Tank destroyers - how to actually help the team?
With paper-thin, casemate tank destroyers, the playstyle is definitely passive: you set up behind the front, and wait for a tank to come, and wreck his day. Should you feel brave, an enemy tank can easily finish you off with one shot, so there's that.
The problem is, most maps are set up in a way that there's very few direct lines that go from behind the front to the usual chokepoints. There are some, but not too many. This begs the question: if you set up far behind, you essentially wait for your team to fail, and defend against a winning enemy team. If you help with the push, your paper armor and high silhouette will be your undoing. So if your team fails, you will get a lot of dmg (and lose, quite possibly), but if they are competent, you'll be lagging behind. Either case, you're not helping much.
Case to the point: this game
https://www.youtube.com/watch?v=-qJyoRdaLDU
I thought the team would be failing (XVM rules), and stayed behind, got lucky, got mastery. In this case it worked out. However, had they succeeded, it would have been a really boring, bad game, with zero dmg done.
So how do people play these turret-less, often fragile snipers if the map is obstructed? I don't feel like they are flexible enough, but I've seen enough people doing well with them, so the problem is me. How do I make it work?
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