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Any good tanki tips (like looping, diving, zooming, in air combat)?


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Eh?  The "emmanuel turn?" I think you mean the Immelmann.

Don't forget the flat spin.  Oh, and you need a lot of height for the Split-S - you might need to do that off Highways, good luck with the inverted bit without wings.

Else it turns into the birdsh*t landing. ? 

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You can have a look at the Pro's Advice videos that used to be a part of vlogs (check them out on Tanki's official channel) and get tips like rocking the hull, diverting target's aim by shooting at its corner, etc. 

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Your best bet is to just play...learning the game takes time. Obviously learning how to drive and turn your turret are the basics, but after you learn those things, the rest just takes time.

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One tip I know from the top of my head is that when you don't have a turret that has recoil and you need to jump from a high ledge, you can still make the jump without any flipping if you drive your tank on the corner of a building. If you remember the red base in Noise for example, there's a huge jump you can make to the middle level that would normally involve flipping. However, there is a stairs going downwards near the jumping spot, so orient your tank so half of it is driving on the top platform while the other half is hanging over the stairs. You will know you get it right if your tank starts driving slowly and become unable to accelerate. However, when you jump from this position, your tank won't flip over.

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8 hours ago, sensei_tanker said:

One tip I know from the top of my head is that when you don't have a turret that has recoil and you need to jump from a high ledge, you can still make the jump without any flipping if you drive your tank on the corner of a building. If you remember the red base in Noise for example, there's a huge jump you can make to the middle level that would normally involve flipping. However, there is a stairs going downwards near the jumping spot, so orient your tank so half of it is driving on the top platform while the other half is hanging over the stairs. You will know you get it right if your tank starts driving slowly and become unable to accelerate. However, when you jump from this position, your tank won't flip over.

A better option suggested in the Pro's advice section was to turn your tank at the point of jumping. That way, your tank will rotate horizontally while falling and won't tilt or flip.

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11 hours ago, Gauss-Hornet said:

A better option suggested in the Pro's advice section was to turn your tank at the point of jumping. That way, your tank will rotate horizontally while falling and won't tilt or flip.

Hmm I've never heard of this one, I'm gonna try it

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2 hours ago, sensei_tanker said:

Hmm I've never heard of this one, I'm gonna try it

It's a handy one.  I use it on maps like Brest to jump off bridges behind enemies, with varying success.

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Hey.

This topic may be of use to you - 

https://en.tankiforum.com/topic/374621-issue-81-the-mid-rankers-handbook-essentials/

 

There are many similar topics in the Newspaper as well as in the main sub-forums. If you take a look in them you can find a lot of good tips, strategies and guides not only regarding gameplay but also different mechanics of the game. For example, the Pro's Advice series in the Newspaper has covered a lot of general tips and tricks you can use to up your playing level. Then there are multiple guides for maps and turrets, each with their own sections of secret and handy tips not many people know.

One such tip I can give you is when you're playing Noise in let's say a drug-war style or even a normal pro battle and are using a heavy hull, you can use the protruding levels of floors to ride a short-cut way between both bases. Getting good at this almost guarantees a perfect landing and is certainly faster than dropping level by level or by the ramp, in which case you would possibly be wasting ammo.

giphy.gif

Speaking technically this move not only allows you to get down faster but also frequently dodge enemy shots. If you look carefully the move requires you to stop all forward motion (this sudden stop may cause some projectiles to miss as they will be placed slightly in front of you by the enemy, to cater for your forward motion) once around half of your hull is in the air. This makes gravity take over sending you into a vertical dive, and since the back part of your hull was still in contact with the floor above, it goes forward - initiating a spin. If you do this perfectly the front end of your hull should touch the floor below vertically straight and almost "bounce" in a continuous motion, therefore correcting your hull to an upright position and landing safely below. 

Edited by Hexed
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There are many OPM video you can look at to get inspired. You will have to sort them as not all of them can be done in MM because of self-destruct zone.

You better train in parkour mode before pulling them in MM. The best is to join a parkour club (shared experience and knowledge).


Video examples:

Spoiler

 

 

 

Edited by Viking4s

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Oh yeah, I've heard of another cool trick. There's something called the Jump Hack. Basically, you hack into the game and then all of you have to do is press a button and then your tank goes flying in their air. 10/10 useful for making kids rage after capturing golds. You should definitely try it, although unfortunately I myself do not know how to hack the game.

 

 

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On 4/24/2020 at 5:45 PM, Nicola_M said:

Eh?  The "emmanuel turn?" I think you mean the Immelmann.

Don't forget the flat spin.  Oh, and you need a lot of height for the Split-S - you might need to do that off Highways, good luck with the inverted bit without wings.

Else it turns into the birdsh*t landing. ? 

wow you have a good extensive knowledge of aerial combat are you a online ace like do you play aces high, warthunder, etc

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