![]() ![]() This usually just increases dps, but depending on the item, could increase its range or the number of projectiles.ĭuring the 10 second upgrade period, the item is disabled, but this is still quicker than heading back to base for an item, so how practical an item's upgrades are can be a deciding factor when choosing. ![]() Most weapons, and many other items, can be upgraded once by clicking on them. There are a few mechanically significant exceptions, such as some having long cooldowns (meaning they're less certain to hit the desired target and are vulnerable to disjoints), or being restricted to certain targets like creeps-only for farming, or buildings-only for laying siege. The available weapons are quite diverse in stats, but they're all balanced via the following formula:ĭamage = (4 * gold cost * cooldown) / (0.06 * range)Īs the formula is linear, all weapons are fundamentally the same, it's just a matter of whether you want range, or dps, or item slot efficiency. ![]() Hence, teamfights are a carefully coordinated balance of soaking damage for your allies, and trying to focus your own weapons on priority enemy targets. Not only is the lone tank taking fire from two at once, its damage is divided between two targets, so it's much harder to kill one first and hope for a turnaround. Teamwork is also very important, because with this system, 2v1 almost always wins. Buying several of the same weapon is common, because it's easier to position yourself when all your weapons have the same range. Short-range weapons are easier to focus, but demand riskier positioning. So while long-range weapons can be safely used from a distance, they're easily distracted by troops and tend not to focus enemy players' tanks. In order to focus your fire on a single target, they should ideally be the only enemy in range of your weapons. This system for attacks has some interesting consequences. The rest of the game's weapons are purchasable items, so a maximum of 6 can be held at once. Most tanks have a hero ability they can level up called Tank Cannon, which selects targets in a 900 radius, and fires once per second, dealing 60/120/180/240/300 damage per hit. Instead, Battle Tanks takes auto-attacks to a whole new level: they're completely automated! Every weapon is based off a Warcraft III ability called Phoenix Fire, which periodically selects a random enemy unit in range and launches a projectile at it. Tanks don't have an 'attack' in the conventional sense where you right-click your intended target. Switching tank preserves experience, level, and items, and the same tanks are available to both teams.Īfter picking a tank, most players will grab some weapons. Over the course of the game, players switch between tanks to access better stats and abilities. Each tank behaves like a hero: it gains experience, can hold up to 6 items, and has 5 abilities which can be levelled up. Players then spend their gold to buy one of the available tanks, and kit out their tank with weapons and other goodies. Instead of picking heroes, every player starts with a Tank Pilot and a sum of gold. Less familiar will be that the full map is visible to everyone at all times (no reconnaissance meta), and that the game is symmetric! The basic premise of Battle Tanks is familiar: it's a 5v5 matchup with three lanes, and the primary objective to destroy the enemy base. The game is still being updated by Exodus and the Btanks team, and the most recent update was Feb 2014. It's quite distinct from most AoS maps, and has enjoyed a large following for many years. Battle Tanks (N-a-z-g-u-l, aka Bob666, 2005) is a very interesting specimen of lane-pushing game. ![]()
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