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[Issue 71] Yorkshire


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Yorkshire, with its varying heights, difficult terrain and strategy-driven gameplay, is quite a complicated map to play in. There's so much going on around the map at any point in the battle that it becomes hard to understand it. Taking over Aleksandrovsk's title of being the most recently added map, Yorkshire was added into the game on December 1, 2017 along with some new, updated version of the current maps. 

 

In this guide/review we'll be taking a look at how Yorkshire performs in different aspects of gameplay, how it accommodates teams and finally, what equipment to use in this map. So without further ado...

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Read more articles from the series...

 

Iran

Polygon

Kolhoz

Bridges

Forest

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Essentials

 

Overview and Division:

 

This segment is all about dividing a map into a number of well-defined and distinct areas, which makes the guide easier to understand and use. Here's Yorkshire:

 

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 - Overview of the Yorkshire map -

 

It is extremely important to note that the bases for either team are

flipped when you switch between Assault and other team modes. In Assault, the Red Base

is actually the Blue Base, and vice versa. Whereas in other team modes, the opposite is true.

 

Yorkshire can be divided into seven different areas, which are as follows:

 

The Middle:

This is quite a fascinating area - it contains tons of similar buildings places symmetrically with a good, wide-open space running through the middle of them. This area connects the Blue Base with the Red, while simultaneously allows one to cross over to the Valley as well as the Northern Bridges. Expect most of the fighting to occur here, but this doesn't mean that other parts of the map won't face any major outbreaks, no. Since the map is so big, people generally take the shortest distance between the two bases, and this area is perfect for such a strategy. Some decent amount of supply drops drop here, which can make all the difference when going or returning from an objective.

 

Red Base:

Simply said, this area contains the Red team's spawn locations, flag and a large number of supply drops. In Assault mode, this area only holds one of the three total flags, which actually, in my opinion, is a good thing because it spans the attacks all over the map which eventually converge at a single point. This makes the map full of action everywhere, so that there is never a "dead area" being formed within the map.

 

Blue Base:

The Blue Base is home to the Blue team and their spawn locations. It contains the podium for the Blue flag - which, by the way, is not symmetrically placed in relation to the Red side. In fact, the Blue flag is actually on the lower ground behind the two buildings and section of walls facing the Red side. This accounts for more strategic plays based on sneaking and carefully planning out an escape route to your base. Interesting...

 

Red Fortress:

The Red Fortress is located to the top of the Red Base, which is surrounded by some ruins of a castle wall and some random buildings to the extreme top and right of the area - hence the name. In Assault mode, this area holds the second flag, and is an important route for anyone willing go over to the Red flag in the normal, Capture the Flag mode.

 

Blue Hill:

An elevated position from which almost all of the map is visible - great for recon, but bad in terms of mobility. A Repair Kit drop zone does exist there in case you get shot from the Red Fortress or somewhere else, but this area of the map doesn't offer that good of a vantage point since most lines of sight are either blocked by buildings or you have to get into an extremely weird position to make the shot.

 

Valley:

The Valley is a depressed area in the map which holds the third and final flag for Assault mode. The area is generally covered with a lot of sprites and surrounded by walls, ramps and buildings. Other than the flag, this area is great for a cheeky escape as the dense props and vegetation will make it harder for enemies to land a shot on you. It can also be effectively used to sneak into either base on the map.

 

Northern Bridges:

On the top of the map are the Northern Bridges - which are two in number and each one having a different shape. One varies a lot in height, but the other goes straight across and then drops down into the Red Fortress. I'd suggest not to escape via any of these bridges, as skilled tankers might easily shoot you from across the map and successfully return the flag.

 

 

Alteration Advice:

 

High_pressure_pump_%281%29.pngHigh_pressure_pump.pngBroadband_emitters.pngSlugger.pngPlasma_core_accelerators.pngStable_plasma.pngMinus-field_stabilization.pngAssault_ammunition.pngFaster_horizontal_tracking.pngArmor-piercing_ammo.pngFaster_horizontal_tracking_%281%29.pngAssault_emitters.pngCompact_tanks.pngCorrosive_mix.pngSupport_nanobots.pngHigh_capacity_drum.pngUnstable_plasma.pngPrecision_targeting_system.pngModified_firing_rate.pngShell_stabilization.png

High-caliber_ammo.pngHeavy_capacitors.pngLightweight_ordnance_autoloader.png

 

High Pressure Pump: This alteration increases the range of your flame, but decreased the cone angle - basically the element which allows you to shoot people at different levels of elevation. Since this map has a lot of varying height levels, I'd rather not go for this alteration, since most of the time, you'll not be able to shoot people above or below you.

Compact Tanks: Useful, amazing and extremely efficient. Even with the major decrease in firing duration, this alteration allows you to heat other tanks up so quickly that even a Repair Kit won't save them. If you're playing DM or ASL mode, then this alteration is definitely a must!

 

High Pressure Pump: This one is an exact replica of Firebird's first alteration. However, the thing with Freeze is that it has a higher firing duration than Firebird, and so it won't have a negative effect on whether you are or aren't able to shoot people above or below you. Besides, the main tactic is to circle around the person you're firing, so I guess you could put some good use to it.

Corrosive Mix: This alteration removes the freezing effect while increasing damage, which, in certain situations, can be an advantage. Basically, it all depends on your playing style - if you like to go all in and finish the enemy at all costs, feel free to use it. However, if you plan on making them frozen while your teammates carry on with the objective, do otherwise.

 

Broadband Emitters: Decreased range, especially with Isida? No.

Support Nanobots: Isida's healing rate is currently enough for it to be effective in healing. If you don't want to suffer a fifty percent decrease in damage while only getting five more seconds in healing time, don't use the alteration.

 

Slugger: If you like shooting at enemies from far away, this alteration's for you. If no, then simply don't use it. Do note the huge decrease in turret rotation speed!

High-Capacity Drum: Two more shots in the clip can always guarantee you another kill, possibly even two if you're lucky. In Yorkshire ASL, the fact that there are so many people grouped together on the defending side of the map means that this alteration will come in handy. You could rack up some kills while effectively making a way for your team to carry out the objective.

 

Plasma Core Accelerators: Useful when you're defending and want to shoot people before they reach your base. However, you'll probably die of self-damage if two or more people attack and try to push out of the way.

Stable Plasma: This alteration will give you lesser range, but will free you from the annoying self-damage. First of all, as I said, Yorkshire does have some really close-combat situations where without these alterations, you'd suffer a lot of self-damage. Secondly, you could just use the old Twins tactics and ram other tanks defending or attacking your base.

 

Minus-Field Stabilization: Extremely useful, and a must for any Ricochet user. Having more range is always a better thing, even if the shot becomes slightly difficult to control and manage.

Unstable Plasma: Splash damage, with Ricochet? As aforementioned, people always jumble up on the defending side in Assault mode, so you could kill most of them with only one shot a time. However, don't forget that the rebound ability is removed with this alteration!

 

Assault Ammunition: Unless you really want to troll enemies by flipping or knocking them out, it's a straightforward no! Having less impact force with a chance of critical hits is way better than having more impact force with no chance of critical hits.

Precision Targeting System: If you want to attack in the real sense of it (going and taking the flag or carrying out the objective in Assault mode), do not use this alteration since there is a major decrease in reload time. However, if you plan on mid-field or defense, having a ton of added damage is incredibly useful.

 

Faster Horizontal Tracking: Do not equip this alteration if you don't want to damage yourself. All this makes is your turret turn faster at the expense of vertical aiming, and this makes Vulcan... terrible. Suppose you're standing on the highest bridge in Highways facing a person standing on either bridge to your side with this alteration equipped. The heavy downfall in vertical aiming won't allow you shoot that person if you don't start rocking your hull, something which is quite impractical with Vulcan.

Modified Firing Rate: This is one of those alterations which you use based on how do you want to play in that battle. If you use Vulcan by holding your ground on defense in your base and firing continuously, this alteration is for you. If you want to stay safe and don't want to inflict self-damage, simply refrain from using this.

 

Armor-Piercing Ammo: Removing Thunder's splash damage is a bad idea, especially when you know you can kill a lot of people that are grouped together in Yorkshire, know what I mean?

Lightweight Ordinance Auto-loader: Another one of those alterations which are used depending on how you play. If you love to attack, this alteration is for you since you'll be able to mess up your opponents' aims quickly with the lesser reload time. The damage decreases, but that's completely up to you.

 

Faster Horizontal Tracking: This alteration is the same as Vulcan, but will definitely be good for any Railgunner playing in Yorkshire. Same as Forest, you need to be constantly on the move, spinning your turret as you go. This will make your turret turn faster while decreasing vertical auto-aiming, which is not a big problem with Railgun as you can always rock your hull.

Shell Stabilization: This alteration isn't worthwhile, don't use it. Consistent mediocre damage has no point at all, you need to make your damage output as great as possible.

High-Caliber Ammo: Using this alteration is as simple as it gets. If you like to camp, defend or mid-field with Railgun, this alteration is tailored specifically for you. It works with attacking too, but do take care of the longer reload time (which isn't quite long to be honest).

 

Assault Emitters: This alteration's description says it all; use it if you like to survive longer in close-quarter combat situations, such as in Yorkshire.

Heavy Capacitors: ...What makes this alteration so weird is that it depends heavily on how you like to play with Shaft. The incredibly slow power-up time in scoped mode takes quite a few seconds, but the end result is overpowered. You could literally one shot a heavy hull. On the other hand, if you like to shoot after every few seconds and still like to deal quite a large amount of damage, don't use this alteration.

 

 

Gold Boxes:

 

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Everybody loves to take Gold Boxes, but not everyone masters the techniques to catch 'em while blissfully soaring through the air. Most people rely on their luck, while some depend on other tanks in the battle to get one of these boxes. Hence, here's all you need to know about taking Gold Boxes in Yorkshire:

 

'Ground' Zones:
Ground zones refer to the zones that are located on a plain surface without any sort of props that could potentially help you get on top of other tanks. These zones are generally located in the middle of the map, and can be taken very easily. All you need to is to either use the rocking technique with a light hull, or try to get on top of other tanks using recoil with medium hulls. It's almost the same thing, but pushing into other tanks while shooting will sometimes you enough energy to get on top and grab the falling Gold.
 
'Building' Zones:
n this map, all buildings are close to sides where the Northern Bridges and the Valley meet the Middle via some ramps. Use these ramps to get on top of other tanks and make your way to the Gold Box.
 
'Structural' Zones:
Zones next to some sort of structures, accessible or not, are also very simple to take. First of all, if the structure is accessible (meaning that you can partially get on it), use that to your advantage and try to get on top of other tanks piling up underneath the Gold Box. However, if the structure is inaccessible (like a straight wall, house), then remember, do not go near it. Other people will most likely push you away against that structure and making it impossible for you to move.
 
'Bridge' Zones:
These are relatively easy to take, but must be dealt with carefully. Falling off the bride isn't something you want, at least not until the right moment. Jump on other tanks/down to the ground at the perfect time to grab the falling Gold in mid-air.

 

 

Effective Combinations:

 

Every map offers a different kind of game-play, which pairs well and good with some combinations, and not much with others. Remember, other combinations can still be used effectively, but here are my observations for the most effective combinations for Yorkshire:

 

1. Twins-Viking

 

200px-Turret_twins_m3.png  -  200px-Hull_vicing_m3.png

 

An effective combination that can efficiently penetrate enemy bases quickly and swiftly, without taking too much damage. Twins will give you the ability to knock off aims and constantly deal a ton of damage, while Viking will allow you to move through the area without any problem. Also, since Viking is one of the most stable hulls out there, you won't face any problem if you go over a mine or two. Remember, brick your Spacebar and keep moving!

 

 

2. Smoky-Titan

 

200px-Turret_smoky_m3.png  -  200px-Hull_titan_m3.png

 

Deadly, effective and almost impossible to kill, a Smoky-Titan defending or mid-fielding for a team is going to be one of the most valuable players in the battle. It won't only slow down enemy attacks but also keep escaping enemies from going too far. All in all, this combination suits the type of gameplay Yorkshire offers, and almost certainly performs really well in the right hands.

 

 

3. Magnum-Hunter

 

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Magnum, the only turret that can fire at vertical angles, can make great use of its ability in Yorkshire. Since many buildings and props separate both the bases, a Magnum hiding behind a wall in its own base can effectively take out tens of enemies throughout the match. With Hunter, it will gain the ability to move quickly throughout its base, while having some sort of hitpoints in case someone storms the base.

 

 

 

CTF

 

Attack and Defense:

 

Attack:

 

Yorkshire is quite a big map, and with kind of a size, there are generally a lot of supply drops positioned throughout the map. Supply drops are important for different situations. For example, if you want to attack, you would generally take a Double Armor and a Speed Boost, right? Well, to an extent, yes. If you see that the enemy hasn't fortified their base well enough, you could rock this option and leave the Double Power for mid-fielders who would support you on your way back. However, if the enemy base is well-protected and fortified with defenders and mines, you need to take that Double Power and try to break the structure of the enemy defense. There's another thing you could try to do as well, and that is to give the Double Powers to mid-fielders, who would try to break the defense and clear a path for you to take a flag - but since this requires effective communication and teamwork, I'd suggest that you roll with the first option in random battles.

 

The quantities of each kind of drop type in Yorkshire are as follows:

  • 6x Repair Kits
  • 8x Double Armors
  • 6x Double Powers
  • 7x Speed Boosts

Now, let's take a look at some of routes you can take whilst attacking. Remember, both the bases have an excellent radius at either side of the map, and this gives them control over many of the supply drops present there. So, for instance, let's say you are a Red team member looking forward to bringing the Blue flag back to your base an capturing it. What you would do is use supplies and go straight through the Middle, right? No, don't do that at all. Snipers on the other side will easily take you out, and even if you reach the enemy base, you would've possibly used your Repair Kit and lost some of your health.

 

Take a look behind both the bases, there are tons of important drops there. Both, Double Power and Double Armor with the cherry-like topping of Speed Boost to give you that extra speed, drop right behind your base. I would highly suggest taking at least two of these and then making your way to the enemy base. Why? First of all, this area is open and provides the perfect opportunity for enemies to sneak in, take your drops and take your flag. Secondly, since this area is actually behind the base itself, not many people look forward to staying there and taking the falling drops, meaning that you could potentially have full supplies active every time you attack. Remember, supply drops generally fall every two minutes after they are taken!

 

Look at the illustration below, and notice how many possible ways are there for you to attack in this map!

 

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- Attack routes in the Yorkshire map -

 

Defense:

 

Defending is simple and quite easy here, as both the bases are compact and well protected from each side. First of all, defenders should be present near, or on top of the flag at all times. Since the map itself is quite big, there's no way to predict which ways enemies will come from every time they attack, so be ready!

 

Secondly, make use of mines and common defending tactics to prevent enemies from easily taking your flag. This is especially important in the Red base, which happens to be surrounded by quite a number of ramps. Light, and even medium hulls could easily speed off from these and land right on top of the flag, skipping the defenders beneath and escaping. To stop these kinds of attacks to happen, mine the ramps and get a defender to take something along the likes of Hammer or Thunder to flip people once they go over the ramp.

 

The best places to put mines is shown further down in the article.

 

 

Escape:

 

Escaping with the flag in Yorkshire is almost the same as Forest - it's easy, but challenging. There's just a couple of points you need to note while doing so:

  • Always switch up your routes. If you came from the Middle, either go through the Middle again but via the small passageways through the buildings, or through the Bridges/Valley.
  • Have an Isida waiting for you somewhere in the Middle or preferably hiding behind the buildings in the passageways. Or, you could just spot an Isida while attacking and make way for it, in case you get shot and have low health.
  • If you like to be sneaky and all, there's a great amount of space behind both bases, but I won't suggest going there while escaping because of the ton of spawn points that are located there.

 

Stalemates:

 

If such situation arises where both teams have the opposite team's flag, follow these steps to safely return your flag.

  • Do a recon of the map - locate your flag first. This is the most important step!
  • Send the first wave of tanks to flank your flag. The best way to end a stalemate is to surround your flag from all sides. This way, no person has to deal with all the defenders.
  • Send the second wave (if needed) immediately after the first one.
  • Go through the Lower Grounds or edges of the map, since you need to stay undercover as long as possible.
  • Surround your flag from all sides and focus fire on the flag bearer. Once you kill him/her, don't hesitate to go after the dropped flag. If you do so, there is a good chance someone else will pick it up.
  • Return the flag!

 

Mining Positions:

 

In a CTF battle, it is very important to make sure your flag is safe from incoming attackers. Though defenders do the job, they tend to be easily distracted; often missing an attacker heading for their flag. Thus, use mines to secure your base, almost like adding another layer of protection for your flag.

 

Here are the best mining positions for each base in Yorkshire:

 

Red Base:

 

As I previously mentioned, the Red base is surrounded by a number of ramps and is prone to people easily going off from these and taking the flag. Hence, one or two mines should be placed at each ramp in order to take care of that issue. I would also suggest fortifying the area around the hill, so that enemies coming from that direction don't find an easy time to take your flag.

 

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Blue Base:

 

As for the Blue base, people only use five general directions to attack. Three of these are to the front, left and right side of the flag, which should be heavily mined by using Overdrives. This won't only stop people from coming in, but also prevent them from escaping! The other two entrances are behind the flag, on the raised platform. From my observations, people do not use these entrances often, but you should always be careful.

 

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Sniping Positions:

 

Picked up here are some of the major sniping spots in Yorkshire. Note: These spots may or may not protect you from all four sides nor from the top, but give a wide view of the whole map.

 

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- Sniping positions in the Yorkshire map -

 

Some of the spots here work incredible with Shaft, while some work more effectively with other turrets such as Magnum and Railgun. However, use the turret with you're comfortable with when sniping, don't force yourself to use a new turret in the heat of the battle!

 

 

 

CP

 

Capturing Points:

 

Point A:

 

This point exists right in the middle of the Red base, so the Red should have no problem capturing this flag.

 

For the Blue team, I suggest taking some supplies, go through the outskirts of the map, be sneaky and come from behind. Or you could just take a team and storm right through the front door!

 

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Point B:

 

Point B is in the Middle, so a lot of fighting will occur here. The thing which will matter the most here is your grasp over the supplies in the area, as well as the defensive set up. Turrets like Smoky, Twins and Vulcan with Double Power will keep the enemy from regaining control over this point. To sum the whole thing up, have a Shaft that could potentially take huge chunks of health out from incoming heavy tanks.

 

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Point C:

 

Existing in the Blue base, Point C will be an easy capture for the Blue team.

 

As for the Reds, follow the advice aforementioned when the Blues are attacking Point A.

 

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Point D:

 

Right in the middle of the Northern Bridges, Point D is famous for one reason - the jumps. Like, literally everyone I saw trying to capture this point either jumped from the left bridge or the right one, who would then air-mine someone below and try to capture the point. Since this one is also in the middle (but to the side) of the map, both teams will have turns capturing it. Some snipers here could effectively stop people from capturing the point.

 

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Point E:

 

Finally, we move on to Point E, which exists in the Valley and is surrounded by a number of walls and thick vegetation. Since this point - like the one under the Northern Bridges exists in the middle section of the map, both teams will fight to get it. I'd suggest having a heavy tank with some Isidas defending here, along with some snipers who would ease up the job of the defenders.

 

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DM & TDM

 

Tricks and Strategies:

 

Going All Out:

If you're willing to use supplies and go all out on people in the battle, take a high damage-dealing weapon along with some medium/heavy hull and stick around in the Middle. Using combinations like Twins-Viking, Smoky-Viking, Striker-Titan and Vulcan-Titan will boom your score on the leaderboard to the highest position, but only if you have a good resistance and upgraded combination. Otherwise, it would be a bit hard to maintain health points with a ton of enemies firing at you at all times.

 

Camping:

Like to remain hidden while still take out enemies? Hide on the hill or on the outskirts of the map. Take something along the likes of Railgun, Magnum and Shaft and kill anyone you see. Though you won't get a high number of kills, this strategy will surely guarantee you a high death to loss ratio at the end of the battle.

 

Strategic Peek-A-Booing:

Another common tactic I've noticed people doing is peek-a-booing people out of nowhere in the Middle and the bases. What they do is take turrets like Firebird, Isida or Freeze, stay hidden behind walls or cliffs right around the tons of buildings in the Middle or behind the bases, and pounce on anyone coming in or going away with them. This tactic does get you a kill every time you carry it out, but chances are might die if you constantly stay in one position during the entire length of the match.

 

 

 

ASL

 

Attack:

 

Attacking in Assault mode should be carried out exactly like attacking in a Capture The Flag battle, with the only difference of there being three flags instead of one. Take note of the following points:

  • If all the flags have been taken, choose someone with the highest chances of making it and go behind them. Support him/her to the capture point and try to finish the job once the previous bearer gets killed.
  • The best way to capture a flag in this map is to work your route around the map. Don't just storm right in through the Middle. Go through the sides from the Valley or the Northern Bridges, and try to be unpredictable every time you attack.
  • If you see two flags being carries through the same route, immediately work your base the side or back entrance of the base. The defenders will most likely go for the double flags coming to their base and will not spot you coming from the back.
  • Isidas are of the utmost importance in attacking. If your team doesn't have Isida, or has one that refuses to attack, your chances of capturing a flag are slim to none.
  • Remember, all the job the Blue team needs to do here is to stick around in its base, so be careful not to die too much as one kill gets them one point ahead.

 

 

Defense:

 

While defending your control point in Assault, follow the following points:

  • Have at least three or four heavy defenders at your base at all times! Do not give the enemy a single chance to capture your flag.
  • Have at least two or three mid-fielders that go out and kill people for a point each. This will make it easier for you to win.
  • Fortify your base through the use of mines, blocking techniques and hard-hitting turrets like Hammer and Thunder.
  • Having an Isida is of the highest importance. Having no Isida will keep getting you killed by the ton of Magnums and other turrets storming your base from the sides.
  • Effectively use your Overdrives, and remember, do not activate multiple Overdrives at once. Using them one-by-one will guarantee your team free supplies again and again without having the worry of spending your own and wasting them. However, this doesn't mean you shouldn't use your own supplies. If you see a large group of people coming in, equip a Double Power to take them out.

 

Map Gallery

 

Take a look at the spoiler for some beautiful pictures of this map...

 

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HfMvHvS.jpg

 

UUZ05WG.jpg

 

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There you have it - a complete guide on how to play in Yorkshire. As always, players' opinions matter the most and are an effective way of determining the success of a patch/update in any game. Therefore, what do you guys think about this new map? Do you like to play in it? Do you look forward to seeing this map every day you play Tanki Online? Would you suggest some more changes or balances to this map? Share your comments and suggestions below.

 

See you around tankers!

 

 

 

 

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  • Like 11

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An excellent read, with very effective birds-eye view maps I never thought to use back when I was writing. Well done.

Thank you! :rolleyes:

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Great article, I hope there are more articles like this in the future :)

 

Suggestion: Idk why you gave reasons for alterations which were bad on this map you should just have included the useful alterations for this map. Try doing this in the next edition

 

Correction: CP, Point-D, 3rd line

"capture the flag" should be changed to "capture the point"

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Great article, I hope there are more articles like this in the future :)

 

Suggestion: Idk why you gave reasons for alterations which were bad on this map you should just have included the useful alterations for this map. Try doing this in the next edition

 

Correction: CP, Point-D, 3rd line

"capture the flag" should be changed to "capture the point"

Thank you for your feedback! It's an overall, general advice section for alterations so I decided to include all of them, so that no one would need to ask "I have this alteration but why didn't you include it in and etc".

 

Thanks, corrected!

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