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PSU: Where's the beef?
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2012-07-19, 10:12 PM | [Ignore Me] #61 | ||
Private
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I Hate the new tanks. They need separate tank gunner and separate tank driver. You want a coax on it? Get another gunner for it... He's called the TC or Tank Commander.
We have an exponential number of people on these servers. Why not bunch them up? It's more realistic anyways. I'm done. Last edited by Kashis; 2012-07-19 at 10:13 PM. |
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2012-07-19, 10:14 PM | [Ignore Me] #62 | |||
Staff Sergeant
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2012-07-19, 10:43 PM | [Ignore Me] #63 | |||
Corporal
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I'm not complaining - I like that infantry will have a better chance against tanks this time around. Tanks are just insanely paper thin currently, and I'm trying to figure out how they will survive if nothing changes (even though I'm almost certain their armor will be buffed dramatically). |
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2012-07-19, 11:10 PM | [Ignore Me] #66 | ||
First Sergeant
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I bet SOME Of the Crack Pot tactics would work.
If the NC are charging and the TR are spread kind of thin, but the NC keep a tight, cohesive battle group, they could probably just pick them off. Plus, who the hell WOULDN'T want to see a massive tank column charging a base? |
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2012-07-20, 04:51 AM | [Ignore Me] #67 | ||||
Lieutenant General
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If you are with a large group of units, they will need more time though and can't concentrate fire as easily, meaning you have to storm past them to reach their dead angles and have them expose themselves in a different manner, hopefully to the infantry that's sniping or advancing behind you (they won't immediately be able to hit you). Especially if, like with Blitzkrieg, instead of spreading out over a wide area, you concentrate your units on weak points of the enemy. You don't go blindly storming in. You can also bring a couple Sunderers as frontal armour and with infantry to take the high ground as you storm past. If you make sure the high ground AV is preoccupied, they can't fire even if they would have had the opportunity. Sometimes the goal of heavy armour might simply be distraction in that respect: AV high ground turns around, Sundy pulls up behind them with agiles... ehr jet packers and they take the position. After that the enemy should become less organized as they spawn one by one and don't quite know where you are. Of course, you shouldn't stick around in the same place too long. And the nice thing about a large group of units is that someone will hit a hard to hit target. A group of Thunderers is deadly to a couple Reavers, despite mostly every shot missing. Sheer volume of fire and luck means someone will hit. Lastly, tanks are meant to advance the frontline, not so much to hold the frontline. Retreating doesn't always have to be part of the plan. |
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2012-07-20, 06:33 AM | [Ignore Me] #68 | |||
Sergeant
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so yes you approach carefuly, you stay off hilltops, you "flow" like the water through valleys and ditches and you attack through "narrow" lanes of fire that shield you well, provide cover and possibly let you flank the enemy while the rest of your outfit tries to fix the enemy in position or even lure them out. hull down is allways a must, retreat or shifting allways in V movements, never show your rear to the enemy, never move completly sideways , make sure flanks are covered, preferably by infantry, and allways have anti air guns on your tank if you have 4 properly educated tank drivers , utilizing these guidelines you can tip balances of battle. important is allways : tanks dont go in close quarter spaces without proper infantry support. The battletank is a long range weapon, practise long range fire, be good at it, an enemy tanks should be destroyed before its 200m close to you (thats allready adapted to ingame , in real life youd try to aim for 2 kilometers) make sure to utilize canopies form trees as air cover, if you dont get spotted you dont get shot at. P.S. the most important thing ever : FIRE AND MOVEMENT! Last edited by Ivam Akorahil; 2012-07-20 at 06:36 AM. |
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