Talon
Stop reading this and look at my post
+341|7202
I decided to write this guide after seeing so many instances of abominable tank tactics, dozens of people getting killed by a single walker, or APCs trying to kill each other.

The Walker

While many guides will go into the specifics of each side's walker, they're essentially the same. The Walker has two positions:

Pilot: machine guns, rockets, and shields.
Gunner: machine guns, EMP AA missiles.

The Walker is the most versatile vehicle on the battlefield, primarily due to its movement capabilities. It can sprint (hold shift), walk, crouch (hold z), and turn the torso independently of the legs. So, when to walk, run or crouch?

When to walk: generally you want to walk while shooting infantry. While it's less accurate than standing or crouching, it stops engineers getting easy Pilum shots on you.

When to sprint: always sprint when trying to close the distance with enemy vehicles. If you're godd enough, sprint the whole time while fighting them, the faster you move, the harder it is for them to hit you.

When to crouch: you can crouch behind obstacles to avoid tanks/walkers shooting you from long range. Apart from that, stay standing. The Walker's best ability is its acceleration.

Weapons

Pilot:

Machine Guns: Use these against infantry, jeeps and choppers. They have no effect whatsoever on APCs, Tanks or Walkers (apart from distraction). Fire in long bursts to avoid overheating.

Rockets: Use these against APCs, Tanks and Walkers. The biggest mistake people make with these is to fire them all at once - this overheats them. Fire 1 every second and you can fire continuously.

Legs: You can run over infantry, at a pinch. Its generally not advised, though. However, ealkign into jeeps kills them quickly.

Gunner:

Machine guns: Use these against infantry and AA. You can hit infantry on roofs that the pilot can't. Fire in short bursts to avoid overheating.

EMP missiles: Use these against choppers, after locking on. Don't shoot from miles away if you want the kill - they do no damage. If the chopper crashes after being EMPed, no points. So EMP it near you and shoot it with the MGs.

Tactics

Walker vs Tank: The key here is to CLOSE THE RANGE - tanks will utterly destroy you from a distance. You want to be a close as possible, otherwise your rockets will just miss. Start off by sprinting at, but not directly at, the tank. Aim to sprint past it. Keep your torso angled towards it and fire rockets to keeop the tank occupied. Once close, fire rockets more rapidly, and begin to circle strafe round the tank until its destroyed. N.B. Tank rounds fire quite slowly, so use your shield if you see it firing.

Walker vs APC: essentially the same tactic as the tank, but safer, as the APC driver can't kil you. however, they often EMP you. A smart APC driver will EMP you and run. If he stays, you'll recover first anyway, so just stand there and kill him while he EMPs you.

Walker vs Walker: quite a difficult fight. This all depends on how good you are with the rockets. If you can hit with them from a long distance, stand off and rocket snipe (also consider getting out and using a AT rocket). If you're not so good, charge in and aim for the legs. Your gunner can EMP the walker if you are very close. Don't bother using your guns, as thye have no effect.

Walker vs attack chopper: key thing here: STOP. Your gunner won't be able to hit anything unless you are stationary. You don;'t ned to dodge the rockets. Just watch the chopper, wait till he fires his 5 rockets, and enggage shield. By the time he comes around again, it will have recharged. You can use your MGs to asist the gunner. Gunners, fire in short bursts to prevent overheating. Use the emp missiles when they apporach you can cant dodge. If you bring the chopper down with EMP, he's dead meat.

Walker vs Jeep: use the MGs only. Jeeps are too fast for rockets, but the pilot and gunners MGs will quickly destroy them.

---

Player Vs Walker: Firstly, play as engineer. Yes, you can stick RDX on a walker, but try staying alive under a moving one of those things.

The weakest point of a walker is its crotch. Directly betwen the legs are air vents. One walker has one, the other two. A single rocket to a vent will kill the walker. However, it often falls on you.

Second weakest point is the arse (english for ass). This is the point on the back where the legs connect to the body. Should die in 2 shots.

Third weakest is the legs. Will kill it in 3 shots

Strongest is the torso. It will take 5-6 shots to kill it from here.

A couple of motion mines will kill one easily though. Still, if you're stuck with a launcher, get some cover and stay at distance, and guide the shots to the legs. Then run to a new firing position so it doesn't see you.

If you have a Pilum, get close and go for leg/ass shots.

Commander Vs Walker: Wait until the walker is stationary. Then EMP strike it, immidatefly followed by an Orbital strike. This will kill it 80% of the time.




To be continued

Last edited by Talon (2007-04-11 01:16:55)

FatherTed
xD
+3,936|6942|so randum
Nice guide, +1
Small hourglass island
Always raining and foggy
Use an umbrella
madmurre
I suspect something is amiss
+117|7152|Sweden
You might consider adding that you should also use your rockets while in a walker to take out gun-turrets it´s always a good move to eliminate any gun turrets that can hit you even if noone is in them.

Edit: Also when in a walker your worst enemy is the enemy commander if he´s dedicated to take you out which they moslty are on city maps they will throw the EMP orbital strike combo on you therefore you need to be aware and keep moving nearly all the time unless he just wasted one orbital strike etc.

Last edited by madmurre (2007-02-14 15:39:34)

pinioncorp
1 Metre, 3 Rounds, 6 Misses?
+7|6866|Nobellius
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Walker rockets do the same amount of damage on a tank regardless of the location of the hit, moving to its rear will not help you, however, you can generally circle a tank quicker than it can turn to face you.

The EU has more predictable rockets than the PAC walker, so you are better off keeping your distance when fighting the enemy walker, as you are more accurate at that range. Try and lean the target to the side to guide the rocket to the target, as well as leading it to a moving target.

The easiest way to take out a walker when you are on foot is definately motion mines. It only takes two, but sometimes they can do next to no damage. When the walker is pinned down by the mines, pilum it in the rear to put it out of its misery.

If there is a supply crate near the enemy walker, it is helpful to take it out, as it will continue to recieve repairs while it is still there. Use the machine guns of the walker, otherwise a rocket will remove it when on foot. If you have a supply crate nearby, try to stay nearby it to recieve repairs while battling enemy vehicles.

+1 to you, but there is still lots more you can put to it.

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jsnipy
...
+3,277|6964|...

Mention when playing Engineer in an APC vs. APC battle, to use the emp of the APC, get out and shoot (reload) an AT rockets and get back in, repeat.
kachunkachunk
Member
+8|6831|Ontario
You can also teabag infantry to death by crouching on their heads. Good guide... it's all stuff you find out on your own over time, but it should help quite a few people!
psH
Banned
+217|6825|Sydney
Heh, don't out do my APC guide, lawl.
Magius5.0
Member
+106|6823|UMass Amherst
A lot of similar strategies to my guides (see attached links), all in all.  I've gone many a round where I simply rack up massive amounts of kills in a walker because I'm that damn good at saving my own ass.  A smart pilot will know when to bail if its getting too hot to handle...at times, I've attracted the attention of AT LEAST half a dozen engineers all trying to kill me at once, and only semi-successfully.  Probably had something to do with the fact that I blew their ass away at least three, four, or more times beforehand.

Bragging aside, If you're really going to pilot walkers, don't rush in like an idiot.  I've seen walkers decimated by a couple well-hidden motion mines as they round a corner and *BAM!* blown to pieces in a heartbeat--I do the same thing as well when possible.  Heres' my typical loadout when I'm driving one of these beasts:

Engineer kit, primary weapon Pilum H-AVR (or sometimes the regular Rocket Launcher, if I feel the need for long range missile sniping)
*Motion Mines
*Defuser kit

Defuser to get rid of mines, and my own mines to dish out some equal pain if I have to my vehicle fights one-on-one and then repair in a remote location (or wherever).  Only disagreement I have is that APC's are actually very dangerous if they are paired with a tank or another walker, or if they bail after EMPing you and put a pilum in your vents...kill them, rapidly.
Talon
Stop reading this and look at my post
+341|7202
Thank you for your comments, I'll add some of that in.
madmurre
I suspect something is amiss
+117|7152|Sweden
One more thing one of the best ways to take the walker out is jihading a jeep on impossible  for a walker to take it out in time unless he knows it coming and facing the right direction.
Samtheman53
Banned
+346|7137|UK
Dont agree with somethings eg Ive never been killed by a Tank even at long range when in walker but nice guide anyway
Sambuccashake
Member
+126|7052|Sweden
I hope there will be a few guides for taking out the Goliath as well since it can take an orbital strike without flinching...
zeidmaan
Member
+234|6857|Vienna

Best advantage the walker has is that it can start running at full speed in an instant. You can even walk backwards and than press run + forward and you will immediately change direction and run at full speed. Also you can run - stop - run - stop etc. When you start moving so erratically you will be the hardest target to hit. Not even the guided missiles will be able to hit you.
When you are engaged by a Tank at long range you can hold the sprint button and wait for the tank to fire. Once he fires you can just press the forward button and dodge it easily. Same thing works against rail guns but in that case you have to figure out when the enemy is about to fire and start running then.
And always hide and repair as soon as you get under 60 % health.

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