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[Issue 67] Beginners' Guide to Successfully Playing Tandems [AW Project Winner]


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This article was the winning entry for Category One of the writing Project for August held in the Amateur Writing Section. Some edits have been made to bring it up to newspaper standards.

 

Author: @InfamatiEtObliterati

 

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This guide will give you advanced tips and advice on how to be a successful teammate in tandem battles. Tandem is a 2vs2 battle that usually takes place in CTF. Not all maps are suitable for a tandem battle, and some maps are rather famous when it comes to tandem; such as Zone, Parma, Garder, Cross, Duality, Sandal, Station and probably the most famous of them all, Sandbox.

General must-knows in tandem:

  • If your teammate got shot and he or she was carrying the flag, it's your job to take it from them (assuming that you're two shots). Note: In certain scenarios, getting the flag can be unwise. (eg: if the carrier is far away).
  • Communication with your teammate is encouraged for better judgement. For that, players have developed their own terminology. For example; if the enemy flag carrier is one shot you type "F1" (flag one) in chat. If he/ she is two shots, you say "F2" and so on. You can also use paints to refer to a particular player, for example, "Zeus 1", which indicates that the player using Zeus paint on the opposite team is one shot, which will help your teammate adjust his or her judgement.
  • Like any other mode, smart playing and patience are necessary.

Tandem is a very delicate mode. It's all about the chemistry between teammates. Every single shot you make can change the outcome of the whole match. Thus, it is crucial for you to coordinate with your teammate, watch his/her moves, routes, targets etc., and adjust your performance accordingly.

 

For example, if your teammate is heading for the flag, you are to find a haven away from enemy fire and shoot/kill the enemy, and vice versa. If your teammate finds himself having a hard time, abandon your position immediately to assist him/her. Teamwork is indispensable.

Drops: 

 

Most tandem games are supply-free. However, some players like to add a little excitement with a hint of exhilaration to their battles - and if you're one of those players, it's crucial to remember that drop-control is essential if you want a shot at winning. If your enemies drop-control trumps yours, they can acquire full-supplies and quickly capture two or more flags, no sweat. So, if you want to develop your drop-control you should know the basics: drops fall exactly two minutes after they're taken. You should always take the drops before starting the game, to prevent unfair gameplay.

 

For example, you took a Double Armor when the battle timer was at 8:45. Now you need to try and be at that spot at 6:45 to get it again.

 

If you know a supply will drop at a particular place and you can't reach it; inform your teammate. Those are the basics of drop-control. It will take practice to get accustomed to it, but once mastered, it will be of great use in tandem. The outcome of the game depends upon the coordination between the two players, the timing of the drop, the drop control, and how effectively a team can take the drops. The main objective would be to secure your drops and then rush for the flag for a few quick captures. It seems like a good plan, but what would be more effective is to take your drops, make sure they don't take their drops or make sure damage is done to them before they take their drops so that your team still has an upper hand, making it easier to move forward when in a face-off. It's also advisable to not have double drops in a tandem battle, the reason being that the player with drops will be targeted more often. If one drop is taken per player, there will be balance and no one will be targeted more, resulting in a stronger attack and defense (Of course, if a player is confident enough, they can take all the drops and push forward, but that's being a one-man show when two is always the better choice).

Now onto another commonly used - yet underappreciated - feature of tandem (and other modes of course). 

 

Camping:


It's overwhelmingly powerful - hence why it's kind of 'hated', among XP/BP'ers in particular. But a guide about tandem is a guide about tandem, and should cover every aspect possible.

So, in essence, camping is finding a well-hidden obstacle (wall, house, grove, ruins, etc.) with a clear view of the enemy base and using it as a spot for shooting everyone. The sole reason behind its effectiveness is the dilemma it creates for your opponents; they can either prevent your teammate from taking their flag, creating a blind spot for you to shoot them. Or they can stop you and let your teammate escape with the flag, losing a flag in the process.


They often choose to prevent your teammate from acquiring the flag, providing you with a clear shot at them and almost eliminating their chance at capturing a flag.

Remember, the best attack is the one that no one saw coming. Every map has trick shots and maneuvers of its own, and taking advantage of those can greatly help with winning the game. Bear in mind, these types of shots are relatively hard to pull off, so training comes in handy here.

 

Note: Continuous use of these shots may negatively affect the team if poorly delivered.

Alternate scenarios:

 

A few maps gained their popularity through tandem games, due to their unique geography and balanced bases. Each one of those maps has its tactics, maneuvers and favorable routes of capturing flags. The following paragraphs contain tips on how to deal with certain commonly-occurring scenarios in tandem maps.

 

Note: I've picked these three maps due to their popularity.
 

 

1. Sandbox

 

In XP/ BP format:


One of the most famous XP/BP maps, from duels to 4vs4's, this map covers it all. And considering its popularity, some scenarios occur on almost every round played in Sandbox. Here is the most popular one:

 

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Scenario: You successfully take the flag from the enemy base, and you take the route shown in the picture (the blue route resembles the path you've chosen. The rectangle is where you temporarily stay to keep clear of the enemy's range of fire). Then, you're made aware of an enemy tank hiding near the watchtower (the red rectangle resembles their hiding spot).

Solution: It's not recommended to go out if you're a one shot kill since it'll be tough to predict when the enemy's going to shoot, making the likelihood of succeeding low and not worth the risk. Instead, wait for your team to respawn and take care of the threat.

NOTE: It's vitally important to remember that camping can drastically impact the outcome of the game, so if an enemy camps in your base it's crucial to prevent him/her from doing so at all costs.

 

All format


Sandbox is a very basic map, and it's relatively small in comparison with other maps, making medium/short-ranged turrets highly effective. One notable and rather competent combination is Smoky/Hornet. The maneuverability from Hornet and the striking power of Smoky makes this combo fairly impressive. Other combinations that work well in Sandbox are; Hunter/Fire, Wasp/Railgun, and Viking/Thunder.

 

 

2. Zone

 

In XP/ BP format


This might be one of the toughest maps to play a tandem match on, mainly because of the positioning of obstacles, walls, etc. Unlike other basic maps like Sandbox, where shots are direct and obvious, this map gives you tons of ways to shoot a person.
 
The basic instinct of a tanker is to be defensive until the opponent makes a move. Despite it being the safer choice, being defensive is not as beneficial as compared to having a proper proportion of offense and defense. There are no "camping spots" where the players can just camp, shoot, and go back to their defensive position as that tactic cannot be applied here.

 

"Offense is the best defense."
 

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A coordinated attack between two players can act as the best defense, without any doubt. In this instance, the flag holder is near the corner of the map. Sure, he can easily defend himself from one player, but what about the other? If the coordinated attack is a success, then the flag holder will get damaged/destroyed, and the game will move forward with the odds in your favor.

 

All format


There are multiple ways of dominating in this format. Technically speaking all equipment would be suitable here, it only depends on the preference of the players. Splash damaging turrets won't be good in a face-off, but at the same time would be good for its splash damage. Close ranged turrets such as Freeze and Fire would be effective as the map is small and compact (unless the enemy team has countermeasures such as a Wasp to not get hit, in which case change immediately). In major tournaments such as MoS, the most commonly used combinations were Hunter and Rico, Rail and Wasp, Thunder and Viking. Each one has its perks, Rico's ricocheting effect in addition to Hunter's height and drift, Rail's massive damage per shot along with Wasp's maneuverability, Thunder's splash damage with respect to Vikings' stability, and so on.
 

 

3. Parma


In XP/BP format:

Having an impeccable aim is the lowest requirement needed to have a shot at mastering this adventurous map. It's mostly popular for tandem mode in particular, but it's also widely used in eSports given its size and symmetrical layout.
 

Regarding its size, coordination between you and your teammate is of utmost importance. If one teammate goes for the flag, the other one camps to distract/deflect enemies from shooting the flag carrier. If the flag carrier dies and loses the flag, and you're far away, don't attempt to get it, as you will most likely get shot down and/ or the flag will self-return. Keep camping and prevent enemies from returning it, and provide cover fire for your teammate in the process.

The following screenshot demonstrates the favorable capturing routes. The rectangles resemble the ideal camping spot for the other teammate to provide coverage for the player carrying the flag. Each color corresponds to the team's color.


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Note: When spawning on the low ground, always try to go up, as being on the low ground can be problematic and has multiple disadvantages; view, shooting range, hiding spots, etc.

 

All format


Every map's size is the determining factor on what gear you should equip. So, based on that principle, it is unwise to get short-range turrets as they will be practically useless. So getting long/medium-ranged turrets is the better choice. Railgun is an ideal option, equipped with Viking for armor and reasonable speed, 'cause you won't get anywhere with Mammoth/Titan in Parma! Other medium/ light hulls are also effective depending on the tanker's playing style. Other efficient turrets in Parma are Smoky, Thunder, Shaft, Vulcan and Twins (preferably with an alteration). XP/BP flag capturing routes are also applicable here.
 

 

I hope you enjoyed reading this guide, and that you took away some valuable advice on how to play a tandem battle in Tanki Online. Until next time! 

 

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