Home » Renegade Discussions » Tactics and Strategies » Mammoth Tanks and How To Use Them.
Mammoth Tanks and How To Use Them. [message #169702] |
Tue, 06 September 2005 19:57 |
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m1a1_abrams
Messages: 375 Registered: August 2003
Karma: 0
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My favourite vehicle in Renegade has to be the Mammoth Tank, because, let's admit it, it's pretty cool to drive the biggest tank around. I find it very frustrating when I get the same old "omg don't use mammoth n00b, it gives too many points"... because in the right hands, a Mammoth is by far the best tank in the game. Anyway, I thought I would write something of a guide to using Mammoth Tanks in Renegade, with the hope that more people will come to realise the potential of this awesome weapon.
Firstly, however, I would like to dispel some misconceptions about the Mammoth Tank. The most obvious misconception is the widespread idea that Mammoths do more harm than good because of the amount of points they give to the enemy. While it's true that they do give lots of points when shot at, they are more than capable of generating a net points gain for their own team via damaging/killing enemy units and attacking enemy structures. Mammoths are good at killing anything, but they excel at destroying buildings. Concerns over points become moot if you can win by base destruction... get three or more Mammoth Tanks inside the enemy base and you're likely to be heading in that direction pretty quickly.
Another popular misconception is that buying a Mammoth Tank is an invitation for the enemy to quickly destroy it with a Flame Tank. The only circumstance in which a full health Mammoth should lose to a full health Flame Tank is if the latter can somehow get to point blank range before it's detected. In any other circumstance the Mammoth's vastly superior range should allow it to deal enough damage to the Flame Tank before it can close the distance. A Flame Tank at point blank range can make it difficult to fire the twin cannons, since they tend to get stuck inside the enemy tank, however the Tusk Missile launchers are positioned further back so they will always be able to hit the target. You must swing the turret hard in the opposite direction to the missile launcher that is about to fire, otherwise you may overshoot the enemy tank, but once you get the hang of it you shouldn't have any trouble with Flame Tanks.
The Tusk Missiles do more damage to everything than the twin cannons, although they have a shorter range, so you should always switch to missiles whenever you have the opportunity. The missiles are also homing to a great degree, which makes hitting moving targets easier. Against very fast targets, like Nod Buggies, you may want to use the twin cannons even at close range, since the shells travel faster... but if you think you can hit with the missiles then you should use them to the full extent of their range. Also, when facing infantry, don't wait until you're in range of the missiles to start firing. The twin cannons do almost as much damage to infantry providing you hit the target, so are very good for softening up the enemy, if not killing them outright. I find it comes as a shock to Raveshaws when they find themselves smoking on the ground after a few accurate volleys at maximum range. Infantry tend to feel safe from the Mammoth at long range, but this is not the case with a good driver.
Engineers and Hotwires are great for keeping any vehicle alive in the field, but they take on special significance with the Mammoth Tank. Mammoths already have a lot of health, so with Hotwire support they can be nigh on invincible... particularly considering they have the firepower to methodically dispatch enemy units one by one, thus robbing them of their combined firepower. Also, Mammoth Tanks slowly regenerate when under half strength, which combines with any external repairs, making them even harder to destroy the closer they are to destruction!
Mammoths are great at rushing enemy structures in groups, due to the combination of firepower and armour. For example, three Mammoths attacking a structure is comparable to three Flame Tanks, but the more heavily armoured Mammoths will last longer, giving them more time in which all three vehicles are firing. Also, providing they are using their Mammoth Tusk Missiles (which they should be), they also do a great deal of splash damage which will hurt any infantry inside the building. This makes it very difficult to repair internally. Two or more Mammoths firing at the area of a building closest to the MCT will make it practically impossible to prevent the building's destruction. In fact, I find that quite often a single Mammoth is enough.
I've taken a couple of screenshots which show where to fire the missiles at the Airstrip and the Hand of Nod. If you can get into one of these two positions you have a good chance of taking out the structure single handed, although teamplay is preferable. In the case of the Hand of Nod, the missiles are fired through the middle window directly at the large computer screen. This will cause damage to everyone in repair range of the MCT. You can also fire down the aisles at the far spawn points if necessary.
http://www.renegadewiki.com/images/7/79/Wheretoshootstrip.jpg
http://www.renegadewiki.com/images/7/7e/Wheretoshoothand.jpg
Well there you go. Most of this is going to be common knowledge to a lot of you guys, but there are still more people who don't understand how effective Mammoth Tanks can be. The only instance in which they probably are more of a hindrance than anything else is in very large servers, where the number of anti-vehicle infantry will tend to be far in excess of the vehicle limit. Of course, in that situation all vehicles are going to be facing the same problem.
[Updated on: Fri, 02 May 2014 09:21] Report message to a moderator
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Re: Mammoth Tanks and How To Use Them. [message #171818 is a reply to message #171804] |
Sat, 17 September 2005 12:15 |
BHmath
Messages: 41 Registered: August 2005 Location: Arizona
Karma: 0
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cheekay77 wrote on Sat, 17 September 2005 13:15 |
gufu wrote on Wed, 07 September 2005 17:06 | I like your photos!
Mammy's team is rushing hell!
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Hes right, mammys rock if there enough team work.
Although a question to someone, do their main guns do any more damage then the med tanks?
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Concerning teamwork.....
Unfortunately, I play on servers that have little or no teamwork happening!!!
No one listens to me when I say 'FLAME RUSH BUY FLAMERS AND MEET AT OB'
I don't know how to get people to do stuff. Some people will buy flamers (or other vehicles [substituting FLAMES for another vehicle]) and meet at the agt or ob or another structure, but it's not very many....only like 2 people other than me.
Please see MathK1LL's profile.
[Updated on: Sat, 17 September 2005 12:28] Report message to a moderator
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Re: Mammoth Tanks and How To Use Them. [message #174020 is a reply to message #169702] |
Sat, 08 October 2005 10:14 |
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Spetz5
Messages: 109 Registered: October 2005 Location: Ontario, Canada.
Karma: 0
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yes, mammys are a very useful unit, the only thing i find to be a weakness is the artillery gun. the only artillery guns that some how "do better" against mammys, are the team of 4's artys, in a1games server. but other than that, mammoth tank is a good vehicle
[Updated on: Sat, 08 October 2005 10:15] Report message to a moderator
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Re: Mammoth Tanks and How To Use Them. [message #174255 is a reply to message #169702] |
Mon, 10 October 2005 18:45 |
karmai
Messages: 319 Registered: September 2004
Karma: 0
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What difference does it make.. one of the only situations that a mammoth tank is good on is like a 3v3 on complex... Rush that shit down the middle and nod is straight fucked, mesa can be nice for a mammy too.. All other maps take too damn long, by the time you get a mammy into nods base your base yours is owned.. ANd on a defence map like field, under, city fly.. Yeah they give nod too many points plus you'd get owned with it
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Re: Mammoth Tanks and How To Use Them. [message #174540 is a reply to message #169702] |
Wed, 12 October 2005 19:39 |
mision08
Messages: 525 Registered: May 2005 Location: Cattle Drive, Dallas to F...
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Colonel |
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Why buy a mammy at Mesa? The damn opening is a bitch to get through as it were. I think however, that an apc and a medium can pass through simultaneously, while an overgrown mammy makes it a 1 way street. I prefer a medium myself. Half the price, faster on a long run, quicker and more maneuverable in tight situations, and probably quicker to repair.
I do like to repair during these uncommon mammy rushes though. It's cool following one crouched down, walking real slow as the obelisk shoots away. sports boobs!!!
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Re: Mammoth Tanks and How To Use Them. [message #174678 is a reply to message #169702] |
Fri, 14 October 2005 05:25 |
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Sniper_De7
Messages: 866 Registered: April 2004 Location: Wisconsin
Karma: 0
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Colonel |
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He's talking about going to the left side of the pillar once you enter the cave. (GDI's case)
Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt
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Re: Mammoth Tanks and How To Use Them. [message #174995 is a reply to message #169702] |
Sun, 16 October 2005 16:49 |
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sterps
Messages: 223 Registered: October 2003 Location: Victoria, Australia
Karma: 0
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Recruit |
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m1a1_abrams wrote on Tue, 06 September 2005 22:57 | My favourite vehicle in Renegade has to be the Mammoth Tank, because, let's admit it, it's pretty cool to drive the biggest tank around. I find it very frustrating when I get the same old "omg don't use mammoth n00b, it gives too many points"... because in the right hands, a Mammoth is by far the best tank in the game. Anyway, I thought I would write something of a guide to using Mammoth Tanks in Renegade, with the hope that more people will come to realise the potential of this awesome weapon.
Firstly, however, I would like to dispel some misconceptions about the Mammoth Tank. The most obvious misconception is the widespread idea that Mammoths do more harm than good because of the amount of points they give to the enemy. While it's true that they do give lots of points when shot at, they are more than capable of generating a net points gain for their own team via damaging/killing enemy units and attacking enemy structures. Mammoths are good at killing anything, but they excel at destroying buildings. Concerns over points become moot if you can win by base destruction... get three or more Mammoth Tanks inside the enemy base and you're likely to be heading in that direction pretty quickly.
Another popular misconception is that buying a Mammoth Tank is an invitation for the enemy to quickly destroy it with a Flame Tank. The only circumstance in which a full health Mammoth should lose to a full health Flame Tank is if the latter can somehow get to point blank range before it's detected. In any other circumstance the Mammoth's vastly superior range should allow it to deal enough damage to the Flame Tank before it can close the distance. A Flame Tank at point blank range can make it difficult to fire the twin cannons, since they tend to get stuck inside the enemy tank, however the Tusk Missile launchers are positioned further back so they will always be able to hit the target. You must swing the turret hard in the opposite direction to the missile launcher that is about to fire, otherwise you may overshoot the enemy tank, but once you get the hang of it you shouldn't have any trouble with Flame Tanks.
The Tusk Missiles do more damage to everything than the twin cannons, although they have a shorter range, so you should always switch to missiles whenever you have the opportunity. The missiles are also homing to a great degree, which makes hitting moving targets easier. Against very fast targets, like Nod Buggies, you may want to use the twin cannons even at close range, since the shells travel faster... but if you think you can hit with the missiles then you should use them to the full extent of their range. Also, when facing infantry, don't wait until you're in range of the missiles to start firing. The twin cannons do almost as much damage to infantry providing you hit the target, so are very good for softening up the enemy, if not killing them outright. I find it comes as a shock to Raveshaws when they find themselves smoking on the ground after a few accurate volleys at maximum range. Infantry tend to feel safe from the Mammoth at long range, but this is not the case with a good driver.
Engineers and Hotwires are great for keeping any vehicle alive in the field, but they take on special significance with the Mammoth Tank. Mammoths already have a lot of health, so with Hotwire support they can be nigh on invincible... particularly considering they have the firepower to methodically dispatch enemy units one by one, thus robbing them of their combined firepower. Also, Mammoth Tanks slowly regenerate when under half strength, which combines with any external repairs, making them even harder to destroy the closer they are to destruction!
Mammoths are great at rushing enemy structures in groups, due to the combination of firepower and armour. For example, three Mammoths attacking a structure is comparable to three Flame Tanks, but the more heavily armoured Mammoths will last longer, giving them more time in which all three vehicles are firing. Also, providing they are using their Mammoth Tusk Missiles (which they should be), they also do a great deal of splash damage which will hurt any infantry inside the building. This makes it very difficult to repair internally. Two or more Mammoths firing at the area of a building closest to the MCT will make it practically impossible to prevent the building's destruction. In fact, I find that quite often a single Mammoth is enough.
I've taken a couple of screenshots which show where to fire the missiles at the Airstrip and the Hand of Nod. If you can get into one of these two positions you have a good chance of taking out the structure single handed, although teamplay is preferable. In the case of the Hand of Nod, the missiles are fired through the middle window directly at the large computer screen. This will cause damage to everyone in repair range of the MCT. You can also fire down the aisles at the far spawn points if necessary.
http://photobucket.com/albums/v219/sleepy_boy/?action=view&a mp;a mp;a mp;current=wheretoshootstrip.jpg
http://photobucket.com/albums/v219/sleepy_boy/?action=view&a mp;a mp;a mp;current=wheretoshoothand.jpg
Well there you go. Most of this is going to be common knowledge to a lot of you guys, but there are still more people who don't understand how effective Mammoth Tanks can be. The only instance in which they probably are more of a hindrance than anything else is in very large servers, where the number of anti-vehicle infantry will tend to be far in excess of the vehicle limit. Of course, in that situation all vehicles are going to be facing the same problem.
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I Completely, 100% agree with this guy. In proper hands Mammoths are a force to be reckoned with. In a large group with hotwire support they are unstoppable. Every Mammoth rush i have been in has been effective in some way, if not blowing up the base, killing a structure or two.
They are the most powerful unit, owning everything, if they were made like they were in tiberian Dawn, then Nod would not stand a chance. I really hate it when people start complaining when i or someone gets a Mammoth, saying they give off to many points. Well that is true because of there health, but remember STEALTH TANKS give off the most points per hit, and Mammoths pawn stealth tanks. Anyway when there is a Mammoth rush, and it ends up winning the game for the team, i like to give crap to those that complain about them.
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Re: Mammoth Tanks and How To Use Them. [message #175002 is a reply to message #169702] |
Sun, 16 October 2005 17:53 |
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Sniper_De7
Messages: 866 Registered: April 2004 Location: Wisconsin
Karma: 0
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Colonel |
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I think that's the point, you need a hotwire for a mammoth to be good on a map like field. An arty who knew how to aim at large slow objects would rape it. So the question is: Which is better, two med tanks or one mammoth with a hotwire? Answer: two med tanks. the biggest upset comes in the mammoths size. often you can shooting a mammoth before he can return fire, because you'd be able to shoot at the outside of his vehicle where his turrets aren't able to target you. Meaning: you lose. Now of course when you're fighting against people who have no idea what they're doing this is no problem. the same people who would run out into the field with an arty front first. The biggest way to learn about how to play the game well comes from playing clanwars and using the best methods to winning them. You will not see mammoths in these methods because they are not good. Same with SBH's. You aren't doing your team a favour when you aren't utilizing the teams vehicle limit to its max.
Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt
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Re: Mammoth Tanks and How To Use Them. [message #175010 is a reply to message #175002] |
Sun, 16 October 2005 19:02 |
=HT=T-Bird
Messages: 712 Registered: June 2005
Karma: 0
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Sniper_De7 wrote on Sun, 16 October 2005 19:53 | I think that's the point, you need a hotwire for a mammoth to be good on a map like field. An arty who knew how to aim at large slow objects would rape it. So the question is: Which is better, two med tanks or one mammoth with a hotwire? Answer: two med tanks. the biggest upset comes in the mammoths size. often you can shooting a mammoth before he can return fire, because you'd be able to shoot at the outside of his vehicle where his turrets aren't able to target you. Meaning: you lose. Now of course when you're fighting against people who have no idea what they're doing this is no problem. the same people who would run out into the field with an arty front first. The biggest way to learn about how to play the game well comes from playing clanwars and using the best methods to winning them. You will not see mammoths in these methods because they are not good. Same with SBH's. You aren't doing your team a favour when you aren't utilizing the teams vehicle limit to its max.
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Unless, you are an awesome SBH veh thief!
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Re: Mammoth Tanks and How To Use Them. [message #175012 is a reply to message #169702] |
Sun, 16 October 2005 19:14 |
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Sniper_De7
Messages: 866 Registered: April 2004 Location: Wisconsin
Karma: 0
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Colonel |
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Trust me on this. You are helping the team a lot more effectively with buying a tank. Also, how does one go about being an "awesome" tank stealer? one that takes 5 minutes in a pub to take one? How effective. Tell me, how would you go about stealing my tank if I went onto the tiberium and repaired it while going in and out of it every 2 seconds, whilst my clanmates watched with me.
Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt
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Re: Mammoth Tanks and How To Use Them. [message #175098 is a reply to message #175012] |
Mon, 17 October 2005 11:57 |
Spoony_old
Messages: 1105 Registered: December 2004
Karma: 0
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General (1 Star) |
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Sniper_De7 wrote on Sun, 16 October 2005 22:14 | Also, how does one go about being an "awesome" tank stealer? one that takes 5 minutes in a pub to take one? How effective.
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or, even more effective, going 20 minutes, stealing a med and driving it back to Nod base thinking GDI hasn't noticed, getting blown to shreds, contributing a grand total of one vehicle kill to the WRONG TEAM the entire game, and thinking they're a hero for doing so.
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Re: Mammoth Tanks and How To Use Them. [message #176949 is a reply to message #169702] |
Sun, 30 October 2005 07:39 |
runewood
Messages: 138 Registered: October 2005 Location: SE Michigan
Karma: 0
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I love Mammys. I love on complex when mammys go down Nod's left side. I sit there with a flame tank and when hey come around the corner booom! The fact is if the driver of a mammy is skilled good for them, if the person fighting the mammy is skilled, mammy is dead. I admit 5 mammys comming at you is kinda scary but I have never seen 5 skilled people driving a mammy.
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