Balance tank/anti tank counterplay

Recently played on Tunisia, got absolutely rolled by an enemy team sitting about 2x the out-of-bounds killtimer for me to deal with them. With explosives being the sole anti-tank that reliably works, enemy tanks shouldn’t be able to sit in far corners of the map and receive such immunity.

I can put 15 antitank rifle rounds through a tank, turning it to swiss cheese while trying to hunt down the last alive crew member inside of the tin can. I understand we may be aiming for realism, but man does it suck gameplay wise.

6 Likes

Agreed. Had the same problem. I could have easily snuck up on them and dealt with the tanks, but they were just outside of the out-of-bounds range. Increasing the range would help tremendously.

1 Like

Alternatively, you could get in a bomber and dive-bomb them, or get in a tank and shoot back.

You can build an at gun with your engineers, or drop smoke in front of them until they get bored and decide to move at which point you use det packs.

If there are cars on the map or if you have a motorcycle squad, you can drive into the gray zone and get much further before you die.

There are a lot of anti-tank options that you didn’t seem to employ. Haveing said that, there really needs to be a better system than the mystery gray zone that causes so many issues.

1 Like

Lets break these issues down step by step then.
Engineers are a class you dont have access to until you’re about 15 hours or so in. Much less access to building its AT gun. Bad gameplay loop.
Motorcycle squad, way further down than engineers.
Bombers, even more so.
Cars, yes, a depletable resource. Against the dozen or so tanks that you encounter in a map, won’t work that well.

Its worth noting I keep the tanks lit up like a Christmas tree whenever I see them. There’s only so much you can do until you drop serious time commitments into the game, or pay your way to “skill” up. It’s bad game design, layered ontop of bad gameplay design.

You should as infantrymen be able to take treads off tanks so they are immobilized without the need of a Boys rifle. Outright killing a tank as infantry without explosives/anti tank stuff would be a goofy thing, but you could atleast make them be less effective.

Personal favorite strat is when I’m out of explosives and have an engineer available is to build hedgehogs behind/infront. Atleast it feels like I’m doing something lmao.

Unable to edit previous post, but yeah. The big gameplay killer atm are the ‘snipe tanks’ that machinegun and HE from relative safety, sorry if my other thoughts on downplaying tankplay some muddy the waters; Tanks just feel a bit too strong for how they are in game. Makes me burn all of my equipment tickets on making sure atleast 3/4th of my crew gets to carry explosive packs just in the off chance I get to find a tank in a decent place.

So you want to be avow to kill dozens of tanks per match from the first game you play? All of those tactics are valid and work as I’ve done them all

If you are a new player you might just get killed by tanks. That’s not bad gameplay. Maybe you hear need to think a little harder and not spend all your time looking for something to complain about

The problem is that the way to deal with the most common playstyle of tank play I have encountered is to have already thrown money into the game for boosters or to be so far into the game. It’s not a case of ‘git gud’, its a case of ‘grind more’. It’s a bad gameplay loop to build around.

Yes, everyone having access to the tools to do anything from the start would be wonderful. Or atleast at an early stage. I think right now I’m Tunisia 12? I still am top 3 prettymuch every game I’m in. Unlocks should be there to enhance the gameplay, not be something that is a requirement. The easiest solution in all of this is to remove the killzones between enemy spawns.