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Severance Pay
Planetary Response Organisation Test Friends Please Ignore
0
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Posted - 2013.02.28 00:39:00 -
[1] - Quote
Recently, I have encountered more and more tanks and most recent I face 4 tanks, 2 of which were sargaris(remember that CEOpyrex vid? That was me getting thrashed). This has prompted me to refocus in tank busting strategies. In corp battles tanks have been the bane of me and every corp I have been in. Naturally, it's imperative to skill into antitank weapons forge and swarm and nades. I believe it to be unfair for someone to easily take out proto tanks with militia gear and an insult. I have heard that some people can and have done so, but realistically I am not on their level.
I have conceived the following team for antitank warfare compatible for all game modes and corp battles. Please tell me how yo u would improve it and give examples or your build. I want to add that this build cannot nor was intended to take multiple tanks, It can hopefully take a single tank efficiently. My belief is that multitank warfare is best fought with multiple tanks.
Assault AR + FLUX + PROFILE DAMPENERS. I this guy will provide cover fire from infantry and assist in killing tank shield with flux nades(flux nades are better against shields in my opinion). While forge is charging and Swarm is locking kill shields with flux, teamwork ftw. The dampeners will hopefully by time before the enemy can pinpoint the team's position
Scout SWARM + AV + SMG + PROFILE DAMPENER The objective is to protect the busters, thus they must name be located until they have sucessfully released 1 folly. Smg for self defense, AV if you have to reload.
Heavy FORGE + SMG + AV + PROFILE DAMPENER If anyone is spotted too soon the jig is up dampener is a must. Smg for self defense, and AV if you need to reload.
Logi AR + LOGI STUFF+ PROFILE DAMPENER + FLUX Flux, need to break 2k shields minimum. No weapon besides breach forge can do that, but 2 guys lobbing flux can easily kill shields while forge charges and swarms lockon. Again dampener because you want to stay incognito as long as humanly possible.
Rules of engagement: tanks have a deadzone that the main gun can't hit, stay in the deadzone or out of LOS. Stay out of LOS of front gun, don't stand in front or behind, simple stay on the sides. Make 2 teams assault + scout close range, logi + heavy medium range. Keeping the team separated keeps you from being spotted and from getting decimated in 1 shot. Try LAV. To flank, do not engage head on with LAV, profile dampening a MUST! Try dropship to simple drop on top of tank, afterburners and dampening a must, expect to lose dropship and/lav.
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Koric McLangous
Sanmatar Kelkoons Minmatar Republic
1
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Posted - 2013.02.28 01:28:00 -
[2] - Quote
Though I don't really agree with the dampeners in this situation, these look like good setups. I would have buffer or sprint/stamina instead of the dampeners. When you are going for one of these fits, it's because something is on the field right now, and you need to get there. If the tank is a fully loaded prototype you probably won't get close without someone seeing you, so you're right, a dropship or LAV is a good idea. Personally, I would rather run it from a spawn or supply point. Therefore, I suggest stamina or speed, for it is better for both getting to the area and dodging between cover. If you're fast you can get close enough to toss a AV and run away, maybe, . maybe. Plus, having to run a Forger to wherever the HAV is takes awhile. Scout Forger? Sprints like the wind, hits for 1200 direct damage. Sounds dangerous. |
Severance Pay
Planetary Response Organisation Test Friends Please Ignore
1
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Posted - 2013.02.28 03:27:00 -
[3] - Quote
Forge gun is a heavy weapon. This is why scouts dont carry it. I cannot stress enough the importance of dampening. If you are seen it doesnt matter how fast you run. The objective is not kamekaze, it is efficient and clean. Get in destroy and get out quick. |
Beren Hurin
OMNI Endeavors
187
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Posted - 2013.02.28 04:24:00 -
[4] - Quote
There is the proximity mine wall and trap. With 2 different p mines and a nano hive you can walk around with 12 hard hitting busters, not to mention an av grenade pooper. I've messed around with using a mass driver to harass and draw tanks in as well since it shoots over cover that keeps you safe. This fit is why I like the logi for AV. He can hold so much more firepower when it does to AV. |
Alderstaz
Mannar Focused Warfare Gallente Federation
0
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Posted - 2013.02.28 04:37:00 -
[5] - Quote
Why not deploy your own tank instead of those 4-5 squishy infantry with huge negatives?
Isn't the best anti-tank another tank, with maybe a forge or swarmer gunner to pop out for the extra edge?
Is this a hypothetical? I'm not in a corp, but I was under assumption that Corp fights are under 8vs8 limit. Why would you do anything other than bring your best tank? Instead of allocating half your team in to try and get upper hand on a 20 times HP superior opponent that needs specialized weapons to take a single point of damage.
Even 16s, it would be waste to compensate so much for lack of tank... Just don't enter the fight...
TLDR: taking infantry to a tank fight will most likely be a net clone loss after all things considered(tank is dead, great, that sawrmer, forge, flux grenade are REAL useful now...)
That's my take after first week in the game... Have you played with Warmer, Forge, A/V grenades recently? You're wasting your clones and abusing your mates if you don't have as good a tank on your side.
Apologies if I misunderstood what you stated. |
Bojo The Mighty
Bojo's School of the Trades
451
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Posted - 2013.02.28 04:41:00 -
[6] - Quote
This system has quite the path, but I feel that it's overly complex. I run a Type II Scout suit with
- Remote Explosives
- Nanohive
I have a swarm launcher but it's almost unnecessary. All I did was lay down all six Remote Explosives over a path I knew the tank would take. I sat above the location out of LoS to everywhere but my explosives. Watched a Sagaris roll over it and boom it was done for. AV weapons are fairly ineffective against Marauders because they're tanked like the dickens so it's just a warning to them.
Remote Explosives on the other hand (I prefer them over Proxy Mines) give no warning and can deal all damage at once in one area. It makes short work of them. You need only 2 to take on Militia HAV (from my experience) and six is a done deal for most if not all tanks. An AV nade on hand maybe to make sure.
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
129
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Posted - 2013.02.28 06:17:00 -
[7] - Quote
Koric McLangous wrote:I don't really agree with the dampeners in this situation
Good. Not only are they bad in this situation, they are bad for almost every situation.
Beren Hurin wrote:There is the proximity mine wall and trap.
There is also killing a tank and not killing a tank. This strategy will lead to the latter.
Alderstaz wrote:Isn't the best anti-tank another tank
:3
Yes, it is ^_______^
That's why I tank!
Now when I enter a game, many tankers don't even pull out a tank =[ I die sometimes too, there's no need to be scared @.@
And in 90% of the pub matches do I don't even pull out a nice tank- it's just standard HAV with a standard or ADV rail because that's more fun. If I get popped in that I'll usually bring out the good stuff, but it's no fun if you just steamroll over everyone 100% of the time =[
Anyways, if you want to be 100% AV, a Tank Destroyer is a great thing to spec into. The only problem is that you need 3mil SP to make a DECENT (not even great) tank to do it. You can make a nice AV fit for far less. Once you hit 5mil SP in your tank you'll be pretty sweet.
What sucks are the skill multipliers. HAV is a 12x, and Marauder skill (if you're going that way) is a 12x too.
And Alderstaz, if you've only been playing for a week, how did you figure this out so quickly? |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
129
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Posted - 2013.02.28 06:19:00 -
[8] - Quote
zomg I'm so going to send you in game mail tomorrow ^.^ lol. |
Severance Pay
Planetary Response Organisation Test Friends Please Ignore
1
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Posted - 2013.02.28 06:51:00 -
[9] - Quote
Beren Hurin wrote:There is the proximity mine wall and trap. With 2 different p mines and a nano hive you can walk around with 12 hard hitting busters, not to mention an av grenade pooper. I've messed around with using a mass driver to harass and draw tanks in as well since it shoots over cover that keeps you safe. This fit is why I like the logi for AV. He can hold so much more firepower when it does to AV.
What are your thoughts on swarm launcher with logi? Was just thinking that usually if logi is in well balanced group he doesnt use weapon much, so swarm launcher would be nice to have in reserve.
I like the prox mine idea. You know to lure them too, so I know you have tried it. |
Severance Pay
Planetary Response Organisation Test Friends Please Ignore
1
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Posted - 2013.02.28 07:00:00 -
[10] - Quote
0 Try Harder wrote:Koric McLangous wrote:I don't really agree with the dampeners in this situation Good. Not only are they bad in this situation, they are bad for almost every situation. Beren Hurin wrote:There is the proximity mine wall and trap. There is also killing a tank and not killing a tank. This strategy will lead to the latter. Alderstaz wrote:Isn't the best anti-tank another tank :3 Yes, it is ^_______^ That's why I tank! Now when I enter a game, many tankers don't even pull out a tank =[ I die sometimes too, there's no need to be scared @.@ And in 90% of the pub matches do I don't even pull out a nice tank- it's just standard HAV with a standard or ADV rail because that's more fun. If I get popped in that I'll usually bring out the good stuff, but it's no fun if you just steamroll over everyone 100% of the time =[ Anyways, if you want to be 100% AV, a Tank Destroyer is a great thing to spec into. The only problem is that you need 3mil SP to make a DECENT (not even great) tank to do it. You can make a nice AV fit for far less. Once you hit 5mil SP in your tank you'll be pretty sweet. What sucks are the skill multipliers. HAV is a 12x, and Marauder skill (if you're going that way) is a 12x too. And Alderstaz, if you've only been playing for a week, how did you figure this out so quickly?
Hard to argue that a tank cant take a tank of course it can, but I like challenging myself. I am always David, constantly looking to take down goliath. Some MMOs you can't go godmode and solo a raid. Besides, CCP is going through the trouble to put antivehicle mechanics for infantry and they work hard to put it in so I am going to use it and win with it.
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Severance Pay
Planetary Response Organisation Test Friends Please Ignore
1
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Posted - 2013.02.28 07:12:00 -
[11] - Quote
Alderstaz wrote:Why not deploy your own tank instead of those 4-5 squishy infantry with huge negatives?
Isn't the best anti-tank another tank, with maybe a forge or swarmer gunner to pop out for the extra edge?
Is this a hypothetical? I'm not in a corp, but I was under assumption that Corp fights are under 8vs8 limit. Why would you do anything other than bring your best tank? Instead of allocating half your team in to try and get upper hand on a 20 times HP superior opponent that needs specialized weapons to take a single point of damage.
Even 16s, it would be waste to compensate so much for lack of tank... Just don't enter the fight...
TLDR: taking infantry to a tank fight will most likely be a net clone loss after all things considered(tank is dead, great, that sawrmer, forge, flux grenade are REAL useful now...)
That's my take after first week in the game... Have you played with Warmer, Forge, A/V grenades recently? You're wasting your clones and abusing your mates if you don't have as good a tank on your side.
Apologies if I misunderstood what you stated.
Thanks for your suggestions, I would like to tweek the squad so that it can be applied to corp battles but the one I listed is just for hunting tanks in pub matches. I agree that the best way to fight a tank is with another tank, but what if you dont have one or what if they have 2 to your 1? That said, tanks are nye unbeatable for infantry. I use forge gun frequently, and swarmlauncher and grenades. Just today a fluxed a tank and he ran for the hills, seriously! All I did was flux his shields and he ran. I believe my lack of sucess is that I am solo and I lack skill points in forge gun/swarm launcher. I suppose with better weapons more skill points, I would have more success. |
Beren Hurin
OMNI Endeavors
189
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Posted - 2013.02.28 12:38:00 -
[12] - Quote
0 Try Harder wrote: Re: Proximity mine trap/wall. There is also killing a tank and not killing a tank. This strategy will lead to the latter.
I've definitely killed Pink Fluffy tanks with my trap strategy. Dude, its not the traps and walls that kill... I just love seeing even how one mine will make a tank slow down...back up...scan with his turret looking for the mine. That's all time they are not shooting at my team, and its time I can move in to position then to assault with my mobile weapons.
I agree with your main point though, proximity mines don't often kill tanks, but they sure do make them paranoid, and if they aren't watching they sure will sting them and if you get a few direct hits will make your next assault on the tank much more forgiving.
One note on Bojo's remote detonation technique...and possibly a nice trap. You can detonate remote explosives 'from the grave'/while bleeding if:
1) You aren't bled out yet 2) You were killed while you have the detonator/explosive in hand. |
Vin Mora
Sand Mercenary Corps Inc.
0
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Posted - 2013.02.28 13:23:00 -
[13] - Quote
I find that just shooting a tank with a Swarm Launcher will take a tank out of the fight because they have to relocate if they can't fire back.
I have Logi fit (probably not the best) that is Swarm + AV Grenades with a Proximity Mines/Nanohive/Drop Uplink.
I get somewhere high, drop the uplink and nanohive and just shoot and shoot. If I am stuck on the low ground I spam the Proximity mines, I think something like ~9 can be on the ground at a time.
Just yesterday, I forced a very heavy tank to retreat from any sort of meaningful location for 50% to 75% of time it was on the field.
Here is tip, you can see the tanks on the map (down on PS3 controller D-Pad) to better position yourself. Just don't do that in sight of others.
The issue with this setup (on top of the total restock cost) is no second weapon. But I find that just spotting an enemy will cause all of the friendly snipers to light up the enemy that I can't fire on (until we get dumb fire weapons. . .) |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
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Posted - 2013.02.28 13:31:00 -
[14] - Quote
No such thing as a "proto tank" never has been probably won't be for a long time to come, currently there is only militia standard and advanced, the only thing that is "proto" on any of these is the guns |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
129
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Posted - 2013.02.28 15:01:00 -
[15] - Quote
Severance Pay wrote:What are your thoughts on swarm launcher with logi? Was just thinking that usually if logi is in well balanced group he doesnt use weapon much, so swarm launcher would be nice to have in reserve.
No, sidearm is good.
Severance Pay wrote:I am always David, constantly looking to take down goliath.
@.@ but... David was alone. It was David and Goliath, not Davaid, four of his friends, assault rifles, rocket launchers, forge guns, precision strikes and Goliath...
Logi suit with swarm launcher is terribad for solo play. |
Jack Sharkey42
Sardaukar Merc Guild General Tso's Alliance
23
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Posted - 2013.02.28 15:19:00 -
[16] - Quote
Severance Pay wrote:Beren Hurin wrote:There is the proximity mine wall and trap. With 2 different p mines and a nano hive you can walk around with 12 hard hitting busters, not to mention an av grenade pooper. I've messed around with using a mass driver to harass and draw tanks in as well since it shoots over cover that keeps you safe. This fit is why I like the logi for AV. He can hold so much more firepower when it does to AV. What are your thoughts on swarm launcher with logi? Was just thinking that usually if logi is in well balanced group he doesnt use weapon much, so swarm launcher would be nice to have in reserve. I like the prox mine idea. You know to lure them too, so I know you have tried it.
Swarm launcher can really put the hurt on a tank, specially if you're really specc'd into them (and i'm pretty sure no one is). Only problem is after your first shot it basically makes a giant arrow pointing to your location so everyone knows where you are. If you're going to use one though remember to angle your shots if there's stuff in the way, the rockets will travel a bit of distance first before going into seeking mode, which will let you shoot around corners and over walls. |
Vin Mora
Sand Mercenary Corps Inc.
0
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Posted - 2013.02.28 15:32:00 -
[17] - Quote
Quote:Severance Pay wrote:I am always David, constantly looking to take down goliath. @.@ but... David was alone. It was David and Goliath, not Davaid, four of his friends, assault rifles, rocket launchers, forge guns, precision strikes and Goliath... Logi suit with swarm launcher is terribad for solo play. Not if you willing to devote yourself to stopping a tank by yourself. As I said, you don't have to kill it to minimize its damage to your team.
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