[Tank] "Tanks are to Bots like Gunners are to Pros" Guide!

Discussion in 'Monday Night Combat PC Strategy and Tactics' started by BroTranquilty, February 15, 2011.

  1. BroTranquilty

    BroTranquilty New Member

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    Contents:
    1)Why Play The Tank? Nobody Plays Him!
    2)Skill Uses, Constant Skill Spam, and Skill Combos!
    3)Order of Skill Upgrades.
    4)Endorsing The Tank, DeadStretch's Build "Smedley's Juggernaut", or SensitivePsycho's Build "Spin and Win"!
    5)The Role A Tank Plays. Fills an Important Spot.
    6)Good and Bad Matchups for the Tank.
    7)Tips for Tank Class Mastery!
    8)Conclusion.


    Why Play The Tank? Nobody Plays Him!

    I am not the best tank at this game. Maybe I could possibly be for the PC version, but most recognize Hudson as the best overall, and I will recognize that here. Many XBox players learned tank, it's very effective but usually played by people with more practice. Not as many PC players play tank, but I feel that over time it will become necesary for competitive play and overall skill (as it was for the XBox). The tank was put in the game for a reason, to fill a spot and create a balance. It has less gimmicks and is slow, but more straightforward damage like the gunner. However, it kills bots like the gunner kills pros. Why not just play assassin then? The tank can kill bots from any range, and safely. If a tank and an assassin compete for a bot lane, the tank will win because he outdamages and has more health. If a tank is on top of his bots, assassins can not juice quickly, if at all, because bots are off limits. I feel that this guide is necesary to get more tank players, so the assassin doesn't feel so overpowered (common complaint from PC players). The only reason the assassin is overpowered, is the rare use of the tank.

    Skill Uses, Constant Skill Spam, and Skill Combos!


    The tank is a heavy set guy with a beard. Gouken is a heavy set guy with a beard. I don't know why, but I find them similar. Both are very strong opponents when played correctly, but are very underestimated by most players. Both have long range and close range arsenals. Both have simple moves, but an underlying complexity in comboing their moves (skills that can tie together, like the assault's).

    Railgun

    For the sake of playing better, we will consider the railgun as the primary. It is the secondary weapon, but I hope you learn to spawn and switch to it, and carry it around more of the time than the jetgun. I can not stress that enough, the railgun is effective somewhat at any range whereas the jetgun becomes useless a pretty short distance away.

    Carry the railgun and consider targets at all ranges, pick on pros and apply pressure while being around cover yourself (especially if there are enemy snipers), while destroying bots whenever bots are available because the railgun destroys bots at any range and can penetrate multiple bots in a row (line them up for increased effectiveness when possible).

    It's secondary fire button performs a grapple (the second best weapon-grapple in the game), where the tank will palm the target. This grapple is good against bouncers (all classes should grapple bouncers, all classes), but unlike other sucky grapples like the gunner, support, and sniper (heck yeah?), it will do half damage to an assassin, and it even launches (so you can kill with a ringout if you aim targets off the edge of the map). Best grapple in the game which you don't have to pay for.

    Only switch from the railgun when you come to a corner in a narrow area that you want to turn into, or if you see an opportunity to jump into close range battle.

    Jetgun

    For the sake of playing better, we will consider the jetgun as your secondary. It is your primary weapon, but I beg and plead that you do not carry this around. This is not an echo, I need you to understand that this gun has great potential at a short range whereas the railgun has moderate potential at all ranges. You carry your railgun most of the time, so you can attack any range. When you come into close combat, by turning a corner, entering a narrow area, approaching a large bot wave, or charging torwards targets (hopefully if it's a pro, you made sure they haven't seen you), then it is time to unsheath the jetgun.

    The jetgun does constant good damage on a focused target (mind the bad hit confirmation at a range during lag), with the addition to fire damage which makes it great against low health opponents and especially against teams without a support that is willing to heal his teammates (random supports won't do it, so your in luck most of the time). The closer your jetgun is to the target, the higher damage it will do. It is very effective against bots, like a minigun is to pros (though the minigun will lose to bots whereas the jetgun will lose to the minigun).

    It is recommended to use the secondary fire, dubbed the "DeathBlossom", on all bots and any targets almost finished off, as it empties your clip into one high-damage 360-degree close-range move (the damage depends on the percent of the clip remaining, so try to reload before using secondary). The secondary is the reason to keep reloading often, and it actually outputs more damage than the primary would within the same time period, so it is used whenever it will get the kill in 1 or 2 kills (the exceptions then are overhealed enemies, turrets, firebases, heavies at full health, you know...).

    Passive

    Any passive skill boosts a class's natural abilities. It is a skill constantly in effect, like firepower, health, critical chance, or special effect. In the tank's case, it's simply health. When upgraded once, it increases health regeneration as well as max health by a silver armor endorsement. Upgraded twice, it increases health by another armor endorsement.

    Whenever upgrading a passive skill on the tank, or any class which that passive upgrade includes increased max health, your health will completely refill, even if it was serverely damaged before the upgrade. You can learn to click the upgrade in the menu in less than a second, and use it to "clutch passive", or reheal in the middle of a battle (while any class that has a health passive upgrade can do this, the tank is the only one that has 2 health passives and thus can passive clutch twice). With passives, you can survive things you couldn't before. Both passive upgrade prevents death by dagger back-grapple, a silver armor endorsement in addition will prevent katana back-grapples, and a gold armor endorsement will further prevent headshots from instantly killing. I do not use these normally, but under the circumstances you could take advantage of these (keep an armor custom class set up for games with multiple assassins or a good sniper).

    Product Grenade

    It is called the product grenade for a reason, as it will blind the opponent with product advertisements when upgraded once. It is a great tool, has a fast regen, combined with other attacks to increase damage, kills bots like the assault's bomb kills pros, and is highly long-range. I believe it is the single most spammable skill in the game, rivaled with assault bombs.

    Upgraded once, it will regen faster, and will blind any targets to a large degree (including turrets and bots), and deafen/confuse many pros. Upgraded twice, it will regen very fast, and will split into 4 nades that scatter a short distance and will cause a highly damaging secondary explosion a couple of seconds after the first explosion (it will probably kill any bots, as well as low-health opponents that are "intellegent" enough to just stand there).

    This is good to spam at bot lanes, the more bots in a group the better. Good against stationary pros and pros giving your team a hard time (as confusing them with this may turn the tide of a gunfight). Good for slowing jackbot progress. Good for firing at an unsuspecting pro as your charging at him, or even after the charge lands on him (thus, using your skills and weapons in a combo to land better, faster damage on a target). When you learn product 'nade uses well, you will even be able to cut off fleeing injured opponents, bounce it off the ground so the splash has a better chance to hit opponents even though the grenade won't, and bounce off of walls to enter an area you think a pro is in.

    Charge
    The heaviest charge in the game. The mass of your tank is propelled forward at a high velocity by his jets. This is useful to get into close-quarters on an enemy (since your pathetic speed usually isn't going to do it), help you flee away from danger, generally help you get around, and as a weapon to hit opponents.

    Upgraded once, it will regen faster, the charge will last a bit longer, and it will start to do pretty good damage (enough to mostly or completely do an assassin in). Upgraded twice, it will regen very fast, and the charge will stun any enemy pros hit by it. If you hit a pro off the edge with this, they are dead, reguardless if they have jets or not (by time they wake up, they are going to be miles below the stadium). The tank's charge has top priority, meaning a lvl1 charge beats an assault's lvl1, lvl2 charge beats assault's lvl2, lvl3 beats assault's lvl3 (and thus only a lvl3 tank charge can cancel a lvl3 tank charge). When you want to catch a pro off guard, you will switch to jetgun and charge-deathblossom them (sometimes helps to jump). When a pro catches you off guard but comes too close, switch to jetgun to charge-deathblossom them. If you are losing a fight, try to charge away behind some nearby cover. Remember to optionally add a product grenade when going in-to/out-of combat, it just tacks on that much more damage.

    Charge can also be used as a means of map-travel. If you do wish to get deep into the map faster (not always what you should do, but there may be uses like when the enemy moneyball is down or you know the location of a soft target), you can jump-charge. It's complicated, you find a bit of ground thats kind of high up and wide open in front, charge off of the high place out into the open, and hold your jets while you continue to fly forward. The inertia should carry you farther depending on how high you were. You can make it from spawnring to center of ammomule like this, or across steelpeel's center from the entrance-overhead-walkway, or from any wall to way across the field in spunky. Additionally, jumpjets can be used to climb on top of most walls, sometimes gives you an advantage with a railgun or to drop on an enemy (some pros don't look up), or to jump-charge.

    Deploy

    Deploy removes all of your ability to move, and reduces your aiming to a 180-degree field. In return, your jetgun has extended range, you have greater resistance to damage and faster health regeneration, you cannot be grappled, the jump button activates your jumpjets to damage nearby opponents behind you, you gain juice for any damage recieved (some people juice from lazorblazors using this), and when upgraded provides additional benefits.

    When upgraded once, you will have health regeneration increased even more (with a gold health regen sponsor, you can deploy for full health in a second). When upgraded twice, your weapons will have unlimited ammo (greatly increasing your damage output to stationary targets, like the moneyball or turrets or general railgun spam)

    Order of Skill Upgrade:
    If you are going long-range:
    Product Nade 1
    Charge 2
    Product Nade 3
    Passive 2
    Charge 3
    Passive 3

    If you are going close-quarters:
    Charge 2
    Passive 2
    Charge 3
    Product Nade 2
    Passive 3
    Product Nade 3

    All the tank's skills are subject to circumstances. If you feel a certain skill would fit your situation (especially passive clutch), please make the call for youself.

    Endorsing The Tank, DeadStretch's Build "Smedley's Juggernaut", or SensitivePsycho's Build "Spin and Win"!
    I run Gold Skill, Silver Rate, Bronze Reload. I feel those endosements assist the three main things I use: Skill Spam (product nade distant bot waves, charge to the other side of the map, product nade, ect.), railgun spam (kills bots quicker, rate of fire makes long-range tank possible), and deathblossom (best way to defend yourself, maintain personal space, and kill large groups of bots).

    Since everyone could play the tank differently, here is a breakdown of endosements:

    Armor: The tank has the highest starting armor, so endorsements and passive upgrades can allow him to survive headshots and assassiations and withstand over 2 clips of some enemy's weapons. Useful in all, even bronze for a change (although higher ones are better of course)

    Rate of Fire: The tank outputs more damage with jetgun with a rate of fire endorsement, but the railgun starts with a slower fire rate, so it benefits even more from it. Recommended at bronze at least, silver at most, as gold isn't much more beneficial than silver.

    Skill-Regeneration: The tank has useful skills, and product grenade couldn't be spammed enough as a long-range bot-killer, whereas charge couldn't be spammed enough as a close-range bot-killer. Most benefit of any other endorsement at bronze, it is better yet at silver, and even moreso at gold.

    Reload Speed: The deathblossom uses all your jetgun ammo at once, and reloads before being used again. A reload speed endorsement allows deathblossom to be used in quicker succession, better for spamming it. Railgun outputs so much damage, and reload speed endorsements allow for more railgun output and spam as well. Useful as any endorsement, I wouldn't recommend it higher than bronze due to better endorsements.

    Clip Size: The deathblossom deals damage depending on the percent of ammo remaining in your clip. With a clip size endorsement, the deathblossom will do closer to max damage even when you use some jetgun ammo before the deathblossom (you shoot for 2 seconds and then deathblossom, your likely to kill a gold armor assassin). It benefits the railgun as well, allowing for more damage output before reloading (more damage over time, faster bot killing). I prefer reload speed, but this is beneficial in almost the same way for different reasons with different specifics, and also useful in any spot, although bronze and silver are least wasteful in respect to other endorsements.

    Heath Recovery: The tank has a lot of health, and a passive that boost health recovery. An endorsement would just make his strengths all the stronger. With gold health regen and deploy 2, you can regen all of your health bar in a second. Under most circumstances, any health regeneration endorsement (the higher the better) will sometimes make it unnecesary to retreat from a bot lane because your health will recover before you even finish the walk to get to safety.

    Speed: You move slower than any other class to begin with. Speed can be picked up (and should be sought after and easy to find since everything you kill should be close enough), but starting with speed from the spawn, be it gold silver or bronze, could help you get to all the bots in both bot lanes (although tight maps like spunky and lazorrazor make it less useful).

    Accuracy: Doesn't do much, but that doesn't mean it's worthless. On longer range maps, it should make the railgun hit distant targets more often. You shouldn't be chasing pros so much, but against a sniper or fleeing targets it will make the railgun land more often. Ideal at silver, but still good at bronze (gold isn't much better than silver for what a different endorsement would be worth).

    Critical Shot: A critical shot endorsement will make your weapons do better damage in bursts, as well as juiced (since all shots are critical). May be noticeable, and helpful when it does happen, but isn't often dependable. Bronze doesn't do much better than the normal critical rate, but may be worth it if you absolutely want to, and silver and gold would do better but isn't usually a good trade of a different and better endorsement.

    Juice: The tank has a normally slow juice gain rate. Bronze does him better than most other classes, but still isn't much. Gold does a great amount, but if you think about it, it only helps you on your first juice, once a life. Unless you often go through the juice-and-die cycle, or just want to keep a class in case you need it (against turtles or a lazorblazor), it's not an ideal endorsement, albeit useful at gold silver or bronze.

    Duties of a Tank In-game:

    The tank is a powerful bot-killer and a mediocre pro-killer and turret-killer, whereas the assassin is a powerful turret-killer, and a mediocre bot-killer and pro-killer. You should go after bots and keep other pros off bots (which would be a defensive stance, don't go on a pro-safari). Like most other classes, if you get juice try to get in close to their base and break some turrets, while keeping enemies off with deathblossom (when juiced it instakill pros in range, which is why it's a protag "Spin 'N Juice"). Most pros who are juiced will get grappled, but you will be keeping enemies far away with the threat of that. To kill jackbots and other bots, railgun at long range, and deathblossom once you get close enough. Everyone plays differently, and I play long-range so I only go out periodically and mainly to keep assassins from juicing off our bots. Staying out in the field is viable as well.

    Clearing enemy bots earns amazing cash, and will pay for all of your skills and perhaps a few turrets. You eventually get juice, since your health shouldn't be getting you killed a lot. If you walk with a bot lane, an assassin isn't going to make them vanish like what happens a lot in pubs (if the assassin makes enough bots vanish then she can make your turrets vanish too ;) ). Not too many pros can single handedly keep you from pushing their bots back. Teamwork plays against you, but even then you should be able to kill bots via railgun from most of the map's distance. You are the shovel that unburys your team when your turrets are down and 20 bots from each lane are entering your moneyball ring. That's why the tank is so often played in blitz.

    Good and Bad Matchups for the Tank.

    Bad Matchups:

    The gunner outputs more damage than you can. You will always lose in minigun effective range, most of the time you will lose even if you connect a lvl3 charge. The only way you will win if a gunner is in your way, is find a point to ambush-hit him, or avoid him completely. If your team helps, the gunner usually gets killed or shooed away enough to allow you to keep bots back. Still, a team full of gunners and supports look scary from your angle. Best have a team of snipers, or go sniper yourself. Of course, the gunners could always be bad, and you can railgun them from a distance. Either way, if you do find yourself tank vs gunner, the best you can hope for is to push bots harder than him and try to avoid dying as much as possible, and maybe he will outright ignore bots altogether if your lucky.

    The sniper makes life difficult, especially for the unarmored tank. Armor makes it a bit easier, but a sniper allowed to do his job keeps you off the bot lanes. Most of all, watch for explosive rounds, as they will kill you even if they hit your own bots (which you might walk along often). If you stick to killing bots long-range, the sniper shouldn't even clash with your progress. You will both simply push each other's bots, periodically taking pop-shots at each other with sniper-rifle/rail-gun.

    Juiced enemies of any kind are bad matchups (obviously). An assassin will have to come close to you, so simply charge and grapple (or combo a charge into grapple, which I call Senkugoshoha, or running palm). Other enemies can shoot you from a range, so try to find a cover with a tight turning corner (moneyball glass), and when they round the corner, charge and/or grapple. If you have no cover, a product grenade to blind them may save your life, even if the odds of it aren't good. If you can disable a juiced opponent, your team may have the courage to help focus fire on them, even if you can't take him down on your own. You may be the best chance to save some turrets. Remember, even if they destroy all turrets, you should be able to unbury your base from bot waves.

    Good Matchups:

    If you ever see 3 assassins on a team, you might want to consider going tank. Just a though :roll:. Anyhow, assassins mainly play by attacking bots with hit-and-run attacks, and then juicing turrets. Better assassins may periodically kill a few pros with assassinations. You should seldomly lose to an assassin, and better yet, assassins shouldn't be able to kill bots or get juice while you stand with your bots. However, you can kill their bots all day long. An assassin tries to stop you, then you charge them (even after they finish a grapple, their armor shouldn't stand to an upgraded charge), and deathblossom to make sure they're dead. When charging them, they can sometimes grapple you out of the charge, but since your health is high you usually are safe to respond with a product grenade deathblossom grapple for the win. You might see an assassin juiced (maybe off of shurikens or juice vendor), and they still won't be so threatening if you charge3 and combo into a railgun grapple off the arena or out of your base (running palm, or Senkogushoha, as the charge is a "run" and the grapple is a "palm"). If you can't get to a turret that they are destroying in time, try a product nade; they might lose track of where to slash, and at the very least they won't see you hit them with that bone-breaking charge-grapple that sends them out of the map.

    Supports have several problems with tanks. As a heavy, you can usually outdamage bots, turrets (especially around corners that your in range and the turret can't fight back), and other pros. However, supports treating burn victims may cut down on some kills you get. If a support is actively pursuing you, their shotgun is a bit dangerous, so make sure to hit them fast (dilly dallying around with a jetgun may get you killed, try charge-deathblossom/charge-grapple). SensitivePsycho corrected me on the details, but did you know that a juiced tank with silver armor and one passive can survive an airstrike? If you get an airstrike or assault-bomb stuck to you while you have juice, use it; it may not happen often, but if it does, you will live.

    A questionable matchup is the assault. Assaults aren't the worse thing that could happen to you (at least I feel that gunners are). In a close quarters fight, your damage output is higher. You have a lot of mass, ringouts aren't easy with bombs, and their charge won't often beat yours. However, they may try to hunt in packs, and their numbers can pepper you pretty good. Keep a low profile, and remember, even if they do hunt you, your team may be making better progress since your occupying 3 enemies elsewhere. All in all, if a support was to keep you healed, you would beat a team of assaults and assassins. A BIG TIP I FIND: Assaults are trolls in-game, so they will chase you if your wounded, even into a base of lvl3.3 turrets. If you find an assault hell bent on killing you, turn a narrow path down a corner, and when they turn the corner at close range hit them with the hardest lvl3 charge deathblossom/grapple ever. I find myself always killing assaults this way, funniest when your finishing animation is beating them to death with your fists. "When these fists talk..." they might give the assault some advice for next time, and NOT FOLLOW YOU!

    Of course, a tank vs tank would simply be a cage match of better maneuverability, more fluid skill and weapon use, and skill-upgrades/endorsements. It's even though, and unlike assassin vs assassin or sniper vs sniper, somebody has pretty much GOT to die. Try to make sure it's them. If they flee don't pursue them to heartedly, but I find that normally a tank vs tank ends in one of them eventually killing the other (probably due to lack of speed, neither tank can flee fast enough from the other to prevent railgun death at low health). Teamwork could always tip the odds in your favor, but good luck finding a support to give you an overheal in a pub.

    Tips for Tank Class Mastery

    If you have passives and gold armor, you can "tank" a lot of damage. Try rolling with a group of allies as the point-man. You can fight close range and take all the damage, while your point-guard helps you put out more damage. That way, nobody on your side dies, and you could possibly deal with 2 enemies.

    Heavies work well overhealed. The more health they have, the more health they gain from overheal. Having a friend play support and walk with you or stay nearby, can gurantee both of you easy safe kills and easy wins. Did I mention that almost nothing kills you with gold armor, all passives, and an overheal?

    To get into the field faster, jump-charge from spawn on most maps. If you have bots coming into base, charge as soon as you spawn anyway. Getting out to the bots can keep your team alive, even if you die constantly. You can kill those bots pretty fast.

    On the 2-parallel-bot-lanes maps, a good long-range stradegy is to charge to the right side, product nade the bot wave, charge to the left side, product nade the bot lane, wash rinse and repeat.

    Deploying in front of lazorblazors and bot waves can earn you juice, if you are sure it's safe enough. Best done with gold armor.

    Remember the range which you jetgun affects the damage. Try to chase enemies with the jetgun as close as possible.

    While deployed, your jetgun can sometimes beat the range of turrets, like the rokkit. Use this to kill turrets that nobody is watching (or outdamage turrets that a support is healing but hasn't hacked yet). Try this from the tunnel next to the enemy base in lazorrazor.

    SensitivePsycho wanted me to point out (although I already knew this I ommited it previously), that you gain juice better from using a railgun than a deathblossom on bots/turrets, and the best by lvl3 product grenade on bots/turrets. I would say this is noteworthy, since I know that you gain full juice off of 10 or less lvl3 product grenades off of a rokkit turret.

    Another trick for juicing that I know is to deploy in front of damage, like a lazorblazor, group of enemy lazor bots, a few gremlins, an enemy that is shooting assault or mini bullets across the map... or shoot your own product grenade off a wall back at yourself while deployed!

    If you are near juice, and an enemy runs into you, a neat trick to gurantee a win is to deploy. You should juice, use it, and burn their silly ***. Better than trying to outgun a pack of assaults or a gunner. Dangerous, but possible (gunners have some good damage, and assaults can headcrab stationary targets)

    Remember, tanks don't have headshield, and no class should deploy in the open anyway. Try to avoid the open and walk against walls, and not deploy unless its in a corner or a tight corridor.

    If an assassin or another light class is giving you trouble by staying directly behind you, deploy and jump. Your jets just may take them by suprise and at the very least cause them to flee. Like most times you deploy, try to deploy for the shortest time possible.

    Jump on top of walls and walk on them. Sometimes (especially on lazorrazor), you can drop on enemies who don't look up and it almost gurantees a kill. It also allows you to jump-charge into a bot lane or pro group, to railgun bots from afar and above, and product nade spam many places.

    Pick your fights. Charge and escape ones the enemy picks with you if it looks bad, and when starting a fight try to charge and deathblossom for a hard initial hit. Jump-charging from higher ground lets you enter a fight from a less-noticeable angle if you want to get the element of suprise.

    Conclusion.

    Just focus on the objective and learn what a tank can and can't do, and you should play the tank class well. In a game with pubs, a tank can hit pretty hard with the right stradegy, and the enemy won't understand why their bots don't make it off of spawn when your team doesn't have an assassin. In a game with lots of teamwork on both sides, you fit a very balancing role against assassins and as a damage-sponge and bot-killer. Learn to play the tank, and you have a new weapon against assassins if you ever find yourself in a game where they use the same tactics repetitively. You will not only be encouraging assassin-stomping and juice prevention, but will also be balancing the game and helping a rare class be played more often.
    Last edited: March 14, 2011
  2. BroTranquilty

    BroTranquilty New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    Accepting all feedback, recommendations, corrections, opinions, and generally pro-tank comments by the tank-playing population.

    Best thing about becoming a tank player, is that you join an elite group honored by the community. If you haven't seen before Steam release, tank players have made the beard idolized by all as a symbol of power. Billy Mays was a prophet according to common MNC player legend. Play the tank, spread manly beard strength across all of your battles, earn the...

    Last edited: February 15, 2011
  3. DeadStretch

    DeadStretch Post Master General

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    I got here and stopped reading:
    Sorry.

    Also thanks for stealing "Smedley's Juggernaut" from me. :D
    Last edited: February 15, 2011
  4. BroTranquilty

    BroTranquilty New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    Hey, I could change the title but there is some content inside. Reflects my visualization of the class. It's all I can offer you.

    There, edited it to be more "Marvel" friendly. Now to make up for it, i'm going to play some Street Fighter.
    Last edited: February 15, 2011
  5. Goose

    Goose Active Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    Pretty sure the Gouken-Balrog matchup is still in Rog's favor and the Gouken-Zangief matchup is probably dead even.

    This guide sucks. Sorry Bro.

    EDIT: dammit bro, you edited it!!!!
  6. AmazeTheory

    AmazeTheory New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    A nice read. I don't have the PC version but I must admit I don't see many tanks these days on Xbox either. He was actually the first pro I went to and stuck with for a long time. I like the stress on the rail gun. It definitely is the primary gun. I see way too many people play tank and use their jet gun against people from stupidly far distances and they never swap. It's something about the Death blossom. The sparkles seem to make them forget the rail gun. :cry:

    Nice guide.
  7. Mail

    Mail New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    I think, based on the info on deploy 2, I might try a health regen/rate of fire/skill regen build.
  8. BulletMagnet

    BulletMagnet Post Master General

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    I pick Deploy 2 with Passive 2 early on. It's basically to camp and block a lane until a pair of Pros come to move me along, but it works well.
  9. Infininja

    Infininja New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    The support can clutch passive too, as far as I know.

    *continues reading*
  10. Mail

    Mail New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    Yes he can, but only once, as the first passive upgrade doesn't afford him a health change, so he doesn't heal up at all.
  11. Marmalade

    Marmalade New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    Smoke Bomb prevents Charge from connecting, completely mitigating it's damage and knockdown, so please scratch that.

    A single lunge disables a whole bot-wave, I doubt that's mediocre.

    Er... Please, don't use japanese words if you have no idea how to spell or translate them.
  12. Goose

    Goose Active Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    Bro simply made numerous Street Fighter references in his guide. His downfall though, only a couple people understand them. Also Bro sucks at Street Fighter.
    :)
  13. Vleessjuu

    Vleessjuu New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    This guide could use a remark on the tank's juice gain. Often I see tanks railgunning or DBing bots, but that really limits your juice building. Tanks build juice pretty slowly as it is, but their juice is among the best in the game, so you really should try to squeeze out any opportunity to get juice IMO. Meleeing bots whenever you can and jetgunning/productnading them whenever melee is not an option.
  14. Near

    Near New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    I absolutely love playing Tank because of his great anti-bot and anti-assassins skills. I've tried different setups and frankly, I find the default Gold armour/Silver rate/Bronze reload most useful for my playstyle, i.e. kill bots and kill pros killing MY bots!
  15. BroTranquilty

    BroTranquilty New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    You caught a legitimate typo, and for once I am impressed as it wasnt a english grammar nazi move. You caught a romanized japanese spelling error, I salute you for it. I spelled it correctly elsewhere in the guide, so do give me some credit. I probably also screw up the pronunciation. Anywho, I fixed it's mispelling where you pointed it out.

    The assassin thing is a MIND **** on the PC, i admit. I have been playing it all week, and that was how I discovered the "running palm". Assassins can grapple periodically out of a charge, but you should be able to mix up your charges and throw in a product grenade and be less predictable. Assassins can smokebomb to prevent knockdown from charge, but still take damage, which I find hilarious when I trade a deathblossom for a railgun grapple, as it grapples out of smokebomb and prevents their jump (and since their smokebomb is on cooldown, once they land, IF they land on the arena, you can finish them)

    Trust me, the tank wipes assassin's shenanigans up. At most, the assassin can hit-and-run a bot or two before being killed/ran-off, or shuriken once in a while. They still can't do 1/2 of what they could if left unchecked. Sniper rifle explosive rounds are the only other thing I find to counter assassins quite well, as you can spam your own bots with them.
    Last edited: February 15, 2011
  16. sensitivepsycho

    sensitivepsycho New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    Few pointers:

    All secondary weapon Grapples do the same damage.

    Death Blossom doesn't give you anywhere near as much Juice as individually killing the Bots with your Jet Gun. Only Death Blossom when you need to kill bots quickly. Also, Death Blossom+Charge+Railgun is an excellent combination if you have decent aiming.

    Product Grenade at LVL3 gives a ridiculous amount of Juice from Bots.

    LVL1 Charge should be renamed LVL1 Gentle Caress. Upgrade it coming out of the spawn room along with Product Grenade.

    "The tank is a powerful bot-killer and a mediocre pro-killer and turret-killer, whereas the assassin is a powerful turret-killer, and a mediocre bot-killer and pro-killer. You should go after bots and keep other pros off bots (which would be a defensive stance, don't go on a pro-safari). Like most other classes, if you get juice try to get in close to their base and break some turrets, while keeping enemies off with deathblossom (when juiced it instakill pros in range, which is why it's a protag "Spin 'N Juice"). Most pros who are juiced will get grappled, but you will be keeping enemies far away with the threat of that. To kill jackbots and other bots, railgun at long range, and deathblossom once you get close enough. Everyone plays differently, and I play long-range so I only go out periodically and mainly to keep assassins from juicing off our bots. Staying out in the field is viable as well."

    [​IMG]

    Yew bin drinkin' son? Tank can rip up Pros with his Railgun. The Tank can't take down a LVL1 Rockit in the same time it takes an Assassin to Smoke bomb and heavily damage a LVL2, the Assassin rips up Bots like paper. Juiced Death Blossom will not insta-kill Gold Armour Gunners or Silver Armour/Passive'd Tanks.

    Use the Tank to lock down the centre of the map. Rail enemy Pros, stop their Bots from leaving their spawners, and once you have a couple of Speedy Feet picked up, go hog-wild with your Jet Gun.

    Gunners are my second most-killed Pro. Railgun, Product Grenade, Railgun, Railgun, Railgun.

    Snipers can be harassed with the Railgun and Product Grenades, especially if you run a Skill-spam class like yours.

    Juiced Tanks with Silver Armour and one Passive can just about survive an Airstrike. If a Support is chasing you, run backwards while Railgunning him - unless he has Gold Armour, he is toast.

    You're the easiest class to headcrab in the game. The Assault Rifle is the best weapon at your worst range.

    Tank Vs Tank generally comes down to who has the higher level Charge, or who uses their Charge the best. If it starts looking bad, retreat with your Railgun - you might get lucky and confuse your enemy.

    You should probably explain how to jump-charge for people who don't know. I can only charge off ledges and jump-jet half-way through.

    That Deploy strat is very risky. You're better off hitting them with a Product Grenade and trying to jump-charge away.

    Aside from all that malarkey - most of which is just a case of different opinions - good work.
    BEARDPUNCH SEAL OF APPROVAL
  17. FB Zombie Chaos

    FB Zombie Chaos New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    ^^^ YAY!! :mrgreen:
  18. BroTranquilty

    BroTranquilty New Member

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    Re: [Tanks] "Tanks are to Bots like Gunners are to Pros" Guide!

    Differing opinions aside, good addition to my post. Might quote it after my guide, in my saved posting space. As well as ammend my guide about the juice tips (I already knew product nade gained juice better, but I already encourage people to product nade enough as it is)

    As far as gunners and such, any gunner that stands out in the open (pretty much the only way they could possibly die from railgun) is a free kill for any class of any skill. In actuality, you shouldn't rely on finding bad gunners anymore than you should rely on finding bad assassins.

    Snipers and me seem to simply trade hits. I get pissed when I take a headshot, but i'm sure they get pissed when I score a good product nade bounce while they were hiding behind a wall regening health, so the game goes on pretty much like that.

    Assaults don't seem to pose too much of a thread as a longrange skillspam tank, though they probably would more to a field tank. Still say you will win if you clash skills at close range with them, you will cause them to flee if you zone them around corners (and like any other pros, and ESPECIALLY the assault, don't go chasing after him... that just begs him for an explosive hat or a clip of spent AR rounds in the face)

    Best thing is when you said speedy feet. A tank well endorsed (whether it is armor-health or rate-reload), that has picked up 3 speed drops, becomes top tier. It's like he is half-way-juiced infinitely until death. Same with bacon, best class for speed pickups or bacon is the tank because they make him better than other classes in every way, shape, and form.

    Generally, i'm advertizing more widespread use of the tank, especially to counter the assassins-OP-whine problem.
  19. BroTranquilty

    BroTranquilty New Member

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    Had a good tank game last night. Never realized this: A tank is as good as an assassin when it comes to instant damage imput.

    Last night, I stuffed pursuing assaults at full health while I was at 1/5 health or less, on at least 3 seperate occasions, by turning a narrow opening corner, and point-blank charge-deathblossom as soon as they turned. Once, I did this with a grapple instead of a death-blossom, beat the assault to death with my fists, and taunted.

    A charge3-deathblossom does as much damage as a lunge-grapple. It is actually probably more guranteed than a lunge-grapple (once hit by the charge, the deathblossom will most likely hit), and can be done from the front as well. It is easier to see coming, but a corner ambush still whips ***.

    Also, the tank has more armor than the assasin. Remember that.

    Remember, every class hits like a bullet train if used right. Long range, short range, subtle yet effective, brutal yet overwhelming, swift yet steady... and IMO the tank can handle more things and almost hit the hardest of them all.
  20. Myst

    Myst New Member

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    Truth
    http://www.youtube.com/watch?v=WM2O4G0fHSU

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