2042. Remember to bear the closer range turrets in mind, as they become far more dangerous in DMs. The addition of a close-range protection slot from Firebird, Hammer , Freeze or Isida may prove to be a life-saver. Kodiak, Badger or Grizzly Modules will serve you very well.

 

Alteration Advice

 

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

 

 

Compact Tanks is an extremely good piece of equipment for any CP Firebird though the High Pressure Pump may cause enemies to escape your firing arc.

 

Freeze:

 

Like for the Firebird, High Pressure Pump will probably cause more pain than gain. However, the Corrosive Mix will work very well on an attacking Freeze.

 

Hammer:

 

High Capacity Drum is well-worth it for both any Hammer here as the extra shots can help rip up more enemies. The Slugger alteration won't be as useful as Year 2042 requires good turret-turning speed, something which this alteration reduces.

 

Isida:

 

Broadband Emitters may help an Isida healing around a point, though the Support Nanobots might prove to be the less useful of the two.

 

Railgun:

 

A Railgun in CP mode will be a camper, so High Caliber Ammo will be beneficial. Shell Stabilization isn't much use here and neither will Faster Horizontal Tracking as it just isn't necessary.

 

Ricochet:

 

Minus-Field Stabilization will actually suit a point-attacking Ricochet here and Unstable Plasma will find a use in clearing out point defenders.


Shaft:

 

A camping Shaft can use Heavy Capacitors and even Assault Emitters might find a use if the Shaft has to be less of a camper and play more open.

 

Smoky:

 

Precision Targeting System will benefit any Smoky here, especially the defends. However, Assault Ammunition will not benefit any Smoky in Year 2042, simply because there isn't the need for it.

 

Thunder:

 

Armor-Piercing Ammo might suit Thunder point defenders, though obviously the splash damage is removed. Lightweight Ordnance Auto-loader will not prove to be any use here.

 

Twins:

 

Plasma Core Accelerators are a little redundant here, as there isn't enough open space for these to be effective. Stable Plasma is a must though, as Twins simply isn't the same without it.

 

Vulcan:

 

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

 

 

- Format: Deathmatches and Team Deathmatches -

 

As mentioned in my Novel article, both Deathmatches can be compared to each other in many ways. Of course, Novel is much more open than Year 2042, meaning campers have a much better time in the former than the latter. What Year 2042 lacks in support for campers it makes it up with very fast-paced gameplay and plenty of scrimmages. However, Novel's DMs tend to rely more upon skill and your kill-stealing ability than Year 2042's, where supplies and luck tend to come to the fore.

Year 2042 is owned by Thunder, which tends to dominate here. It performs better than in Novel DMs, and usually the top 2-3 players in a Year 2042 DM will be using Thunder. It's splash damage works extremely well with Year 2042's plentiful supply of cover.

Camping players, such as those maining Shafts will struggle here. There are few open spaces where Shafts can really excel. There are only several places where Shafts can effectively "camp", though they will usually have to use a few mines for protection. Remember to keep a careful watcht on your surroundings. Here are several positions where a Shaft can "camp" effectively.

 

Position 1

 

VL4ZS6L.jpg

 

Position 2

 

n7cDoYp.jpg

 

Position 3

 

cXYVueg.jpg

 

Many of today's players simply aren't the kind that loves to annoy people camp. Thankfully for you, Year 2042 can house almost any type of Deathmatch Combination (even RIDDLER_8's Mammoth/Isida). Year 2042 does favour certain hulls though, and Light hulls do not work as well as they do in Novel. For this reason, Medium hulls are usually the way forward, due to their decent speed yet solid HP. Below are examples of a combination for a Light, Medium and Heavy hull.

 

 

150px-Turret_ricochet_m3.png  + 120px-Hull_titan_m3.png +  Cy9dcq2.png

150px-Turret_thunder_m3.png110px-Hull_hunter_m3.png  eIaBRli.png

 

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


 

Team Deathmatch battles are a more common sight in Year 2042 compared to Novel. However, they are still very unpopular when compared to the other more interesting formats that can be played here, though with the hated "Mission Update", this variation of Year 2042 was dragged back from the brink.

 

Like Novel TDM where your objective as a team should be to capture the central ridge, Year 2042 TDM revolves around a similar tactic. With the team bases being fairly closed to each other, your team's aim should be to capture and hold The Walls section and set up campers along the sides of it. The Factory and The Yard should be kept under control as well, using snipers situated in The Walls and on the outskirts of the bases.

 

The Underpasses provide short-range weapons (such as Firebirds or Isidas) with covered access from base to base, so this section should be carefully monitored at all times. Isidas will definitely prove their worth here with their unique healing ability and their high damage output.

 

 

- Gold Boxes -

 

DLIdo2V.png

 

Like for my previous guide to Novel, we have the Gold Boxes section to complete this article! Unfortunately, owing to a shortage of friends with Gold Boxes, it was much more difficult to locate all the Drop Zones but thanks to Youtube, I have managed to painstakingly map all 16 zones.

 

There are 16 Gold Box zones in Year 2042, most of which are spread rather evenly around the entirety of the map. Since Gold Box zones no longer "fade" with distance, it has become much easier to find the zone. If you are struggling to locate it though, make for The Walls and climb the ramp onto the platform. From there, you should be either able to see the zone itself or a cluster of tanks.

 

If you still cannot see anything, there is a good chance that the Gold Box will be falling at number 16 or at number 4, which is under The Walls.

 

Year 2042 Gold Advice~

 

Zones 1 and 2:  You should use the ramps to catch these two golds. Try to climb onto another tank by using the ramp, or simply wait till the Gold Box is falling before driving up the ramp and over the other tanks.

 

Zone 3: Pure pushing power and resilience are what will help you catch this Gold. Try to get on top of another tank if you can, but if all else fails rush the zone and attempt to stay alive.

 

Zones 4: This is an example of a "Spawn Gold" where the Gold Box spawns in, rather than dropping. This means that you must be on the zone to catch it when it spawns, so move onto it early.

 

Zone 5: See 3.

 

Zone 6: See 1 and 2.

 

Zone 7: If you have a turret with recoil, you should wait on the platform where "6" is. Simply wait for another tank to come below you, then drop onto them. This will give you extra height to take the Gold Box.

 

Zones 8: This will be similar to a regular "flat drop" Gold, but you should be aware that the access points will close quickly. Move onto the bridge early and use the sides to help you climb onto other tanks.

 

Zones 9 and 10: 9 can be caught in mid-air if you jump down from the area where the Red flag is located. 10 should be taken in the same way as 3.

 

Zone 11: An interesting drop location. The only way to reach it is via a small ramp. The best way to take this would be to wait at the end of the ramp, holding back the tanks behind you. Then move up the ramp, stop and let tanks push under you. You will be lifted up to your waiting prize.

 

Zone 12 and 13: See 3.

 

Zone 14: Begin where "15" is and use the house to jump down and catch the Gold Box in mid air.

 

Zone 15: See 7.

 

Zone 16: See 3.

 

 

- Conclusion -

 

And there you have it! That appears to be the end of my article. Relieved or rejuvenated? I hope you found this article as interesting and helpful as the previous one in the series. Thank you very much for reading and for the support which I have been given throughout my time as a Tanki Newspaper Reporter. I wish you all the best of luck on the battlefield.

 

And with that, your friendly neighbor Savage will depart.

 

Now, go catch those Year 2042 Gold Boxes!

 

_______________________________________________________________________________________________________________________________________________________________________

 

Does Year 2042 look more interesting now, or have I failed in my quest to restore life into this unique map? Please do not hesitate to leave feedback below, negative or positive. Everything is appreciated! Stay tuned to the Official Tanki Online Newspaper for more interesting articles.

 

That's all from me!

 

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with @Vikingsrallentando

 

kDYWCWE.png

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  • Like 16

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In-depth much. Sucks we won't be seeing any more any time soon though. :/

All good things must come to an end eventually.

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It took me a whole day to read it, analyze it and process it. :huh:

However I enjoyed, it was nice to have these long guides from you specially.

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one of the best in guides you'll ever see

 

i would highly reccomend putting in a part about being able to use ctrl + G to find the section they need (ctf, tdm, dm, cp)

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Thanks for publishing these guides. I hope they're widely read and will encourage greater use of these maps. They are among my favorites; I find them much more interesting to play than some of the common ones.

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This is a great article! Loved the detail on it; especially on the CP mode, which, personally, is my favourite game mode in the map.

Thelegendaryreportermult is back!

Edited by Marc

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one of the best in guides you'll ever see

 

i would highly reccomend putting in a part about being able to use ctrl + G to find the section they need (ctf, tdm, dm, cp)

Yes it works in os but i don't know if it works in windows :D

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