TD Guide |
Welcome Guest ( Log In )
![]() ![]() |
TD Guide |
Mar 5 2010, 09:37 PM
Post
#1
|
|
|
Newbie ![]() Group: Members Posts: 2 Joined: 10-July 09 Member No.: 4,026 |
I was wondering why there isn't a TD and Tank guid after there is an SPG one. If someone is good at TD Pleas make a guid so all that want to go with TD can understand the mechanics of it etc. (i personaly perfer Tank but i want to learn with TD too).
|
|
|
|
Mar 7 2010, 06:26 AM
Post
#2
|
|
![]() Advanced Member ![]() ![]() ![]() Group: Moderators Posts: 64 Joined: 30-September 09 From: Walking the Fine-Line of Insanity Member No.: 7,470 |
The Tank Destroyer can be closely associated with what is a 'Sniper' Class in other games. Not so much as you value accuracy, as accuracy should be a personal skill you take through every kind of armor you command in this game, but that your precision in obtaining critical hits is key. You are a valued, but vulnerable part of any large scale battle taking place in the game. However you are not limited to merely large engagements, you are a force to be reckoned with on your own, should you choose to roll alone. Every TD player has their own style, it is largely up to you how you choose to play it, though you can learn 90% of what you need to know just playing a TD without the need for any sort of guide, but since you asked for one I will throw in what I know, as should others.
I mentioned that a TD is a reckoning force by itself, however no matter what the odds of a field, it is never suggested that you move out alone. It might be hard not too if you haven't made a few friends here and there, whether on your own or deciding to come to the game with a few. A friend in a tank/AG built to dish out punishment will serve you well. I particularly gravitate towards two-man TD play. A sneaky playing style will serve you well as a Tank Destroyer commander. Whether by yourself or with one other person, using hide, waiting to catch enemies passing by offguard, or popping hide behind your own friendly force, and waiting for a striking moment as they engage and distract your enemy. The greater chance available that an enemy can be distracted from you, the more breathing room for doing the most damage to them you'll have. Skill-setup and skill-tree layout is touchy. I started out a tank-lover myself, so the more avid TD players would laugh or scoff at my skill-tree setup, however the fun, +1000 damage hits in the Level 11-14 field is just to keep me content until the higher level AG's become more readily available to me. Equipment wise, Aiming Sights are your best friend, and for the most part at lower levels its all you should worry about, as the protection on those TD's is mediocre at best, and not worth investing into in my personal opinion. At higher levels it is probably for the best to invest somewhat into protection, be it health blocks(usually), but still invest in parts that increase your damage, and reduce reload time. Equipment also somewhat depends on the setups of your enemies in your battlefield bracket. If they're a bunch of AG's and tanks rolling with armor, reducing your reload may be your friend, as with a TD a crit is a crit, and five crits hitting for 800-900 will add up to more than two shots of 1000. These numbers will be larger for higher level TD's, but as I don't have experience with them I will continue using numbers native to my own bracket(11-14) The reasoning mentioned earlier for having my partner setup for punishment is, when you scale down to two or three man stealth play, being as you as a Tank Destroyer are known for your damage, and lack of protection, smart players will target you first. This is inevitable as you scale higher through the ranks, which is partly why I suggested health blocks as a worthwhile investment further in your TD career, and for having your partners setup for damage themselves. As the enemy tries to circle you tirelessly to aim at your weaker sides(both flanks and rear), they will expose their own weak sides, leaving your teammates to strike them while they're focused on you, and eliminate them as quickly as possible. If you have any specific questions about TD's, it'd let the rest of us help you more, but in general these are the particular characteristics of commanding a Tank Destroyer, in my mind. -------------------- ![]() Captain Grade 3, Red Army Formerly TNXARCMEPTB "It is a fact that under equal conditions, large-scale battles and whole wars are won by troops which have a strong will for victory, clear goals before them, high moral standards, and devotion to the Banner under which they go into battle. |
|
|
|
Mar 7 2010, 06:30 PM
Post
#3
|
|
|
Newbie ![]() Group: Members Posts: 2 Joined: 10-July 09 Member No.: 4,026 |
Thank you very mutch.
|
|
|
|
Mar 7 2010, 07:47 PM
Post
#4
|
|
|
Member ![]() ![]() Group: Members Posts: 25 Joined: 6-July 09 Member No.: 1,457 |
NIce guide
|
|
|
|
Mar 9 2010, 05:11 PM
Post
#5
|
|
![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 159 Joined: 6-July 09 From: Chicago Member No.: 2,003 |
I'm like Tony so my experience is skewed by my use of tanks, AG's (well everything) so my skill setup has lots of compromises.
If you can't hit crits, then reconsider the use of a TD. Mind you, I suggest that you don't give up right away, it takes practice. there are many TD players are better than me, but now I can hold my own now after being stubborn and really not giving up. Your pure TD players want the middle branch on page 1 (attack) all the way to "Death Blow" skill. (It's not so bad for a tank either) The 1st shot (aka Uber Hide) is another desirable military skill (again, not only for TD's). I think a TD needs a balance of aiming sites, along with muzzle breaks, and here's where I'm different, I like to use barrel(s) too. Tactically you need to rely on your tank teammates to be "your eyes" to engage in battle behind your tanks. TDs usually have a longer range than tanks, so use that capability. As Tony said, if you're a TD you will be a target. Your biggest problems are going to be AG's, and other TD's. A good SPG player will be able to incapacitate you as well. All things being equal, a good AG player should be able to defeat you one on one. -------------------- He tasks me. He tasks me and I shall have him! I'll chase him 'round the moons of Nibia and 'round the Antares Maelstrom and 'round Perdition's flames before I give him up! German / EinEinEin -- Level 20 (re-retired) Russian / ToeCutter -- was Level 18; was Level 20; again Level 18 (re-retired) |
|
|
|
Mar 9 2010, 05:58 PM
Post
#6
|
|
![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 184 Joined: 8-August 09 From: Spain Member No.: 6,086 |
First shot is a lot more important for TD player than DeathBlow. Because it is +100% firepower level 5 at least each 30 seconds (hide cooldown) vs +200% firepower each 15 minutes at least.
You can wait until be captain 6 to use first shot to so have +25 to muzzle speed or go with it at captain 1 with 25 less muzzle than rest of players (and 25 is a lot of range). First shot will do a lot of damage on any vehicle until on front amor of full armored AG if you are lucky and no bounces. When you are LTC 3 you can have the great combo first shot+death blow+splash 3. Edited: I forgot it was captain 1 and 6 and no 3 and 8. -------------------- Spanish Division
http://divesp.forums-free.com |
|
|
|
![]() ![]() |
| Lo-Fi Version | Time is now: 6th September 2010 - 11:52 PM |
![]() |
![]() |
|