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How to choose the best maps for different modes after the new update?


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Hey all

Let's discuss how you choose your maps and teams after the new update of Tanki Online.

 

The recent update in Tanki which enables the player to see the flag bearer in CTF and ASL has made these formats trash, as all the point of a stealthy entrance and exit has vanished. Players now wait for the flag bearer with DD activated and one shot kill him and return the flag.

 

RGB is different as you have to drive into the enemy's base and not drive away from it, so you can expect a more dynamic team and better support, but the idea of passing is pretty useless, as players see it as a CTF mode, and often end up getting killed while trying to score, and also the guys supporting them lose interest and go solo, which again worsens the gameplay.

 

Plus the overdrives play a vital role in gamechanger in RGB. If a team has succesfully activated an overdrive involving 4-5 players they pretty much can change the course of the game, but in small maps, it may cause in spawn killing.

 


 

So what I do, is choose my team in ASL and CTF wisely, based on the base design and the number of entances in and out of both team's base.

 

If the team's scores are balanced, you should always look at the score of both team's players, the team where more players have almost sam score has more chances of winning, as more people are playing a dynamic game, while if you see only one or two players with high scores, it is surely due to high drugging, and solo play.

 

 

 

So with that said, choose your maps and formats wisely, maps are the primary reasons of a blowout and a competetive game.

 

In CTF avoid large maps, as now the new update is terribly affecting the gameplay.


 

 

In ASL play in big maps for blue team and in maps that has more open base, in Red team.

 

Some ideal maps for example:

 

BLUE TEAM:

 

Kungur

 

Year 2042

 

Industrial Zone (excpt for the tunnel there is no entrance that may cause a surprise attack, effective mining will defenitely help you win)

 

RED TEAM:

 

Serpuhov (the best map for red team, with a defenseless base)

 

Aleksandrovsk (ideal map if you have two magnums in your team)

 

Barda(play only if your team is actively drugging and if the difference between you and defenders is not more than 30-40 points)

 

Red Alert


 

 

 

For RGB I say unless you have a high stock of drugs, avoid the game as me myself exhausted 1.5K+ supplies in the first week of the format's arrival to the game just to be always in the top 3 postion.

 

But, you may also see the second best funds after CPs in RGB on a medium and small map, where both teams are actively playing and also I have played some games that had equal scores till the last 30 seconds.

 

With that said, let's hear what you have to say, about your ideal maps in your favourite formats.

 

P.S: I will keep updating this topic, so please suggest all of your ideas.

Edited by LUCIFER1_the_dark
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Add Red Alert to your Red Team Assault Mode list. There are enough approaches to the Blue capture point, so that a decent Red team can consistently keep Blue off balance.

 

This is a very good topic. And relevant to Alterniva, who clearly didn’t understand the impact of these changes on the game, and who of course won’t read this.

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No problem.

 

Rio ASL is pretty well balanced, but does slightly favor Red Team. The entrances to the Blue base are all from the city - that is, all from one side, which gives Blue the ability to concentrate their defensive pattern in a single direction. On the other hand there are a lot of base entrances to defend and the base itself is highly exposed, which is a big problem for Blue. Red team also has a lot of high ground from which to rain down Magnum, Thunder, and Striker damage. Heavy hulls with Isida support can snag a Blue win on Rio ASL, but then again any heavy hull sitting on that beach is a sitting duck for a Striker volley. Railgun is also a real nuisance for Blue team since Reds can easily peekaboo lance Blue defenders through the beach gates. But the biggest advantage for Red team is the beach gate itself. Everything beyond is essentially Red territory, meaning Reds have a bit of ground to cover, supplies to pick up and drugs to activate before reaching the gate and the very short runway from the gate to the Blue Assault point. Even if a Red flag carrier is taking heavy fire from Blue defenders, a single Repair Kit or Overdrive activation is enough to make it to the Assault point. Blue just doesn’t have enough time to inflict damage. Now Blue CAN win on this map, but it takes a level of coordination most teams just don’t have, so Bottom line, Rio ASL is one of the few Red team maps left.

 

.

Edited by austen_pierce
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If you have a good splash damage turret like thunder , play RGB because the enemy will always go and gather in the ball drop zone , you can do multiple kills easily and still be able to capture the ball and get a great score.

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You have no choice of maps they make them for us in non-pro battles and the choices are ridiculous.

Well obviously the choices are not too good, that's why we should chose wisely from what choices we have.

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