Post
by FGRSentinel » 05 Nov 2018, 08:02
I've played Marines and Xenos enough times to say the tank was unfun and (sometimes) outright dangerous for both sides, even as one of the TCs in the thing.
As a Xeno:
1. The tank was excellent at holding down choke points. In fact, so long as that tank had a few people watching it and maybe one guy to feed it more ammo, maybe five people total, it could hold down an entire flank almost on its own, freeing up the rest of the Marines to hold/push another flank. This made hive sieges on Prison Station a very linear "locate hive, park tank at one entrance, swarm the other" affair where the only real thing the hive could do was have the queen de-ovi and swarm through whichever choke point the tank wasn't guarding to minimize losses. There was actually a point where, as queen, I got so fed up with losses and lack of mobility from the tank, I decided that the hive's only hope of survival was to completely abandon the station and ninja capture the Alamo, which almost worked since the Marines left only an SO at their FOB, but it took too long for the rest of the hive to wander over and we got slaughtered.
2. The tank was equally hard to kill in every situation. Open ground? Good luck getting behind it with the Marines nearby and even if you did, it could just reverse to sit on your face. Parked in a narrow hallway? You have had literally suicide rush it from the front to take it down and then its wreck blocked the hallway, making it doubly pointless to engage.
3. Maybe half the tanks used the flamethrower. This made it basically death to engage it from close range, the only range the benos could engage it from, especially if it had OD. You go to slash it? It runs you over, backs up, the gunner hits you with a fireball, tank moves forward to sit on you until you die. Fun...
4. If they didn't use the OD/flamethrower combo, they probably used the sniper module and TOW missile combo to guarantee long-rang death about half the time. If the LBT shot didn't gib you, the TOW missile that followed it would get you and any beno brave enough to try to rescue you.
As a Marine:
1. The tank could literally do the work of a full squad or two if the TCs were competent and had a Fireteam watching it. If you were a PFC you were either screening for the tank, scouting for the hive (and probably dying for the intel), or a flare/ammo pack mule for the tank.
2. It was large, unwieldy, and unless it turned in the last two seconds there was nothing to telegraph when it was moving or where. The thing could block off entire hallways and if it decided to reverse as you were stepping behind it, you just got an unavoidable bone fracture or two because there's zero warning or opportunity to get out of the way.
3. The tank could be the Marine's worst enemy if they're incompetent/griefers. I remember one of the rounds I was playing TC as the gunner, the driver demanded OD and would not sit still under any circumstance. Trying to take a shot? They'd twitch at the last second, backing up and having the shot hit a wall, vaporizing our armor, treads, and the gun before they blamed it on me. Wounded being pulled along behind the tank? Suddenly twitch to back up, wounded Marine and medic crushed. Absolutely nothing happening? The tank must dance. If the gunner's incompetent, they can wipe out half a squad. I've actually seen rounds that the TCs were so bad the Marines destroyed the tank and lynched the TCs to stop the friendly fire.
Ensign Goddard Pearsall, the Pilot that always has Souto