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Techniques of the Artist

Art DMG

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Stahl_Damon #41 Posted 27 August 2017 - 03:46 PM

    Lance-corporal

  • Players
  • 3673 battles
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  • [MOM7]
  • Member since:
    05-07-2016

View PostDark_Magician_Girl, on 22 May 2017 - 10:24 AM, said:

Hi everyone, I thought I’d create some more educational content on how to shape the game to your liking.  Being a Blitz artist, so to speak, or having the ability to sculpt a changing situation and continually control the game is such a difficult skill to master.  While technical skills, tactical skills, and a winning psyche can be developed, certain key points in gameplay need to be ground into the foundation of every aspiring super player out there.  After giving it about a month of thought, I figured I’d elaborate on the top 5 habits that great players have developed.  I hope reading this will help you play better and win more.

 

Uni’s  are faster.  Do not mistake this to mean they drive faster tanks.  Not necessarily.  To give an example of what I mean, I will reference our lovely forum feline, MarBearCat.  Cat once put up a video in his M103 in a platoon with another player on Mines.  While watching Cat’s gameplay, there was nothing fundamentally wrong with Cat’s skills.  Cat made minimal to no errors in the game.  However, the difference between watching our friendly neighborhood feline and a uni is that everything happens faster.  What do you mean DMG?  In the case of the Mines game, Cat poked the hill and abused the gun depression of the M103 and wiggled the semi-strong turret and did damage to enemies.  A uni would do the same things, but with smoother transitions between actions and sped up execution of said actions.  For example, when you watch uni gameplay, they poke just barely, scope in for roughly a second (maybe less) on a small weak point, fire (and most importantly connect their shots), immediately going into some defensive maneuver whether is be angling, sidescraping, wiggling, pointing the gun up, etc..  This sequence of actions has become near reflex, and most players need to develop their own sequence of being able to dish damage while taking none in return.  Minimal exposure with maximum lethality.

 

Uni’s (usually) get the first spot, and the first shot.  Going off my own personal experience, this is extremely important for winning.  Attempting (and connecting) the first shot is extremely critical as it acts almost like a confidence shot, boosting the level of my gameplay,  From a more objective standpoint, getting the first spot, and the first shot sets the tone and the pace of combat.  If you can successfully do this, you control the early game and can usually sculpt wins before the enemy has a chance to start playing.

 

Uni’s know when to hold’em, and they know when to run.  This one is pretty simple.  Discretion is always the better part of valor.  If you believe you are the better player, why would you elect to hold your ground and trade HP early?  That’s the 30%’ers job.  Not yours.  The main concept about appearing near invincible in combat is knowing you are not invincible.  Knowing when to fold and relocate, trying again at a different area of engagement is critical for development.  Everyone has a role to play in battle, some are more complex and critical than others.  You, the uni, or the uni-to-be need to understand that your role is more important than the 40% sacrificial lamb and that you should be trying to keep your gun in the game for as long as possible.  That being said, you have to know when to hold your ground.  Sometimes you just have to dig your heels in and grind it out.

 

Uni’s PLAY on 1 hitpoint. Do not mistake this to mean simply staying alive.  It does not.  Just as the common life phrase goes “there is a difference between being alive and living,” the same goes for Blitz.  You can play on a 1 shot, but how effective are you? Are you still doing damage, or at least attracting attention?  The difference between most players and uni’s is that when they are put in the 1 shot scenario, they don’t stop playing.  I’ve often found that lower HP uni’s are often tougher nuts to crack than full health uni’s.  When uni’s are reduced to low health, they keep doing damage, and become extremely hard to kill because they know they hang onto virtual life by a thread.  Regardless, uni’s continue playing and you’ll have to pry a win from their hands, even on a 1 shot.

 

When Uni’s commit to aggression, it’s fully: for better or for worse.  The mindset for most super players is to not take damage, yet deal damage in return.  However, there are the times where trading inevitably occurs.  In the event you decide to play aggressively, commit to it.  For example, when I commit to aggression against another tank in my dracula from a passive position, I go all in.  I press that engine boost so I am off the mark and out of the gates as fast as possible, getting close to the target as quickly as possible.  There is no second thought as to whether committing was a good idea:  I have already decided it was a good idea.  This is essentially saying that if you are going to go past the point of no return, do it in a blaze and don’t stop.  That being said, recognizing when to commit is a much more difficult endeavor and can really only be acquired from experience and practice.

 

“I take you to be my tank, to have and to hold from this day forward, for better, for worse, for richer, for poorer, in sickness and health, until death do us part."

DMG

 

 


[url=http://www.blitzstar...png[/img][/url]

 

“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.” 
― Sun TzuThe Art of War


Stahl_Damon #42 Posted 27 August 2017 - 03:47 PM

    Lance-corporal

  • Players
  • 3673 battles
  • 36
  • [MOM7]
  • Member since:
    05-07-2016
As usual, your wealth of knowledge and experience is an asset to us all. Thank you

[url=http://www.blitzstar...png[/img][/url]

 

“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.” 
― Sun TzuThe Art of War






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