The Tank is a special enemy that first debuted in Rundown 004 and acts as a boss for certain expeditions. The Tank is one of the most durable enemies in the game, even more resilient than the Mother.
The Tank is a heavy hitter, having both strong ranged attacks and heavy punch attacks. Paired with its high health, mobility, and tendency to hide its only weakspot. It can quickly devastate an unprepared team.
Appearance[ | ]
The Tank is the most heavily mutated creature yet, and bears little resemblance to anything human. The majority of its mutations occur on its body, giving it a cone shaped, bulbous appearance. Unlike other enemies, it appears to have three heads which all attack individually with long flesh appendages. It is bigger than the Giant and has dark spikes aligned on its torso and heads, similar to the Charger. It is similar to the Mother in that its head and front are armored, negating damage from gunfire. It has multiple tumors on its back which serves as its only vulnerability.
Spawning[ | ]
Tanks are special enemies, meaning they only spawn in certain expeditions and certain rooms, but they will always spawn in the same place and generally act as a boss for the level. They are often found sleeping, but have also been featured in Error Alarms and Reactor Startups.
Behavior[ | ]
The Tank has a lot of health, and it is only vulnerable to damage via the tumors on its back. The multiple orifices on its upper body allow it to target and attack several players at once with its ranged attacks. It can also punch players who get too close.
The Tank will try to keep a short distance between itself and players and hide its backside. It can use its ranged attacks while moving around, but its attack takes longer to hit compared to other enemies. Its punch attack deals more damage than its ranged attack, and is as fast as a Charger's or Hybrid's, making it very risky should one attempt to approach it.
Although the Tank usually moves very slowly, it can charge at the players, especially if they are too far away.
Strategies[ | ]
The Tank's set spawn locations make it easy to prepare against it. Outside of meta knowledge, Tanks are usually visible through the window of whatever door leads to where they reside. The tumors on its back are its weak point. It is important to focus fire and eliminate as many as possible before it gets close and starts incapacitating your team. If a team does not attack it from multiple angles, it will often lodge itself in a corner and try to "snipe" anyone in its sight.
- It tends to shift its attention between multiple players, getting one player to grab its attention while another shoots its back is paramount to killing the enemy.
- Guns with a higher damage burst and longer range such as the Burst Cannon and the Sniper Rifle can allow players to take out tumors at a safe distance, provided they have a clear shot.
- Several players with shotguns, such as the Buckland S870 Shotgun or the Buckland AF6 Combat Shotgun, can rush the Tank and deal high damage, but risk being up close to the Tank.
- The Mine Deployer can be used to instantly kill a tank, if sufficient mines are placed properly, usually above or on the side of a door frame the tank will run though. However, this requires at least 7 trip mines, a substantial expenditure.
- The Tank will occasionally scream, lowering its front, and leaving it vulnerable to attack.
- After taking enough damage, it will stagger and lurch forward, which may expose its tumors from the front.
- The tumors will "pop" after receiving too much damage. Ensure you're still targeting them and not its armored carapace.
- A well positioned Sniper Sentry can output a lot of damage against the Tank. Particularly useful for smaller teams of prisoners, and tool-ammo efficient. However, the sentry will struggle to target the remaining tumors after several have been popped.
Extra Details[ | ]
- Killing the Tank only requires dealing 1000 damage to it, and does not require popping any tumors at all. For example, the Revolver can kill the Tank is by placing 4 shots into each of its 8 tumors. This kills the tank in 32 shots, and will not pop a single tumor.
- Unlike the heads of enemies, damage performed to the Tank's weakspots (its tumors) is capped per damage-instance by the maximum HP of the tumor.
- However, clients are often able to target the same tumor repeatedly before receiving an update from the host informing them that the tumor has popped - potentially allowing massive damage to be inflicted to the enemy while only popping a single tumor. Since this damage is dealt through many small damage-instances, the damage is not capped by the health of the tumor.
- This makes weapons such as the Scattergun substantially more effective against Tanks as client rather than as host, as it is often able to deal its entire shot's worth of damage (~338 damage) to the Tank, while only breaking a single tumor.
- While the health of a Tank's tumor is only 150, and dealing this much damage will pop the tumor, up to 1 extra point of damage can be inflicted to the Tank if a hit deals excess damage to the tumor. That is, a single hit dealing 150.5 damage to a full health tumor will deal 150.5 damage to the Tank's HP, but a hit dealing 200 damage to a full health tumor will only deal 151 damage to the Tank's HP.
- This can actually matter in some extremely niche situations.
- This extra 1 overcap damage still has the weapon's stagger multiplier applied, meaning that more than 1 extra stagger damage can be applied. In the case of the Sledgehammer, with a charged stagger multiplier of 1.3, up to 1.3 extra stagger damage can be inflicted on a hit popping a tumor with excess damage.
Audio[ | ]
Clicking
Wave
Gallery[ | ]
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