Yes, walking tanks can dodge rockets. Done it on several occasions from a LONG shot. 30 yards or less, you don't have enough reaction time. You may be dodging a Rocket but it missed you anyway... No point in making a rule and unenforceable anyway.
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•Limit the number of tanks or launchers that can be on the field at one time.
•Limit the amount of ammo that tanks or launchers can carry.
•Restrict tanks from certain parts of the field.
•Change the number of rocket or grenade hits it takes to disable or eliminate a tank.
•Restrict tanks to special missions during designated times.
•Mark off fill boxes on the tank so paintballs can eliminate tanks.
•Allow rockets to take out buildings and bunkers.
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This is a dilema producers and field owners are trying to cope with. Unsuccessfully, so far, in my opinion.
I hunted tanks for years before building my ATST walking tank so I come from the perspective of BOTH sides.
The tanks have a legitimate beef that they have too short a life expectancy due to the number, quality, and skill of the anti tank players. They paid good money to play paintball and have fun like everyone else PLUS incurred the expense of building, maintaining, transporting, and operating a tank. Less so for the walking tanks but still extra expense to ADD to the entertainment pleasure of all the players attending and providing a special paintball experience.
An additional problem is the lack of insurance for motorized tanks. People that can afford to build and operate tanks are not inclined to risk their net worth by playing without insurance. The motorized tanks are becoming fewer and at risk of becoming an endangered species. It is noted, over the last year, MORE walking tanks have entered the field of battle. Is it the future of armor in paintball?
The other side of the coin is that the guys that bought or made their Anti Tank weaponry feels entitled to be allowed to use them. Limiting the number of Anti Tank players in the game or limiting ammo is short sighted and just pisses off paying customers.
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•Limit the number of tanks or launchers that can be on the field at one time.
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Limiting ammo is a riduculous solution simply because Anti Tank Weaponry are AIR HOGS and you get limited number of shots due to your limited air supply. It is already self limiting. Anti Tank players ALSO have a very limited life expectancy and would rarely USE the number of Nerfs they have been restricted to.
The solution is simply to raise the survivability of tanks and let everyone play with their toys to the best of their ability.
That is what would be BEST for the SPORT. ANYTHING that limits the use of special weaponry in scenario play DEGRADES the Sport of scenario play and the long term economic viability for the field owners and producers. We can go play rec ball with a marker locally for a lot less money. To those who say, 'Paintball should be about paintball', I say "Go play at your local rec field."
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•Restrict tanks from certain parts of the field.
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Motorized ARE restricted to tank roads already. All an anti tank player has to do is take a nap next to a tank road... An easy kill. The infantry has to maneuver WITH the tanks. Walking Tanks are able to maneuver WITH the infantry. A much more realistic use of armor. The anti tank players have to pursue a walking tank protected by infantry. Much tougher to kill with protection in addition to be smaller targets that can use cover. One reason they are so dangerous. They work like real mechanized armor units.
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•Change the number of rocket or grenade hits it takes to disable or eliminate a tank.
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This is a viable option. Have actually played as anti tank and walking tank with these rules. Hand grenade disables mobility but not offense for 5 minutes. Second grenade kills. My walker survived every attempt under these rules3 times. A whole different story when one grenade kills my walker. Very tough to advance on infantry in a defended position.
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•Restrict tanks to special missions during designated times.
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No tanks would come to play. Why pay a registration fee to sit around MOST of the weekend? Why even build a tank to play by those rules? Nothing should discourage players from building or playing with their Special Weaponry.
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•Mark off fill boxes on the tank so paintballs can eliminate tanks.
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The Tour of Duty (no longer a series) Producer, Bill Bailey developed the system used today at Oklahoma D Day. (Bill has been Axis General for years) Initially, they tried the targets on the tanks to be hit with special fill colors using standard markers. Had to change it because of the tanks complaining that they could not SEE that the player shooting at them was an anti tank player rather than just another paintballer shooting paint at the tank. They adopted the mocked up marker to LOOK like a bazooka so the tanks could see and identify the anti tank threat. It kinda works if you don't allow ANY other kind of anti tank weaponry. Last I heard, Bill has resumed allowing Nerfs to kill tanks at his field's scenario game. Too many players want to PLAY with their Nerf Launchers and from a business point of view, you don't want to discourage players from coming to PAY and Play at your games...
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•Allow rockets to take out buildings and bunkers.
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That is one of the DEFENSES a tank has against a LAW player. They will not waste a Nerf on a bunker with one or two grunts in it but will blast away at bunkers containing an Anti Tank player. A cluster of a dozen players in a large structure IS an inviting target and Darwinism should teach those players not to bunch up like that when a tank comes around... Destroying structures that neither side can occupy without an engineer rebuilding it OR a 15-30 minute time limit before it can be occupied again is a tactical decision the tank as to make. One way to DENY points to the other side that is HOLDING your objective is to destroy it. One tactic to TAKE a heavily defended objective it to destroy it, then rebuild and then occupy it for the mission points. A chancy tactic the may or may not work... Usually a prelude to the first option to deny by destroying it.
There is a general concensus that due to the proliferation of Anti Tank weaponry and the skill level of the anti tank community, that tanks need to increase their survivability so they can have FUN at a scenario game and not spend all day in the dead zone. The Producers and field owners need to find a way to restore the balance of power between armor and anti armor WHILE letting ALL the players play with ALL their toys... We should encourage rather than discourage players that might be inclined to build and operate a tank. Motorized or Walker.
Instead of limiting the number of LAWS on the field, limit the number of LAWs that are ANTI TANK only and assign the rest of the LAWs as demolition only roles. Have to come up with a system so all the players involved can verify that a demo player is not shooting at a tank illegally. Colored TAPE on the barrel of the LAW would work... Or Just have color coded ID cards that the anti tank player can just flash at the tank and refs to verify the kill...
The second option is to go BACK to the Tour of Duty and D Day's solution to increasing the survivability of armor. Way back when the Sport established the use of NERFs for ammo rather than 20 paintballs in a styrofoam cup, we had the SAME PROBLEM we have now. Decreased tank survivability. The use of the Nerf technology for ammo greatly increased the accuracy and thus effective kill range of a LAW. Their solution was to put 2 foot square targets on the sides of the tanks that had to be MARKED with paint to kill a tank. An improvement would be FOUR targets on each side of the tank but like the current marker targets on armor, make them different sizes to reflect the realistic armor thickness on real tanks. Very small on the front, medium, on the sides, and large on the rear.
That could be the SAME for tank on tank eliminations as well as anti tank eliminations OR Tank on tank engagements could remain a hit anywhere on another tank is a kill.
That would solve the problem and the required target size could be specified or even changed on game day to match the number of LAWs that register. Two hooks mounted a specific distance apart to hang the producers targets on and two eye hooks mounted a specific distance below and apart to attach a bunji cord to to hold the targets in place.
For walking tanks like mine that may opt NOT to use the targets, I think we should just call it 'light armor' and a hit anywhere kills it. Mine is so small it has no place to hang a 2 foot square target on. For that matter, I guess any tank could opt not to use targets if they want...