Guide to XP/BP

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See also: Tips and Guides

The XP/BP format only approves of light hulls and railguns and is one of the most popular formats among players. Despite its simplicity, it requires certain skills and experience. For beginners, we have put together some tips that will quickly help you learn how to play this format.

BP in XP/BP stands for Васп/Рельса meaning Wasp/Railgun

Railgun

Railgun3.png

Main article: How to use Railgun?

Railgun is a long-range gun with high recoil, impact power and high one-time damage, but with a rather long reload cooldown, which is its main drawback. In the XP/BP format, this is the only allowed turret, so it is especially important to be able to play it and understand how it works.

Hulls

Wasp3.png
Hornet3.png

There are only 2 allowed hulls in this format:

Wasp is a lightweight hull with high speed and maneuverability. Thanks to these qualities, it is more popular than Hornet; in addition, Wasp is taller, and it is more convenient to swing it, which can often be used advantageously. Wasp is the choice for active and aggressive play.

Hornet is also a light hull and although it is slower and clumsier than the Vasp, the Hornet is more difficult to flip. Therefore, this hull is more suitable for defense and positional shooting.


Gameplay tips

  • In the XP/BP format, every Rails shot is valuable, and even one mistake can deprive your team of victory. Considering the long reload cooldown, assess the situation wisely and do not rush.
  • When shooting at an enemy, try to aim at the edges of his hull, this will help throw off his aim, and his chances of a successful hit will be greatly reduced.

Guide xpbp1.gif

  • You can also avoid being hit by unexpectedly changing the direction of movement or by “playing with the body” (you can hit the enemy on the edge of the hull and sharply move back).

Guide xpbp2.gif

  • Battles in the XP/BP format are played with light hulls that can withstand no more than two hits from the Railgun. If you have already received 1 hit, then try to do the maximum: take the flag as far as possible (in CTF), destroy as many enemies as possible (in DM and TDM ) or capture a point (in CP), but do not expose yourself to enemy shots.
  • Don't let the enemy go too far if he has already received 1 hit: try to finish him off before he goes too far with the flag or captures a point.
    • In this situation, your opponent will be at a disadvantage as long as you keep pressing. At this time, you yourself must act calmly and quickly.

Guide xpbp3.gif

  • If you cannot avoid being hit, then press yourself against a wall (preferably in a corner) and shoot back. This way, the enemy will not be able to throw off your aim and leave with impunity.

Guide xpbp4.gif

  • This is also useful when you are left with a flag for 1 shot: press yourself against the wall, and for a few seconds after your death the enemy will not be able to return the flag.

Guide xpbp5.gif

  • Try to hit your opponents from afar and from cover. This way you will have the opportunity to hide and not get shot back, even if you miss.
  • Regardless of the map, be it large (Kungur, Parma, Solikamsk, Osa, etc.) or small (Zone, Sandal, Station, Island, Sandbox, etc.), give preference to Wasp . This way you will have more speed and maneuverability, increasing your mobility on the map. And with skillful play, the risk of a coup is still minimal.