Hello all you pilots out there, and welcome back to the Spider Tanks Showcase!
In this edition, we’re diving into a newer tank body in the arena, but one that offers some things no other body can. This mighty body forgoes the legs of most of its competition for a smooth ride over a more traditional tank drive system.
That’s right. This week, we’re talking about Tracks. Tracks is a retro special, sporting an antique track design that was popular on the Canadian subcontinent in the 15th century of Earth’s ancient past. This tank proves why such time-tested designs were popular, as it’s highly efficient and capable of amazing bursts of power when piloted by a skilled technician.
![](https://news.gala.com/wp-content/uploads/2024/08/image-15.png)
Tracks is big. Not Titan big, but pretty dang big. Usually, Energy is strictly a function of size – not in the case of Tracks. Tracks has the single highest Energy gain of any tank body out there, meaning you can use more abilities more often.
Like the Nomad, Santa’s Sleigh or Snoop’s Bumpin Lowrider, Tracks is a directional drive body. This means that it can move on impulse forward and backward but not side to side. You’ll have to adapt to this driving style if you’re not used to it, but the key is to stay in motion at all times if possible. It’ll take a while to accelerate from a stop, and you can’t turn while not moving. Keep agile and keep turning so that you can react quickly.
The Charger: Tracks/Carver
Remember how we said you get more energy than anyone else using Tracks? This combo takes full advantage of that. A Carver requires you to be up close… not a usual choice for a massive tank. With Tracks’ burst ability thanks to its energy though, you can cover a surprising amount of ground fast to chop down the competition.
![](https://news.gala.com/wp-content/uploads/2024/08/TracksCarver.gif)
Speed Boosters cost very little Energy, and with a high level Tracks you can theoretically use them pretty much whenever you need if you’re conservative with your Energy when you don’t need. Throw in a Repair Drone for another low-cost ability to keep you running smooth and you can use more abilities during the match than anyone else.
Opponents will think they’ve got your speed and reach down, then you kick on the afterburners. Make sure that you’re well repaired when you attack and choose your window well. Once you go sprinting after an enemy you’ll be a sitting duck if you turn around, so make sure they end as pieces and not you.
Mobile Triage: Tracks/Repair Artillery
While Tracks’ consistent Energy and toughness are huge assets, for many pilots the drive style of Tracks will often be a disadvantage. We can minimize that liability though by staying on the periphery of the fight when possible, and artillery makes that more possible.
![](https://news.gala.com/wp-content/uploads/2024/08/TracksRepairArt.gif)
With this, you’ll be playing support most often. You’ll still have the massive Energy gain to scramble and reposition if you need, but you can stay moving on the outside of the conflict, ensuring that your team stays healed and supported.
With Tracks large amount of Energy, Repair Zone could come into play as well here. Usually this ability is only useful in very few situations due to its high cost, but with Tracks you could lay down a repair zone every 20 seconds or so, allowing you to heal both team members at once.
The Burster: Tracks/Bouncer
This combo accepts that Tracks won’t be the fastest around, but it’s a much more traditional way to make a hard-hitting tank that has the chance to put out big bursts of damage when needed.
Bouncer can absolutely tear up an opposing team if you get them at the right time, and Tracks’ ability to utilize excessive amounts of Speed Boosters plays a key role here. With Tracks you can afford to be on full Energy most of the match, which means you can always be ready to make a sprint.
![](https://news.gala.com/wp-content/uploads/2024/08/TracksBouncer.gif)
With this combo, you’ll want to get in and unleash your bouncies – then get out and bide your time until your next attack. Don’t boost as soon as you start your approach and give away your position. You want to save that booster until the last possible moment so that you can still use some of it to escape and prepare for your next pass. This opens up your allies to come in and clean up the mess or set you up for another run.
On Track to Victory
Tracks may be a blast from the past, but it has a lot of modern relevance in today’s arena. Don’t be turned off by the directional drive system without hopping in the pilot seat and giving this one a try… it can make big plays happen once you get used to its tendencies!
That’s all for us this week, but we’ll return next week for another Spider Tanks Showcase!
Have a body, weapon, abilities, map or game mode you’d like us to cover that we haven’t gotten to yet? Let us know on Discord and we’ll buckle up and get it ready!