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11

Thursday, March 30th 2017, 12:44am

The term Assault Tank was a good choice, as in comparison to the A7V it performs pretty much exactly like I'd expect a (WWII-era) Assault Gun / Tank Destroyer to perform.

Or, in gunplay terms, the Saint-Chamond is like a Marksman/Sniper variant, being terrible while moving but fantastic for range/precision while stationary, as opposed to the more Optical-like A7V.
Who has fun, wins.

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12

Thursday, March 30th 2017, 1:15am

The term Assault Tank was a good choice, as in comparison to the A7V it performs pretty much exactly like I'd expect a (WWII-era) Assault Gun / Tank Destroyer to perform.

Or, in gunplay terms, the Saint-Chamond is like a Marksman/Sniper variant, being terrible while moving but fantastic for range/precision while stationary, as opposed to the more Optical-like A7V.


I'd take that a step further and compare the A7V to a Factory variant, the St Chamond to an Optical, and the Artillery Truck to a Marksman.



I'd say the Saint Chamond Standoff edges out the A7V assault as the go to all-rounder.

It's not as rock steady as a firing platform and is a bit frustrating to drive but the effectively coax MG and spotting thingy more than make up for it.

If you've got a dedicated repair guy I'd favour one of the other two variants to give them some meaningful role outside of wrenching. Of those I prefer the gas tank simply because the death ball chucker is amazing.

I'm assuming you haven't given the SS Landship a thorough go? The 20mm HE cannon can constantly shred through anything in its sights. Plus you get the quicker self-repair that planes currently use and all tanks used to have in the beta. I can't see how the clumsy A7V/ St Chamond can really compete.

I should add that I found its effectiveness near doubled once I left it in 3rd person. The same with the Light Flanker. (I think it's a console thing)

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13

Thursday, March 30th 2017, 1:23am

I should add that I found its effectiveness doubled once I left it in 3rd person.

That's probably because your FoV doubles in 3rd person. More awareness = more effectiveness.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


VincentNZ

Holy War? No Thanks.

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14

Thursday, March 30th 2017, 1:28am

How does that lob work by the way? I've only seen it used once against me and I thought it was quite intriguing.

How does it actually play out? Can you do some trick shots with it? Does it increase the effective range of your main cannon? Would it do damage before it touches the ground?

  • "Shalan" started this thread

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15

Thursday, March 30th 2017, 1:32am

I should add that I found its effectiveness doubled once I left it in 3rd person.

That's probably because your FoV doubles in 3rd person. More awareness = more effectiveness.


Yeah, but I was also referring to how much easier it is to track moving targets in 3rd person on console at least (you'd probably be good with a mouse either way). Also, the extra FoV means the 20mm rounds have virtually no visible drop.

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16

Thursday, March 30th 2017, 1:42am

No doubt. It's extremely noticeable in planes as well, the easier to track targets bit. 3rd person is an extremely powerful tool. We'd see a dramatic reduction in efficiency if vehicles were limited to 1st person. Assaults could sneak up with AT mines or dynamite no problem, same with Supports and Limpets.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

Source code

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


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17

Thursday, March 30th 2017, 1:52am

I'd argue that would be really nice, but that's a separate (and subjective) discussion about preferences.
Who has fun, wins.

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18

Thursday, March 30th 2017, 2:02am

The term Assault Tank was a good choice, as in comparison to the A7V it performs pretty much exactly like I'd expect a (WWII-era) Assault Gun / Tank Destroyer to perform.

Or, in gunplay terms, the Saint-Chamond is like a Marksman/Sniper variant, being terrible while moving but fantastic for range/precision while stationary, as opposed to the more Optical-like A7V.


I'd take that a step further and compare the A7V to a Factory variant, the St Chamond to an Optical, and the Artillery Truck to a Marksman.

I'd say the Saint Chamond Standoff edges out the A7V assault as the go to all-rounder.

It's not as rock steady as a firing platform and is a bit frustrating to drive but the effectively coax MG and spotting thingy more than make up for it.

If you've got a dedicated repair guy I'd favour one of the other two variants to give them some meaningful role outside of wrenching. Of those I prefer the gas tank simply because the death ball chucker is amazing.

I'm assuming you haven't given the SS Landship a thorough go? The 20mm HE cannon can constantly shred through anything in its sights. Plus you get the quicker self-repair that planes currently use and all tanks used to have in the beta. I can't see how the clumsy A7V/ St Chamond can really compete.

I should add that I found its effectiveness near doubled once I left it in 3rd person. The same with the Light Flanker. (I think it's a console thing)
SS landship loses 1v1 to any of the tanks with a driver main gun in a 1v1 with solo crew. I generally prefer farming with the derp cannons over the autocannons because I only need to aim once then I can move. I also really don't want to rely on blueberries for tank killing since tank fights are the most dangerous single engagement in the game, other than bombing runs.

SS LS is great on paper if you can throw together a reliable gunner + repair guy team. Without a doubt the best tank. With the tendency of blueberries to steal gunner seats and generally just ruining your flow it doesn't work so great in practice.

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19

Thursday, March 30th 2017, 12:13pm

Fair enough. I suppose I'm used to tackling A7Vs with my Light Flanker through good positioning/awareness, so a SS Landship almost feels like overkill for that. If you notice an enemy A7V has fired a couple of its precious 6 shells into your teammates (in fact, you can pretty much guarantee it won't have all 6 in reserve), it's near defenseless to your constant barrage of HE. You can really exploit that mechanic you know; I think you underestimate the autocannon's potential.

It would be my guess that your idea of an A7V vs SS LS duel has been greatly skewed by your experience inside the A7V. Since the two are fairly evenly matched, I assume your superior skills can get the job done almost every time and make short work of an average player in a SS LS. I also believe that the 20mm HE tanks have a considerably higher skill ceiling than the casual A7V.

As a solo-tanker, I don't have to worry about blueberries stealing my gunners' seats. I just like the fact that they're willing to stay in my tank. Crucially, though, I never feel like I have to rely on my gunners to stay alive. Sure, if I'm head-to-head with an A7V and I notice I have a blueberry gunner, I'll naturally try to give him a better angle on the A7V. But I treat my gunners as bonuses, rather than essentials. That's what sets apart the SS Landship from the other variants (and the pre-Giant's Shadow SS LS of course).

Again, this is all with the chaos of Operations in mind. The derp cannons might reign supreme in Conquest for all I know.

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Thursday, March 30th 2017, 12:37pm

Fair enough. I suppose I'm used to tackling A7Vs with my Light Flanker through good positioning/awareness, so a SS Landship almost feels like overkill for that. If you notice an enemy A7V has fired a couple of its precious 6 shells into your teammates (in fact, you can pretty much guarantee it won't have all 6 in reserve), it's near defenseless to your constant barrage of HE. You can really exploit that mechanic you know; I think you underestimate the autocannon's potential.

It would be my guess that your idea of an A7V vs SS LS duel has been greatly skewed by your experience inside the A7V. Since the two are fairly evenly matched, I assume your superior skills can get the job done almost every time and make short work of an average player in a SS LS. I also believe that the 20mm HE tanks have a considerably higher skill ceiling than the casual A7V.

As a solo-tanker, I don't have to worry about blueberries stealing my gunners' seats. I just like the fact that they're willing to stay in my tank. Crucially, though, I never feel like I have to rely on my gunners to stay alive. Sure, if I'm head-to-head with an A7V and I notice I have a blueberry gunner, I'll naturally try to give him a better angle on the A7V. But I treat my gunners as bonuses, rather than essentials. That's what sets apart the SS Landship from the other variants (and the pre-Giant's Shadow SS LS of course).

Again, this is all with the chaos of Operations in mind. The derp cannons might reign supreme in Conquest for all I know.
Number 1 rule of tank fighting is never pick a fight you can't win. I generally wait for some friendly infantry help to tangle with a tank if I don't have rep support, at the very least to insure I don't get RG fire on top of the tank fire and you always need to be cautious around landships because they could be packing double gunners or be a TH which is basically just GG unless you can exploit idiocy and friendly teamwork.

Tanks have high spotting exposure on the minimap too so you can usually get a good feel where the enemy armor is as soon as they open fire so you can also position and manage your magazine in anticipation of the fight.

The autocannons also really, really suck at my preferred tank fighting range which is far the hell away as possible from the other tank. Bonus points if you can reliably land hits while the enemy tank is trying to push a flag and thus eating RG fire from squishies too.