Single Player & Game Tactics
by Ben Lilburne · in ThinkTanks · 05/04/2003 (4:56 am) · 1 replies
Previously I have complained that some levels in the game are too hard - I was wrong. Having finished the game, twice through, making a profit on lives each time (I got bored the third time on level 4 and quit), I can say that it starts too hard, and then instantly gets too easy! You keep getting lives every 10,000 points, and the levels keep repeating, so I got bored. The game doesn't seem to get much harder, so there doesn't even seem to be a natural end.
I had over 300,000 points when I quit the game, but I wasn't allowed to have a high score. That's just mean.
Here's some tactics I've been using & observing. I'd like to encourage people to share theirs too - what works with what tank?
Game Tactics:
- Using a reverse slope: Reverse slopes are commonly used in real life when a tank with inferior gun range is defending against one with superior range. The tactic works fine in think tanks. Sit about half way down a slope - exactly where depends on the curve of the hill and wait for enemys to crest the hill and hit them with everything.
- Hull down: Sitting just behind the ridge of a hill to hide most of your tank does work to some extent in Think Tanks. More importantly though, you can fire off long range shots and duck below the ridge as soon as you see incoming fire. Basically, you can edge forward until you can fire at your target, then back up if they fire back. If they charge your position, you can instantly get yourself into a reverse slope position.
- The "circle of death" - it's actually a bad thing I think. Basically, two players charge at each other, both firing. Both pass each other, and keep turning toward each other trying to land hits. Eventually, one loses, or someone comes and smokes both - the problem is, who wins is really down to luck. It really combines the worst of a head on attack (both players are injured), and the "scissors" manouver in flight sims (both lose any position advantage they had).
- Leading your target: is hard. At long range, when you are stationary, you need to add about twice as much lead as you think you need, and fire all rounds. Hopefully the enemy will walk into it. When moving toward a target, aim at the treads, and the extra motion from the tank will cause you to hit around the middle. When moving away, aim at the top of the turret. If a target is to your left or right, you need to aim more left or more right if you are moving towards them, or more to the centre if you are moving away. Firing when stationary or moving slowly is much more effective than firing when at full speed.
Whew! I've losing my perspicacity! ;)
I had over 300,000 points when I quit the game, but I wasn't allowed to have a high score. That's just mean.
Here's some tactics I've been using & observing. I'd like to encourage people to share theirs too - what works with what tank?
Game Tactics:
- Using a reverse slope: Reverse slopes are commonly used in real life when a tank with inferior gun range is defending against one with superior range. The tactic works fine in think tanks. Sit about half way down a slope - exactly where depends on the curve of the hill and wait for enemys to crest the hill and hit them with everything.
- Hull down: Sitting just behind the ridge of a hill to hide most of your tank does work to some extent in Think Tanks. More importantly though, you can fire off long range shots and duck below the ridge as soon as you see incoming fire. Basically, you can edge forward until you can fire at your target, then back up if they fire back. If they charge your position, you can instantly get yourself into a reverse slope position.
- The "circle of death" - it's actually a bad thing I think. Basically, two players charge at each other, both firing. Both pass each other, and keep turning toward each other trying to land hits. Eventually, one loses, or someone comes and smokes both - the problem is, who wins is really down to luck. It really combines the worst of a head on attack (both players are injured), and the "scissors" manouver in flight sims (both lose any position advantage they had).
- Leading your target: is hard. At long range, when you are stationary, you need to add about twice as much lead as you think you need, and fire all rounds. Hopefully the enemy will walk into it. When moving toward a target, aim at the treads, and the extra motion from the tank will cause you to hit around the middle. When moving away, aim at the top of the turret. If a target is to your left or right, you need to aim more left or more right if you are moving towards them, or more to the centre if you are moving away. Firing when stationary or moving slowly is much more effective than firing when at full speed.
Whew! I've losing my perspicacity! ;)
Torque Owner Clark Fagot