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Zone XpBp - A Duelist's Habitat


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Zone. No doubt one of the most popular duelist maps in the history of Tanki Online, and most certainly in recent times. Known for its four infamous towers, a jumbled pile of crates, a hefty pipeline, and a quite annoying tank corpse, the map allows for a wide variety of spectacular shots and exciting gameplay elements. This hallowed ground has fostered trickshotters like Credit and been the home for many other solo XpBp legends. For some, Zone is a haven of safety, a map where they can perform at their absolute best. Every shot mastered and every maneuver memorized, nothing the enemy does will surprise them. For many others however, the word Zone strikes fear and dread into their hearts. Intimidation chokes out curiosity, and most return to training on Garder or Sandbox, too afraid to actually learn the tactics needed to excel on Zone. Today I’ll be going over a variety of different shots and strategies you can employ to finally conquer the learning curve. Interested? Let’s dive in… 

 

Before we get into the logistics, I first want to review the three general principles for any XpBp (Railgun-Wasp, Railgun-Hornet) match, which especially applies for solo gameplay. They can be easily remembered using the acronym PPA. Let’s break them down and discuss each in a bit more depth. 

 

 - P A T I E N C E

 

I know the first word that comes to mind when you hear “patience” — camping. I know I’m going to get a lot of heat from this, but it is one hundred percent true. There is a time and a place to camp. Let me clarify, camping every time there is a stand-off in Zone 1v1 is trash. Never do that. However, camping in certain key situations is a different story. Whenever you are playing solo XpBp and encounter a stand-off, a point in the gameplay where both you and your opponent's shots are reloaded and there are one or more obstacles in between, you should always carefully analyze the situation. Will your next move directly affect the outcome of the match? Is there another place of cover if you end up missing your shot? Are you in a safer position than your opponent?  Take into account the score as well. If you are up by three flags or more, please never camp. I see guys do this all the time, and it’s just not good sportsmanship. 

Probably the worst thing you could do in a solo XpBp game is to rush maneuvers/shots. Calm down, take stock of your surroundings, and try to keep a clear head. Getting frustrated will not help your cause at all, and only focusing on your mistakes will hinder your gameplay. Stay patient, stay calm, and you’ll see your skills dramatically improve.

 

- P R E C I S I O N 

 

Probably the most important and the most obvious of the three, precision is the gel holding your Railgun skills together. Without good aim, all your other attributes will go to waste. What good is an excellent maneuver, a carefully planned shot, and a correct enemy prediction if you can’t even hit your opponent? If you're looking to up your precision game, get more experience. Just like in anything, the more you play 1v1’s, the better you get. Knowledge is the road to success, and if you invest enough time into perfecting your aim, you’ll see improvement.

A general rule governing the concept of precise Railgun shots is this: focus on your enemy, not the obstacles. This one fact has really helped my personal gameplay. Instead of trying to pinpoint your aim down to a tiny little spot between two poles, focus on the enemy tank that’s behind the obstacle. You’ll freak yourself out if you dwell on how accurate your shot has to be in order to hit the enemy. Trying to edge your shot past a crate or a pipe is many times ineffective. Stabilize your tank, keep the enemy in view, and aim for his tank, not to the left or right of a prop. If you still find this difficult, you can take this concept another step farther. Go in an empty Zone battle and situate yourself near a shot that you struggle with. Now instead of trying to get your shot through the obstacle, aim for the wall or other area behind the prop within the line of fire. 

 

- A N T I C I P A T I O N

 

Anticipation is the art of predicting your opponents’ movements. Put yourself into his shoes. Think like him, strategize like him, dodge like him. Become your enemy. If you were in his position, what would you do? 

After playing against someone for a few minutes, you should have a general idea of their skill level, strong suits and weaknesses. If you notice they struggle to pull off a certain shot, try to center the action around that area of the map. Maybe your opponent continuously makes poor decisions when around the pipeline. Maybe they keep getting caught around the crate pile. Acknowledge these weaknesses and use them to your advantage. By the time 1-2 flags are captured you should be able to determine whether your enemy is sufficiently experienced in whatever map you’re playing on. Certain tactics might need to be altered. You might need to employ some reverse psychology in order to catch him off guard. A great example of this occurs around the pesky Firebird-Titan corpse in Zone. When attacking an enemy behind the corpse, most tactical duelists do a feint move towards their opponent, then go the opposite way. Many times this maneuver catches tankers off guard, and they are instantly dead meat. Employing this trick against a seasoned duelist however, could backfire, and you might be the metaphorical “meat sizzling on a stick”. Instead, try feigning away from your enemy, then come back towards him to deal the critical blow. This is a great way to keep the veterans you will inevitably play second guessing themselves. The minute your opponent feels unsure, you have him right where you want him. 

 

DIFFERENT TYPES OF SHOTS

 

With those general principles out of the way, let’s take a look at some of the classic shots which Zone in particular has to offer. 

 

THE DOUBLE TOWER SHOT

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This is probably the most common semi-difficult shot on the map. A large variety of different maneuvers and dodge attempts can be employed by your opponent in order to avoid this shot, so staying flexible with him as he moves is crucial. As stressed earlier, don’t stay too focused on a particular target area, rather remain “zoned in” on your enemy. No pun intended.

 

THE CRATE SHOT (ANGLE #1)

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Next up we have the iconic crate shot. This works like a charm if your accuracy is on point and your enemy strays unawares into this line of fire. Hitting this shot can prove a real game changer because due to the position you’re in, it’s going to be nearly impossible for your opponent to retaliate with a successful discharge of his own. 

 

THE CRATE SHOT (ANGLE #2) 

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This is a much rarer shot involving the same crate, but shooting through a different opening. When playing on the blue team, I’d recommend always beginning the game on this side of your base. Nine times out of ten, your opponent will gravitate towards the tower directly across the map and then attempt to quickly situate themselves behind the corpse. This rush will, of course, bring them through the above line of fire, allowing you to get off a successful hit only a few seconds into the game. Another helpful feature of this particular shot is that the two tower legs you’ll be aiming through basically funnels the beam through the appropriate opening in the crate. Because of this, it is a very high percentage endeavor. The only downside is if you unfortunately miss, whether that be from faulty precision or an enemy juke, you’re not going to have enough time to take cover behind the pipeline. Your only other option then is to remain in your current position and strive to dodge the “double tower shot” that will most likely come from your opponent. This leaves you vulnerable and completely dependent on your own juke moves, which we will discuss later on in this guide. Moral of this shot you may ask? DON’T MISS!

 

TOWER SHOTS ON AN ANGLE (ANGLE #1) 

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To be a true master of Zone, you’ve got to hit these shots on a consistent basis. While only slightly harder than the double tower shot, this maneuver is semi-risky because the enemy has a full wall to hide behind. Many times however, they’ll incorrectly judge how far back they are, thus still providing you with a viable target. In this photo I am driving forward into the enemy base. If my opponent, instead of peeking out between the tower poles, had planted himself on the other side of said wall, I could just simply wait another second before charging up my Railgun. This would enable me to effectively cover that area behind the wall. This can be a great way to break a stalemate and initiate a confrontation, while still getting off the first shot. Now I want you to imagine me making that same shot but driving the other way, away from the enemy base. This adds another level of potency because I have cover with which to hide behind, namely the pipeline. My opponent can not retaliate. This comes in handy when you’re pulling the flag and want to get off a shot before a stalemate ensues.

 

TOWER SHOTS ON AN ANGLE (ANGLE #2)

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This is another tower shot but from a different angle. The same concepts apply. However, this side has the added difficulty of the billboard pole. If you try to hit your enemy on the opposite side of the wall from what is pictured above, that pole could pose a problem. It adds another measure of accuracy that few are comfortable with attempting on a regular basis. 

 

THE CROSSTOWN SHOT 

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This is probably the second hardest shot on today’s list. The pinpoint precision needed here is extremely difficult to achieve, but if effectively pulled off, can take your opponent completely by surprise. I for one, am part of the majority group who drive right past this tiny firing lane without thinking twice. I don’t care if my enemy is charging up his turret and preparing to shoot. Odds are, he won’t succeed. This is another maneuver that seldom occurs save right at the beginning of the game. It’s basically a less-risky variant of the angle #2 crate shot. It’s much harder to pull off, but this way you have enough time to get behind that pipeline before your enemy is able to deal you damage. This shot is even deadlier when attempted from the red side (where my opponent is situated on the above picture) because the wall hides your movements right up until you’re in the firing lane. It is easier for the blue side to successfully pull off the angle #2 crate shot for the same reason. 

 

THE PARALLEL PIPE SHOT

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When on the blue team, you’ll find yourself in the above position mainly when your opponent is pulling the flag. Just a few seconds before this, you spawned and found yourself in a grave situation. You don’t have enough time to maneuver around the pipeline and have a clear shot into the enemy base. Hence this much better alternative. There is next to no risk involved because your flag would have been captured anyway. If you miss, of course your opponent will cap, but he’ll now be in a sticky situation hiding behind the bridge. You have a much safer position with the pipeline as your cover. A smart push and a well timed shot will eliminate your foe, enabling you to counter with a flag capture of your own. 

From the red side, this shot can be a great pull-back move. Imagine yourself driving down your base, heading away from the red flag. Making sure you're first fully concealed behind the wall, sharply pull back between the tower poles and get this shot off. Your enemy will be expecting you to continue moving forward and possibly attempt a shot from within the gateway. Little does he know that indeed you’ll be aiming for him, but from a completely different location. 

 

TOWER TO PIPE SHOT (AND VICE VERSA) 

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Arguably the most difficult shot on this list, the tower to pipe shot is used to deal a decisive blow during a stalemate. The firing lane here is so small that it’s roughly the width of a Railgun discharge. Another alternative to breaking this stalemate is a move I frequently use. Wait until your opponent tries this shot from his end, then charge straight at the corner of the pipe nearest to you, keeping your eyes transfixed on the enemy. Basing the direction on your opponents initial movement, speed around a side of the pipe and unleash your laser. 

If you’re situated behind the pipe in this scenario, be the one to initiate a move. Don’t let your enemy do what I just outlined. Wait until he in turn tries the tower to pipe shot, then drive straight ahead towards the direct middle of the wall. At the last minute, again basing your direction on the movement of your opponent, maneuver either through the gateway or around the tower. You are not going to have much time to spare, so begin charging up your shot as quickly as possible. 

 

THE BRIDGE SHOT 

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Rarely seen in everyday gameplay, the bridge shot is a highly risky maneuver. It’s best employed during a stand-off where you and your opponent are camping in your respective base areas. The hardest aspect of this shot is covering the distance from the map floor up to the second bridge slat without being noticed by your enemy. If you are able, use the protection of that central tower structure to evade the counterattack that is sure to come. 

 

DODGING SHOTS AND TANK PLACEMENT 

 

While hitting your shots is vital for solo XpBp success, dodging charges from your opponent is equally important. A lot of people disregard tank placement and juke moves, only training to improve their aim and hit trick shots. This is a terrible and inefficient way to practice. If you wanna take dubs in Zone, a general awareness of your current position is needed. How vulnerable you are at certain points on the map is a key question you need to constantly be asking yourself. Memorize the various firing lanes and seek to minimize your tank’s area within those lanes. Always be thinking one step ahead of your opponent and when dodging— never, never, never do the same thing more than twice. 

Below are a few common scenarios in Zone where correct tank placement can make you virtually impossible to hit. 

 

BEHIND THE CENTRAL TOWER

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A great way to bait your opponent into taking this shot is to first situate yourself behind the tank corpse. Make your initial move toward the appropriate base, then, as soon as you see your enemy begin to charge up his Rail, pull back and quickly drift to the side until you are parallel with the structure. This is easier to perform with Hornet, but even a Wasp can effectively complete the maneuver in enough time to avoid the deadly laser.

 

PARALLEL BEHIND TOWER LEG

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As you can tell, I’m currently in a very narrow area between two firing lanes. This safe zone extends behind me for roughly three more tank-lengths, giving great protection for someone who wants to successfully cover the ground between the tower and flag. It is bordered on one side by a shot through the tower legs, evidenced by the above picture. A discharge through the gateway borders the safe zone on the other side. If properly utilized, this area has the potential to significantly alter the course of gameplay. 

 

CLIFF-HUGGER 

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If you ever find yourself in the above situation, make sure the back of your tank is pushed up against the cliff. When in this position, it’s impossible for your opponent to shoot you through the opening between the bridge and the half-wall. 

 

MANEUVERS AROUND PROPS & BREAKING STALEMATES

 

One tank chasing the other around Zone’s pipeline and crate pile is quite the common sight. While this might be extremely prevalent in solo xpbp battles, it is to be avoided as much as possible. Why chance a risky tag game with your enemy when a simple maneuver can eliminate him beforehand? Efficiency is what you’re looking for and not a chase scene. When in a standoff around a certain prop, always have your turret facing into the structure so as to charge up your Railgun without your enemy’s knowledge. If he doesn’t know you're ready to shoot, he’s a sitting duck. This strategy can easily be applied to standoffs around the pipeline. 

Another effective maneuver for a pipe stalemate is the old snake eyes shot. Begin charging your Railgun in one direction around the prop, then at the last second pull across and shoot in the opposite direction. This move is simple, yet will still frequently fool beginner to intermediate duelists. 

Crate standoffs can be a bit trickier. There are three words of advice i'll give regarding this scenario. 1) Utilize openings in the crate. 2) Don’t rush your shot. 3) Avoid the space between the tower and crate and seek to force your opponent into this area.

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In all my Zone solo battles I think I’ve seen two tankers smoothly traverse the narrow width between these two obstacles. Unless you have the diameter judged perfectly, you’ll get caught; especially since your focus will be upon your enemy and not on the maneuver. 

 

WASP OR HORNET?  

 

This is a question that can only be answered based off your preferred playing style. Hornet has a stabler base, thus making precise and accurate shots easier. Its quick acceleration also allows for an effective drift technique when dodging enemy shots. Wasp on the other hand is much lighter and can be flipped more easily when compared to Hornet. However, Wasp's speed gives its user the ability to make quick maneuvers look effortless while its higher center of gravity can make certain shots much less difficult. It all comes down to what hull characteristics you're the most comfortable with. The choice is up to you. 

 

There it is. A complete guide on Zone solo XpBp and the strategies, maneuvers, and shots that are critical for mastering the map. Before I sign off, I want to leave my reader with this last piece of advice. Don’t get discouraged if you fail at first. Nothing in life comes easy, but if you work hard at something and persevere through the difficulty, you will see improvement. 

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Oh, and please, conquer your hylophobia.

 

The mind is a powerful force. It can enslave us or empower us. It can plunge us into the depths of misery or take us to the heights of ecstasy. Learn to use the power wisely.  -  David Cuschieri 

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On 5/3/2020 at 7:05 PM, pythor20000 said:

For many others however, the word Zone strikes fear and dread into their hearts. Intimidation chokes out curiosity, and most return to training on Garder or Sandbox, too afraid to actually learn the tactics needed to excel on Zone. 

Even though I read this entire piece, this is still gonna be me ?

Nice article Thor ?

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Guys, I am the charming tank whom Pythor is shooting in the first few pictures. 

But my bro rocking here with an amazing article, yet again ? 

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As much as I would like to say that I learned a lot, that I am much more skilled, it is undoubtedly a lie. I am very much the noob that I always was. Still, amazing guide. ?

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Pythor, that was too good!

This will definitely help me a lot!

And the pictures were extremely helpful... (I noticed Sacrifice in the very first one... how many Golds did you have to drop for him?)

 

Honestly, my gameplay in Zone is bound to improve!

Thank you very much!

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this is all for winning strategies really, but there are SO MANY shots and techniques you dont cover just because they aren't usually used for dubs, but for SKILLS (which aren't the same thing, winning isn't always skillful). for instance, you can jump on the side of the bridge, between the half wall and the guardrail, and pull off some insane stunts there, even though no matter how good you get at it, it isnt going to be an advantage in a *the end score of the battle is all that matters* mindset, but its far harder than any of these shots in most situations. I take it one step farther and use mouse controls in the process, which shows far more skill than could be possible just from this mindset you talk about, and I've done that particular shop I mentioned above it basically every way you can do it, spread across in several videos, from going to the other bridge to twisting a full 180 degrees and hitting someone behind you midair. Or for another example, on the ramp of the bridge, you can twist and do a wheelie on it, spinning your turret around, and hitting your enemy from across the entire map in a lot of places. or you can even go behind the bridge completely, which makes the shots a lot harder (therefore more skillful to complete). just wanted to say, overall, tactics for the dubs arent usually as skillful as tactics for, you know, skills. here's my YouTube if you want to check out the skills I mention (just click on one of the recent videos, or heck, just look at my most viewed videos's thumbnail lmao, now THAT is sick.) https://www.youtube.com/channel/UCKcdgpWns7wVE8XtO9_UDQg

https://photos.app.goo.gl/wqotwZCg7RQ5pr6e7

Edited by thetankman_9000
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54 minutes ago, thetankman_9000 said:

 

The shots mentioned in this topic are for those players who are learning to get a hold of the diverse strategies the map has to offer. These shots might seem basics for you but they are quite experience-demanding to be able to pull off properly. Also, if somebody masters these shots and decides not to try any higher skills, he would still be able to win any match without difficulty, since mastering these shots gives you an immense advantage over other tankers.The shots you have referred to, they require a lot more practice and months of hard work. If there is a sequel to this, more diverse and complex shots might get featured. Who knows? ? 

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On 7/20/2020 at 2:24 AM, Sacrifice said:

The shots mentioned in this topic are for those players who are learning to get a hold of the diverse strategies the map has to offer. These shots might seem basics for you but they are quite experience-demanding to be able to pull off properly. Also, if somebody masters these shots and decides not to try any higher skills, he would still be able to win any match without difficulty, since mastering these shots gives you an immense advantage over other tankers.The shots you have referred to, they require a lot more practice and months of hard work. If there is a sequel to this, more diverse and complex shots might get featured. Who knows? ? 

I get what your saying, i was just pointing out and clarifying that these aren't necessarily for skill

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On 7/24/2020 at 9:44 PM, spiderman1000 said:

But it wont change the fact im a noob

Oh yes, considering the fact that u need to turn ur turret in XpBp....

:ph34r: 

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The saddest part is that in the HTML5 version, you don't need to actually check your aim... the red outline around enemy tanks makes it too easy.

Due to this, you don't really learn any aiming skills...

I play on the HTML5 version, and can honestly manage to pull off the shots through the gap in the crates, thanks to the red outline. On Flash, I'm 99% sure that I'll miss....

I still lose, but that's because my fingers refuse to move around the keyboard like that of a gamer's, and I'm still learning to use the different camera angles (using q and e)...

@pythor20000, I have a suggestion for your (or any other Repoter's) next article: Finger-placement on the keyboard for XpBp. This will help many players a lot, though it might involve completely restructuring the way we use the keyboard to play...

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