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Exerminatus Shihinra
VCOE123
3
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Posted - 2013.05.21 13:52:00 -
[1] - Quote
Previously I've made guides on how to get tanks on the field for newer players, and made some posts on the more expensive and SP heavy tanks in threads. However now that I've made it easier to get tanks ON the field now I'll give some tips, as a tanker, on how to get them off the field for newer players. Bear in mind that I'm a tanker, not so much an anti tanker, so some of what I say may be subject to change from situation to situation and a more experienced AV player may have something to add worth more than my two cents.
So, to start.
AV nades: I find a heavy heavy bane of the tank is the AV grenade, if you find a tanker that says this is NOT their personal hell object they're some form of stupid. In my tank driving guide I mentioned scouts that like to run up behind you and unload their AV grenades, which is why I suggested so heavily to use an active scanner. This is shockingly effective in most cases unless the driver is paying attention, which you'll soon notice from the unload of hot plasma on your face if they are, so don't be afraid to take a militia scout suit loaded up with kinetic catalyzers right up to a tank and vomit all your hacked EX-0 grenades on them. If you have assault suits specialized make sure you have at least one with AV nades.
Forge guns: These are great to at least force the tanker to pull back, you may not kill them with just militia set up but you'll want a militia forge gunner fit consisting of a forge gun, AV nades and an SMG so you aren't entirely useless otherwise. But basically you see a tank spam the **** out of your forge gun, push them back or take them out. It may seem like you aren't doing much but the tanker will sometimes GTFO if you put enough fire on him just in case. Tanks are valuable, we don't like losing them.
Mass drivers: Go away this is stupid. You are laughable if you try and take a tank out with this because all you do is attract their attention and get a lot of hot plasma to the face.
Swarm launchers: Much like forge guns these are good for supression, but much less on the time front. You'll find it up to nigh impossible to take out a tank unless you use advanced prototype swarm launchers and pepper the tank in tandem with a squad, and even then a smart tanker will have cover nearby he can duck right behind when he sees your swarms flying in. It also doesn't come across as much of a threat, since if you're solo or in duo a tanker will just sit there turn on his repper and absorb your shots constantly and you'll be out of ammo before you get him past half armor. If you want these to be viable at all, get prototypes. Otherwise you'll be the bane of LAV's and annoying as all hell to dropships.
Remote explosives: These work just fine but are hard because you need to either get close or lure them into a trap. It's mostly tactical, but they do have an effect on the unaware tank driver.
Plasma launchers: These aren't terribly viable because you'll miss a lot. They can have an effect, it's just fairly hard. Usually I don't even notice when someone is trying to hammer me with these things because they never actually hit, and when they do it usually just puts a dent in my shields not my armor.
Stationary installations: These are great for slamming the unawares tanker into the ground. If you find them already in low armor from infantry AV target this one, the alpha from a railgun installation will give them a good heart attack and make them run for dear life if it doesn't kill them. But REALLY watch out, it doesn't take long for a tank to take out either a railgun or a blaster installation. And while the blaster installations can give the tanker some trouble that's only if you have enough infantry AV it can't peek out and whoop your ass since it takes about 20 seconds for them to kill you.
Tactics: Often times taking out a tanker will be a squad operation, you'll want to work in tandem. Keep your dudes back and lure them into a cover heavy area, give him no options to back out and then hammer him constantly until he goes down. This can be hard to do since it takes a squad out of play and requires the driver not know what you're trying to do! Otherwise you'll want a LOT of swarm launchers, get to mid range and slam all of them into him when he's not able to duck behind cover in time. The same tactic goes for forge guns, only you just want to constantly hammer him until he either goes away or dies. Then focus on LAV's, dropships or infantry.
I'll add more to this as experience grows and people chime in to correct my mistakes. If you want to check out my tanker guides, look a few pages back or search the forums. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
134
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Posted - 2013.05.21 16:16:00 -
[2] - Quote
Do AV nades need to hit dead on to make max damage? I know they home on the target, but does that "homing" reduce the damage?
Also, how many REs does it take to take out a STD HAV?
Oh and do you have any data on actual Damage of AV nades? Their "splash damage" is awfully small on the info page, and it doesn't list direct damage
Thanks |
Exerminatus Shihinra
VCOE123
4
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Posted - 2013.05.21 16:55:00 -
[3] - Quote
As far as I know you just need to throw the nade at the machine and it makes an explosion on the machine. It doesn't reduce the damage or anything, even still you can do a damn good deal of damage even with a homing reduction if there is one.
I'm not sure what you mean by STD HAV but there is a Wiki that lists all the stats of every module, vehicle and dropsuit in the game. It's still running off of Chromosome I think, but it will get you a good idea. The splash damage being pathetic is because it's supposed to be a shaped charge, which doesn't exactly have a large splash radius. |
J Falcs
Bojo's School of the Trades
41
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Posted - 2013.05.21 18:10:00 -
[4] - Quote
I disagree with your assessment of MDs as poor for AV purposes. Because I run MD on some of my suits, I tend to run flux nades with it (I find it borderline mandatory to be effective).
With that said, there are plenty of times where I have fluxed a LAV and then MD'd it with destruction in less than 6 shots. If I can dodge the initial drive by and the driver sticks around for revenge, I can take it out.
Now, if we are talking HAV or a dedicated non-militia LAV, then I will agree with you, but since this seems like a general AV topic, I would say that an MD, of all non-AV light weapons, makes a mediocre at best AV weapon when paired with flux nades. It's also a makeshift solution for me when dealing with militia LAV spam. |
Exerminatus Shihinra
VCOE123
5
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Posted - 2013.05.21 19:52:00 -
[5] - Quote
Using even a Soma I literally get tickled by MD's, but I typically fit two hardeners and a damage control to get some adequate resists. MD's do about 70-120 damage depending on their grade, which compared to a Soma's 3000 odd HP that's not too much. It might work against some but if you're up against anything higher than a militia tank, then yeah it's not terribly useful.
Also LAV spam is a tank drivers playground. MAUL MAUL MAUL! |
Severance Pay
Purgatorium of the Damned League of Infamy
222
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Posted - 2013.05.22 02:48:00 -
[6] - Quote
Nade pro tip: nanhives. 3 usually isn't enough. A scout suit can actually get you on top of a tank and you can throw nades for days.
Remotes explosives pro tip. Use with logi fit and prox mines. Set 1 prox next to 2 RE. The explosion from the mine will detonate the RE, which makes a fun chain reaction.
Prox mine pro tip: see above
Plasma pro tip: try to sneak around and climb on top, this is wear plasma is superior to forge cuz you can climb on to a tank. This mostly only viable if there are no support gunners. Proto plasma with prof and dmg mods should do the trick in 4-5 shots and make sure you aim for the oppoaite end of the tank or the splash will kill you. |
Rose Frostbane
Kang Lo Directorate Gallente Federation
0
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Posted - 2013.05.22 04:56:00 -
[7] - Quote
Red Ruiz mast night. Very great guide! |
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