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Guide to playing in Highways effectively

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Highways new.jpg
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About Highways


Overview: Highways is a very unpopular map; you'd be hard pressed to find it no matter what rank you are. It has a niche role for being the setting of rank up parties, but is still outclassed by Stadium, Rio, and even Berlin in that aspect.
Battle Modes: DM, TDM, CTF, CP
Size: 24 players, 12 vs 12

Tactics

DM/TDM

Shaft and Magnum are viable in the sense that you can station well up above, at the top of the map, and pick off unsuspecting enemies on the other side or down below. From many vantage points upon either cliff, you'll have a great view of a fair portion of the map. However, this tactic isn't as viable as it once was, given that Shaft's now-present laser scope reveals your location, meaning that you cannot "camp", so to speak, and if you run into an enemy whilst trying to change location, barring them being battered as well to the extent you can pick them off with an arcade mode shot, you are finished.
However, this does not mean that using Shaft here is borderline suicide. A great number of Shaft users have mastered the art of hiding their impetuous laser sights by hiding it in the ground or on the border of a polygon, using the peripherals of their vision to scout out potential targets. Concealing the beam until a tank comes into view is a great way of racking up surprise kills, since very few tankers will be able to dodge the sudden line of red in time before the bullet blows them into oblivion.
Thunder is another viable option, due to the high amount of props planted in the map - arguably a bit more reliable in terms of its success as well. While it may not have maximum power at infinite range, it can still deal hefty amounts of damage to previously damage tanks, possibly scoring a kill without them ever knowing what hit them. Not only can it handle players from a distance, but mid-ranged combat is a breeze for Thunder, scoring kills on Shafts and Magnums who were starting to set up and Wasps hiding from fire across the valley.
Railgun can be useful for hitting unsuspecting enemies, and does a lot better up close than its Shaft counterpart, although it faces similar problems with Shaft in being particularly easy to spot during charge-up. Unfortunately, there is no way to hide the glow from the turret's end, so you're probably going to have to either pin yourself to one spot or be constantly on the move.

CTF

Shaft enables you to be a solid defender, with the best position being away from the flag - whilst your laser scope may reveal your location, other, more mobile teammates and the flag itself will, barring a stale game, take priority, and this is a psychological advantage for you. You can continue to pick off threatening enemies, knowing that taking you out isn't the top priority; however, that only applies to shorter ranged turrets, such as Hammer, Freeze and Firebird - you should be more wary of opposing Railguns and Thunders, as they will generally beat you in a 1-on-1 unless you specifically target them. However, as effective as the tactic is, this leaves other enemies free to roam, possibly more dangerous ones that are more inclined to grab the flag.
Firebird, Freeze and Hammer are also viable as it enables you to be a hard-hitting offensive threat. The quarters are relatively cramped once you reach the individual cliff valleys, leaving little room for enemies to escape. On the other hand, this doesn't give you much room to maneuver, either, so keep your exits mentally marked and your route forward flexible.
Magnum does an excellent job on the defending perspective of this mode. While clearing out attackers before they reach out for the flag, it can also act as an additional line of defense. All these actions are possible without the need to expose your tank !
The best hulls for this map are generally ones that can either dodge or take a Shaft blast. Granted, that leaves only Wasp, Hornet, some variants of Dictator, Titan, and Mammoth, leaving the to universal hulls generally outclassed unless you have a solid resistance paint. While the Shaft may not be the hunter it used to be on this map, do take great care in watching for them. Count the number of tankers using it, and try and keep a head count on where they are and places they may be hiding. The last thing you want to do in a Wasp is drive headlong down someone's scope without realizing it.

CP

Hornet and Wasp are useful for capturing the inevitably neglected control points with a hard hitting turret such as Firebird, Freeze or Railgun to support it, since that makes sure enemies cannot capitalize on beating you in a 1-on-1 due to raw power. The range of the weapon you choose is very dependent on what opponents are currently on the field; if the map is swarming with Firebirds, Freezes and Ricochets, a weapon with likewise close-range power is preferable, whilst in a situation where the cliffs are controlled by players with range, a long ranged turret should accordingly be used.
Viking is good for bulking out hits, which should be supported with a long-range-protecting module, such as something from the Kodiak or Griffon family, in order to prevent rival Shafts and Railguns from whittling you down, leaving you as fodder for opposing attackers.

Recommended Equipment

DM/TDM

Magnum, Shaft, Thunder or Railgun.
Hunter, Dictator, or Titan.

CTF

Firebird, Freeze, Hammer, Magnum, Thunder, Railgun or Shaft.
Wasp, Hornet, Viking, Titan or Mammoth.

CP

Firebird, Freeze, Hammer, Magnum, Thunder, Ricochet, Railgun or Shaft.
Wasp, Hornet, Viking, Dictator, Titan or Mammoth.