u/BoulangerieBDM
300k and skin :O
I received 300,000 credits and a skin on Xbox. Do PC players get the same rewards, or are they different?
Are We Really Waiting 60+ Days for the Next Tank?
The Battle Pass says there are still 60 days left. Does that mean we won't get a new tank for another 60+ days?
That feels like a really long gap.
We also really need more Defender tanks. :(
Active Camo Leo2KST
How do you guys use this ability effectively? I always get spotted, so it feels like it doesn't do anything for me. I'm probably using it wrong. Is there some trick or secret to making it work?
I created a tank for the game what do you think?
Is2op? XD
So where’s the patch and the new battle pass
This is my cat btw
Is the M60A1 the weakest tank in the game ???
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I've been trying to make this tank work, but I honestly don't see its purpose.
The twin machine guns only slow enemies. They deal almost no meaningful damage and the slow is bad
The ram ability is unreliable, most of the time my tracks get broken before I can even hit the target.
The main gun has mediocre damage compared to other tanks.
The frontal armor is decent, but not good enough to compensate for all its weaknesses.
If the ram fails, you're basically left with an average tank that loses most trades.
Does this tank become any better when fully upgraded, or is it just underpowered?
Should 5v5 be the standard competitive game mode ?
Basically, that’s my main point. 5v5 is the mode I enjoy the most, and I know there are people who prefer 10v10, while others like Kill Confirmed more.
But I feel like for competitive ranked play in the future, only 5v5 should be the standard mode. The other modes feel more like casual fun modes, good for messing around, doing crazy tank plays, and not taking things too seriously.
They’re fun, but not really suited for a competitive or serious ranked environment in my opinion.
Anyway to avoid Kill Confirmed ?
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Hey, quick question.
I keep getting put into “Kill Confirmed” matches… and honestly I just don’t enjoy that mode at all.
Its gotten to the point where when I load into it, I usually just close the game and go do something else, even though I actually want to keep playing.
Its not the game itself I have a problem with, just that mode really kills the fun for me.
Is there any way to avoid getting matched into Kill Confirmed, or like filter out certain modes? Id rather just stick to the other modes and keep playing without having to deal with it.
QUICK GUIDE: M1E1 + CHOPPER
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🛡️ Combat Role
Frontline Defender: Your main function is to capture, hold, and deny objectives, absorbing enemy damage to protect the team and control the pace of the battle.
💪 Strengths and Weaknesses
Strengths
Supreme Frontal Armor: Designed to mitigate large amounts of direct damage.
Extreme Sustainability: Excellent ability to endure and hold positions on objectives under heavy pressure.
High Overall Survival: Synergizes passive healing and resistances against control effects.
Spearhead: Highly effective at leading coordinated pushes and breaking enemy defensive lines.
Common Mistakes to Avoid
Isolating Yourself from the Group: You are your team's anchor, not a flanker. Without support, you will be worn down.
Chasing Light Vehicles: Do not engage in unnecessary pursuits that pull you out of your control zone.
Exposing Sides and Rear: Your strength lies in your frontal arc; an enemy flank neutralizes your advantage.
Prioritizing Kills over the Objective: Your priority is map control and key points, not hunting down isolated targets.
🕹️ How to Play: Step-by-Step Strategy
Match Start
Grouped Deployment: Always advance in a block alongside your support or damage allies.
Direct Route: Prioritize the shortest and most protected paths toward the main objectives on the map.
Avoid Open Areas: Dismiss long flanking routes or exposed sections where you can be caught in crossfire.
In Combat
Strict Angling: Always keep your frontal arc oriented toward the highest threat.
Constant Pressure: Lead the pushes when your team decides to advance, forcing the opposition to fall back.
Mobile Cover: Position your chassis to shield and cover the line of sight for squishier allies.
Force Close Quarters: Seek close-range combat, where your build's proximity advantages become decisive.
⚙️ Build Configuration (Mods)
TOUGHNESS MOD
HATT-5 – LEGENDARY
Modifiers: When you or your allies deal damage to enemies within a 25 m radius of your vehicle, 10% of the damage dealt is restored to you as HP. Additionally, grants +25% to HP recovery from all sources.
General Stats: -16% to Incoming Crit. Modifier (Ammo Rack) and +5% to Equipment Cooldown.
SIS-90 – EPIC
Modifiers: +30% to damage, +40% to penetration, and -20% to reload time for 30 s if the vehicle takes more than 5,000 damage before being destroyed. Cooldown: 40 s.
General Stats: +10% to Hit points (3344) and -14% to Hull traverse (24.64 °/s).
FIREPOWER MOD
M246E1 – EPIC
General Stats: +12.6% to AP Penetration, Maximum (371.58 mm), +10% to AP Damage, Maximum (704), -6.7% to AP velocity (691.11 m/s), and +25.34% to AP Damage Reduction Beyond Optimal (25.07).
UTILITY MOD
DAS-567 – COMMON
General Stats: +18.5% to Turret traverse speed (33.18 °/s).
ABILITY MOD
CMC-1 – COMMON
Modifiers: ACTIVE PROTECTION SYSTEM.
General Stats: -5% to APS Cooldown (33.25 sec) and +5% to APS Duration (15.75 sec).
GGR-652 – COMMON
Modifiers: VULCAN AUTO TURRET.
General Stats: +10% to Vulkan Auto Turret Penetration (151.54 mm).
🎒 Equipment
Below are the consumables assigned to your universal slots. (Note: The base cooldown values shown below do not include active build modifiers).
REPAIR KIT (Universal Slot) – MANUAL
Description: Instantly restores HP and shields. Instantly grants 550 HP and triggers shield recovery. Taking damage interrupts the process.
Stats: 45 s cooldown, 3 total charges, 15 s charge cooldown
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HULL REINFORCEMENT KIT (Universal Slot) – MANUAL
Description: Temporarily grants the vehicle extra HP that depletes over time. Grants 700 temporary HP instantly; after 1 s, temporary HP starts to deplete at 25 HP/s.
Stats: 105 s cooldown.
👤 Agent Abilities
These abilities maximize control and survival:
ECHO SHIELD – TRAIT
Effect: After expiring, Warded is granted again for 10 s. Cooldown: 30 s.
Activation Cost: 300.
ENERGY RECYCLER – ABILITY
Effect: +1 Ultimate Energy for every 5 Energy spent on abilities.
Activation Cost: 600.
SNAP TRAVERSE – ATTRIBUTE
Effect: +10% to turret traverse speed.
Activation Cost: 600.
CRIPPLING IMPACT – ULTIMATE
Effect: Shell hits on enemies increase their track repair time by 10% for 10 s.
Activation Cost: 600.
🔄 Synergy and Cooldown Analysis
Equipment Penalty: The HATT-5 mod increases equipment cooldowns by 5%. The REPAIR KIT goes from 45 s to 47.25 s, and the HULL REINFORCEMENT KIT increases from 105 s to 110.25 s. Plan your healing windows with this extra margin in mind.
Mobility Compensation: The SNAP TRAVERSE attribute (+10%) stacks with the DAS-567 mod (+18.5%) to offer a combined +28.5% turret traverse speed. This completely counters the slower hull traverse caused by the SIS-90 penalty (-14%), ensuring your frontal armor can keep up with fast threats.
Energy and Control Loop: The ENERGY RECYCLER allows you to access your ultimate, CRIPPLING IMPACT, much faster. By landing this ultimate, you penalize enemy track repair times, locking them down within your 25-meter radius to continuously feed the passive healing of your HATT-5 turret.
🧠 Tactical Tips for New and Intermediate Players
Maximize ECHO SHIELD: This trait effectively hands you 10 bonus seconds of Warded protection.
Use it as a green light to lead your most aggressive pushes, as you are exceptionally hard to wear down during this window.
Punish with CRIPPLING IMPACT: Do not throw your ultimate out blindly. Save it to hit enemies who have just used a kit to repair their tracks or those desperately trying to flee your close-control zone.
Sequential Use of Survival Gear: Prioritize the HULL REINFORCEMENT KIT when entering an intense engagement to cushion the first wave of incoming damage with temporary health. Once your actual health pool begins to drop and you can briefly break line of sight to avoid interruption, pop a charge of your REPAIR KIT to secure the flat 550 HP and kickstart your shields.
SIS-90 Clutch Trigger: This mod grants a massive boost to damage, penetration, and reload speed after you absorb more than 5,000 damage.
When this effect activates, you have a 30-second window of peak firepower; use it to clear the objective area before going down or repositioning.
Should Kill Confirmed be removed?
A lot of people go AFK during Kill Confirmed mode. Some think it should be removed from the game, and honestly I don’t blame them. I find the game mode disgusting. I usually just close the game and go do something else, like this post.
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We should be able to choose whether we want to play that trash mode. No one should be forced to play something they don’t like.
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