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![[File:TankModule_LTB-Cannon.png]]<br>LTB Cannon | ![[File:TankModule_LTB-Cannon.png]]<br>LTB Cannon | ||
|The LTB Cannon is a formidable high explosive primary armament which can heavily damage a target upon direct hit. It has a medium-sized area of effect when fired, causing all within the explosion radius to take damage. The LTB Cannon can additionally have 3 magazines loaded for a total of 12 shots, reloading after every 4. | |The LTB Cannon is a formidable high explosive primary armament which can heavily damage a target upon direct hit. It has a medium-sized area of effect when fired, causing all within the explosion radius to take damage. The LTB Cannon can additionally have 3 magazines loaded for a total of 12 shots, reloading after every 4. | ||
'''DEFCON 2 ONLY''' | |||
'''Costs:600''' | '''Costs:600''' | ||
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![[File:TankModule_Secondary-TOW-Launcher.png]]<br>TOW Launcher | ![[File:TankModule_Secondary-TOW-Launcher.png]]<br>TOW Launcher | ||
|Fires rockets at the enemy. | |Fires rockets at the enemy. | ||
'''DEFCON 2 ONLY''' | |||
'''Costs:500''' | '''Costs:500''' |
Revision as of 15:38, 27 March 2019
Difficulty: Hard Supervisors: Command staff Rank: Not defined Duties: Operate the M34A2 Longstreet Light Tank and provide the deployed troops with armor support during the operation. Guides: The Longstreet Day Unlock Requirements: Not available. Detailed Description: Not defined |__________| |
"The Ridge' is a scary tank. Its got stealth, mobility, firepower and point defenses better'n anything we had on the M22. What's so neat is the way the automatics handle the workload - you'd think you need at least three crew to run all this crap, but in fact you can do it with the same two girls you had in the Jackson. The only problem we had in our battalion was running the panzers in after they were delivered, factory fresh - you need to fire the guns a lot and run all the equipment a number of times before the sensors and weapons settle down and fully integrate." - Capt. Andrea Mae Samona, 2nd Colonial Marine Tank Battalion, Colonial Marines Tech Manual
Overview
After you somehow passed the tank operator test you're now finally going to get to use the tank during a military operation, though you'll have to wait first as the tank has been left unmaintained in the vehicle bay throughout the Almayers voyage. Make sure to radio in to the resident grease monkeys over in engineering and tell them that you need the tank repaired and retrofitted.
Note: You the tanker, Maintenance Technicians, the Chief Engineer, and the synthetic are the only personnel currently capable of performing repairs and replacing parts of the tank.
Ask the personnel who are repairing your tank to also attach the starting modules unless you are doing it yourself.
The Tank
- Once the tank has been fully repaired and retrofitted head to the highlighted green square at the back of the tank (as seen below) and click on the tank. Upon clicking the tank from that position a pop-up will appear in which you get to choose whether you want to enter into the drivers seat or the gunners seat. Make sure to discuss with your tanker companion which seat to take.
Repairing Modules
Due to your crafty ingenuity and taking a course at your engineering college where you've somehow learned to drive tanks, you're now able to repair your own modules on the go! Assuming it's not Fucked Up Beyond All Repair, you'll be able to repair all modules back to pristine condition!
Simply take any damaged modules off of the tank, weld it and you've repaired the module by 10%. Continue doing so until you've fixed it all.
The Tank Operators
There can only be two Tank Crewmen on the Almayer. This is useful, because the tank requires a driver, and a gunner; one person cannot operate both at the same time. Each Tank Crewmember is able to fulfill either role, and switch out at either time with their fellow tanker.
Role: | Description: |
---|---|
The Driver | Drives the tank. You are only able to move the tank backwards or forwards of where you are facing. You must rotate the tank clockwise or counter-clockwise in order to turn. |
The Gunner | Utilises the support, secondary and main armaments of the tank. Be wise though, the tank only fires in a 45 degree angle, which means the tank must always be turning. |
Driver
Gunner
Using the armaments: | Description: |
---|---|
Switching the tank's weapons | In order to change the weapon you are currently using. You must click on the Object tab and click Change Active Weapon. A menu will open, allowing you to select from Primary, Secondary and Support if you have them installed on the tank. |
Using the weapons | To be able to fire any of the weapons, you simply click on a tile and the weapon will fire. IMPORTANT: Do note that some of the tank's armaments only has a 45 degrees firing arc, which means the tank must constantly rotate in order to fire elsewhere. Other types of armaments may have a greater firing arc. |
Tank Modules
The modules listed below are available for purchase from the Tank Equipment Fabricator or the Tank Equipment Vendor next to the Tank at round-start, note that the fabricator needs to be authorized points through the DEFCON system as it starts with none.
Secondary Armament Module: | Description: | ||
---|---|---|---|
Secondary Flamer Unit |
A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire.
Costs:400
| ||
TOW Launcher |
Fires rockets at the enemy.
DEFCON 2 ONLY Costs:500
| ||
M56 Cupola |
A heavily modified smartgun made for tanks that has IFF capabilities.
Costs:400
| ||
Grenade Launcher |
A heavily modified grenade launcher made for tanks. Fires grenades. Can hold 4 magazines including one into the chamber.
Costs:300
|
Support Module: | Description: | ||
---|---|---|---|
Smoke Launcher |
Launches smoke forward to obscure vision.
Costs:250
| ||
Integrated Weapons Sensor Array |
Improves the accuracy and fire rate of all onboard weapons.
Costs:300 | ||
Overdrive Enhancer |
Increases the movement speed of the vehicle it's attached to.
Costs:400 | ||
Artillery Module |
Enables the gunner to see further. Similar to binoculars in function.
Costs:600 |
Armor Module: | Description: |
---|---|
Concussive Armor |
Protects the tank from high-impact weapons.
Costs:600 |
Caustic Armor |
Protects the tank from chemical weapon attacks.
Costs:800 |
Ballistic Armor |
Protects the tank from high penetration weapons.
Costs:600 |
Paladin Armor |
Protects the tank from large explosive projectiles.
Costs:600 |
Snowplow Armor |
Provides no armor but the ability to plow through snow tiles to forge supply lines out of the cold wasteland that is Shivas Snowball. Additionally targets ran over will take additional damage.
Costs:500 |
Your Skillset
To find out about how the skill system works head over to the skills system page.
Sources and Reading
The Longstreet Day by XSlayer300