Team Fortress 2
Dinozord Aug 18, 2012 @ 5:04pm
What is the Weak Spot of the Tank
I was told that it was the back at first, but now I hear that it is actually the sides.

So which is it? Or does the tank even have a spot where it takes more damage?
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Showing 1-15 of 29 comments
No such thing. The only way to do more damage is to be point blank or use a crit boosting item.
Ass Goblin Aug 18, 2012 @ 5:15pm 
The way my team, randoms actually, took down the tank in the last wave (the level where its wave 5 with super soliders with rockets and wave 8 has heavies, ubers, 2 tanks)
was this... I was a fully upgraded brass beast heavy with full movement speed. There was a pyro, another heavy w/ medic, and then engineer and a scout.

Not sure what the scout did, though if helped tremedously with the medics.

But what we did was the engineer built a sentry with dispenser on the middle building with the med/ammo on roof and ammo in building. I would stand up there and shoot constantly with no stop with the dispenser giving me health and ammo.... but after we kept getting close and failing I tried a different tactic which took the tank out even quicker.

The pyro and I would stand right at the gate where the tank comes through. As it comes through we would just unload on it, the heavy would be back a little with the medic (medic had kritz, and probably crits with the heavy on the tank) and then the sentry would do its attacking and by the time it go the the bridge, it was destroyed easily.

--Side note, if you DO use heavy. I HIGHLY suggest you max out the shooting speed, ammo cap., and DEFINITELY DEFINITELY need destroy projectiles. I very much think we won, because of everyone, but if I didnt have the destroy projectiles with the crit rockets coming at me.. i would be dead so quick that I wouldnt be on the front lines killing the rest of the enemies coming in. So you NEED destroy projectiles. Rage also, not maxed, but definitely get it because you want to use it on the MEDIC/SUPER SOLIDERS and keep them back as much as you can when they drop down.

Then you DEFINITELY need bullet resistance maxed, and rocket/explosion resistance maxed.

Btw we got an A on every wave so we had a lot of money, and we got an A+ on one wave too.
Dinozord Aug 18, 2012 @ 5:15pm 
@Letty: I don't mean to sound mean and question you or anything. But how exactly do you know this? Like is there any proof or is that just from experience? Thanks.

Cause I have played a good amount and it seems like the tank takes more damage at times when crits aren't in play.
Last edited by Dinozord; Aug 18, 2012 @ 5:17pm
chicken mcfuggit Aug 18, 2012 @ 5:33pm 
@Dinozord It takes more damage when you're up close. For example rockets from afar and rockets from point blank, you'll see a huge difference (around 50 damage difference). Crits however don't matter whether you're afar or up close.
Warskull Aug 18, 2012 @ 5:42pm 
Originally posted by 김치. MC:
@Dinozord It takes more damage when you're up close. For example rockets from afar and rockets from point blank, you'll see a huge difference (around 50 damage difference). Crits however don't matter whether you're afar or up close.

That's just damage falloff, all weapons have that. It is in regular TF2 too. Read this, you'll likely find it illuminating.
There is no weak point, but you should use the crit boost for the canteen. It works wonders against tanks.
Koteal Aug 18, 2012 @ 5:57pm 
For the first tanks, I always go with melee as medic, soldier, scout or sniper (Be reasonable about it, wouldn't make sense to do such thing as heavy, just too slow). Very high crit probability, and that's around 200 of dmg/crit + no dmg falloff.

However, for the final ones, weapons should do more damage than melee, so go with them.

Also, no weak point. The fact that it sometimes takes less damage than others is just that your weapons do not always hit the same.
Last edited by Koteal; Aug 18, 2012 @ 5:58pm
Sentient_Toaster Aug 18, 2012 @ 8:19pm 
Yup, no weak points. It's also immune to afterburn, slowing effects, and taunt kill attacks -- you basically need lots of damage. Sentries should be Wrangled, crit-boosts are handy -- if the tank is the first thing in the wave, then you can smack it with 14 crit stickies easily (Kritz + ScoRes), which will pack a punch (and the medic has rebuilt his charge so he's ready to kritz the heavy right when the tank arrives, too. Take advantage of the rapid charging and the long permitted setup time).

And you can't forget about the non-tank-carried bomb, either.
Samniss Arandeen Aug 18, 2012 @ 9:15pm 
^^ I can back that up from experience, being myself a Kritz medic. A ScoRes is invaluable setting up. Then you just find a Brass Beast Hoovy and DPS up the ass. If he has Penetration too, he can hit all the Medics and the other bots in one fell swoop while the rest of the team deals with the tank.
Viinabeebi (Banned) Jul 18, 2014 @ 10:17am 
I think it's the Medic's forcefield. You just activate it and stand face first next to the tank.
Littlefoot Jul 18, 2014 @ 10:24am 
There is none. Tanks take the same amount of damage regardless where they are hit.

Good strategy for taking out tanks is to have a demoman with fully upgraded damage sticky launcher and lay crit stickies. Doing so can take out almost half of a tanks health.
Toybox Jul 18, 2014 @ 10:25am 
I'm not sure if this is accurate so I'd do research before taking it at face value, but when I played a sniper, I noticed I did a bit more damage when hitting the round "hatch" on top of the tank. It didn't 'crit' like a normal headshot, but it seemed to do more damage than hitting other parts of the tank. I've only experienced this with Sniper, and I'm not sure if I was just imagining things or what, but you could try it out. That's really the closest thing to a "weak spot" I've ever seen on a tank.
Robotnox Jul 18, 2014 @ 10:50am 
Guys... this is from 2012...
Viinabeebi (Banned) Jul 18, 2014 @ 10:56am 
Originally posted by Nightrider:
Guys... this is from 2012...
We need to go back!
StarfishAtLarge Jul 18, 2014 @ 10:57am 
Necro that no one seemed to notice, and I've noticed no difference no matter what part of the Tank I attack.

Originally posted by Toybox:
I'm not sure if this is accurate so I'd do research before taking it at face value, but when I played a sniper, I noticed I did a bit more damage when hitting the round "hatch" on top of the tank. It didn't 'crit' like a normal headshot, but it seemed to do more damage than hitting other parts of the tank. I've only experienced this with Sniper, and I'm not sure if I was just imagining things or what, but you could try it out. That's really the closest thing to a "weak spot" I've ever seen on a tank.

Damage spread?
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Date Posted: Aug 18, 2012 @ 5:04pm
Posts: 29