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Guide to playing in Iran effectively

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About Iran


Overview: Iran is a popular map, in all ranks and all game modes - despite being able to hold 20 players, it's not the largest of maps, but it does play on multiple elevation fields. In order to progress in this game effectively, you're going to need to know your way around this map; otherwise, your options become significantly limited.
Battle Modes: DM, TDM, CTF, CP
Size: 20 players, 10 vs 10

Tactics

DM/TDM

Since this map has a Dusseldorf complex (high building density, large square area, one central courtyard, unconcealed perimeter around the map), most weapons can be used with outstanding finesse. However, as logic dictates, there are some places where certain tanks should rarely set tread on, while others require that same area to thrive.

Striker, Railgun, Magnum and Vulcan have an excellent time on the outskirts of the map, having a clear line of sight around the edges and possibly through into some of the inner sections of the map. This allows for effective patrol routes to be taken outside Iran, since a few useful supplies lie just within the hallways. Thunder and Ricochet can even fire into said hallways and take out unseen opponents. There's really no location that a weapon can't access, but it's best to stay within the recommended areas anyways to maintain your advantages.

All mid-field and close ranged weapons agree that the hallways of Iran are literally to kill for. A hull heavier than Hornet but smaller than Titan is recommended for spending a large amount of time on the alleyways, while something quick works better for open-ground combat, such as the central arena. These points are subject to change depending on what weapons and hulls your opponents are using, but otherwise, adhering to these standards could give your D/L a nice boost.

It's worth noting that since the sides of the buildings are planar and perpendicular to the ground, Ricochet can use them as an effective platform to take out fighters that are not within their direct line of sight. The same could be said for the tunnel that leads beneath the map, but in DMs, few people use that route, as the geometry of the wood panels catches tanks constantly, hindering their progress and possibly leaving them as sitting ducks.

CTF

Light hulls have more of a niche role in capturing flags; a philosophy that contradicts the philosophies of other maps -- the bases are narrow and particularly cramped, meaning that you're going to need bulk if you're going to want to get in, but also get back out. This doesn't mean that speed is absolutely futile; if you have a Double Armor and a Speed Boost on a Wasp, you may have an opportunity to pull out from their base and pass the flag to a heavier opponent (you're going to take damage, without a doubt).

Hunter, Dictator and Titan are excellent for the purpose of invading with greater health -- Mammoth arguably works too, but it's a tad too slow, even though speed isn't quite as significant here. It's not to say it can't work, for if you do manage to escape, barring a Railgun on the outskirts of the map or a teammate blocking, you're probably going to be okay, which prove clutch to a tight game.

However, generally speaking, Iran's flag setup doesn't bode well for light offenders, as they simply get taken out before they can get away if they're not precise with every moment they make. There's also the fact that a heavyweight can camp on the flag and tear you to shreds by just simply outlasting you. Wasp, having the lowest torque rating in the game, simply does not have the power to move giants, while Hornet's considerable strength still can't match the might of a well placed Titan.

In terms of route, make sure you're using the cover of the buildings whenever possible. Ducking to the outsides of the map immediately could be a death sentence, as you're simply begging for a Railgun or Shaft to send shards of you into the stratosphere. Try sticking to the hallways as best you can, keeping your camera up to dodge any trawling Viking / Firebirds and the like. Only use the tunnel as an emergency escape route to dodge slower tanks.

CP

There are five control points in this one map; but since they're all somewhat near each other, NO control points will ever be neglected. The idea of zooming around with a light hull to capture neglected points to contribute doesn't apply here - every single point will be fought for at all times, but the payer density at each may vary.

As such, you will need to bring bulk, as a light hull generally will not be able to capture a point unless it is packing serious offence (eg. a Double Damage on its turret of choice). You will need to be wary of everything that's going on here; your turret shouldn't have many moments where it stops turning, just in case someone tries to sneak up on you from behind blind corners. Team synergy wouldn't dare go amiss here, either. Communicate with your teammates, and use your collective judgment to target and conquer specific points.

Recommended Equipment

DM/TDM

For "Close to mid range" combat

Firebird, Freeze, Hammer, Smoky or Ricochet.
Viking, Dictator, Titan or Mammoth.

For "Mid to long range" combat

Striker, Vulcan, Magnum, Thunder, Railgun or Shaft.
Wasp, Hornet, Hunter or Viking.

CTF

Firebird, Freeze, Isida, Striker, Thunder, Vulcan, Ricochet, or Railgun.
Hornet, Hunter, Viking, Dictator or Titan.

CP

Firebird, Freeze, Isida, Striker, Hammer, Thunder, Vulcan, Ricochet, or Magnum.
Hornet, Hunter, Viking, Titan or Mammoth.