Ghosts Chance
Inf4m0us
588
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Posted - 2013.12.26 17:40:00 -
[1] - Quote
I would like to start by saying this isnt a tank AV nerf hate thread or anything like that, keep that to other threads please, BUT for the moment untill numbers get reworked and things get tweeked in every wich way we cant just give up on destroying tanks or defending against them.
I am Chances Ghost, well known for my rather hilarious exploits of a demolitions expert, i make things go boom and bodys ragdoll into space (gotta attack those EvE pilots somehow)
Tank traps and YOU
right now everyones trying to wrap their heads around the AV/tank metagame, militia tanks are EVERYWHERE as people havnt figured out how to counter and everythings chaos.
lets just examine a few pieces of the meta right now.
-tanks are cheap enough that a tanker can and will call out multiple tanks a game, destroying all the tanks on the field will result in more being called in unless you can destroy them so fully that they stop being able to kill things and would rather get kills then be a tank that game, removing tanks from a match is railtank work, kill enough of em and they will stop bringing out more, it requires a good pilot though. for your average trooper the meta isnt about stoping the enamy from having vehicles, its about survival and defending/taking objectives.
- swarms and PLCs have been reduced to "harrassment" duity, while good players can mop up multiple tank kills a game with them devoting yourself entirely to anti AV as infantry isnt for the feight of heart and light of wallet. squad based takedowns are nessesary with these weapons wich means you have to either abandon obejctives or wait for tanks to come to you.
- objectives, objectivcs, objectives. tanks may not be able to take objectives but they are great at destroying a perimiter around them, forcing infantry deep into the objective out of tank LOS alowing enemy forces to get all that much closer to the objective. this makes the objective more of a killzone then a defencive position, part of this is becuase of map design and part of this is actually good but it rarely ends well for the defenders.
- right now tankers are taking LOADS of risks, the lack of much resistance is giving tanks the impression they can zoom in without hardeners on , only activating them AFTER they take damage. this is causing a situation where the best defence is a good offence and destroying a tank outright with aplha damage is the only way to really put the hurt on before the damage to your defence is done. this is both a strength and a weakness because alphaing a tank isnt exactly easy but it alows the destrution of a tank without the tanker being able to react to the attack.
This brings us to tank traps, these thittle things have killed me more tanks then i can count, especially in faction warfare. There are a few types of traps you can use, some with VERY minimal skills invested, im talking less then 100k SP, and if an entire squad uses this tactic when defending objectives the tanks are going to either have to come in with their hardeners hot (wich alows for other fun stuff) or they will spend gratuitous amounts of time trying to destroy the traps (usually because they exploded to one in that spot already).
lets look at a basic FAC war formation, this is a set of basic proximity mines combined with a set of basic remote explosives
you want to chain the explosives so that every remote is in detonation range of a proxie, you can use a line formation for wide locations, an arrow formation for spots that are in the open, or a stacked formation for very narrow positions.
the line formation is a simple horizontal line across a road or entrance way, think police spike traps, with either alturnating RE/PROX or one RE paired directly with each prox.
the arrow formation works better if you find that the tanekrs are more aware of traps and wont run over them, if you place the proxes as the point and the REs in a line once the tank hears the beeping its already too late, this setup is manually triggered however and you will have to detonate it yourself for the most bang for your buck.
the stack formation is literally just a giant pile of explosives, a focused blast that works great against tanks, but due to bugs in prox detonation isnt so great against LAVs going full speed.
a U formation is actually ideal in most cases as this alows for maximum coverage and damage alowing all explosives to detonate on target and none of the explosives triggerd without being in range of the target vehicle.
this is a late game defence stratagy, as it requires a moment to setup and swap out suits, so picking a base with a supply depot as your squads home base is ideal. once you get set up however vehicles are going to have a hard time manuvering around your base, and by the time they adapt to the traps locatiosn you can and should be changing their locations. it helps to have a dedicated explosives expert in your squad who can run maintanance on this and stay close to home for home defence, this guy can also focus on hiding uplinks and supplys around the base for emergencies and will be the first to call out an impending attack on home base giving your squad time to regroup and book it home if they are pushing forwards.
dont forget that you can also manually detonate these explosives, ive killed off a few red pushes just by detonating my tank traps manually for anti-infantry perimiter work. a fully loaded demolitions expert can have at minimum 6 different detonation groups (using republic LP remotes) and even more if AUR is involved dont be afraid to use the same tricks against infantry infesting nearby cover with remote explosives ends advances quickly when a push of a button removes those pesky reds from behind that building or rock formation.
these traps WILL instantly kill any tank even with its hardeners on |