Enhance Tank's AOE Damage and Machine Gun Precision for Better Team Support
Buffing the Tank and Its Machine Gun
Firstly, I’d like to start by saying that I think the tank needs a general buff.
The first area that needs improvement is the tank’s AOE effect. I find that it’s common to shoot behind someone or onto a wall directly in front of them and have the splash explosion visibly hit them, but then receive zero damage. Because of this, I’ve found that the most reliable way to deal damage is to shoot directly at their feet. While this works, it doesn’t really encapsulate the ability of a tank to bounce explosive rounds off walls, use splash damage, and engage enemies around cover.
Improving the tank’s AOE effect to make the damage more consistent around corners, over walls, and near cover would make the tank a much more versatile option. It would allow the tank to be more than just an artillery piece sitting at a distance and instead give it the ability to get into the battle and actively support its team. This would be especially beneficial in game modes like Rush and Conquest, where the tank should be able to push objectives alongside its infantry.
Secondly, I think the tank needs a buff to its machine gun. Its damage is currently not nearly high enough, and what’s even more frustrating is its precision. The tank’s machine gun constantly feels like it is slightly off from your crosshair or where you are actually trying to aim, making it difficult to consistently hit and damage targets.
Buffing the machine gun’s damage and precision would also encourage much better team play. Since the driver is also operating the tank’s main gun, having another player operate the machine gun should provide a meaningful advantage. Teams should want to push with two people in the tank because the machine gunner would be much more capable of defending the tank from RPG players, C4, and other infantry threats. This would make the tank a more versatile team-oriented tool and give players a greater reason to coordinate around it during pushes.
A lot of my experience with the tank is that I’ll push toward a point, only to be devastated by an RPG player sitting in some weird high corner or position that I can’t effectively reach with the main gun. I’m then forced to back out and play from a distance, which leaves my team to push the objective with essentially no armor support.
These changes would allow the tank to actually work its way into objectives and provide meaningful armor support while still keeping its existing weaknesses. Most importantly, I don’t think these changes would overpower the tank. It would still have the same health and would still be a two-hit kill from RPGs. These changes would improve the tank’s effectiveness and consistency without increasing its overall survivability.
The goal should be to make the tank a better team-oriented pushing tool, not an overpowered vehicle. Improving its AOE consistency and giving its machine gun better damage and precision would allow the tank to support infantry, push objectives, and defend itself more effectively while still being just as vulnerable to dedicated anti-vehicle players as it is now.