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HTML5 New Feature: In-Game Radar


Viking4s
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Readers!

Check out this whole new guide from Viking4s' pen on the currently HTML5 exclusive feature, In-game radar, that will very likely shape the tactical awareness of the battlefield in the near future. If you are already playing in the HTML5, this guide will definitely help you in the combat. Have fun reading!

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With all the excitement around the Tankoins and the emotional removal of FLASH, this new feature, released with HTML5, has been flying under the radar for many players. Let’s fix that and spend some time to assess its opportunities and limitations.
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XTFVTww.png Introduction 
 
The Radar features are broadly available in other games and players have suggested it for Tanki Online numerous times already, and quite a long time ago. For proof visit the Idea & Suggestion (I&S) section of the forum and you will find this related topic dated back to 2015: Add a Radar/Minimap.
Back then, the curator of the I&S did not believe that it would be fit for the game and it was a fair assessment for many good reasons. To name two of them: It would be a distraction for a fast-paced and simple game like TO, and it would not be necessary for small map. We could also assume that a few technical reasons bound to the Flash technology’s own limitation, and/or because of the development priorities of the developers’ team, it would not be acceptable to implement it at the time. We will never know for sure the real reasons. However, with the decline of Tanki X, the second Tanks game of Alternativa, and the programmed death of Flash technology in 2020, a significant amount of development resources has been redirected to Tanki Online with HTML5. The buffed taskforce, in charge of rebuilding the whole game from scratch with the new coding language and its latest technology, would have the opportunity to open new doors and add new features. For those tankers who had the opportunity to play with HTML5, they would have noticed that the whole game design was revamped with the integration of more advanced features in the brand-new interface. This is how the Radar feature has become a reality on the 12th of September 2019 with its inclusion as a key element within the first HTML5 limited version.
 
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Radar feature on the battle screen on the right-hand side.
 
 
XTFVTww.png Radar Description & Specs
 
The radar screen board sits in the bottom right side of the player's battle screen, just by the supply bars display (close to the Battery and Gold box icons). The radar looks like a simple round screen, with the circle radius and moving symbols representing tanks in the vicinity of the player. In the centre stands the static white arrow, which remains the same colour whichever team you are in (it represents you, or your tank respectively) and points in the same direction as your turret. The radar bleeps in the vicinity of different colours (red or blue) and shapes (diamond or cross). The diamond shape can be red or blue depending on the team the tank belongs to, and it represents alive tanks, while a cross symbolizes a tank dead tank (until spawning) that has just been destroyed. In Death Matches (DM), currently all other tankers are displayed with a red coloured diamond and cross. Why not using the green colour already familiar to DM players?
 
The radar shows you the locations of your teammates and opponents within a radius of 60 meters, with marks every 20 meters. Additionally it indicates the relative elevation of other tanks to you, if a tank is on the same level as you (plus or minus half a level) it will be shown with only the simple diamond shape. However if it is located on a lower level (minimum one level), the diamond will have an underlie, in contrary if it is located on a higher level (minimum one level) it will be displayed with a cap.
 
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Colour and shapes of the radar bleeps.
 
The radar does not show the terrain, so it is closer to the basic old fashioned radar than to google maps. It is a build-in basic feature and there is at the moment no option in the setting to remove or hide it. Currently the radar tool is not available on the client, flash standalone nor the android mobile application, only the HTML5 sports it.
 
 
XTFVTww.png Advantages & Opportunities
 
First, I must say it does look awesome on the screen. Its presence creates a technical and more sophisticated interface which increases the war-like atmosphere. Secondly, I feel more inside the tank and it brings me an increased senses of security like there is more eyes looking after you. Beside these personal impressions, the radar feature has many advantages that will help you on the battlefield, either in team or in solo mode.
 
> An invaluable rear-view mirror
 
While escaping with the flag, you always end up being chased after, but by how many tanks? Two, one or none? Do allies tanks support your escape too? While retreating you either turn your back to the base and you cannot see what’s happening behind you, or you take your chances by driving  backward but with the risk to encounter an obstructive obstacle. Now you can do the former option as you have the radar that acts as a rear mirror. Consequently, while fleeing you will be able to determine how many enemies are chasing you, and if your mine had killed one of them or not. Furthermore you will know if your teammates stayed in the base to cover your escape or instead are following you (preferably a friendly Isida :) ). Players tanking in the enemy base can keep an eye on enemy spawning behind them. Also the radar is useful in Deathmatch where opponents can hide and spawn anywhere on the map.
 
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Our base is surrounded by attackers, one was killed with the flag.
One enemy is actually nearby the flag base, better wait before return the flag.
 
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Fleeing with the flag, only one opponent chasing after @Hate, but the left side is packed with enemies, better keep your right.
 
> Local activity surveillance
 
This tool is also for the noobs that are not good at turning their turret, and the lazy campers. It is one more reason to keep sticking your gun pointing forward as the radar will indicate you who, friends or foes, is flanking you and at which distance within the 60 meters, all in one glance. The campers (such as Shaft in scope mode) can use this feature too, as the radar increases your danger awareness of your flanks, as well as on the level below you, you can quickly probe for potential danger in your immediate surroundings without turning the turret left or right or returning to arcade mode. Then you can focus your attention on the greater danger awaiting you ahead, such as the enemies’ snipers and mines, before resuming your approach towards your objective.
 
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Two of my teammates were closing in an isolated attacker and dealt with him.
Meanwhile I can camp safely and focus on the long-range threat from the rooftop of the Chernobyl building.
 
> Access a situation
 
On maps with multiple buildings or obstacles blocking your view, opponent can easily hide and suddenly pounce on you. As an attacker, with the radar you can survey the area and evaluate how many enemies are in the base and where they are (distance to you and the platform level). You can peep in places where your camera cannot reach, without taking the risk of exposing your tank. The radar is a useful tool to detect if enemies are waiting in ambuscade or in contrary if the road is in contrary safe to drive on. As a defender within a base with multiple entrances available (e.g. Brest), the radar will tell you precisely from where the enemy is approaching and how many of them are there. You can detect any sneaky attackers in the 60 meters radius and prepare yourself to break the attack before it happens. By the speed of the symbol on the radar you can estimate its class (light, medium or heavy tank).
 
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My radar spotted @kaisdfin ambuscade behind the wall protecting the entry (left).
The base was left unprotected, so I could sneak behind the Juggernaut (right).
 
 
XTFVTww.png Disadvantages & Limitations
 
Each feature has its limitations intended by the developers desire or inherent to the feature itself. They are quite a few but the radar is helping you more than it hinders you and you can frankly play without the need of it. However, being aware of them can help you on the battlefield.
 
> A distracting tool
 
The battle screen is already very busy, filled with many information of varied background and level of importance: battle log, chat, battle activity banner, supplies information, weapon charge bar, overdrive charge, heath point bar, … ). The addition of the radar increases that overload of visual data, and when the game is so fast paced this is an interference that can cost you your life. As the radar screen is located at the bottom of your screen, in order to check it you need to look away from the battle for a short period of time and likely miss a sniper laser aiming at you. A deadly distraction that is.
 
> Useless in many battle situations
 
The information provided by the radar are limited and rough. It focuses essentially on tanks in the vicinity ignoring drop boxes and all the battle objectives: Flags, control points, rugby ball or the Juggernaut. It lacks location precision of the different upper or lower level: Firstly semi-levels are considered as the same level as your level, and secondly it categorises only one level above or one below, all the levels further are not separated at all. I know it is a minor issue, but it can mislead you thinking that a tank is waiting for your while in fact he can be behind another wall or on a higher level or even flipped, and you might decide not to attack while in fact it would have been in no place to interfere with your attack. On small maps and in the wide open areas the radar is useless as everybody knows where others are (e.g. Sandal, Bridges…). On large map, when you are camping comfortably in the safety of your base with a long-range turret, or tanking on top of a bridge, you won’t need it either. To finish, in close combat melee and Gold Box hunt this will not give you any advantages over your own wide screen camera view and your ears.
 
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I cannot tell if opponents are hiding behind the barracks out of range of the radar and supporting the Juggernaut.
 
> Not omniscient like Hornet’s OD
 
The detection distance of the radar is limited to 60 meters, unlike the Hornet OD which can tag all the opponents across the whole map and in your line of sight. The screen also displays rough information about the tanks: their team allegiance, if it is moving and where, its distance to you and the level. While Hornet OD clearly reveals the outline of tanks in yellow, from which you can determine precisely the hull, the turret and the direction (up, down, left, right, away), which no less than looking through a wall with x-rays. However the radar pairs very well with the Hornet’s OD when activated at the same time, and unlike the Overdrive it is permanently on during the whole battle time allowing you to detect enemy intrusions around you all the time, and also shows up your friends.
 
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The Scout Radar (Hornet OD) precisely discerns hull, turret and direction of the tank: yellow outline of a clueless @kaisdf Viking/Striker combo heading left, and positioned half a level above me.
 
> Double edged feature
 
This is the big limitation for me. It is a double edge sword because your tank is not the only one fitted with it, the opponent can use it against you too! Now it would not be that easy to plan an ambuscade knowing that your enemy also know where you are. Your only chance, and bet, is that he is too busy to check the radar and will continue to attack unaware of your presence. Your other option is to move away from your spot and see how the enemy reacts. In other words, you fake going away heading for a different direction, and the opponent might think you did not noticed them noticing you. But (plot twist), you then come around to flank him or from behind or even above, whichever is possible depending of the configuration of your surroundings. Same if you want to attack unnoticed the opponent base, then sneaking in will become a challenge, they will know straight away that you are alone and from where you are planning to raid.
 
 
XTFVTww.png Conclusion
 
I will rate this feature 7 out of 10, because it is tool that provides support for those who like it, but players can equally ignore it. Furthermore it operates on a short distance, and more importantly enemies can also use the Radar feature. Consequently, it does not provide you with an advantage over your enemies, you stay on the same foot. Anyway, I like it is a cool feature with potential in Parkour and of course a huge game changer in eSports tournament if allowed.
 
It could be useful for Ares with ability that goes through wall. The radar might help to pinpoint targets accurately.  ?
 
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Thanks for reading. Share below your comments, concerns and ideas. Do you think that it could be useful for parkourists? What else could be added to improve it? Green dots in DM? Add an option to show the terrain too? Are you using it or is it just a gimmick for you?
 
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See you later laggers...
Viking4s
 

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Edited by Viking4s
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Readers!

Check out this whole new guide from Viking4s' pen on the currently HTML5 exclusive feature, In-game radar, that will very likely shape the tactical awareness of the battlefield in the near future. If you are already playing in the HTML5, this guide will definitely help you in the combat. Have fun reading!

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Well presented and easy to read too, definitely will be recommending it to new players who ask how the radar works on the chat lobbies to read this guide. 

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Don't like this idea. I actually like to camp behind enemy bases sometimes. In Serpuhov, behind Red team when I am Blue. And in Kungur, same situation. I like to plant mines and I use Rico. I can easily kill enemies this way. And I am also a distraction for enemies.

 

This Radar would ruin my strategy.

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1 minute ago, a7x_Pedro48 said:

Don't like this idea. I actually like to camp behind enemy bases sometimes. In Serpuhov, behind Red team when I am Blue. And in Kungur, same situation. I like to plant mines and I use Rico. I can easily kill enemies this way. And I am also a distraction for enemies.

 

This Radar would ruin my strategy.

Never mind your wish though it makes more easier!

 

Good Luck!

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17 hours ago, a7x_Pedro48 said:

Don't like this idea. I actually like to camp behind enemy bases sometimes. In Serpuhov, behind Red team when I am Blue. And in Kungur, same situation. I like to plant mines and I use Rico. I can easily kill enemies this way. And I am also a distraction for enemies.

 

This Radar would ruin my strategy.

Tbh I thought the whole point of camping is to kill ignorant players... and not those who are trying to kill you themselves. But yeah, you don't need to give your position away anymore, since it's already Given

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In ASL, it's useful to kill the big hulls that lay a lot of mines with drone. And trust me, some players totally forget about the game mode (CTF, CP, ASL...) and it's become TDM for them, as their only goal is to kill me.

 

Edited by a7x_Pedro48

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Excellent article!  I haven't been using the HTML5 version to play the game (just blowing crystals here and there), so this was extremely helpful for me.  Maybe it might get me to return and play a battle or two hehe.  Alright, I'm kinda busy, so I'll drop some feedback soon.  Can't wait for another article!

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@Person_Random@adab_online@Nusipises & @Given thanks guys.

@Hate thanks for the screenshot.

@a7x_Pedro48 it will be harder to hide now, you will have to back off to 60 meters. But when you killed a couple they always find out where you are anyway.

@Krill_300 Hi spammer ?

@Flexoo I am trying my hard so I don't end up in the pit...

 

 

Edited by Viking4s
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