Xericors Tactica: Tank
Support Engineer
Hi, and thanks for
taking the time to check out this guide. I'm a big fan of PS2 and now
that I have clocked up over 400hrs of game time I feel I have the
experience to start writing my Tactica.
First up – a
favourite play style of mine, the MBT Support Engineer.
Any faction's Main Battle Tank is a combat winner in itself, heavily armoured with a great mix of weaponry it brings awesome fire-power to the team and a morale boost to those friendly troops stuck in a tight situation. In this guide I hope to show how its life expectancy and its battle strength can be improved by having a good engineer man the secondary weapon position.
Role One – Repairs
Keeping the tank active
isn’t about jumping out once the vehicle hits red and frantically
trying to repair. This only leads to the tank blowing up and killing
you, or the driver panicking and running you down, or more commonly,
reversing away and leaving you in the middle of the field getting
shelled.
The TSE must learn to
be nimble in his/her repairs. Jumping out for small fast repairs,
then hoping straight back in, raining fire on the enemy, then jumping
out again once your Repair Tool has cooled down. Also learning to
stay protected for long repairs when the tank is in trouble is key to
success.
Tip: Use the tank for
cover and keep dancing left and right to avoid snipers!
To start with lets look
at where the game will eject you once you jump out. Generally
speaking you will exit the tank on one side, roughly at the middle of
the vehicle.
For this example we
will use the left hand side Exit, and mark the operational zone of
the Engineer with a Blue line. We will also assume that the enemy
threat lies somewhere ahead of the vehicle.
The Short Repair
Whilst the secondary
weapon can be very powerful, we must always remember that the primary
weapon is the key damage dealer and that our role here is one of
support and maintaining the longevity of the vehicle. The TSE should
jump out for small repairs as often as the situation allows. Keep
close to the tank, use the vehicle as cover, and should you take any
damage – safety is only a quick press of the 'E' key to jump back
on board.
Try to time your
repairs between the enemies' shots. While the enemy is reloading,
jump out and repair the damage.
The Long Repair
Begin the repair as
soon as you exit the vehicle, but this time start moving backwards
towards the rear of the vehicle.
Its safe to assume that the fighting is heavy if you need to deliver an extended repair, so moving slightly behind the vehicle gives you a better chance of cover. It's important to note here the TSE must move beyond the 'jump back in' range, and move as far back as their repair beam will allow.
This allows the vehicle
to withdraw, while still receiving a repair.
If the TSE has
positioned themselves well, as the tank withdraws and the engineers
gun reaches maximum, the tank should breeze past the engineer within
'jump back in' distance. Assuming the tank is not about to explode,
this move will bring the secondary weapon back into play, while the
Engineers repair tool cools down. Your role is now that of gunner
while you wait for the cool down on your Repair Tool.
From here, we have the
option of firing a shot while the gun cools, then jumping back out
and doing either another series of short repairs, or a long repair as
and what the situation calls for, thus maximising the TSE's combat
effectiveness.
Role Two – The
Observer
It can be tricky for
the driver of a MBT to have and retain perfect situational awareness
while moving or in combat. For tanks with turrets, the need to rotate
the turret, and the time it takes to do so is a delaying factor to
spotting danger. This is where the TSE, in a smaller, faster
rotational turret can react to danger quicker than the driver. The
driver also needs to focus and aim his shots down one barrel meaning
they spend most of their time looking at what they are shooting at,
and not the mini map.
Its therefore vital to
the life expectancy of the vehicle that not only does the TSE repair
the damage and assist in fire support with the secondary weapon, but
they also must act as the ever alert observer.
And.. for those who
really don’t know.. the default key to 'spot' the enemy is 'Q'.
Pressing this key while looking at the enemy (or that you suspect may
be enemy), will have your character 'shout out' the danger in
addition to marking the enemy on all friendly units minimaps within
range.
To best highlight the
role of the observer lets look at three real situations taken from
the game – 'Heavy Combat', 'Targeted Engagement', and 'General
Approach'
Heavy Combat
This is a tough fight
around a large facility. The situation is extremely dangerous. We
have marked on the map 4 key areas the observer must keep paying
attention to, these areas are labelled A,B,C, and D.
A - Here we have two
tanks going head to head. An alert observer should note that the
enemy tank is heavy and the friendly tank, in blue, is light. In all
likelihood that the enemy tank will win the engagement and thus be in
a position to threaten our right flank. The observer must keep alert
of this encounter, mark and shout out the threat of the flanking
enemy (and probably shoot the tank once it approaches, unless the
friendly driver is really on the ball).
B – A similar
situation to 'A', the enemy tank is heavy and the friendly is light.
Here however we also have enemy infantry to contend with.
C – The enemy hold
both an infantry spawn and a vehicle spawn. There is a real threat of
more units emerging from this location and the observer must keep an
eye on both infantry and vehicle entry routes.
D – The enemy
Sunderer.. If this is deployed, it can spawn infantry that can take
the hill and hold advantageous firing positions.
Targeted Engagement
Here we have a combat
where, thanks to a great scout by the friendly aircraft, we can place
the majority of the enemy – all behind a hill.
In the role of observer
the TSE must pay attention to three areas.
A – Here is the main
combat. Its here that our main driver/gunner will be focussing their
attention. The observer need only call out real dangerous threats –
heavies taking their time to aim, or again any C4 armed troops moving
from the pack.
B – Represents a high
ridge. The danger here is any clever infantry breaking off from point
A, moving unseen alongside the ridge, then shooing from anywhere
along B. Engineers with turrets are likely to try this as they will
not need ammo packs as a Heavy would for their rockets. Enemy support
vehicles coming to help out are also a threat.
C – This letter is in
a 'box' as it represents the ever present threat of enemy air units.
Enemy air is always a threat, but this time we must note our location
in relative to all the ally troops. We are slap bang in the open
field. Any approaching aircraft will see us from a distance, and we
have no immediate cover to withdraw to.
For this situation its important the TSE doesn’t get too distracted by the main combat. As a secondary gunner you should be looking to land good shots on the enemy and score your own kills, but never get 'tunnel vision' and focus solely on one area. Also, stay very close to the tank and use fast and light repairs. There is a good chance of the TSE getting picked off, so be prepared to use 'E' to hop in and out of the vehicle quickly.
General Approach
Its never recommended
to move out anywhere alone, so this situation requires the TSE to be
on full alert as danger could come from any of the 4 locations. Its
also likely that our driver will be focused on the base ahead,
avoiding major pit holes of terrain, and looking for any enemy units
amongst the buildings. The observer must pay attention to the
following,
A – The base. Help
the main driver spot any hostile units. Look for areas where troops
are likely to spawn.
B – The two roads and
the flat area to the north could bring enemy units to hit our flank.
It's also worth noting in this example that the friendly infantry in
the base is moving towards B, maybe they have spotted something?
C – This road is
hidden to our view and so poses a real threat. Any vehicle coming up
this road will remain hidden from us until the last moment, at which
they will be in a position to threaten our flank or even rear.
D – Marks the ever
present threat of enemy air.
Hopefully we can see
that riding in a vehicle is more than just playing the gunner and
shooting at whatever the driver is shooting at. The ideal character
class to have manning the secondary gunner position is the Tank
Support Engineer, and that this player should be the eyes and ears of
the vehicle .
Hop in and hop out for
repairs, be fast, alert and agile. Use the tank for cover, and move
to the rear – but not behind – the tank for extended repairs.
Thanks for reading. And
go NC!!
No comments:
Post a Comment