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A beginners guide to WAR-TankCrossing

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  • A beginners guide to WAR-TankCrossing

    Ok, I see many new players in Warfare expressing confusion about what to do, where to go, and in general wtf is going on. Warfare is an enhancement and turbo charged extension of UT2004 Onslaught game play mode. So, it was a pretty simple transition for UT2004 onslaught players to make. It's like the early description given, "Warfare is onslaught on crack" or somethng like that.

    But, all this may be a bit complicated to the new player without UT2004 ONS experience. So, in order to help out the players who really want to play WARfare but hesitate or get frustrated because they do not know what is going on. I am going to attempt to give a basic overview of the map WAR-TankCrossing. I chose this map because I believe it's the easiest one to do. For example, it's only a single node, there is no redeemer, and only has the tank, 2 scorpions, and a turret.

    I am calling this A Beginners Guide to WAR-TankCrossing

    Much of this is the same with all WARfare maps. There are 2 teams, each with the goal of destroying the others power core. There are 2 bases, red and blue, each with it's own power core. The team that destroys the enemy power core wins the round. So, the point of the game is to destroy the enemy power core. A teams power core is only vulnerable to attack when the enemy controls the prime node. So, your team must attack and control the enemy prime node in order to attack and destroy the enemy core.

    The name of this map, Tank Crossing, hints at what has to happen in order to attack the enemy core. First you must attack and control the prime node. Then, you must cross the bridge with your tank, drive the tank onto the pressure pad next to the enemy core which then opens the shield doors protecting the core, and then shoot at the core with the tanks main gun until it is destroyed. This is very much like an ASault mode map.

    Here are the basics of what happens in the match;
    There are 3 main action areas occurring simultaneously on each side.

    1) The battle for the prime node - This goes on pretty much non stop, your team must control the node in order to attack the enemy core. Once your team controls the prime node, the bridge slowly lowers permitting the tank to cross into enemy territory. You must retain control of the node or the tank cannot attack the enemy core. The team must take the orb to the node non stop. The turret can be used to protect the orb carrier on their way to the node. The team must overcome the enemy defenders at the prime node and once captured, you must defend the node, stop the enemy orb carrier, heal the node, and use your node to shield it. There are 2 Scorpions available at your base to attack and defend the node.

    - Careful use of the scorpions is critical - leave them for experienced scorp drivers
    - DM skills are very important here - prime node is great fun for rocket scientists and flak masters
    - The Orb should be taken to the node as soon as it spawns
    - Carrying the orb to attack the node is usually a death sentence so make sure you capture the node

    2) Defending the core -> attacking the enemy tank - You must attack the enemy tank non-stop from the time it spawns until it's destroyed -> no tank -> core is safe. The turret can be used to attack the enemy tank after it crosses the bridge. The turret can also attack and kill enemy players healing and defending the tank. You cannot heal the core, so defend it at all costs.

    - DM skills are very important here for everyone on foot
    - Turret gunner should to be a good shot

    3) Attacking the enemy core -> defending and healing your teams tank - You must defend your tank from the time it spawns until it's destroyed -> no tank -> cannot attack enemy core. If the tank is destroyed before it gets to the enemy core, you must wait for it to respawn and try again. The team must protect their tank if they are to win. The turret can be used to kill any enemy player attacking the tank before and just after the tank crosses the bridge. Players who survive the rush to the enemy core can also attack the core.

    - Tank Driver should be good enough to drive the tank to the core without getting stuck or stopping in the line of fire of the enemy turret, should be able to take multiple rapid snap shots to destroy the enemy turret and enemy defenders
    - Tank machine gunner must defend against all threats, must be a good shot, must continuously scan for targets
    - Tank escort must heal the tank, kill enemy players to defend the tank, shoot the core when able
    - DM skills are very important here for those on foot.
    - The tank driver must die with the tank to prevent the enemy from hijacking the tank. The skipper must go down with the ship.
    - The enemy must not be permitted to hijack the tank because you will not get a new one until that one is destroyed and then respawns.

  • #2
    Nice guide oldkawman . Just want to add a tiny bit:

    - The tank driver must die with the tank to prevent the enemy from hijacking the tank. The skipper must go down with the ship.

    I just thought it should be said twice. Don't get out to heal. Don't get out because you don't want to die. Just don't get out. Someone WILL take your tank. I take tanks regularly because people jump out of them for whatever reason (usually because I'm on top of the tank with a flak cannon). Once I'm in the tank I usually die right away, but sometimes I actually get the enemy tank for an extended period which COMPLETELY shuts down enemy offense.

    If someone hops on top of the tank, stop healing it and shoot them.

    There are hoverboard jumps to get up where the friendly tank pad is. Just watch people while in a pub and you'll see them eventually. This enables you to attack the tank from the front as it comes in.

    The flashing arrow ramp on each side enables you to hoverboard jump over to the enemy tank as it goes for your core. This enables you to attack the tank from behind, or if timed just right you can actually land on top of the tank.

    The tank respawns 40 seconds after it's destroyed. Don't be afraid to time it and destroy it in the garage right after it spawns.

    Seven flak primary shots will kill a tank.

    Eight rockets will kill a tank.

    Six rockets take out the turret. Try and destroy it whenever you can, even if there's no one in it.

    Random factoid: In single player there's actually waves and foam that splash up onto the rocks.

    Comment


    • #3
      The hoverboard boost pads are good fun on this map. If you jump just as you go over the ramp you can fly very high, very fast, creating a good opportunity to rain down fire on the tank or just surprise people as they rush down the hill to the prime.

      In matches with a lot of players I also find it can be effective to go across and intercept the enemy on their side of the bridge every so often, instead of just letting their orb carriers repeatedly jump down to the node. People rarely expect to encounter enemies in the stretch of land between their base building and the prime, and the more players you can knock off their boards and distract, the less there are attacking the node.

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      • #4
        Don't forget to heal the core.

        *hides

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        • #5
          If you want to have some fun, get the sniper rifle and headshot anyone that gets in the turret.

          Also, please stop voting for this map.

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          • #6
            1). Attack center node

            2). Die

            3). Goto Step 1

            Yes I do like this map

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            • #7
              If you sucessfully get the tank across to the other team's side, DO NOT GO BACK IF THE CORE IS SHIELDED AND THE ENEMY HAS CAPTURED THE PRIME NODE AGAIN. Simply wait patiently and hope that nobody on the opposite team sees you, so when your team regains the primary, you are right there to start whipping their Powercore. I am absolutley tired of people who, when in the tank, try to drive back when they can no longer attack the Core. This is common sense!

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              • #8
                "The tank driver must die with the tank to prevent the enemy from hijacking the tank. The skipper must go down with the ship"


                Ok, this is true except for one case. When you are attacking their core, enemy all around you , and less that 50 health is on the tank. Abandon, and continue shooting the core, as even with the tank dead you are able to kill the core for another 10 seconds until the tank destroyed animation dissapeared.

                Althought the funnest thing is when you steal the enemy tank, and use a glitch to get it down to the middle node :P your node is defended, and your tank is still available

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                • #9
                  Tankcrossing is simple and doesn't need this long guide

                  The whole map is just about

                  1. Holding your tank alive
                  2. Killing the enemy tank

                  Without tank no core damage.

                  3. Do as much orb runs as possible.


                  Just focus on attacking the enemy tank, and when it's killed on healing your own tank. When the orb is available take it.

                  Good way to kill the enemy tank is by driving your scorp to their scorp start and go on the tank track and use your suicide attack to kill it.
                  Other way is just taking the small path up to their tank track and start flakking the tank.

                  Comment


                  • #10
                    Originally posted by Setheran View Post
                    The hoverboard boost pads are good fun on this map. If you jump just as you go over the ramp you can fly very high, very fast, creating a good opportunity to rain down fire on the tank or just surprise people as they rush down the hill to the prime.
                    Originally posted by bclagge View Post
                    The flashing arrow ramp on each side enables you to hoverboard jump over to the enemy tank as it goes for your core. This enables you to attack the tank from behind, or if timed just right you can actually land on top of the tank.
                    I know I have played on that map over 200 times, but, I did not realize that's what that thing was. So, last night I tried it for the first time as I was following another player who did it. I did it from a crouch and uncrouched + jump at the same time and discovered that you can go really really high and also really really really long. I knew right away from the speed and trajectory it was going to be an oops. I wonder if anyone saw me do that last nite, it must have been funny. Maybe even funnier than when a player ejects from a scorp explosion and end up landing in the deadly water.

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                    • #11
                      missed a few crucial points... but yeh good guide

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                      • #12
                        You can use an impact hammer jump to jump over that barrier near the pressure pad.

                        always try and destroy the enemy orb whenever u can. If you are the orber... taking the route below to the node will help u gain extra 15 health (form those 3 vials)... not much i know but makes a lot of difference... especially if u take down an enemy orber and can destroy his orb and still run around a while..

                        before u jump out near the node... make sure u have 3 rockets loaded up ready to spiral to take out any1 near the node. Helps a lot most of the time.

                        u can double jump to the other side where scorpion is parked instead of having to run around. You can double jump from top entrance to bridge.

                        i maybe wrong but from experience... having 2 tankers, 2 orbers, 2 tank healers, 2 scorpion drivers who perform these roles diligently will yield best results. Also when ur healing anything... and u see another guy doing it, heal standing next to em coz in ut3 u can link each other, you stay close to each other with link gun and crosshair turns yellow and effect is amplified. 2 guys standing next to each other can heal a tank to full health with less than half the ammo used. Healing an already healed vehicle will not deplete ur link ammo, so keep that link gun pressed constantly.

                        Actually no matter what gun u have, standing next to a guy who has a link gun will cause the corsshair turn yellow i think... not sure tho.

                        this is my fav map. TM epic lvl design if u ask me.

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                        • #13
                          yeah i remember playing one day on tankcrossing....i joined the server....and found out that our team had both tanks....i was like.....LOL this is kinda....unfair?

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                          • #14
                            Originally posted by Sam Stride View Post
                            You can use an impact hammer jump to jump over that barrier near the pressure pad.
                            You can hoverboard jump over it; no need for the self-harm.

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                            • #15
                              It's a nice guide esp. the part about tank hijacking.

                              But "don't be afraid to destroy their tank when it spawns in the garage" usually = both teams doin it and the match goin on for 6 days.

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