Tankhunter Setups will consist of Autoloader, HE or Sabot Shell as main, Guided or Staff Shell as secondary.
Which ones to use depends on the map and playstyle as Sabots and Staffs are better for long range, Guided is dependent on range and takes a long time to lock. HE Shells do most damage, are hard to shoot over distance.
Defensively the Active Protection System (APS) is probably the best choice, smoke is a joke. the Fire Extinguisher could be a viable option thou to increase survivability and win Tankfights, as it offers instant repair and negates mobility kills or hits. Infantry in masses are dangerous for all setups, this one can’t do anything about them.
Most played by me: Sabot, Staff, Autoloader, APS
Mixed Setup consists of a middle ground so you can fight infantry and enemy tanks. Basically the Staff shell goes out for the Heavy machine gun (HMG). LMG is pointless in my opinion as it is inaccurate, overheats fast and has less damage.
Single Shot HMG is a sniper weapon – first shot is dead center.
The problem is that a tank can be flanked easily without support. Infantry around you will keep Slam/C4 throwers of you, aswell as Rocket launcher infantry. It is impossible to see all enemy positions for a tanker alone and you are a big target for their engineers.
Knowing when to attack and pull out is the key to surviving. If you have the first shot on the tank or the enemy tank misses a shot, you have the advantage – make use of it. You can push and destroy him. Keep moving fast, stop abruptly, change directions to make the enemy miss, slow shells and long distance fights can be won more easily. Shooting on the move can be tricky, its better to slow down for a moment and make sure you land your shell on target.
Cover is also very important. A tank shoots 1 shell and then has a fairly long cooldown, LAVs usually need to stay in the open to fire. This is your advantage against LAVs – all your damage is in one shell and for the cooldown, you are in cover.
Cover and Exit strategy go hand in hand. Being far enough away for pulling out, repairing and then rejoining the fight will give you the advantage back over someone who does not have a repair tool.
2 Tankers will beat 1 – always: An additional engineer for reps, shooting a rocket at the enemy tank will give you the upper hand. He can spot, lase targets for the guided shell, keep infantry off of you (look where the tank driver does not look … don’t engage the same target).
Priorities of targets are always important: Enemy tanks, IFVs, Helis are what you are hunting. Cooldown periods can be used to snipe some infantry.
Coordination and communication is key. Check your minimap and the big map where the enemy tanks are, where they are moving when you have time. Have a plan before you fight: Decide where there is a good spot for you and a bad one for him.
1v1 Scenario: You land the first hit. -> be aggressive as long as both of you hit all shots and he does not outdamage you, you will win this tankfight. Enemy tanks won’t move a lot if both of you are right in the open and will just lose to their advantage and try to shoot you down as far as they can. Be aware of them hopping out and shoting a final RPG at you.
Capping Flags: You are in a tank without infantry support and the enemy holds a flag -> Where is the map hotspot at the moment? How big is the likelyhood of enemies being around? Slow and careful approach is necessary here. When you are capping, ppl might spawn. RPG hits will tell you when you better leave.
Enemy flags full of enemy infantry are a turkey shoot: hang back and shell them, farm kills and break their morale, wait for your support to arrive. Alone you will die.
Heavily contested flags are intuitive to engage. Go in with your troops better yet go where they cant and flank enemy infantry positions, shoot as fast and as many as you can, stay moving to avoid rockets. Every engineer that looks or shoots at you is easily visible for your teammates.
1v2: try to position yourself in cover from 1 target, both if possible, take them out 1 by 1. You might need to repair yourself after the first enemy is down. If you are too close and do not have an exit, the fight is over and you made a wrong decision by going there in the first place.
Fighting choppers: Try to get under them, to make them dive steeper and give you the chance to hit them, Survive with APS, shoot when window presents.
Sometimes good pilots will leave you no chance, call for a jet or chopper to help you. Carrying a stinger could be viable, but since a tank is made to hunt tanks, i would rather use something to kill another tank. Slopes and rocks can help you put the tank at an angle to hit choppers, too. The secondary gunner can do a lot of damage to a chopper and sometimes that is enough to make the chopper leave. Gunner soflam and guided shell takedowns are most fun.
All of these rules have their exceptions. When to not follow them is a matter of practice.
Add anything i forgot below.
ALWAYS KEEP AN EYE OUT FOR MINES!!!!