@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