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Edited by chucklenoris: 2/8/2016 1:37:34 PM
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Monster Talk

This forum list is for discovering monsters and strategies to use against them, Edit (2/8/16): I will also be creating videos later down the road to give more visual to these posts. Check in every so often to see updates and edits.

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  • Target: Walker Tanks Race: Fallen Special: Long range cannon, heavy pulse cannon, minigun, mines, shank release, AoE blast Walker Tanks are part of old Fallen tech. The Fallen tank is to be respected, even when in a team. It is one of the few enemies that is a true multi-tasker. It can shoot it's minigun, shoot it's cannon, and release mines or shanks all at the same time. Heavily armored, very high hit points, and unforgiving weapons make this enemy a good challenging play. First the armor on this tank is good. Shooting it in the areas that do not allow precision damage, it takes a lot to budge the hit point. Then add in the fact it has high hit points. Just as the name implies, it's a tank. Most mobs in any game that has a reference to tank or anything that sounds heavy, it typically has great armor and hit points. Tanks move slow, prefer to stay in one spot offering fire support and turn in place to address threats. Or maybe it's just me and every time I run into a tank, there is nowhere for it to walk. The areas they show up in do not give the tank anywhere to go. This may also be on purpose to block entry to other areas or other nonsense. Second are the weapons this tank uses. The first and obvious weapon is the long barrel cannon it uses. You know when it is going to use this cannon when a blight red laser lock-on beam is coming from the cannon. A direct hit is an instant KO. Splash damage can be anything from an instant KO to minor shield damage. I noticed as a Titan, getting hit by splash damage inside the blast zone drops my shields. As a Hunter or Lock I noticed this same distance kills. In either case get moving if this red light is locking onto you. The pulse cannon is mounted on top of the long cannon system. This is a multi-shot cannon that released hard hitting energy blasts. One shot by itself isn't enough to one-shot KO, but getting hit by all blasts doesn't benefit your health either. More used to get a target off it's back or to push back a target. Moving in too close or sniping the tank will invite this attack. Other weapon systems include the front mounted minigun under the front head is used as push back, but also if the target is close enough and in front of the tanks LoS. Each projectile does low damage, but the rate of fire is very high, so it adds up. Though I typically even ignore this weapon it is wise to avoid and not sit in one spot. The tank also releases mines when coming out of an error state or if targets get too close. These are deadly for those who stand too close, and even advanced model tanks allow the mines to homing in on targets. Getting into the tanks melee range will result in a arc based AoE blast. It seems to have some slight knockback and does moderate damage. Also at the same time mines will be released to add to your escape fun. The last thing a tank will do is release Shanks. Reading the Grimoire, it seems the shanks are released to repair the tank. Though that is what they would do in real life, in game I have yet to see this happen. Though I have noticed the tank taking a lot of damaging hits and the hit points do not move. Might be related, but I beg needs further investigation. I do notice a few things, the shanks will either move out to seek targets and pin them down or eliminate, hover by the tank to either add support fire, or very bravely take a hit for the tank, and lastly I have seen some even fly into the sky to try and out flank targets in the field. More of an annoyance than anything, but should be taken care of as quickly as possible. How to handle: As tough as they are, these tanks can be fluffy kittens, but large than a house and full of nuts and bolts. Each leg has an armor plate protecting it, well funny enough, not protecting it. This is one of seven weak spots, each leg being one.Shooting the leg armor counts as a precision shot. Once the armor blows off it sends the tank into error mode. The head extends showing the seventh weak spot which is the brightly glowing red/orange circuitry. Between the leg armor and this opening you should be able to reduce the tanks health by 25% if you do things right. During error mode the tank takes 99% less damage to being fully immune to damage except the red/orange part of the head. So you must shoot into this for maximum effect. Once leg armor is gone, the leg still takes precision damage, but at a reduced rate. Eample; if you were getting 2k hits on the armor, you may now get 500 to 1k hits without armor. Funny huh? Avoiding the weapons is key in the fight. Another important key is to kill off all other support like sniper vandals, captains, dregs and shanks that are out flushing out targets for the tank to pick off. Get the tank by itself and begin to pick off it's leg armor. Use LoS to your advantage and get behind cover when it uses it's pulse cannon, minigun, or releases mines. If it targets your area with the long cannon, get away asap. You have roughly three second once it locks. Maybe two seconds. If going in solo, LoS is important to get the tank turned where you can shoot the legs, and believe me it knows and will hide the leg you just shot. If in a team, get a three point system going (assuming you are with two other people), and keep it on the move. This way the tank can only focus on two targets at once, while one member just picks it apart or helps drop the tanks support. Also allows team members to be far enough away to aid in revives and not everyone die in one shot. No grimoire points for this tank.

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