Forum Discussion

Jorgeron1's avatar
3 years ago

Tanks are glass. Helicopters are OP

A tank is no longer a viable option to charge into the battlefield. People complained that tanks would sit back. Now it's a necessity, because 1 player can't disable a tank. Helicopters get fire from all around but can't maneuver out of range, while still attacking a target. Vehicles need a major recalculation 

19 Replies

  • Ironhead841's avatar
    Ironhead841
    Hero
    3 years ago

    @Tank2042Man 

    I feel ya man, I do, and like I said I completely understand WHY tankers are playing the way they do right now.

    I just think should pose a bigger threat on the battlefield than they do right now, like they need an armor buff or something to make them more fearsome and formidable.

    But as I said I don't really know a way to do it without people losing their minds, lol.

  • Friends, one simple tip.

    Changes everything and makes tanks useful.

    I pushed that obj with the tank and sat there the entire remaining sector holding it while the team fought to claim the other, while killing all enemy vehicles approaching - the most strategic use you can achieve from a tank.

    Note that a gunner is absolute essential for the angles you can't get, to stop groups closing and c5'ing you (but currently many people don't realize the sentinels are up and just throw c5 to have it instantly deleted, remaining clueless)

    This was the round of the video:

    Here's a 13-minute round example:

    Timing and positioning of tank and sentinels matter significantly.

    People will shoot them if you make it obvious - and eventually this will be known globally and the trick won't work well. Use it while you can.


    (FYI I'm not even half way to T1 in either RU/US tank, it's easy - US/RU tanks are much easier with AOE blast shells)

    Upcoming updates will help with tank turret rotation which is great, but the main issue is that every single infantry carries c5/m5's, rather than the tank being bad. This will hopefully be better balanced with a class system...)

  • UP_Hawxxeye's avatar
    UP_Hawxxeye
    Legend
    3 years ago
    @0_Katsui
    The only way that me and friends had any decent lifespan within a tank always required to park near APS sentinels in order to mitigate the onslaught of explosives coming the tank's way.

    I do not know if the changes to the Active protection to not hit c5 and mines will also affect the portable sentinels.

    By AoE blast shells, do you mean the HE shells?
  • 0_Katsui's avatar
    0_Katsui
    Seasoned Ace
    3 years ago

    You should not use HE shells - the default option is really the only option. Everything else merely tickles enemy tanks / vehicles in general...
    But the defaults are very effective at killing infantry instantly still.

    It's not "parking near sentinels", but rather "putting sentinels near where you park".

    You need decent awareness and positioning to do well either way, nothing new from prior battlefields

  • UP_Hawxxeye's avatar
    UP_Hawxxeye
    Legend
    3 years ago

    @0_KatsuiI generally preferred the HE shells purely do to the fact that infantry is an ever present menace to the tank and I wanted to get the rocketing rats in their hiding spots.
    But I get that in a duel with a tank the HE shells will lose

    What about the other weapons? Do you go for coaxial light or heavy?

    HMG,minigun or tow?

    40mm volley, canister, rocket pod, kinetic grenade or 60mm "mortar"

  • Tank survivability is a team effort, like anything else in this game.  When ever I run across enemy mines, I pick them up.  Little stuff like this helps your team.  When I snipe, and I see someone sprinting towards armor, I suspect C5, they become my immediate target.   If i am in a vehicle, I will get out and shoot them.

    Tank viability goes down exponentially with solo occupants.   Most tank complaints I see are from that perspective.  

    This game is designed around teamwork.    The biggest issue with survivability in this game is there are 64 solo players.    I know when I am with a cooperative squad, we excel.    


  • @0_Katsui wrote:

    You should not use HE shells - the default option is really the only option. Everything else merely tickles enemy tanks / vehicles in general...
    But the defaults are very effective at killing infantry instantly still.

    It's not "parking near sentinels", but rather "putting sentinels near where you park".

    You need decent awareness and positioning to do well either way, nothing new from prior battlefields


    Trouble with MPAT shell is that it's only really needed against other tanks and that's presuming the other tanks are pushing forward and also presuming they also have MPAT shell equipped.

    My main threat is infantry and the MPAT splash damage is too small and sometimes it's literally impossible to damage infantry in cover.

    So you end up spending far too much time trying to kill infantry which then increases the chance of more infantry turning up.

    HE takes care of infantry faster and it's still effective against all vehicles apart from fast moving choppers which are incredibly hard to hit with the HE shell. At least for me on console.

  • 0_Katsui's avatar
    0_Katsui
    Seasoned Ace
    3 years ago

    @Tank2042Man wrote:

    Trouble with MPAT shell is that it's only really needed against other tanks and that's presuming the other tanks

    My main threat is infantry and the MPAT splash damage is too small

    So you end up spending far too much time trying to kill infantry


    I disagree with all these points.

    HMG's are very strong against infantry. Simply lead shots.

    I have already T1'd the new railgun tank by HMG's alone, since the railgun is not useful for INF.

    The Maul loadout 2-3 hits any other AA tank.

    The MPAT shell is very effective at killing infantry behind cover; the issue is when you're not actually hitting near their cover.
    It has limited radius. Neither is it concerning if you end up taking 2 shots to kill them - they either leave cover and get HMG'd or sit there for the 2nd shell.

    Console might be your issue in regards to aiming - hard to lead if you're relying on aim assist.


    @UP_Hawxxeye wrote:

    @0_KatsuiI generally preferred the HE shells purely do to the fact that infantry is an ever present menace to the tank and I wanted to get the rocketing rats in their hiding spots.

    What about the other weapons? Do you go for coaxial light or heavy?

    HMG,minigun or tow?

    40mm volley, canister, rocket pod, kinetic grenade or 60mm "mortar"


    Heavy coaxial
    HMG (much better accuracy and responsiveness for the gunner)
    60mm mortar

    A strong anti-tank setup is TOW and rocket pod, but those guys will be unable to do much else, leaving yourself very vulnerable.
    The gunner HMG is the most important element of hitting nearby infantry you can't angle on.

    I don't think i bothered to record proper advancing tank gameplay yet, but Im currently messing around in tanks and jets, so maybe I'll find a scene or two today to upload as example

  • AlkaniusRUS's avatar
    AlkaniusRUS
    3 years ago

    DICE needs to add a thermal imager to the tank and then the survivability of the tank in front of the infantry will rise by an order of magnitude.
    Another point that needs to be adjusted is homing missiles. Now this is a useless weapon slot, no one takes it. You need to set the same reload timing, the rocket does less damage than an armor-piercing projectile and does not have a splash on the infantry. And the most important thing is that after aiming at SOFLAM, the rocket flew from top to bottom at the target, and not creeping along the ground crashed into an obstacle. Otherwise, all the efforts of players who mark the target is reduced to zero.
    Then the player will have a choice of what to take into the slot.

About Battlefield 2042 General Discussion

Discuss the latest news and game information around Battlefield 2042 in the community forums.16,237 PostsLatest Activity: 4 hours ago