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Tank start strategies.
#1
I try to start posting strats according to tank. Their strenghts and weaknesses. All those strageies applay to middle play.

SCOUT

Bombarment rocket
Start: bombartment rocket is most poplar and easiest to play. Since it has high damage input. Meaning it ensures it mostly kills creep or kills player. It also covers biggest scout problem (hit points). Since it shoots 1300 range u can keep safe distance with all enemy.

After this scout has 2 options.
Option one: Rush to heavy tank what he should get 10-12min mark. Its very strong strat since after 10min there u gonna get alot easy kills with rocket to get your second weapon.

Option two: Get second bombarment 5min mark. And aim pushing enemy team to more defencive and get more kills. After that depending game flow and enemy team. U can get iron hull and go what ever tank u want to. I have got hunter 22min mark with 2 bombarment what is good.

Mines
Most players play mines very bad and dont understand mine play stenghts. Mines play puts other teams to play defencivly. Your team gains more safe ground as minutes go along. Try to put mine every cooldown. Best places to put mines are center roads between middle island. Or front downhill of center flags. U can score double kills then like scout is creeping uphill at flag and enemy hely flies into mine.
U should never sell mine. Unless u have no slot to put it. Just stack mines stragical places and they guatnee later kills for you.

Usually i get swarm rockets or fire arrows as soon i get money what is 8min mark u

2 Basic magics
I have lately played this alot and i really like it. u get 2 upgraded basics + iron hull at 5 mark usually. 12-13 min heavy tank and domantion. Only problem that u have to be more careful first 5 mins not to get killed since it dont have much range. After iron hull u can play more agressivly and get kills with 2 basic magics.

Troops
It only should played to rush to ghost tank and get cps ealy. Havent practiced it much. Tho your creeps mean extra gold and exp to other team.

Electro cannon
U can get this weapon then u choosed random tank and got scout. Just need to wait 12-15 secs and voilah. Kinda play same as basic magics. U can rush to airtank with no hull at 10 min mark.

WORST builds with scout

Multibow
I really hate players who do it. It really fucks other players in middle. Since u take almost all creeps with multibow + tank cannon. They be behind in levels and gold so much. And u are so usless because u dont do any damage to enemies.

Tinkermania, JustFun[est], LookRocketFlyin, UStunIKill
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#2
Scout multibow is easily the worst build ever. You suck all the gold, leaving your allies at mid pretty much behind all game, and more likely than not, you will feed since the multibow range is lower than both the basic magic and bombard builds.
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#3
My turn. ….
These tactics appeal to lane play.
Best tactics in my opinion.
Scout

2 basic magic + tech mech
Start buying 2 basic magic and 1 tech mech. At 3 or 4 min mark buy an iron hull. Upgrade both basic magic and save for a stronger tank, whatever u prefer (thunder tank, airship or heavy tank)

Electro cannon
It’s kinda same as above, but without tech mech. I like this tactic a lot because electro cannons are very strong and they got a very good range (1050) u can pretty much outranges everybody except if have long range weapon. Buy a hull and upgrade electro cannon. I don’t like staying scout for too long time at lane because it has no skills that can do damage. So therefore as above save for either (thunder tank, airship or heavy tank)

Light tank

2 basic magic
This one tactic is very strong. After both basic magic have been upgrade then there are 2 options: Play defensive and save for a new tank or pimp the light tank up.
Option 1 save for new tank
When saving for a new tank it’s important to play defensive and get a lot of creep kills and hero kills if the chance is there. 1k HP should be enough to save for another tank, sometimes I’d like to buy another basic magic and 1 iron hull and then get air ship.
Option 2 pimp with items
The main goal in this tactic is to push the enemy back, and take his tower and then, if possible, take the control point.
What I like to buy with the light tank after the 2 basic magic have been upgraded are:
1. Basic magic
2. Iron Hull (Upgrade both)
3. 2 more basic magic (non of them upgraded)
The inventory is full now then it’s time to save for a tank. Again I prefer the air ship because it has fast movement and the skill “drones” can attack and “heal” u.
When you have got your “big” tank, it’s time to get some strong weapons (preferable 6k cost – sell 1 basic)
As “everybody knows” hit points are very important, therefore get a gold hull after the 6k weapon, and again sell 1 basic magic.

Helicopter
Basic magic + tech mech / Light plasma gun / Molotov cocktail + tech mech
All of the three tactics are quite similar, that's why I want to write all together.
With the helicopter, I would not buy a new tank fast, but instead continue to purchase weapons and Hulls. Helicopter has "speed" that makes it good.
After startup, I prefer either to buy a weapon for the 2k or buy 2 basic magic. It is up to yourself what you prefer. Then buy an iron hull. Buy a 2k weapon or 2 to basic magic. Then steel hull, and finally fill the last or the last two slots out with one or two 2k weapon(s)
OBS! Always upgrade the item before you buy a new one.
After that you must buy a big tank. Then swap the weapons out slowly with strong weapons (preferable weapons worth 6k gold) and swap iron hull out with a gold hull.

Medivac

Molotov cocktail
Upgrade Molotov cocktail and buy another Molotov cocktail. Upgrade it and buy an iron hull. After that save for tank.
Basic magic + tech mech
You can either be a fighter or a farmer.
Fighter – Upgrade basic magic, buy 2 more basic magic then an iron hull. Upgrade all of it then buy 2 more basic magics and save for a tank.
Farmer – Upgrade basic magic and buy another basic magic and upgrade it, save for tank.

Multibow
Upgrade multibow and save straight for airship - no biggie. Skills: use tank cannon, superthrust and decoys.
Antigrav – Same tactic as medevac.
Research plasma cluster, EMP and tank cannon.

Demolisher

Multibow
Upgrade multibow and buy light plasma gun, upgrade it and save for tank.

Basic magic
Upgrade basic magic, buy another basic magic and upgrade it. Buy light plasma gun and an iron hull – upgrade both and save for tank (thunder tank or air ship) for quick domination.
Spells: I prefer using artiellery-shot, mines and tank cannon vs ground tanks and vs air tank I use jet wave, mines and tank cannon.
To kill a scout, light tank or helicopter fast at about 5-6 min mark you need to research artielly-shot+mines only till lvl 4 that is vs ground tanks. Versus air tanks it’s pretty much the same, just research jet wave + mines. At level 4 you will be able to kill them very quickly, just place a mine and wait for enemy to trigger it, when it has been triggered then use either artielly-shot or jet wave which will result in 1 kill.

Free tinker & free oil for airships!
Why don't you ever see the headline "Psychic Wins Lottery"?
-CUZ THERE AREN'T ANY!!
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#4
(2011-05-18, 08:19:42)Tynkywinky Wrote: To kill a scout, light tank or helicopter fast at about 5-6 min mark you need to research artielly-shot+mines only till lvl 4 that is vs ground tanks. Versus air tanks it’s pretty much the same, just research jet wave + mines. At level 4 you will be able to kill them very quickly, just place a mine and wait for enemy to trigger it, when it has been triggered then use either artielly-shot or jet wave which will result in 1 kill.

I prefer fight vs scouts with level 2 artillery and level 1 wave. Wave has very long range and after hiting scout with it all u have to do is to hit with artillery.
Tinkermania, JustFun[est], LookRocketFlyin, UStunIKill
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#5
(2011-05-18, 02:35:38)phoenix_strike Wrote: Scout multibow is easily the worst build ever. You suck all the gold, leaving your allies at mid pretty much behind all game, and more likely than not, you will feed since the multibow range is lower than both the basic magic and bombard builds.

Indeed i go mad crazy then i see like 1 scout with 2 multibows. I wanna scream retard those players.
Tinkermania, JustFun[est], LookRocketFlyin, UStunIKill
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#6
(2011-05-18, 08:53:51)wolfheart Wrote:
(2011-05-18, 08:19:42)Tynkywinky Wrote: To kill a scout, light tank or helicopter fast at about 5-6 min mark you need to research artielly-shot+mines only till lvl 4 that is vs ground tanks. Versus air tanks it’s pretty much the same, just research jet wave + mines. At level 4 you will be able to kill them very quickly, just place a mine and wait for enemy to trigger it, when it has been triggered then use either artielly-shot or jet wave which will result in 1 kill.

I prefer fight vs scouts with level 2 artillery and level 1 wave. Wave has very long range and after hiting scout with it all u have to do is to hit with artillery.

I prefer mines in case of help from mates - and if the enemy does not buy a hull then he's an easy target(a lvl 2 mine hurts like hell without a hull) (you can always stack the mines)
Free tinker & free oil for airships!
Why don't you ever see the headline "Psychic Wins Lottery"?
-CUZ THERE AREN'T ANY!!
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#7
Seriously, medivac + bow is a fail. You don't have any real skil lto compensate the lack of damage to other tanks...

Double bow deserves an autokick!
I am so good that I don't even need to type -rc because I never die !
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#8
(2011-05-18, 12:35:11)Althend Wrote: Seriously, medivac + bow is a fail. You don't have any real skil lto compensate the lack of damage to other tanks...

Double bow deserves an autokick!
Tank cannon + super thrust very often.
Free tinker & free oil for airships!
Why don't you ever see the headline "Psychic Wins Lottery"?
-CUZ THERE AREN'T ANY!!
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#9
HELICOPTER

Light plasma gun
Its my favorite start strategie in middle. heli flying gives u flexibility and great double stun skills give u kills vs ground. Main thing what u have to learn using this weapon staying max range that your weapon hits creep wave first creeps. If u see scout in middle know level 2 rocket + bombs kill it.

Main weakness this build is then oposite team is double bombartment team. And your team has tinker so it will make for u very hard to creep.

I like to follow this build with electro cannon or swarm rockets before iron hull and go for heavy or goblin.

Bombartment
I personally havent played this build since i hate longranged noobs. But after 5 min then heli gets second bombatment he becomes real deadly. Stun + 2 bombartment makes your creeping to hell.

Starshooter
This strat works best on lane play since u get second shooter before 3-4 min. And with 2 starshooter u can go to straight to tank. Starshooters tend to creep really well and stick to one target.

Basic cannon
This is fighter build .. it realies quick stun and run in burst damage to finish enemies quickly.

Main problem is people stick with helis 2 long and aint much useful for team. low hp and not so great utils vs mid tanks is the key why teams with lesser tanks loose cps.

Skills take rocket, tank cannon, bombs then 2 or more ground tanks in middle and speed+ rocket then 2 or more air in middle.
Tinkermania, JustFun[est], LookRocketFlyin, UStunIKill
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#10
Heli with basic cannon is a risky build imo. At mid, you are very likely to face long range, or even 2 basic light tank or scout. I hate to be outranged like that at mid.

On side lane, it depends on who you face. But if you do face something like antigrav + rocket launcher, u r kinda screwed.
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#11
Its less riskier then heli + glaive cannon. I have tried that build also but it really blows then faced +2 longrange oponents. Or your team tinker gets towers up and against other longrange. Its kinda impossible to creep anything with that range+ u get hit 2 often and loose creeping time to go healing.
DEMOLISHER

Demolisher is only tank what dont have much weapon options. It must start either multibow or 1 basic magic. But one thing good what demo has is his artillery shot what makes kills + stacking mines can get u few kills in start.

If u start with multibow there are few options. I mostly like to rush heavy tank with multibow. Depending on game u can get it around 10-13 min. Other options is that u add 2 more multibows to aplay some pressure other team or buy swarmrockets. I personally like to rush heavy. If u go swarm and oponent goes heavy u there are window that oponent gets level 10 ability before you get money for tank.

If u start with basic magic u should add one or two basic magic depending how u feel. Personally i dont feel thaat 3-4 basic would give mutch better results. U just delaying your tank more.
Tinkermania, JustFun[est], LookRocketFlyin, UStunIKill
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#12
foelli plays demo with bonefire
demo mid - multibow; otherwise you cant creep
demo lane - basic magic (which i prefer) or multibow
vs air enemy on the lane i take mines, otherwise i dont use mines
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#13
(2011-05-18, 14:39:25)Tynkywinky Wrote:
(2011-05-18, 12:35:11)Althend Wrote: Seriously, medivac + bow is a fail. You don't have any real skil lto compensate the lack of damage to other tanks...

Double bow deserves an autokick!
Tank cannon + super thrust very often.



Superthrust cannot stun or help mate. It can only help u to purchase and ksBig Grin
(ok it is useful when people still have 1k hp or less to harass them)
But seriously, you do better with molotov. Medivac with bow has always been freem meat :p

I am so good that I don't even need to type -rc because I never die !
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#14
LIGHT TANK

Skills:
First start with tank cannon as usual. Triple rockets next. Now its personal choise to take cluster bombs or heal. I like heal more cuz it can be life saver and it keeps me fighting longer and i dont loose creeping time to heal. I feel this benefits over those gold what u could gain more with cluster.

Weakness: Low hp. Hard to survive in middle sometimes. After 5 min first thing should get armor so can play more agressivly and not to worry about getting killed all time.

Fireball cannon is first obvious chosie for this little tank. It has awesome creeping power and range.

2 Basic magics Its like same build as scout with basics but u have more offencive abilties like rocket.

Fan of knives Fan of knives has biggest dps what u can get with starting money ..but u have to get range money quick . After that its real creep and player killer. Since its fire rate is real fast it can kill 1000 hp tanks in seconds.

Tornado summoner It maybe not creep good as other starting weapons but u are feared since tornado summoner kills most starting tanks 1-2 shots.

Star shooter Play as u would play it on heli. But i prefer 2 basics in start always.
Tinkermania, JustFun[est], LookRocketFlyin, UStunIKill
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#15
I really hate Medivac + Molotov. It's a starting strat that tries to compensate the relative harmless tank spells in the early game by getting mediocre damage against tanks. The result is, that you don't creep well and you still are no danger for other tanks in 1v1 situations. I think it is way better to 1) get a multi bow to creep really well and start your offensive actions against opponent tanks with a second weapon roughly at around 5th minute (then you are lvl 4-5 and your lvl 2 superthrust starts to do significant damage); or 2) get a star shooter and use it in ground only mode with the goal to get another one as soon as possible. The former preferable at mid, the latter at side lanes.
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#16
@prog
my fav with medivac is molotov (skills: board cannon-thrust-heal), specially on side its not true[/quote], that u arent creeping well(if u can creep 1 by 1) and arent a danger for others tanks. Cause, when the enemy Tank is in a pull of creeps and u hit him with your thrust, also the creeps get dmg well, so u are able to kill his creep wave, bevor he got yours.
and if your enemy got a Ground Tank, then u still can buy 1-2 startshooters bevor u buy a hull/or save for a stronger tank.
Gustave Le Bon "... Die Einseitigkeit und Überschwänglichkeit der Gefühle der Massen bewahren sie vor Zweifel und Ungewissheit. Den Frauen gleich gehen sie sofort bis zum Äußersten. ...".
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#17
Relying on superthrust for creeping at lvl 1-3 is not the way to go in my opinion. The damage is not very high and your creeping depends on the mistakes of your opponent.
Furthermore every other Medivac start has the same superthrust-creeping capabilities. There is just no advantage of a molotov in comparison to a star shooter on side lanes. You won't kill any tank with just 1 molotov or 1 star shooter, but star shooter creeps better and scales better in the later earlygame (5-12 minute) against ground.
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#18
well, but its not a fact, its your opinion. I already tested both of course and i got way more positiv experience with molotov in the first 5mins then with a starshooter.
edit: u cant kill tanks?^^ with a uped molotov and lvl 2 board cannon its pretty simple...
Gustave Le Bon "... Die Einseitigkeit und Überschwänglichkeit der Gefühle der Massen bewahren sie vor Zweifel und Ungewissheit. Den Frauen gleich gehen sie sofort bis zum Äußersten. ...".
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#19
Obviously it is an opinion, but it is not a random non-thought through opinion. I backed it up by reasons which I tried to explain. That's how discussing strats can actually work, by stating reasons which can be understood hopefully well. Refering just to the own experience is not intelligible for the other panelists. You should at least mention what exactly you experienced to back up your statement.

Also I can not see how any decent player can die to a medivac + uped molotov in a 1on1 on side lane. Obviously there are a good amount of bad players, but you can beat them by playing any random strategy with good control. That's not a good argumant for any stratagy.
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#20
Actually I consider that playing medivac on lane is a fail.

True that killing someone on lane with medivac + molotov is something that not happens vs decent player. (and medivac + bow on lane is pure meat)

Molotov itself is not a problem to creep. I can nearly do same by using heli + molotov + medivac than heli + plasma.

(and to creep, i d rather use the heal than the superthrust :p )
I am so good that I don't even need to type -rc because I never die !
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