LOOKING GOOD!: Im Hudson's Guide to the Ability Spam Tank

Discussion in 'Monday Night Combat 360 Strategy and Tactics' started by Im Hudson, September 25, 2010.

  1. Im Hudson

    Im Hudson New Member

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    EDIT: 1/17/11: The guide has been updated to reflect the changes in the metagame and my playstyle post DLC.

    Note: Will be constantly updated.



    Warning/Disclaimer: This guide will be of zero use to you if you are not willing to spend $1650 on 3 skills before you ever think about buying juice/bots/turrets. You have been warned. You wont be less of a team player if you are competent with all of your skills, as assassins and snipers have plenty to spend on base defense and gremlin spam/hazard control. This is not the only way to play the tank. This is how I play it. There are two other tank Guides I would recommend with vastly different play styles than I employ:
    viewtopic.php?f=18&t=3098 (Shammas)
    http://www.youtube.com/watch?v=9stqW6zTkD0 (Arctic)


    Special Thanks to Greggyyyy/Show You Heart for help testing the # of shots to kill for the railgun. (See section 4)

    Contents:
    1. Understanding the Roles of the Tank
    2. Endorsements
    3. Skills
    4. Weapons
    5. General Gameplay
    6. Conclusion




    1. Understanding the Roles of the Tank

    A Tank is:
    -A Farmer
    -A Pusher
    -A Nuker
    -A Damage Soak (tank)
    -A DoT Spammer
    -A Pro Disabler
    -A Bot Disabler
    -A Turret Disabler

    Strengths (what you should build him around):

    -HIGHEST POSSIBLE HEALTH OF ALL PROS
    -THREE AoE NUKES (Product Grenade 3, Charge 3, Blossom)
    -TWO CROWD CONTROL ABILITIES (Grenade 3, Charge 3)
    -THREE BOT CLEARING SKILLS (See above)
    -BEST CQC (close quarters combat) IN THE GAME (Does not rely on grapples, and can hit 3 AoE NUKES every 5-6 seconds, in addition to jet gun damage)
    -GOOD LONG RANGE SECONDARY
    -BLINDS TURRETS/FIREBASES
    -DAMAGE OVER TIME from FIRE
    -USEFUL BOT SPAWNS
    -JET PACK

    Weaknesses (What you must overcome to play him well)

    -Slowest base move speed
    -Big Target
    -Weak at mid range
    -Huge investment in skill cost
    -Grapples can sometimes cancel his charge and trigger the cooldown
    -Builds Juice the slowest out of all pros
    -Product grenade has a very high learning curve


    2. Endorsements:

    Gold: Rate of Fire
    Silver: Armor OR Accuracy
    Bronze: Skill Recovery

    Gold RoF: Gives you the best possible DPS with both your primary and secondary weapon. Both let you kill pros and turrets as quick as possible with normal attacks. Most importantly, it turns the rail gun into a viable primary weapon. This is mandatory on the tank, and most of what I say in this guide will not work without gold rate of fire.

    Silver Armor: With a maxed passive and silver armor, the tank has enough HP to survive every grapple in the game, as well as sniper headshots. It also allows you to tank more damage from bullet spray weapons so you can return fire with the rail gun. Most importantly, the extra health allows you to run into the lane to pick up any useful speed/juice/churros that drop. Use this if you are going to play a hybrid tank that moves into the bot lanes and switches between jet gun and rail gun often.

    OR

    Silver Accuracy: Accuracy DOES help the railgun. The default reticle of the railgun is a small circle that appears to be the size of a rail gun beam. However, with no accuracy endorsement, the beam will not always travel at the center of the circle. The beam will originate from some point inside the circle, meaning there is deviation in your shot pattern at longer ranges. Silver accuracy shrinks your reticle to where the deviation in shot pattern is virtually non existent, and seems to improve "hit detection" issue in higher latency games. Use this if you are going to hold the high ground and rail gun for most of the match.

    Bronze Skill Pill: This Build relies on effective use of Charge and Product grenade to maximize your damage output and crowd control. Bronze skill pill puts Product grenade 3 and charge 3 around a 5-7 second cooldown. This is mandatory.

    What about reload speed? Not recommended. In close range PvP combat, you should chain death blossom with charge and default jet gun fire. It is a much better one/two punch than blossom + blossom. The only time you should spam it is when juiced (which gives you faster reload speed). Product 3 + blossom is enough to take out any bot wave, even those which have been buffed by the support passive.

    What about Speed? Gold speed is attainable through drops, in effect giving you an extra gold endorsement plus your standard gold/silver/bronze load out. Run speed all you want in public games, but in mid-higher level play, every other decent tank will have an extra gold endorsement on you.

    3. The Skills:

    -Product Grenade (Stickerz): When used properly, this is absolutely one of the most devastating and rage inducing skills in the game. You want this at level 2 when you spawn for the AoE Blind, and level 3 when appropriate for the AoE clusterbombs and reduced cooldown.

    It HURTS like hell, blinds the target (including turrets, firebases, and ALL bots) and then forces them to move or take even more damage from the cluster bombs. The nuke + cluster bombs does enough damage to kill most of the classes other than the gunner/tank (results vary depending on armor, and passive upgrades no matter what, they will be in the red after taking cluster damage unless overhealed).

    It can be banked around corners to force people out from behind the glass on the bridges on grenade 3 and other similar locations. It absolutely shames any deployed units, and in conjunction with your jet gun, is the best firebase killer in the game. A well placed grenade will stun and wipe an entire wave of blackjacks. On maps like ammo mule, you can nade the bot waves as soon as they spawn, completely shutting down a lane from almost any point on the map.

    Product 3 is also the best way for the tank to build juice at range, due to the damage from the cluster bomb. It also does AMAZING damage to the jackbot while stunning it. With its low cooldown, you can virtually immobilize a jackbot from range while your team focuses it down. Spam this at the first useful opportunity every time the cooldown is up. It also damages the money ball, so blast away at it when its down.

    - Deploy: A very underrated skill. Upgrade to level 2 whenever you have a spare 150 and it feels like you could use extra health regen. The deploy stance makes you immune to crowd control, grapples, and ring outs. It also grants damage reduction. Most importantly, YOU GAIN JUICE WHEN TAKING DAMAGE WHILE DEPLOYED. Please consult this video to witness the amazing power of this skill: http://www.youtube.com/watch?v=Ink8KhlLMxM [Warning, deploy is getting nerfed vs laser blazers in the next patch, so don't become dependent on it.]

    -Charge 3: Good usuage of this skill will erode so many of this class's perceived limitations it is ridiculous. Charge needs to be maxed for the cooldown reduction and the knockdown ability. It also apparently increases the damage at rank 3 to a point that will one shot most snipers and assassins. It will bring all other classes below half health and knock them down for about 2 seconds, which is plenty of time to finish them off.

    Use charge both offensively and defensively. This is probably the biggest basic mistake most tanks make. If you are losing a mid/long range battle, charge away from your target if it allows you to get some cover between the two of you. If you are losing a close range battle, ALWAYS charge at your enemy, best case scenario: you knock them down and kill them. Worst case: Your dead body knocks them down and/or makes them suicide.

    You should also use this to navigate the map quicker. If there are 3 enemy supports healing a jackbot in the middle of the lane on ammo mule, Ill use charge to traverse the bridge and hit the ejector. Ill use charge to knock people off the Annihilator, or simply beat them to it. The tank jump in arctics video is mandatory for all tanks. I've also taken the liberty to post a few helpful "tank jumps for the steel peel map, here The key with using this ability to navigate the map is to time the cooldown so you never get caught with your pants down (IE: Dont blindly charge around the corner into their base, only to be stranded between 3 turrets for the next few seconds).

    Passive: MOAR health, MOAR regen. Worth upgrading to level 3. With silver armor, you can survive assassin back grapples, AND sniper headshots. You can also survive support Air Strikes while juiced. (Not sure if armor is required for this one). It also makes it harder for all pros, bots, and turrets to kill you.

    To give you a baseline of the tanks health, we turn to the railgun. Unarmored, the tank is killed in 5 rail gun shots with no passive, 6 at passive 2, and 7 at passive 3. With bronze armor, he is killed at 6, 7 (passive 2), and 8 (Passive 3) shots. With silver OR gold armor, he is killed at 7, 8, and 9 shots.

    You will notice that upgrading you passive instantly gives you max health (at your new increase maximum health capacity!). You can use this to your advantage to cheat death twice per game. This is called using a "clutch passive." Please consult the advanced strategies section in the reply following this post.

    Skill Order:
    My Build order has changed dramatically overtime. It varies depending on the endorsement set up I am using and the composition of the other team.

    Using the RoF/Armor/Skill set up:
    -Product 2 (Spawn)
    -Charge 2 (Spawn)
    -Charge 3 (As soon as possible barring passive purchases)
    -Product 3 (When needed)
    *Save Passive 2/3 for Clutch (use at any needed point in the build to preserve streaks/pushes/a near full juice meter)
    *Save Deploy 2 for when situational health regen is needed (after passives are exhausted)

    Using the Accuracy Build:
    -Product 2 (Spawn)
    -Save at least 150/400 to clutch passive 2/3 when you need it
    -Charge 2
    -If they have lots of firebases/gunners/snipers: go product 3 next.
    -If they don't: go charge 3 next.
    -Grab the other skill you did not upgrade. Try to always save enough to have passives available. (IE: hold out to 550 to upgrade to charge 3 so you have enough to clutch passive 2)



    4: The Weapons:

    I won't go into extreme depth here, because the weapons are very straight forward.

    Jet Gun: A flame thrower. It has a maximum range (further than the shotgun, possibly shorter than the heal/hurt gun.) Consider every person that is 2 steps or so outside of this range to be at mid range. You suck at mid range. Close the distance if you can (charge/speed), or run if they are likely to kite you (decent/good assault players). If they are inside the maximum range, keep in mind that the jet gun does more damage the closer your target is. If they have their backs/sides to you, always try to get point blank. If they can grapple you, use the jet pack and keep them out of melee range, but still in flame thrower range.

    Death Blossom: Alternate fire for the jet gun. ALWAYS JUMP IN THE DIRECTION YOU ARE TRAVELING RIGHT BEFORE YOU BLOSSOM. THIS ALLOWS YOU TO DEATH BLOSSOM IN MID AIR JUST HIGH ENOUGH OFF THE GROUND TO AVOID GRAPPLES AND ALLOWS YOU TO STAY IN MOTION WHILE DOING AREA OF EFFECT DAMAGE. YOU CAN DO THIS WHILE ADVANCING OR RETREATING Use this as a finisher (less than 20% health). Use this to clear bot waves. Use this to damage the jackbot. Use this constantly when juiced (1-2 hit kills on every pro, and you have boosted reload speed from juice) Don't ever only hit the reload button when using the jet gun. Use this instead, as you automatically reload after.

    Rail gun: Your mini sniper rifle. It is hitscan, meaning there is no travel time for the projectile, and there is no damage drop off at any range (just like the sniper). Always body shot with it. Clear bot lanes from a distance. Keep in mind the projectile travels through your target, letting you hit multiple bots with each shot. Harass turrets. Harass/finish off pros. The guides I posted above have better sections on how to aim this weapon. Consult them. What I can tell you is how many shots it takes to kill each class depending on armor.

    Railgun # of Shots to kill legend:

    Class: No Armor/Bronze Armor/Silver Armor/Gold Armor

    Assassin, Sniper, and Support (no passive): 3 shots/3 shots/4 shots/5 shots.

    Assault: 4 shots/5 shots/5 shots/6 shots

    Support (w/ passive 3): 5 shots/5 shots/6 shots/7 shots

    Gunner: 5 shots/6 shots/7 shots/7 shots

    Tank (No Passive): 5 shots/6 shots/7 shots/7 shots

    Tank (Passive 2): 6 shots/7 shots/8 shots/8 shots

    Tank (Passive 3): 7 shots/8 shots/9 shots/9 shots

    Also keep in mind that you have an amazing ring out grapple as an alternate fire for the rail gun. Use this if you get caught with the wrong weapon out, and you don't have charge 3's knockdown to buy you enough time to switch weapons.


    5: General Gameplay:

    On every map: Pick a lane, push forward, railgun the bots as soon as possible. Rail gun kills the slims in 1 shot, the blackjacks in 3. Stay with your bots unless the ejector is up. Stay close enough to a lift or cover so that you can change positioning with charge. Farm your first 400 as quick as possible for your appropriate skill upgrade. Watch for snipers in your lane. Switch lanes if he is giving you trouble, and you cant counter him with a rail gun/grenade.

    Grenade any pro that even thinks about fighting you. It is very demoralizing to be hit with a face full of stickers any time they catch a glimpse of you. Even without the cluster bomb, the disorienting effect is usually enough to make them retreat or take lethal damage from you or your teammates.

    If you see an opening, run straight at the spawn rockit turret, wait until it moves to acquire you, and hit it with grenade 2, then burn that mother down with your jet gun. You will kill it in 1 clip if its not overhealed. It will start shooting you, but you should survive with over half health. As you retreat, death blossom any bots in your lane.
    You are much more of a harasser than a pro killer early game, unless you have a support that travels with you, or suicidal assassins rush you and try to stab you in the face. Focus on getting product 3 and charge 3 as soon as possible.

    After you get product 3, the game changes.

    Mini Guide to Product 3:

    -Shoot it at every opportunity. Bots, turrets, pros, whatever.

    -The blind is area of effect, you dont need a direct hit to blind people (but it is usually better).

    -You can blind multiple targets.

    -Once you learn to bank it, no place is safe from your harassment.

    -You can use it simply to force area denial of a snipers perch. Shoot it so it comes to rest on the ground next to the sniper instead of right at him.

    -If a target is juking while retreating, shoot it so it comes to rest in the door way he is running towards.

    -Exception: Always aim right at targets such as stationary snipers, or any tanks and gunners. They are fat. This is good for you.

    -Use it at close range as well. Against heavier targets, dont be afraid to blind yourself at point blank and charge through him (youll knock your target down in your cluster bombs, and move safely through them.
    )
    -Hit bullseye with it when the enemy is partying with him, its a huge panic inducing buzzkill.

    -When the jackbot spawns, every single product grenade you have needs to be spent on him. Railgun when it is on cooldown. Death blossom when he gets close.


    Once you have charge 3, enjoy 1 shotting assassins, snipers, and supports who are too dumb to grab their passive/armor. If any of these classes survive charge, just follow with a death blossom for an easy kill. Don't do it until the charge animation completes though, or it won't deal any damage. Continue making money for your maxed passive. Dont go for the Annihilator unless your Assassin/sniper is absolutely fail at farming. Do consider guarding it for them though. Grab any speed upgrades you see dropped to make you even more menacing.

    Firebases: You laugh at them. Get as close as you can to them without them shooting you. You can corner cheat a lot of them with the jet gun. For the rest, get into range, product grenade them, and then jet gun them to death. You can kill even overhealed firebases with this technique. Dont be afraid of firebases. Especially once you have your passive. You can also railgun/nade spam them to death if they are in too problematic of a location. You will out damage the heal rate and all they can do to counter you is fail at hitting you with airstrikes.

    Juice: If they have many turrets built up, and you find yourself with juice/500$, go wreck them all with your jet gun. Use the jumping Death blossom to one shot anyone who tries to stop you as you travel between turrets. Death blossom DOES damage turrets, so when you get a turret to around 5-10% health, jump and death blossom AWAY from the turret so it still gets destroyed and you kill anyone that is trying to cc you. (It will 1 hit most pros and 2 hit all pros.) The juice also increases your reload speed, making you a tornado of death. Blind any hacked turrets you encounter. I commonly get 3,4, and 5 man multikills on a jet gun juice rush, in addition to taking most/all of the turrets in the base.

    Bot Spawning: They can make great distractions, and are the only bots capable of grapple kill bonuses, meaning a taunt after a grapple kill = bouncer paid for itself. Has isolated usage, and its really fun to spam them, but they are way less of a game winner than gremlins or gapshots.

    Moneyball: The tank took a HUGE hit to moneyball sieging in the DLC. He needed it. The jet gun is better than the rail gun for sieging. Basically, if you NEED to siege the moneyball, you will want to pick an opening when you can deploy and juice on the moneyball for the duration of the juice. If no such opening exsists, you should create an opening for your assault/support/assassin. These classes are better at killing the money ball than you are. Use your juice to become death incarnate for 10 seconds in their spawn, while your team wrecks the ball.

    6. Conclusion:

    This is the general way I play tank. For now, just realize that the tank is well equipped to take on the following classes at the following ranges:

    Long Range: Strong against all but the Sniper. Passive 3 + Silver armor makes this a more even fight since you can survive a head shot. Snipers take between 3-5 railgun shots to kill depending on armor. Product grenade hits will drastically change the course of this fight, so start practicing. I have very little issue with mortar gunners at this range due to my abilities with product 3, but until you get good with it, they are probably a threat.

    Medium Range: Run, or close the distance if you dont think they can kite you. You will not beat a good assault at mid range, and likely will lose to a gunner unless you blind him before he gets any damage on you. All other classes can only kill you based on how well they can kite you.

    Close Range: Does not afraid of anything other than headcrabs/charge 3 from the assault. Gunners should not be slamming you since you have a jet pack, and he should be on the ground and blind anyway. Supports should not be an issue after charge 3. Dont go out of your way to step on sniper traps and youll be fine. If you get trapped and its not a skill drain, just blind the sniper before he headshots you/jet gun him as he tries to get into grapple range. If you do get trapped and drained, shame on you. You have a jet pack. Use it.

    Assaults are your biggest challenge with gunners/snipers being a distant second. Everyone else is cake.

    Change log:
    9/26/10: Added section on the tank's weapons, including # of shots to kill chart for the railgun.
    11/18/10: Added Deploy Video Tactics (http://www.youtube.com/watch?v=Ink8KhlLMxM)
    11/21/10: Added Tank Jump (Steel Peel) Video (http://www.youtube.com/watch?v=IwftxsNq7pY&fmt=22)
    1/17/11: REWORKED ALL OUTDATED SECTIONS OF THE GUIDE, UPDATED ENDORSEMENT AND BUILD ORDER, AND ADDED JUMPING DEATH BLOSSOM TECHNIQUE.
    Last edited: November 22, 2010
  2. Im Hudson

    Im Hudson New Member

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    Re: Im Hudson's Guide to the Ability Spam Tank

    Advanced Strategy:

    -Tank Jet Jumping: http://www.youtube.com/watch?v=IwftxsNq7pY&fmt=22

    -"Clutch" Passive Selection: A little known/used trick with the tank's passive is that leveling it up INSTANTLY restores your health to its (upgraded) maximum capacity. If you are quick, you can tap "Up, Down, A" and restore to full health a maximum of twice in one match. After perfecting this, don't level up your passive as soon as you have the cash. Instead, wait until you need the INSTANT health regen, to get the full benefit of the passive. I commonly use it while being chased, and bait enemies who think I'm in the red. Upgrade the passive and come out guns blazing with a full health bar. If you are extremely daring, and you have the cash to upgrade twice in a row, all the better. You can even string this together with juice to restore your health to maximum 3 times in a row! This takes a bit of practice, but is great for keeping a streak (or more importantly, your juice bar) alive. Video illustrating this can be found here: http://www.youtube.com/watch?v=9xU3uOeEJCA&fmt=22

    -Earning Juice: The tank is a slow MoFo when it comes to earning juice. The rail gun barely gives any (even with RoF), and death blossom gives close to NONE, regardless of how many targets you hit. So how should you go about earning juice?

    1. Juice Pickups: You want every single one of these that drops, even if it means blowing charge to get it. 10 of these gives you a full juice meter.

    2. Jet Gun Regular Fire: If you don't NEED to clear the bots as quick as possible, don't death blossom them. Use your regular jet gun fire, as it builds far more juice.

    3. MELEE: If the other team has poor map control, you can melee the bots to build juice faster than any other method. The issue with this is you need to stand behind the bots so you don't take damage, and you don't get melee hit by the blackjacks. This means you must stand with your back to the direction from which enemies pros will be coming. Your best bet is to start by jet gunning the slims, walking behind the blackjack, meleeing him until he dies, then immediately charging back through your bots towards YOUR base. If you get caught while meleeing the bot, immediately charge towards your base and put cover between you.

    4. Deploy: Little known fact about the "useless" deploy. In addition to the damage reduction you are granted, you GAIN JUICE EVERYTIME YOU ARE HIT BY AN ENEMY. The best use I've found for this is to deploy in front of unprotected jackbots and unguarded laser turrets. (You can use product grenade to escape when you have low health and full juice). See above videos.

    5. Product Grenade 3: The safest way for the tank to build juice. Simply shoot it at a turret, bot wave, or moneyball. You get juice from the inital explosion + each of the cluster bombs.

    -When should I use deploy besides for building juice? Use it WHILE juiced if you are trying to jetgun the moneyball/level 3 rocket or shave ice, and do not have a streak built up. Level 1 deploy makes you immune to ring outs and crowd control grapples. You will likely die if you have not killed the ball when juice has worn off, but you will take a good deal of its health with you.
    Last edited: November 24, 2010
  3. IlliniJen

    IlliniJen New Member

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    I'm Commander Shepard, and this is my favorite tank guide on the Citadel.
  4. elfinke

    elfinke New Member

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    You clearly play your tank like I play mine. Though I rarely level any of my abilities past 2nd rank, unless the game looks like going into OT, in which case you'll have so much cash you'll have nothing else to spend it on.

    I cannot stress just how important the first 2-5 minutes of a game are. Seriously, if you get a good start, you'll have your character built however you desire (in my case, level 2 Passive, Grenade and Charge), have a turret or two in your name, and be staring down your first juice purchase. Which, and allow me to emphasise this, Juice trumps all early on. Sure, you won't win the game in those first 3 minutes, but you will destroy their defenses, their first waves of bots, a handful of Pro's and let your own team and bots walk into their base to continue the onslaught. In essence, you setup the win right there. And if you don't die, by the time you destroy their defenses and a few bots and Pro's (jeez I love Death Blossom + Charge), you will have earned enough to go and buy Juice again!

    If you farm a bot lane, get 3 or 4 pro kills (and hence a streak), you will suddenly be loaded, with enough money to level your skills however you choose.

    I would add that on some maps, I find spawning a Bouncer at the very beginning to be awesome. Not because it will earn you a great amount of cash (sometimes, none at all), but because at its core, MNC is about territory. To win, you need to be in the enemies territory more than they are in yours. While you are charging down a lane with your initial Blackjack bots, having a Bouncer can make or break those first few minutes I spoke about above.

    9 times out of 10, an enemy Pro will backtrack like mad to get away from your Bouncer at the beginning of a game, and you can just waltz on in with your contingent of bots. Along your way, you will no doubt destroy an assassin or two, and clean out the opponents first wave or two or bots. All the while, your Bouncer continues to harass and distract enemy Pros.

    If you don't kamikaze at the beginning (which can also be a worthwhile strategy if the other team has left the base with just 2x level 1 Rockits - you will take one of them out with a well timed Level 1 or 2 product grenade and heavy Jet Gunning, better still if the turrets are busy shooting your Bouncer!), you can backtrack, and wait for your second and third wave of bots to come through, while you continue to farm their bots and make short work of the now enraged Assassin/Assault/Sniper you got in the first 60 secs :)

    /thread hijack :D

    tl:dr - it's a great OP that is very close to my playing style! Farming bots, don't die in the first 120 seconds of a game, don't chase after every Pro you come across, buy the odd Bouncer and buy Juice ASAP = you will win many, many games in under 10mins and rack up the MVP's!

    /edit: oh and my build is typically G: Armour, S: RoF, B: Skill Recovery, but sometimes I'll change that up to have a build exactly the same as OP's, or have Juice as Gold endorsement. Variety is the spice of life!
  5. Rev Rabies

    Rev Rabies New Member

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    So i tried tank last night hudson, i hate you. Cause i LOVE the tank :D
  6. rhineville

    rhineville Member

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    Do you really think that RoF should be gold vs silver? I was testing out the fire rates and didn't find much of a difference at all, or at least not enough of a difference to go for gold RoF.

    Great guide, I'm going to be switching around my buy order :)
  7. Leonyx

    Leonyx New Member

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    Is the railgun really more effective at taking down the moneyball than the jet gun? I've never tried it.
  8. Im Hudson

    Im Hudson New Member

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    I run Gold RoF to maxmize my damage output at close and long range. It lets you clear lanes quicker with rail gun, harasss more, melt turrets, melt firebases, and win tank vs tank/gunner fights at close range with a lot more breathing room. You will never be out damaged vs other tanks if you run RoF. I also melt a lot of rockit turrets early game, and having the extra RoF helps me do most of my damage while the turret is still blind.

    Silver is fine, but the question becomes what do you put at Gold? In my build, it would be armor or speed, both of which are somewhat a waste, because of how well they function in the silver slot.

    Armor: Silver Armor is enough to survive any one hit kill projectile and grapple in the game. Using the rail gun as a baseline, the tank survives 1 extra shot from the rail gun for each level of armor that he has, EXCEPT for gold. With passive 3, the tank can survive 7 railgun hits with no armor, 8 railgun hits with bronze, and 9 with silver. It maxes at 9. Gold does not raise this amount to 10.

    This does not mean it does not give you extra health, but you are already by far the toughest character in the game with silver armor. (The gunner and support with maxed passive and gold armor all die after seven hits of the railgun. The same as the Passive 3 tank with NO armor.) You do get more effective health which will help against the bullet spray weapon types, but the practical effects are pretty much maxed at silver.

    Silver Speed: Speed pick-ups drop occassionally. You only need 1 speed pick up to turn silver into a gold endorsement, AND max your DPS from rate of fire.
  9. Im Hudson

    Im Hudson New Member

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    The railgun is the second most powerful money ball damaging weapon in the game, behind only the sniper rifle. In non-overtime, you can take the ball from 100% to about 10% in two railgun clips, or about 18-20 shots (running RoF). You shoot extremely fast with Gold RoF and juice.

    Most importantly, your damage is not increased by being closer to your target, unlike the jet gun. So you can spam it from sniper distance.
  10. Leonyx

    Leonyx New Member

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    Okay, I'll try it next time I get the chance.
  11. drunken feedle

    drunken feedle New Member

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    i just want to add that being a deployed level 3 tank gives you unlimited ammo
    and prevents reloading
    so you can outshoot a sniper and not worry about reloading but your stuck in a spot

    your also forgetting the jet jumping/floating
    he can duel it out with assaults but cant hang up in the air as long as them
  12. Rev Rabies

    Rev Rabies New Member

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    also, i'll add, neverevereverevereverever deploy, it sucks, you don't need infinite ammo, you WILL NOT outgun a sniper like that, you'll get a bullet to the dome
  13. Im Hudson

    Im Hudson New Member

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    I can't think of a circumstance where unlimited ammo would be a greater asset than mobility in crossfire.

    You wont out shoot any sniper with what you described. He will kill you way before he has to reload.

    And I'm not forgetting the jump pack. You can't sky duel very well as the assault can. The jet pack is good for skill jumps and trap dodging. Especially when you use silver speed and pick up a drop.
  14. Manouso

    Manouso New Member

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    Nice guide man, I was gunna ask you how to wreck as a tank eventually lol.

    Currently, I just abuse gold armor and charge like a mad man lol. I think I've shot maybe 10 grenades in total, I always forget I have em. I'll definitely try out your build and pointers next time I'm on.

    Oh and watch out for those lunging backstabs ;)
  15. Reltsirk

    Reltsirk New Member

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    For the most part this is how I've been playing a tank anyway. Therefore, I support this guide.
  16. Im Hudson

    Im Hudson New Member

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    Confirmed: I don't need armor anymore. Charge 3 one-shots assassins before they can touch me. I wear turtle beaches so I can hear the cloak.

    I need a capture card to explain how to move as a tank. People that play with me probably would say I'm among the most spastic tank players out there. Speed upgrades let you pull off some REALLY sick jumps.
  17. DonnyD

    DonnyD New Member

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    Spastic? No. Annoyingly good. Yes. I can't even count the number of times you blew up my damn nest yesterday. If it was just you, maybe I'd be able to handle the situation. But your damn sidekicks are a pain in the *** too. Ahhhh. *shakes my puny sniper fist at the sky in impotent rage*
  18. Greggyyyy

    Greggyyyy New Member

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    giggles. :oops:
  19. Rev Rabies

    Rev Rabies New Member

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    just wait untill you get to see my dancing smokey assassin Donny :D
  20. rhineville

    rhineville Member

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    Quick Tank question (didn't want to create anew thread);

    Is the railgun instant, or does the actual shot have a delay, IE should I have the crosshair on the enemy always or should I lead it a bit? Reason I ask is that it seems a lot of the time I should be hitting folks when I'm just not. Could be a latency issue (or a me sucking the big one at using the railgun issue) but though I'd ask all the same.

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