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Finding the right battle to join

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Finding the right battle to join


Many of us complain about there not being any good battles; however, with 35 servers, it's hard to justify the statement when there is such variety. Perhaps the problem is your choice of battle, which I will attempt to fine-tune with this guide on how to find the right one. This is my way of doing it and it is not absolutely necessary to follow the steps in the order I list them.

There are various specifications to battles, most of which need to be taken into consideration before entering. Before this can be done, you have to know what you’re looking for. This can be decided by picking out various specifications below; but before you read ahead, think of a particular combo you want to use and keep it in your head as you read. I’ve split up the specifications into categories listed in order of importance, labelled (from most to least significant) under Primary, Secondary, and Miscellaneous.


The following are the things you should look at first and look at carefully. They are also the most obvious in which you probably already take into consideration; but don’t worry, I’ll give you a few tips.


The arena in which you enjoy the game is the first thing you look at, right? Certainly one of the first things you think about, at least. Well, it is the basis on which all other factors are examined, including the combo you chose prior to looking for a battle. You don’t want to go to an Island match with Railgun and Wasp and expect to do anything in the map, which is dominated by Medium to Heavy tanks and short range weapons, such as Freeze. Lets say this Freeze/Mammoth player is looking to go to different map with the combo; he's not going to be much help in Kungur.

When choosing the right map, firstly, think of your combo and if it is compatible with the map you’re looking to join. Second, choose maps in which you have the most knowledge and experience in to optimize the productivity and enjoyment of the match. Also, if you ever join maps you’re not familiar with, get your bearing; stay productive while exploring the map. And if you ever come across a map you've never been in and want to join, you would be better off creating a private battle of the map to check it out prior to entering the real thing.

PRO Battle, or no?

This is another obvious parameter that depends on the preference of purchase; would you rather purchase supplies or a PRO Pass. Of course you could do both, but when it comes down to finding the right battle, you either have the possibility of supplies being restricted or have freedom to enable them. Depending on the specifications of the PRO battle (which I will go into depth with later), it should minimally affect the choice to join it. It is either a PRO battle, or it is not.

This of course can be considered a generalization but because it is a main factor; it can’t be overlooked. If you feel it is unfair that you have to pay for PRO Battles, think about how unfair it would be to those that purchase supplies regularly if you didn’t have to pay. The price you have to pay is minute compared to what they have to pay for a “Supplies” kit, even more so with the “Lots of Supplies.” Also, I wouldn’t personally recommend paying the 500 crystals for a single PRO battle unless you rarely play them. If you have a sizeable monthly crystal income and play a decent amount of PRO battles, get the pass; you can join any battle from the list and can afford some losses. The price of the pass is equivalent to 10 PRO battles. And if you’re from the ”No-Supply battle” days, make sure you check to see if supplies is enabled, as its successor isn’t the same; I’ve overlooked that detail a few times.

Flag Limit / Kills / Points / Timer

Joining a battle as it's about to end due to any of the reasons (that are in no particular order) in the bolded title for this segment is rather unwise; unless you’re worried about not being able to get a spot in the battle after its completion, which is understandable in some cases. These are things that can determine how long the battle will continue or how long you have to assure yourself a win.

If there is a flag count (for Capture the Flag modes) of 37 and no time limit, you may be in for a long fight if the opposition is mounting a decent team. For a 99 kill Deathmatch, it may take about 20 minutes at least; in the case of a Team Deathmatch, slightly shorter. In Control Points, the goal of 100 would take about 20 minutes to complete, as well. And the final factor that is either accompanied by any one of the game modes or by itself is the time. 15 minutes being what its pre-set to any battle creation, it is rare to see a battle with such length, though could warrant interesting gameplay. The bottom line: don’t join anything you won’t be able to finish. You may get the enjoyment in the match but not get anything for it if you exit early.

Players in the match

This may be more significant for the smaller ranked players, but can apply to the higher ranked, if you look at it from the opposite direction in which I will describe. If you’re looking to join a team-oriented battle, from say a Major’s point of view, you might want to be looking to join the stronger team, based on the amount of higher ranks; however, a DM may not be the best choice to join if the majority of of the players are higher ranked, unless you’re feeling confident. Go for it.

Now, contrary to what I said in my example: Ranks are deceiving. Just because they have a nice shiny, higher rank doesn't mean they have the equipment or skill behind it to make a profound effect on the outcome. So sure, the ranks of players can hint at the quality of a team, but remember, there are the “prodigies” that have become expertly versed at a lower rank or veterans on their lower ranked accounts. You should also be mindful of players scores. If a the leading team has a number of players at 0 it could signify them losing their grip, it being a mult (if you have reason to believe), or a player that just took a quitters spot.


Four different variations of battle offers plenty of opportunity for success. DM and CTF being the most common; from these two, you should be comfortable with at least playing one of them, especially if you particularly like the less common TDM or CP. But if you like both, that's still good; means you won’t have as hard of a time finding a battle.

To be a bit more specific on being comfortable with the game mode, you have to fit in to a particular role, or “groove,” if you will. You could be, for example, in a Kungur CTF using Shaft to snipe off the oncoming enemy as a defensive role. Or, in a Desert DM with Railgun, shooting from either end of the map at spawning tanks and any challengers. So it comes down to being productive in the particular game mode; and your job to figure that out with your equipment / skill set.


Four additional variations of format offer scope when playing maps. Are you looking to play Hornet-Railgun battles or Wasp-Railgun battles only? Or are you perhaps looking to fly around in the air in the Parkour format? Depending on what you're looking to do, the format can play a vital role when deciding what battle to join.


The following are some things you should pay attention to but not be too horribly concerned about.

Supplies or No-Supplies

A deciding factor can be whether or not you want to / are able to use supplies constantly. Although its a big one, I keep it as a secondary because everyone is not always constantly using them in normal supply matches. Unless you stumble upon a “drug war” and get caught off guard if you you’re not able to retaliate with supplies, drug wars can usually be identified after the first couple minutes of being in the battle. And if a drug war seems to be breaking out, it may mean you’re being taken over, in team battles.

In a normal match with supplies, don’t feel like you have to use supplies if everyone else is. Your team would definitely appreciate it and you’ll get a lot further along in Deathmatches. As long as you’re actively trying to help your team, you can’t be kicked or banned because you’re not using supplies.

Bonus Drops

A gift of this sort from the skies should be used and used well. The majority of battles have this enabled, so you shouldn't have to worry about not finding a First Aid when you need it most. Though, don’t be hesitant to go into a battle where supplies don’t drop from the sky, you may be surprised at just how fun the game can be without them.


The ever so slight advantages and mean the difference between getting the kill or not; however, if you don’t have many things MU’ed, then you might want to stay away from battles with them enabled. Although they are disabled in PRO battles, it is still worth the price to make sure those slight advantages aren't shown at an unexpected time. If you have a large amount of item parameters micro-upgraded, then go tear them up.

Changing Weapons

One of the best additions to the game, in many eyes. The ability to change during battle is commonly enabled. This is always a good thing, especially when the opposition is changing, you have abide by those changes and adjust to better combat it. So, this is definitely a deciding factor in whether or not you should enter a battle.


Lastly, these are what you should be minimally concerned about when deciding on a battle.


Restricting the amount of player that can join one team per the amount that are in the other is necessary, in most cases. Clans or groups of players like to be able to join a battle all at one time to stand their ground and try to prevent random players from joining their team. It shouldn't be too big of a deal, unless you fear the opposition could grow in numbers rapidly. If so, you should take a glance before entering.

Friendly Fire

The unfortunate harming of your own teammates, whether it be an accident or on purpose, is a nuisance to all. This specification is more often than not, disabled. But the short ranged weapons (except Isida) especially, should be wary about the possibility of damaging their opponent and teammate at the same time. Some may go for the longer ranged weapons like Thunder, Railgun and Shaft.