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.
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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
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)