Great tips !
Great tips !
Good job on the updates bro
IR Smoke-Remove laser designation, spoof incoming guided missles, prevents spotting by enemies.
Coaxial LMG-Allows you to switch between this LMG and your main gun.
Autoloader-Decreases the min time between firing rounds in your main weapon.
Zoom Optics-Allows 3X magnification on main/coax gun.
Maintenance-Improves vehicle dmg recovery speed.
Coax HMG-Allows you to switch between this HMG and your main gun.
Proximity Scan-External sensors detect and reveal enemy units on your minimap.
Guided Shell-Smart fire&forget shell that can aquire laser designated targets, even if out of sight.
Thermal Optics-IR b&w imaging for efficient target location.
Thermal Camo-Increase enemy locking and tracking difficulty and decreases time you are revealed to the enemy from being spotted.
Canister Shell-CQ shotgun-like shell for your main gun.
Reactive Armor-Reactive armor panels absorb the impact from anti-tank weapons, protecting you from damage but becoming destroyed in the process.
CITV Station-3rd turret position added to tank for laser-designating targets and using the proximity scanner.
Few tips I learned the hard way:
1) Make ur Loadout Map-specific!
Different maps require different setups on ur tank. Ex: Davamand Peak is mostly tunnel fighting...i.e. DARK! Use Thermal Optics instead of Zoom Optics, Reactive Armor instead of Autoloader (because of CQ in tunnel, RPGs are rampant), and Canister Shell instead of LMG. Similarly, Op Firestorm is a long-range tank battle with air support. Therefore, Zoom Optics, Autoloader, and Coax HMG are better.
U may totally HATE the HMG! Try the Guided Shell and CITV combo instead. Everyone is different...learn what works best for u.
3) Find a Good Teammate!
It's a pain in the ass to switch between the seats in ur tank constantly, and nearly impossible to look 360 degrees all the time. A good gunner can protect u from C4 and mines, and if he's a engineer can hop out and repair ur tank while u keep firing the main gun. In most tank fights, this is the ONLY way to survive.
4) If ur Flying Solo....
Consider playing as an engineer, and adjust ur loadout according to map requirements (i.e. switch to Stingers if heavy aerial support for ur opponents). As u take damage, retreat, hop out, and use the repair tool to fix ur ride up. Also, the tank driver's seat offers poor visibility. Switch to an external view when driving thru close quarters (click Right thumbstick on consoles). This allows u to spot enemies tryin ta sneak up and place C4 on ur backdoor. Just hit reverse for an ez kill score!
5) Help ur Wingman!
A gunner can protect u from many different threats...from infantry to choppers. But he has an upper and lower limit. If hes shooting a Heli, maneuver so it can't lock onto u or hover just above his top range. If hes pwnin troops, try to roll away from them so they can't get too close for him to see.
Last edited by CRTurtle; 10-30-2011 at 04:38 AM. Reason: added wingman tip
Thanks, will be updating someday soon!
Nice guide. I thought I'd contribute a bit with some of my best tips. Just don't use them against me
Hull-down firing position and movement
One of the key factors that decide my tank battles is the amount of shots I get on my opponent (assuming it's a tank). Staying behind complete cover and sprint-driving forward, firing a shot and retreating behind cover can give you that extra shot which might just make a difference between you and him going up in flames
Good tank drivers can often hit you if you're only partially hull-down. And there's all those pesky engineers to boot.
Use your map!
I've been C4'd a few times. Most of the time it's because I have no (capable) gunner and I'm busy looking at the map. What I usually do is go tank/vehicle hunting with a dedicated anti-tank loadout (autoloader/zoom/guided shell sometimes). In case you haven't realized, every weapon being fired will show up on the map which is great as a lot of tank gunners like to fire off excessive rounds at distant targets. Which they have no chance of hitting might I add.
My tank duel k/d ratio is pretty good. Or so I tell myself. Most of my tank kills are vs. tanks who can't fire back, don't know where I am or more importantly: that I hit first. Regular use of the zoomed out map gives me a pretty good chance of positioning myself for that all-important first hit.
Equip your RPG
In very close tank fights, jumping out of the tank right after an opponent tank has fired and firing off an rpg-shot can make a difference.
I have no idea about tank MG-gunner play. My marksmanship sucks and my reflexes are as dull as a bronze age tool. However, I've been toying around with teammates being dedicated gunners. Of course, that raises the question of good tank unlocks for the gunner. So far, I've only been able to confirm that the proximity scan works from the gunner's seat. And the CITV station of course. However, I'm very interested in finding out whether stuff like reactive armour or smoke launchers works as well.
Nice suggestions, will try to fit them in somewhere.
About that RPG point: always make sure you remember to switch to the repair tool before quickly jumping out to repair your tank. A few times I had my RPG taken out and I decided to accidentally "fix" the tank with it.
My best tip for the MG gunner is to know the biggest threats of the tank. RPG infantry, C4 assassins, choppers and so on. No use trying to pop out a distant sniper who can't do anything to you (except for mortar strikes if applicable) when two engineers are aiming at you with their RPGs.
MG gunners are also the best close-range eyes and ears of the tank. A good example: when the MG gunner begins firing off screen (to the sides or the back) the main operator should take a peek to see how close and what the secondary gunner is shooting at. This of course could be handled with the spotting mechanism, but works nevertheless.
I unlocked the CITV station yesterday, but hadn't the time to try it out before today. It's awesome. First of all, it's a passive unlock. It's always on and does not need to be equipped. You don't have to sacrifice equipment to use it. It's a medium-long (not extreme) range laser designator station. If used in tandem with the guided shells, the shells lock on a lot faster than w/o laser designation. About 1.5-2 seconds. It's basically possible to fire the normal shells, switch to guided, lock on, fire a guided shell and switch back to normal effectively doubling your fire rate.
I haven't found out how to use the built-in proximity sensor though. Oh and it has a thermal view similar to the heli gunner view in co-op.