Some advice in proper tank usage:
Posted: 2007-09-03 21:21
Here are some tips for efficient and succesful usage of available armoured units on your dearest public server:
For MBT's and APC's.
#1: Don't waste your tank. Nothings worse than an APC that wants to compete with a MBT or a tank that stays in the enemies field of vision after being hit by an heavy AT.
#2: Most of the time no gunner is better than sharing your tank with some random public guy.
When you turn the turret and the other guy drives, jumping out and blowing yourself up with the next grenade isn't worse than sitting in that tank with a guy that never stands still and plays mine defusing unit.
The other option ist, you are driving the tank and "that guy" is shooting. Be sure, that he never sees what you do. Be sure that he ignores the HMMVE crossing your way, to shoot at a empty wall a few seconds later.
If you want a working armour, use it alone.
If you want a full working armour, try to find somebody with a mic, who wants to talk to you.
If you want a non working tank, pick up some random guy. You will never see what he sees and your mate will think the same of you.
[...] Sad but true.
#3: When you go into battle, be sure what you want to make your purpose and what you are capable of.
Tanks are not usefull when you make a lonely rush into the enemy mainbase. It's of non importance if you steal the enemy ten tickets when they got 600 left. But it's of much importance if your tank goes down for those ten tickets.
MBT's only part:
#4: The MBT is the vehicle to kill everything on every distance. Suppres corners from great distance, disrupt enemy supply-lines, destroy those stupid APC's and off course prevent the enemy tanks from doing this to your forces.
You have a tank to have superior control over large areas and distances.
#5: It's not about your skill. Your badass lam0r haxxx0r headshot skillzz are useless when sitting in a tank. Every newby is able to hit an APC passing in a distance of around 100 meters. It's about your tactics. You have a brain. So use it to command your tank.
#6: When you are alone in that tank, get the fuck out of every close quarter situation unless you have proper backup from infantry units.
#7: First advices when facing a tank (without a gunner): Get lost!
If you haven't got the first shot, get lost! If you are not sure if you are able to get the first shot, get lost! If you have a missile warning, get lost! If you face an enemy tank, that's moving and turning it's turret at the same time, get lost! [...] Unless you are sure, you are able to make the first shot.
But you have to know that a direct fight with an enemy tank sucks hell ... unless you have direct engineer support. The best way to take out an enemy tank is from a position he can't allocate you from, until you made you second shot, or to attack it from the back.
"And if there are more than one tanks appearing on front of me?" - What the fuck are you waiting for? Smoke as if there is no tomorrow and take the reverse ... But for gods sake, never show them your back.
Generally: Never turn your back to an enemy tank!
When you have a gunner you have one advantage, that leads to another:
1. You don't have to wait before you can shoot, when you are in position.
2. That makes you much more mobile in every manner. But if your communication sucks, a good single tankdriver will blow your asses off.
Another important point is your cover. When there is the possibility of something, that can harm your tank, take cover. Even if it's seductiv, happily fragging all that infantry that tries to pass a wide open space, it's stupid. You are dead, if something unexpected happens. Search for cover and frag them from that position.
That leads to the next point:
#8: Always be the master of the situation. Nothing unexpected has to happen to you. If you are unsure if there is anything sneaking up on you, change your position. Get more defensive.
#9: When you are driving alone: Train your seat changing skills. Be aware of the time it takes for the maingun to be ready to fire. Be ready to change back and place some smoke.
#10: Turn the 50. cal. to the back of your tank. Why? If you see or hear any infantry sneaking up on you, change your seat and give them a friendly welcome.
#11: Not sure if I have to say it so anybody, but there are always people that don't know: You have a tank. A tank is big. A tank is slow. A tank is the easiest target on the battlefield. Be aware of it.
#12: Choppers: Try to get next to an AA vehicle or at least an APC and search for cover. If this is not possible make use of your smoke. It's better than nothing.
#13: Bombers: Same thing like the choppers. The only difference is, that an APC is useless. (Except for the chance that the plane bombs him and not you.)
APC section:
#14: An APC is an anti infantry vehicle. It's main purpose is killing infantry, but it's also effective against non armoured vehicles and choppers.
#15: A fight between two APC's runs under the same rules like the fights between tanks. (Get lost!) Except for one matching. The american APC has no chance against the MEC's, because the MEC APC has a much better rate of fire. So guess, what you have to do if you are USMC against MEC...
#16: For going into infight situation, regard to the same rules as you have to with the tanks. There are only two differences:
1. Light AT is dangerous for an APC.
2. An APC is a little better against infantry than a tank and it's turret turns faster.
#17: You are a mobile Spawnpoint. So behave like one. Give the poeple the possibility to spawn where its useful to be. But when there are enough good spawnpoints in the battlearea, you don't have to care about being a spawnpoint that much.
If someone spawns at you while fighting away from the rest of the team, it's his own problem.
#18: When you are going to drive backwards with mates next to you, use your right mousebutton and give them some seconds to get away from you back. If they aren't gone by then it's not your problem.
It's not your problem, that everyone wants the two Marksmankits and everyone has to try it by hisself, if one is left.
Some other tips for the two vehicle types:
#19: Now that you are able to stay alive for a while, make sure, that you are supported with ammo.
#20: You have a zoom. Use it. (For the last ones to know.)
#21: If you have more than one target at a time, look at the one, that is most dangerous for you.
#22: The most effective thing on materialmaps is to move in tanksquads. Two tanks and a repairing jeep are nearly undefeatable. If necessary, take an antiair with you and if possible a third tank or an APC are no bad choice.
Mhh, this was my first try of an armour-guide. I'll see if I add something tommorow, but now I'm tired.
For MBT's and APC's.
#1: Don't waste your tank. Nothings worse than an APC that wants to compete with a MBT or a tank that stays in the enemies field of vision after being hit by an heavy AT.
#2: Most of the time no gunner is better than sharing your tank with some random public guy.
When you turn the turret and the other guy drives, jumping out and blowing yourself up with the next grenade isn't worse than sitting in that tank with a guy that never stands still and plays mine defusing unit.
The other option ist, you are driving the tank and "that guy" is shooting. Be sure, that he never sees what you do. Be sure that he ignores the HMMVE crossing your way, to shoot at a empty wall a few seconds later.
If you want a working armour, use it alone.
If you want a full working armour, try to find somebody with a mic, who wants to talk to you.
If you want a non working tank, pick up some random guy. You will never see what he sees and your mate will think the same of you.
[...] Sad but true.
#3: When you go into battle, be sure what you want to make your purpose and what you are capable of.
Tanks are not usefull when you make a lonely rush into the enemy mainbase. It's of non importance if you steal the enemy ten tickets when they got 600 left. But it's of much importance if your tank goes down for those ten tickets.
MBT's only part:
#4: The MBT is the vehicle to kill everything on every distance. Suppres corners from great distance, disrupt enemy supply-lines, destroy those stupid APC's and off course prevent the enemy tanks from doing this to your forces.
You have a tank to have superior control over large areas and distances.
#5: It's not about your skill. Your badass lam0r haxxx0r headshot skillzz are useless when sitting in a tank. Every newby is able to hit an APC passing in a distance of around 100 meters. It's about your tactics. You have a brain. So use it to command your tank.
#6: When you are alone in that tank, get the fuck out of every close quarter situation unless you have proper backup from infantry units.
#7: First advices when facing a tank (without a gunner): Get lost!
If you haven't got the first shot, get lost! If you are not sure if you are able to get the first shot, get lost! If you have a missile warning, get lost! If you face an enemy tank, that's moving and turning it's turret at the same time, get lost! [...] Unless you are sure, you are able to make the first shot.
But you have to know that a direct fight with an enemy tank sucks hell ... unless you have direct engineer support. The best way to take out an enemy tank is from a position he can't allocate you from, until you made you second shot, or to attack it from the back.
"And if there are more than one tanks appearing on front of me?" - What the fuck are you waiting for? Smoke as if there is no tomorrow and take the reverse ... But for gods sake, never show them your back.
Generally: Never turn your back to an enemy tank!
When you have a gunner you have one advantage, that leads to another:
1. You don't have to wait before you can shoot, when you are in position.
2. That makes you much more mobile in every manner. But if your communication sucks, a good single tankdriver will blow your asses off.
Another important point is your cover. When there is the possibility of something, that can harm your tank, take cover. Even if it's seductiv, happily fragging all that infantry that tries to pass a wide open space, it's stupid. You are dead, if something unexpected happens. Search for cover and frag them from that position.
That leads to the next point:
#8: Always be the master of the situation. Nothing unexpected has to happen to you. If you are unsure if there is anything sneaking up on you, change your position. Get more defensive.
#9: When you are driving alone: Train your seat changing skills. Be aware of the time it takes for the maingun to be ready to fire. Be ready to change back and place some smoke.
#10: Turn the 50. cal. to the back of your tank. Why? If you see or hear any infantry sneaking up on you, change your seat and give them a friendly welcome.
#11: Not sure if I have to say it so anybody, but there are always people that don't know: You have a tank. A tank is big. A tank is slow. A tank is the easiest target on the battlefield. Be aware of it.
#12: Choppers: Try to get next to an AA vehicle or at least an APC and search for cover. If this is not possible make use of your smoke. It's better than nothing.
#13: Bombers: Same thing like the choppers. The only difference is, that an APC is useless. (Except for the chance that the plane bombs him and not you.)
APC section:
#14: An APC is an anti infantry vehicle. It's main purpose is killing infantry, but it's also effective against non armoured vehicles and choppers.
#15: A fight between two APC's runs under the same rules like the fights between tanks. (Get lost!) Except for one matching. The american APC has no chance against the MEC's, because the MEC APC has a much better rate of fire. So guess, what you have to do if you are USMC against MEC...
#16: For going into infight situation, regard to the same rules as you have to with the tanks. There are only two differences:
1. Light AT is dangerous for an APC.
2. An APC is a little better against infantry than a tank and it's turret turns faster.
#17: You are a mobile Spawnpoint. So behave like one. Give the poeple the possibility to spawn where its useful to be. But when there are enough good spawnpoints in the battlearea, you don't have to care about being a spawnpoint that much.
If someone spawns at you while fighting away from the rest of the team, it's his own problem.
#18: When you are going to drive backwards with mates next to you, use your right mousebutton and give them some seconds to get away from you back. If they aren't gone by then it's not your problem.
It's not your problem, that everyone wants the two Marksmankits and everyone has to try it by hisself, if one is left.
Some other tips for the two vehicle types:
#19: Now that you are able to stay alive for a while, make sure, that you are supported with ammo.
#20: You have a zoom. Use it. (For the last ones to know.)
#21: If you have more than one target at a time, look at the one, that is most dangerous for you.
#22: The most effective thing on materialmaps is to move in tanksquads. Two tanks and a repairing jeep are nearly undefeatable. If necessary, take an antiair with you and if possible a third tank or an APC are no bad choice.
Mhh, this was my first try of an armour-guide. I'll see if I add something tommorow, but now I'm tired.