
http://imgur.com/a/7jXYo#0
from left to right: Heavy tank, Medium Tank, Light Tank
and no there is no revolving turret as of yet on this mod i.e its fixed turret
Tank classes:
Heavy Tank (75x500mm) :
it is the slowest tank available but it packs alot of punch and is well armored
Medium Tank (50x441mm caliber) :
this tank is a balance between armor,speed and firepower he does neither of its task too good or too bad
Light Tank (37x290mm caliber):
the fastest tank available but obviously it has weak armor and poor firepower
the tanks have also odd physical attribute which I have to add else you wouldn't be able to pickup important item on certain maps
or advance it further, which means for server hoster you need to add minimum kill percentage which are the following
SV_KillAllMonsters
and
SV_KillAllMonsters_Percentage
else the player might be able to advance the map faster then usual.
Current information applies to the next version (V1.U / V1T.1 ) , it is still somewhat correct for V1.S version
Some weapons have modes that are switchable
for example if you switched your weapon mode (primary) to 2 and have the AP Ammo selected
it will fire the Buckshot round instead of AP shot
Common weapons:
7.62x51mm Coax-MG * SI (AP, AltFire)
Primary mode: AP bullet
Secondary mode: none (20mm HEI for Heavy tank)
special note: the MG also heats up so you should fire in burst.
Cannon: See below for more info.
Multi Purpose Device (old name Regenator)
Primary Mode: Scavenge wrecks
Secondary Mode: Regenerate yourself
now in v1U
Primary Mode (Fire): Construct/Repair Object
Secondary mode (Fire): Reclaim Object
-There is no more available items to find except for small materials crate (25+) which replaces health/armor bonus, instead you have to construct objects, harvest resource and refine them.
Heavy tank SI item:
105 Nanite Fuel: it speeds up your tank for a short time (I added this because the heavy tank class tend to get stuck on certain places)
SI = Standard Issue
Instead of seperate weapons for different ammo type the cannon is 1 weapon only
Legend:
SI = Standard Issue
X = Applies
2 = Primary Weapon Mode 2
- subfix = less efficient
L = Light Target
M = Medium Target
H = Heavy Target
S = Soft Target
Ammo Types used by Cannon
AP: L M H-
2 Buckshot: S L-
APCRBC: L M H
HE: S L
2 HE Mortar: S L
HEAT: S L M- H-- [Cannon Upgrade 1 needed]
2 HEI: S L--
Medium/Heavy Tank only
FAE: S L M H- [Cannon Upgrade 2 needed]
2 HTGR: S L M-
Light Tank only
Flame thrower: S L- [Cannon Upgrade 1 needed]
2 Spill Oil: S L-
Laser: S L M- H-- [Cannon Upgrade 2 needed]
2 Plasma Ball: S L M H-
Note: When it is blank then you shouldnt use it against
such target at all else you would waste ammo
Example:
AP would fare well against SU-76 but somewhat bad against SU-100
HE would work against well against a large pack of Zombiemans, and
it would fare bad against tank destroyers like SU-100
for example:
Against 1 or 2 zombieman you should use the Coax-MG instead,
when it is like 20 zombieman then use the HE shells, if you use the AP shot instead you would only waste ammo as you would kill like 1 or 2 zombiemans at a time instead of like 5 or so when using the HE shell
AP = Armor Piercing
APCRBC = Armor Piercing Composite Rigid
HE = High Explosive
HEI = High Explosive Incendiary
HEAT = High Explosive Anti Tank
FAE = Fuel Air Explosive [Cannon Upgrade 2 needed]
HTGR = Heavy Toxin Gas Rocket
Custom Controls
Bind keys under Customize Controls for:
*Switch Weapon Mode (Primary/Secondary)
and
*Switch Ammo Type (Rights) [Cycles to right like AP->APCRBC->HE]
Download: V1.T1
http://wadhost.fathax.com/download.php?view.331
load order:
* = Version number/letter
O = Optional
numbers = The file is dependent
O1 Ketchup*.pk3 (will be incompatible/obsolete on V1.U/T1)
2 MicroTank_*.pk3
O MicroTank_*_ExtremeDeath.pk3
O2 MicroTank_*_Enemys.pk3
O1 MicroTank_*_KetchupCompat.pk3
IRC room: #MicroTank
next version V1.U
upcoming stuff for V1.U: new weapons, some graphical changes, balance changes, new enemy (SU-76, SU-100...), own gore.

