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VETERANS

 
 

Compiled by Platapie, a Tanarus veteran, these Veteran notes will shed some light on more advanced Tanarus tactics.

Regarding Shields

Your shields at default and fully charged will be at 100/100. If your front is shot and you do not allocate, your shields maximum charge remains at 100. And if the firing ceases it will regenerate to that number. If you allocate 25 points forward your maximum charge in the front will become 125 and the back becomes 75. As you know, shield points do not regenerate past the maximum.

So let us paint a scenario.

Your Vanguard gets hit for 25 points of damage. Your shields at this point would be at 75/100 with your maximum charge being 100/100. You then allocate forward to make up for the 25 points.

Your shields are thus 100/75 (25 haven't recharged yet) and the maximum shields has gone to 125/75. Now, assume the firing stops. Your front shield recharges to 125, and your back remains at 75. The back shield is doing no charging due to the fact it has hit its maximum.

Now, what if you were to press the equalize button right after the initial allocation? You would be presented with the following

Your Vanguard gets hit for 25 damage. Your shields at this point would be 75/100 with the maximum being 100/100. You then allocate forward wait a moment and equalize. So your shields instead of being 100/75 with a maximum of 125/75 are now approximately 87/87 with a maximum of 100/100.

Now assume the firing stops. Both shields are charging simultaneously since none has hit their maximum. The shields will thus recharge at a much faster rate.

So you see, the first method leaves you with a max of 125/75 with only the front shield charging. Where as the second method leaves you with a 100/100 and both shields charging.

It's doable in combat, and once mastered, will give you an extra 2-3 shot bonus. What you do is this: every time you get shot, you allocate and press the equalize. All you have to do is keep both shields charging. If you get hit in the back, allocate/equalize. Get hit in the front allocate/equalize. And so on.

It is also very good for running. Just keep dumping your shields back and hitting the equalize. Your front shields will thus be recharging along with the back ones!

Regarding Power

Well, staying in positive feed is always a plus. But not everyone can play defense because someone has to be initiating. If you happen to be one of those initiators, consider this. Try having one Vanguard carry a controller module. He doesn't even need to drop boost. Simply get a Phase multiplier, Reserve Power, Controller, Shield and Shield Boost.

When rushing a recon, call about 1-2 sats to the scene. Your whole team will have a bit of positive feed and will be able to do some serious damage. If a teammate of yours is in neutral feed with one of your sats, he will get positive feed. If he is in positive feed with a sat he will get base feed. And if he is in negative feed with a sat he will get slight positive feed.

Notes on Movement

Besides jukeing and circling, there is what many call "Figure 8s"

Now the idea of this is to do it while moving forward. Go into a juke, come out and go into another one. This will move you forward and bring you right next to someone that you intend to close the gap on. Learn to do this quickly and it becomes very effective.

This tactic is used to close the gap without losing a shot, while throwing off your opponent's aim. It works very well if you can get the hang of it. If you wish to practice it, go into an arena where stats don't count and find a pillar. Use that pillar as if it were a tank standing still, and move accordingly from a distance to right up next to it.

Notes on Blocking

Blocking an escape route is one of those obvious tactics, but is rarely done. A beginner can block an advanced person and impress his/her teammates easily if they use their heads. The idea is to find spots people commonly run. Wedging your tank into the escape route can really hurt other teams and it is always a good idea to do. Mostly this is only required if your team is overpowering the other. Wedge in the escape route and your team will most likely kill all of them instead of letting 2-4 run after the first shot. The best tank to block with is a Vanguard, simply because a Devastator does not have the speed to get over to the wedge spot in time. However this doesn't mean that a Lightning can't do the job. Lightnings are great blockers though they won't hold the other tank off quite as long as the Van could. A competent winger (someone everyone wants to play with) is someone who knows what to do and when to do it. Many of the things they like to see require time, practice and patience. Pictured below is Grog, blocking a favorite escape route.

Notes on Mining

While rarely used consider a detno. Many people check ramps before going over them. Yet they come in very close contact to the mine itself. While the tank is looking at your mines thinking he is so smart, press L and blow him to smithereens.

Notes on Numbers

In the beginner arenas, a 2 versus 1 situation is bad. In the advanced arenas, it's a hopeless one. A set of good players will beat anyone in this game, and it is for that reason that you shoud use your head at all times. If you really want to fight multiple enemies, make sure you have stealth. Stealth will give you the 2-3 shot head start which is extremely vital in bad odd fights. Also consider that circling behind an enemy can actually bring you into the fire of 2-3 more. Make sure your tank is fighting 1 on 1 as much as possible. If your tank is under fire from 2-3 others, do a figure 8. A figure 8 can cause many tanks to hit their friend rather then you (also becomes vital)

 

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