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Thread: Tank Loadout

  1. #1
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    Tank Loadout

    As in title. What modules do you think are the best?

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    Primary Flamer + Secondary GL is the current meta. Primary Flamer has respectable damage and is effective at area denial and close in defense against attacking beanos (especially important now that tank ram-fu is no more), despite it's painfully short range and ability to be soft countered by structure layers and hard countered by the Queen and Ravs. GL is incredibly mehtastic and somewhat FF prone but at least will scare the crap out of beanos and possibly get a couple of kills by stunlocking things on top of blue fire.

    LTB+Tow is excellent if the tank somehow survives till DEFCON 2. LTB + Flamer used to be a decent alternative, but the flamer secondary changes means that it no longer stands up.

    Primary minigun has been nerfed to the point where it is kinda ass. Not accurate or damaging enough to kill xenos unless they are right in the tank's face for an extended period, and too weak and ammo limited to be useful against xenos structures or normal/reinforced walls.

    Autocannon is terrible. It takes well over half a dozen shots to kill even the lowliest caste once they get a couple of maturity levels under their belt, and any marine vicinity is at risk of dismemberment and death if a round hits within 2-3 tiles of them. I don't think I can emphasize this enough - by the time the autocannon puts out enough damage to kill an ancient drone, any marines nearby will be dead twice over from splash damage.

    Secondary Flamer has been hit hard with the nerf bat, and is now a PFC flamer with a double magazine size. With ramming no longer being a death sentence to beanos, the secondary flamer just can't put out enough area denial in a reasonable time frame to be good at close in defense, and this (along with finishing ram-stunned beanos) was most of it's niche.

    With IFF being finally unbugged, the Cupola at least has a reason to exist. It's damage is still maybe 1/3 of a normal smartgunner, but it can at least be a harassing tool that doesn't get crippled by brainlets blocking the tank's line of fire. Integrated Weapons Sensor Array helps out a lot with it.

    Out of support armaments, only Integrated Weapons Sensor Array and Overdrive Enhancer are worth talking about. Artillery module is only useful in conjunction with Autocannon, and Autocannon's terribadness puts a damper on that plan. Smoke launchers are a meme module. With ram-fu gone, Overdrive Enhancer has lost a lot of it's punch, but it still improves the tank's horrible maneuverability which can make a big difference in a crisis (otherwise, it is almost useless). Alternatively, Integrated Weapons Sensor Array helps somewhat with the tank's anemic weapon selection (especially the cupola) and the lack of competition means that it is a viable alternative.

    Tank treads are the only option for your treads slot. Ez.

    Armor selection is something I am a little less familiar with. Snowplow is a good way to get the tank killed and Paladin exists only to make baldie TCs slightly less likely to off themselves with the secondary GL. Out of the 3 remaining, I *believe* the order of usefulness is Ballistic>Concussive>Caustic, but I am not 100% on this.

  3. #3
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    In terms of playing against, flamers become a real pain in the ass for a hive that hasn't got enough ravs. I actually find minigun and secondary flamer seems to be quite effective as the flamer is enough to scare off other xenos and the minigun can shred a ravager.

  4. #4
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    Quote Originally Posted by Longton View Post
    In terms of playing against, flamers become a real pain in the ass for a hive that hasn't got enough ravs. I actually find minigun and secondary flamer seems to be quite effective as the flamer is enough to scare off other xenos and the minigun can shred a ravager.
    If you are on fire, just slash untill you have 50% of HP, then escape to boilers who will vomit acid on you, thus extinguishing you. Ravs aren't needed, now runner is peak tank buster since driving over benos turned into gay slighty pushing benos. Just because benos couldn't use Defenders, Crushers and Queen as a direct counter to driving over, they had to get change into EZ mode.

  5. #5
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    Quote Originally Posted by MasterShakeEZ View Post
    imagine crying about something that 90% of the playerbase (marines and xenos) not only think was stupid but should be completely removed. Fuck the tank.
    Indeed, tank should be removed/disabled for HvH as CLF asset to represent its slow speed, weak armor and lausy damage, not nerfed. Tank is bad, APC/Combat Loaders/ Jeeps should be added instead.

  6. #6
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    Old tank was too dominant. It could take on entire hive with little backup.

  7. #7
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    It hurts that tank suffered a triple nerf. Takes more damage from slashes, flamer is shit, and can no longer stun xenos by ramming them. I still rock the minigun because you need something to repel the queen, and GL is a good secondary because you can stunlock most castes.

  8. #8
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    It's because the Tank is principally problematic. It has to deal with being so fat it can't squeeze to half the frontlines. If it is powerful, this means frontlines can only be where the tank can be. If it is weak, this means it just gets ignored by everyone. Both possibilities degrade the game experience.

    The only solution to this is making the tank smaller, but just remove it then, or making maps wider, but that will never happen.

  9. #9
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    Tyson 'Bunny' Sphere


  10. #10
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    I had to delete like half of the posts in this thread. It should go without saying, but please stay on topic and try to at least be vaguely polite.
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