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Bad Company 2

The Two Tankers

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# 1William Judd Jul 22 2010, 19:37 PM
Discuss CrushNZ's comprehensive The Two Tankers article here!

I've also submitted the article to Reddit, as I believe it to be of suitably high quality. Please upvote the submission if you feel it is deserving.

This post has been edited by VelocityGirl: Jul 22 2010, 19:50 PM

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# 2Kodiakk Jul 22 2010, 22:03 PM
Actually if a tank driver has Armor on and has good aim attack choppers are easy pickings, I take out choppers with the main gun all the time, and I must say, it's extremely satisfying.

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# 3Master Cen Jul 22 2010, 22:19 PM
There should be noted that a vehicle (in that case a tank) has 2 3rd person cameras. One with "C" that will give you a rudimentary crosshair and its sitting behind your turrets back and one with "V" which is sitting over your tanks long barrel and looks behind you wink.gif

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# 4CrushNZ Jul 23 2010, 02:35 AM
QUOTE
There should be noted that a vehicle (in that case a tank) has 2 3rd person cameras. One with "C" that will give you a rudimentary crosshair and its sitting behind your turrets back and one with "V" which is sitting over your tanks long barrel and looks behind you


Is that PC only? Never even heard about that on xbox.

smile.gif

QUOTE
Actually if a tank driver has Armor on and has good aim attack choppers are easy pickings, I take out choppers with the main gun all the time, and I must say, it's extremely satisfying.


You should make a video, I could do with the pointers wink.gif


This post has been edited by CrushNZ: Jul 23 2010, 02:37 AM

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# 5MaliciousGecko Jul 23 2010, 03:17 AM
What do specializations do for the gunner? I know that Faster reload lets you shoot with less cool down, and ADV warheads does more damage for gunner. Does Armor still increase tank armor, or does it only work if the driver is using it? Also is there a stack effect, if both gunner and driver have this specialization? And if the driver equips ALT fire, does this increase the gunners accuracy, or does the gunner have to have it equipped?
In the end, what is the best for the gunner to use?

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# 6BravesToaster Jul 23 2010, 03:35 AM
The math for the tank armor is technically wrong.

A 25% reduction in incoming damage is not the same as a 25% increase in health.

Let's say that a "bullet" does 250 damage to the tank, and the tank has 500 health. Thus in "normal scenarios", 2 bullets kill the tank.

Now to compare 50% incoming damage reduction vs. 50% health increase.
50% makes the numbers add up nicely smile.gif


Let's say that the incoming damage is dropped 50% because of vehicle armor. The bullets do 125 damage each, and in this case, 4 bullets kill the tank.

Let's say that the tank's armor is increased 50%. In this case, the tank has 750 health, and three bullets kill the tank.

Thus they're not the same thing mathematically happy.gif.

Apart from that, fantastic job! Great use of images making the piece a pleasure to read.

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# 7CrushNZ Jul 23 2010, 03:37 AM
There is not 'stack' effect to my knowledge.
If a gunner chooses for example, armour it will still effect the tank.

If the driver has alt weapon equipping I think it effects the gunner to, I think its logical that it would. But since I havent checked I cant be a 100%
smile.gif

For the gunner and the driver, it always varies on what you want to do. I usually used V-Armour

Thanks for pointing that out BravesToaster!


This post has been edited by CrushNZ: Jul 23 2010, 03:56 AM

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# 8PerfectDeath Jul 23 2010, 04:23 AM
yea, 25% damage reduction is awesome, plus tanks have a chance to bounce hits off with the active armour.

I still would pick either Warheads or Quick Reload. Then I shell away on them =D

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# 9Minog Jul 23 2010, 06:14 AM
High quality article I dare say. However there are several things worth mentioning:
  • The weapon reload package no longer reduces reload time to 75%, rather it is now 85%. This means the tank's main cannon would reload in 3.4 seconds rather than 3.0 seconds
  • The Alternative Weapons package does not increase the gunner's accuracy. Vehicle specializations only effect the player that has them equipped (with the exception of the armor specialization, due to the shared vehicle health).
  • The article made no mention of the bonuses gained when deflecting shots at an angle. Damage to the sides and rear can be reduced from 2.0 multiplier to a mere 1.2 multiplier. Very handy to know when engaging multiple targets.
Also,
QUOTE(PerfectDeath @ Jul 22 2010, 21:23 PM) *

...plus tanks have a chance to bounce hits off with the active armour.

Active Armor has no effect on shot deflection apart from the damage reduction. No shots will bounce off a tank at all except for small arms.

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# 10CrushNZ Jul 23 2010, 06:21 AM
Thanks for mentioning that Minog! smile.gif

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# 11Master Cen Jul 23 2010, 10:28 AM
QUOTE(CrushNZ @ Jul 23 2010, 04:35 AM) *

Is that PC only? Never even heard about that on xbox.


I don't know if it is PC only, but who plays shooters on consoles anyway ? tongue.gif

Evidence:

Ccam
Attached Image

Vcam
Attached Image

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# 12CrushNZ Jul 23 2010, 10:58 AM
Just checked, you can! I never knew! smile.gif

QUOTE
but who plays shooters on consoles anyway ?
Me! tongue.gif

This post has been edited by CrushNZ: Jul 23 2010, 19:10 PM

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# 13MicroSpike Jul 23 2010, 21:36 PM
QUOTE(CrushNZ @ Jul 23 2010, 11:58 AM) *

Just checked, you can! I never knew! smile.gif

Me! tongue.gif


Crush, how could you not know? You're the Strategy Specialist smile.gif!

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# 14Frosty_AUT Jul 23 2010, 22:54 PM
Good guide, but I'd like to add a couple of things:

Dakka solves everything
The secondary weapon upgrade is AMAZING on rush maps, especially Arica Harbor and Port Valdez. Not only is the coaxial machine gun great for close range self-defense and area supression (as the guide mentioned), but also for engaging infantry at long range, firing at targets of opportunity when the main cannon would be a waste and of course, weakening enemies in order to finish them off with the main cannon. Anyway, the MG increases the tank's offensive power tremendously and also helps you to stay alive by pumping all those engineers hiding behind their indestructible concrete blocks full of lead. Also, once a crate is armed, you can pretty much fire an endless stream of bullets at it, making any defusing attempts an exercise in futility.

Tank sniping
You have to learn it. No exceptions. In case you don't know what I mean, I'm talking about destroying M-COMs from a safe distance. Just try to figure out a safe position and the correct angle for your shots and some M-COMs will never be a problem again.

Tanking damage, the amazing regenerating tank and the art of driving away like a coward

This is assuming that you're using the secondary weapon upgrade and that you're both engineers.

If you're doing sufficiently well in supporting your team's advance, the enemy team will definately start tracing you and send volleys of homing missile after you as if there was no tomorrow. This is actually good for your team, since these engineers shooting rockets at you are busy ... shooting rockets at you. Right? Of course, your tank isn't gonna last long under a rocket barrage like this. This is the moment to retreat, but don't retreat hastily! Let your gunner repair the damage while you're slowly driving out of the danger zone (still facing the enemy of course, this is crucial!). If the punishment becomes too much for one person to repair, get out of the tank for a moment and lend your gunner a hand with your own repair tool. A tank being repaired by two people can shrug off ungodly amounts of damage, especially when most rockets are Gustavs. Then you proceed to drive back into safety. Eventually the tracer will wear off, your tank will be back at full health and the enemy will have forgotten that you exist. You can now once again advance to the frontline and wreak havoc until your ears start bleeding from that "lock-on, Gustav incoming!"-sound and the ensuing explosions on your magically regenerating (Chaos) armor.

Repeat until victory ensues.

Why is the secondary weapon important for this? Simply put, your gunner will be repairing your tank A LOT. This is why you need that extra firepower against infantry. The armour upgrade is also nice in theory since it reduces damage taken rather then increasing tank HP, making repairing in combat even more effective - But you'll be stuck with an assault gun with no MG rather than a real main battle tank. You'll be overall less of a pain in the ass for the other team, and that's just not acceptable, right?

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# 15William Judd Jul 23 2010, 23:32 PM
Good post, +1 for DoW references.

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# 16Master Cen Jul 24 2010, 00:05 AM
QUOTE(VelocityGirl @ Jul 24 2010, 01:32 AM) *

Good post, +1 for DoW references.


Indeed, i loved the part with the Chaos Armor most biggrin.gif
He should be added to the BC2 staff team to bring us more special codex knowledge ! happy.gif

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# 17CrushNZ Jul 24 2010, 01:40 AM
QUOTE
Crush, how could you not know? You're the Strategy Specialist !


Its pretty hard to know everything man. Deep down us staff members are just like real people. tongue.gif

Thanks for adding on Frost_AUT. Its always good to see people sharing what they know! wink.gif

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# 18PerfectDeath Jul 25 2010, 19:48 PM
If you stack the Alt-Weapon with the Armour you are set. Heck, why not get alt-weapon and Smoke? Now you don't have to worry about tracers AND your tank becomes harder to hit, considering you move slightly.

The truth is, once you get the SS tag, accurate information begins to download into your brain directly from your corresponding developer's database and live data updates from in progress matches allows for up to date information.

Only problem is... our brain internet suxorz ='[
Not enough RAM.

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