|
|
||||||||||||||
| 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
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)
Contact SOE |
Legal & Copyright Notice
|
End User License Agreement
SOE Privacy Policy | SOE Terms Of Service © 1997-2007 Sony Online Entertainment LLC. Tanarus, SOE and the SOE logo are registered trademarks of Sony Online Entertainment LLC. The software platform logo (™ and ©) IEMA 2004. All other trademarks are properties of their respective owners. All rights reserved. |
|||||||||||||||