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ExoTanks FAQ, Instructions for Key Mechanics. ExoTanks MOBA Beginner’s Guide – An New Players Guide to Help You Get Started
Start of the match


Once you're in the game, you'll be in the hangar. Here you can explore in detail all combat vehicles, their unique skills, and characteristics. Tap the "Play" button on the top menu to start searching for a match. With the current settings, this can take about 1 minute. As soon as a match is found, take a fight.

Tank Choice - "Drafts"

Before the start of the battle, all players take turns choosing the tanks on which they will fight. Wait for your turn, select the icon of the tank in the bottom panel and click the " Submit " button. Hurry up, you only have 15 seconds. Look at picture 1.

There cannot be two identical vehicles in the same command, so the tanks already selected by your allies are not available for selection. Icons of inaccessible tanks are  * .

To make the best choice, familiarize yourself with the class of the tank and its skills. If your team lacks a tank of one of the classes, you will see a hint.

Picture 1.

Control keys

The keys, by default, are shown in the figure. You can change the keys in the settings menu as you like. Look at picture 2.

Picture 2.


Keys "W" / "A" / "S" / "D" are responsible for acceleration, braking and turns of the tank. Different tanks have different weights, speeds and controllability.

The "SPACE" key is a handbrake, which allows to brake quickly, but without maneuver.

Key "J" can be used a jack. This is useful if your tank is stuck or overturned.

The "L" key switches on the headlights and the lamp on the turret. Let there be light!


The left mouse button is a gunfire. Different tanks have different guns, with their own type of shooting.

Keys "Q" / "E" / "F" / "Left SHIFT" and "Right Mouse Button" are responsible for activating the Skills of your tank. Each tank has its own set of unique Skills. Click "Left CTRL" to get information about all Skills (left pane). Look at Figure 3.

Picture 3.

Rotate the Mouse Wheel up and down to zoom in and out of the camera.

The "G" key allows you to enter sniper mode and aim at a long distance. Rotate the mouse wheel to change the magnification of the scope.

Click on the Mouse Wheel to rotate the camera without turning the tank turret. Very convenient to look around.

Keys "Z", "X", "C" give signals on the mini-map: "Need help!", "Protect!", "Attack!

Installation of equipment

Destroying enemies, helping allies, and successfully completing game goals, your tank gains Experience and can raise its Rank up to the 3rd. Each new Rank gives you the right to set 1 out of 2 types of equipment to choose from:

Press "Left CTRL + 1" to install Equipment #1.

Press "Left CTRL + 2" to install Equipment #2.

Some installed equipment may be active. Use the "1" and "2" keys to use it.

Press "Left CTRL" to get information about the Hardware (right pane). Look at picture 4.

Picture 4.


The "TAB" key raises the window of combat statistics. Estimate how many tanks you destroyed, how many times you helped your allies, and how many times you killed yourself.

Key "T" changes the style of icons on the mini-map. It is convenient to understand what kind of tanks are on the specified positions.

Press "L.ALT" to call the mouse cursor. Useful for pressing other buttons in the game interface.

Capture Point Mode


The aim of the battle in the Points Capture mode is to reduce the Points counter of the enemy fraction to zero by capturing as many Key Points on the location as possible. Each captured Key Point takes 1 point per second from an enemy fraction.

The Points counters are displayed on the top panel. Look at picture 5.

The green scale and the counter below it show the Union Fraction Points.

The red scale and counter underneath show the enemy fraction glasses.


Picture 5.

Key Points

To take over the Key Point, you have to hold it for a while. The more tanks hold the Key Point simultaneously, the faster it will be captured. Use the same principle to prevent the allied Key Point from being captured.

Key Points on the landscape are marked with a circle with a beam in the center. To hold and capture the key point, the tank must be within its radius. Look at picture 6.

The location of all Key Points can be determined by a mini-map.

The color of the Key Point reflects its status.

Allied - green;

Enemies are red;

Neutral - white.

Picture 6.

Battle phases

When one of the factions reaches a certain point, the Combat Phase changes and the location of the Key Points on the location changes. When the Battle Phase changes, you will see a warning message called "Changing Combat Conditions". Look at the mini-map to see the new location of Key Locations to capture. Look at picture 7.

Each new battle goes through its own unique Scenario. The script determines how Key Points will be located in different Battle Phases and how often the phases will change. Different Scripts are played differently, and make a variety of gameplay with the capture of points!

Picture 7.


The base is the location where the players of each faction start the match. Destroyed tanks are not excluded, but are revived on their bases after the end of the Renaissance Timer. At the same time, the higher the rank of the destroyed tank, the more time will take its revival. This means that the destruction of the tank at the end of the match has greater consequences than at the beginning.

As long as the Renaissance Timer lasts, the player is in Observer Mode. In this mode you can see how the allied tanks are fighting and switch between them by pressing the shooting key.

If you have little strength left, you can quickly restore it on the base - just stay there for a few seconds.

Game mechanics

Classes and Roles

The class determines which roles the tank will perform in combat, and also determines the typical balance of tank characteristics, although exceptions to the rules are possible. Tanks are divided into 3 classes:

8. Assault Class. Assault take the lead in quick attacks and point captures. Using their lethal skills, they can destroy enemies in seconds. Powerful weaponry charges include thin armor and low hull strength.

9. Defender Class. Powerful tanks Defenders withstand a huge amount of damage. Class skills are aimed at supporting allies with fire and static defense. Relatively low damage and sluggishness are compensated for by a large margin of strength and heavy armor.

10. Engineer Class. A support class that weakens opponents and assists allies. Have an arsenal of various skills that can reverse the course of battle. Engineers with average damage, speed and durability.

A well-balanced team from different classes is more effective in combat.

Picture 8.

A role is a set of combat tasks that you need to perform in order to benefit the team. One tank can perform several roles. Depending on the specific Skill and Class, some tanks are better or worse suited to certain Roles.

List of official roles:

1. Rapid Damage - Deals large damage in a short time.

2. Point Capture - Quickly captures key points.

3. Control - immobilizes and attenuates one or more targets.

4. Repair - restore the strength of allies.

5. Support - increases allied fire and other assistance (e.g., effective target detection).

6. Allied Defense - Reduce damage to allies.

7. Point Defense - defends captured key points.


Our shooter differs from tank simulators by individual tank skills. You do NOT need to buy or unlock anything to use them. Winning depends on your skill!

Any tank has 4 skills - 3 Basic Skills and 1 Ultimatum Skill with special power. Basic Skills are available at the very beginning of a battle, and the Special Skill must first be "charged".

Passive Abilities do not need to be activated by pressing the keys - they are valid at all times. For example, the "Cardan" skill, sets the rate of fire of the Diablo tank, depending on its current speed.

Active Abilities, you need to activate by pressing the keys ("Q" / "E" / "F" / "Left SHIFT" and "Right Mouse Button"). After activation, the Recharge Timer starts to count down. This skill cannot be used for some time.

Click "Left CTRL" to get information about all the Abilities (left panel). Look at picture 9.

Picture 9.

Almost every tank has its own "counter-tank", the skills of which are most beneficial against the skills of your tank. The more tanks will appear in the game, the more important will be the choice of the right "counter-tank" before the fight.

Some Abilities have Control Effects on tanks - typical effects that prevent the fight. At the moment there are 2 popular Control Effects:

1. Disabling - the tank will not be able to move, brake, turn the tower, shoot, use skills, detect enemies and use the mini-map.

2. Virtualization - like Disabling, but the tank becomes invulnerable and it is impossible to select it as the target of the skill.

Any tank has a Control Resistance parameter, which reduces the time of Control Effects from 0% to 100%. The Control Resistance is specified in the tank characteristics in the Hangar.


In different games, there is a mechanics to collect items to improve the hero in battle. By developing a dynamic shooter, we wanted to simplify this mechanics, but leave its meaning - pumping the tank in different variations. As items to improve the tank in battle, the player is available different equipment. Equipment can improve the characteristics of the tank, give the skills new properties, or discover new skills. With the help of the Equipment, you can make your tank more suitable for one of the 2 or more typical roles of this tank.

When you destroy enemies, capture Key Points and help the allies, you will gain experience and can raise the rank of your tank, up to the 3rd. The current Rank and the number of Experiences until a new Rank is obtained are shown in the bottom panel of the battle interface. Look at Picture 10.

Picture 10.

With the new Rank you can install one of the 2 types of equipment on your choice. Choose what you think you need in a particular battle and experiment!

Press "Left CTRL + 1" to install Equipment #1. Look at Picture 11.

Press "Left CTRL + 2" to install Equipment #2. Look at Picture 11.

Similar to the Abilities, there are Passive Equipment that operates continuously and Active Equipment that is used by pressing the keys ("1" / "2")

Picture 11.


Different tanks have different types of guns: Guns, Machine guns, Grenade launchers, Missile launchers, Flamethrowers, lasers, plasma guns, etc. However, regardless of the type of weapon and its characteristics, there are three types of shooting, each with its own tactical characteristics:

1. Shooting by direct observation. The projectiles reach the target instantly and always fly in a straight line without falling down. Lasers, Flamethrowers and light machine guns have this type of fire. The best tactic is to always keep your opponent in the center of your sight. Look at picture 12

Picture 12.

2. Shooting with anticipation. The projectiles have a flight speed and take time to reach the target. Some projectiles, some of which are rocket-propelled grenade launchers, are on a ballistic trajectory, i.e. they fall down. Guns, grenade launchers, and heavy machine guns have this type of fire. The best tactic is to shoot at some distance from the front of the enemy tank. The farther the opponent, and the faster he moves, the more pre-emptive he will need. Look at picture 13.

Picture 13.

3. Automatic guidance. The projectiles automatically capture and reach the target if there are no obstacles in their path. The projectiles have flight speed and course correction. Usually, this type of shooting is performed by rocket launchers. The best tactic is to shoot when there are no obstacles between your tank and the enemy tank. Look at picture 14.

Picture 14.

Some of the guns have Razbros. This means that the projectiles will fly within the diameter of your scope.

Different guns have different numbers of projectiles in the cassette and different reloading times, but the total number of projectiles in combat is not limited. Shoot as much as you want!

Damage and Armor

Most of the guns and skills in the game deal Physical Damage, which is reduced by the Armor of the tank. The thicker the Armor, the less Physical Damage the tank will receive, but the damage will be dealt in any case.

Some weapons and skills (e.g. Flamethrowers) deal Absolute Damage that completely ignores the Armor. The location of this type of damage does not matter.

Armor, in different parts of the tank, has different thicknesses. Typically, the thickest Armor is the front of the tank, the middle-thickest Armor on the sides, and the thinnest Armor in the rear. In battle, it is most advantageous to stand in front of the enemy and shoot at its back. Look at picture 15.

Picture 15.

Different tanks have different thicknesses of armor. The specific values you can find in the hangar.

In our game, there is no mechanics of penetration, ricochet and shooting at critical modules. This allows you to make the gameplay more dynamic!


In our game, you always see enemies (tanks, devices or drones), even if you don't find them, but the detected enemies are marked with a red outline (visible through the walls) and an indicator that shows the strength of the enemy. Also, the detected enemies are displayed on the mini-map for all team members.

The tank detects an enemy if at least 1 of the 2 rules is followed:

1. The enemy is in the Tank Detection Radius and is not hidden behind an obstacle. Different tanks have different detection radius.

2. You have attacked the enemy or vice versa - the enemy has attacked you. An attack is considered to be a hit from a gun or an impact of some skills.

The enemy is considered to be detected within 5 seconds from the moment of detection, even if it is behind an obstacle.

An enemy that is detected by one ally is detected by all the allies.


The tank receives Physical Damage from collisions. The greater the collision pulse (Mass x Speed), the more damage the tank will suffer.

You take damage if you hit a wall at high speed. However, you can ram your enemies and deal damage to them. The heavier and faster your tank is, the more damage it will do to your lighter and slower enemy.

It matters what part of the tank had to collide. The thinner the armor is in this area, the more damage it causes. It is most advantageous to ram the front of your tank in the back of the enemy.


In battle, a tank can turn over or get stuck, for many reasons. In the upside downstate, the tank can shoot and apply skills. Flip the tank on the tracks allows the jack.

If the system has detected a tank overturn, you will be asked to use Jack by pressing the key ("J"). However, the player can use the Jack at any convenient moment, if the last use was 10 seconds.
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