Tank spawn fortification, can be built on edges of map

One major issue that a lot of players are facing are greyzone tanks. After an interesting conversation with a fellow that was doing it last night, it came to my attention that there are a few number of them that do it because they take too much AT fire trying to get out of the spawn, or that the roads just outside of spawn are mined.

I’d like to suggest a fortification that can be built by the engineer squad that acts as an additional spawn point for tanks. Can only be built on the half of the map that your side spawns on, and must be built near the border. This keeps tanks from being able to spawn too close to the enemy base spawn location.

Another part that could factor into this is if you are only allowed to build them on roads. I think it would help the balance quite significantly, but I’m interested to hear opinions and suggestions.

Please keep in on topic and civil.

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Ahahahaha NICE JOKE really

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restrict the det packs and tnt to AT troopers only then other wise too much Anti tank with no counter

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I’ve thought about that for awhile and still think it would definitely help alleviate some of the greyzone camp.

One of the huge challenges tank players face is having to be constantly paranoid that someone is rushing you with an explosive pack in hand and doesn’t give a damn if they lose their whole squad in the process :joy:

I think this coupled with some spawn and map changes could really make a difference

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Very well done keeping things on topic, please try and refrain from trolling. Instead add something constructive to the gentleman’s suggestion

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the maps are way too small and tanks dont have the offensive capabiltiy that they should
no hull MG
the coaxil over heating in 17 shots
HE has been nerfed to the fuck house
AP no longer over pens
no pen on any weapon
slow and unrealistic speed
high tier tanks are absolutes are better with less flaws

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I understand why the hull MG remains dormant. Obviously tanks shouldn’t become too powerful.

However yeah I’m hoping in the next big update they address the coax MG overheat I think it’s been a issue for too long. At the very least I believe coax MGs should at least be comparable to their Infantry counterparts. For example the German MG34 coax fires 30 rounds before overheating. Base MG34 for gunner squad carries the 50 round belt. The coax MG should at least be able to match that

the MG should overheat fully in about 20 seconds of firing but take 60 to fully cool down
and end tier tanks should have have only about 10 seconds of firing but still 60 seconds of cooldown
MGs should also only have dispersion at %60+ of over heat
but overall size of the play area needs to be increased

MG34 overhears fast and does no damage

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brenda misses %96 of shots

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The explosive packs need to be dialed back for sure. The TNT needs to be pushed more towards structural demolition and ambushes rather than anti-tank. Which I’ve covered in other posts (increasing the strength of fortifications). This also comes into play though when it comes to giving the tanks a reason to move forward. This being where it comes full circle to tanks being able to spawn in more than just one location to be able to make useful advances to help infantry break fortified lines.

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Im the only one that ive noticed recently that pushes with the infantry or just a little bit behind. All it takes is one guys who doesnt care if his whole squad dies just to kill me like bruh.

that’s stupid. you said that tanks suffer too much AT fire and then you just suggest another spawn by engineers which changes literally nothing. all that needed is to follow dam…ahem wrong citate. all that we need is to fix HE, physics of vehicles and lessen infantry AT armament, becuz there’s really too much of it