Festival Tank (FPS-MGS)
Festival Tank (FPS-MGS V2.0.5)
Back to Scenario Page
Back to Festival Party Scenario Page
Recommended Buff Set
- (SURV) Knife
- (SURV) Goggles / |E| Dying Berserk*
- (SURV) |E| Zapping Gun+
- (SURV) Guardian Moustachio+
- (SURV) Avenger
- (SURV) |E| Berserk+
- (SURV) Mobility Master
- (SURV) Health Dispenser
- (SURV) Frag Grenade
- (SURV) |V| Electric Frag Grenade
- (SURV) |E| Slaying Automata+
- (SURV) |E| Sticky Bomb+
- (SURV) |C| Discharger
- (SURV) Speedy Water
- (SURV) Survival Payment
- (SURV) Hunting Reward
Buff Enhancements Used
- Loaded Zap (|E| Zapping Gun)
- Guardian Recharger (Guardian Moustachio)
- Juggernaut (|E| Berserk)
- Explosive Automata (|E| Slaying Automata)
- Safety Bomb (|E| Sticky Bomb)
- If you have binded the Goggles Buff with the Binder item, you can swap it out for the |E| Dying Berserk Buff.
Weapons used in this buff set
- Either Rifle or Sniper Rifle Primary Weapons
- Either single/dual Pistols or Magnum Pistol
Benefits of this buff set <top>
- Knife: Gives you 1 knife that can be used to release yourself from an SI attack once. Your knife can be used after 1 second of being pinned, by pressing ZOOM button.
- Goggles: Obtain goggles that protect you from bile. Buff includes "Cheap Goggles" buff effect.
- Dying Berserk: Upon taking lethal damage (except fall damage) you become spared from death for 6 seconds. Your shots consume 0 ammo, ignore enemy defenses and immunities and become immune to bad status and CC effects. You will also draw tank aggro if no-one else already is. <Piercing immunities sets all attack bonuses for that shot to zero> <✖ VS>
- Zapping Gun: Moving around charges the pistol. For each 1% charge, +10 bonus damage dealt. When fully charged, +2 second stun on target affected. Each shot resets charge to 0. <Charged shot activates on special infected and tanks only> <Tanks can't be stunned in 15 seconds of another stun> <Gun recharge rate: 3% per second running, 1% crouching/walking> <✖ VS>
- Guardian Moustachio: Gives 5 seconds of moustachio bless if lethal damage is taken. <Works only once per round>
- Avenger: On any infected kill on a survivor, +200% increased damage dealt to the killer and cannot be killed by it for 8 seconds. Increased damage dealt scales down overtime. Effect time resets if the killer kills again. <You can have more than one revenge target> <✖ VS>
- Berserk: When active, ignore defenses and immunities for 30 seconds. If you die, the effect ends and goes on cooldown. <Available in the !buy menu> <Cooldown: 5 minutes> <Piercing immunities sets all attack bonuses for that shot to zero> <✖ VS>
- Mobility Master: Enables you to double jump in the air or double dash in any direction. <15 second cooldown for dashing> <Cannot dash/jump while crouching, walking, incapacitated, incapable of moving or scoped> <Triple tapping WALK key can toggle Dash functionality> <✖ VS>
- Health Dispenser: Allows you to place a special device on the floor using medikit. Nearby survivors receive +15 + 0.5% Max HP per second, cured of all bad status effects and given moustachio bless for 5 seconds. <Hold medikit and shove floor while crouching to activate> <Duration: 14 seconds> <Versus: 8HP per second, 1 second of moustachio bless, does not clear bad statuses> <Once per round>
- Frag Grenade: Your pipe bomb will instantly detonate on collision. <Incompatible with Sticky Grenade buff>
- Electric Frag Grenade: Exchanges your pipe bombs for electric frag bombs. Infected caught in the explosion are stunned for 4 seconds (1 second on tanks) and become ignited. If infected was in water, electrocute him for 30 seconds. <Incompatible with other buffs that change grenade contents> <Same target can't be electrocuted again for 30 seconds> <✖ VS>
- Slaying Automata: Allows you to deploy a turret that shoots at infected every second within 600 units, 180* arc, dealing 150 damage. <Turret can only be spawned once, but can be rotated by pressing USE> <Turret shuts down if idle for 20 seconds, anyone can press USE to wake it> <Max 3 active turrets at once, idle turrets will be removed in place of new ones> <✖ VS>
- Sticky Bomb: Holding USE and shoving a tank will deploy a bomb for 30 seconds. When it blows, all infected in 350 units take 15,000 true damage. Survivors nearby take 15% max HP damage and be stunned for 5 seconds. Bomb fails if tank dies. Only 1 bomb attachable at a time. <Target must have 100k HP or more> <Uses on the same target halves damage up to 2 times> <Once per round> <✖ VS>
- Discharger: Allows you to deploy a device in the ground using your defibrillator. It damages, ignites and stuns infected around. On the last tick, it defibrillates back all nearby survivors and deals more damage. <Hold defib to shove the floor while crouching to activate> <Duration: 8 seconds> <Damage: 400 every 0.5 seconds (3000 on the last tick)> <Once per round> <✖ VS>
- Speedy Water: Increased speed while in water.
- Survival Payment: After the round begins, +1 bounty earned every 2 minutes. <Bounty not awarded if inside saferoom>
- Hunting Reward: On each special infected kill, +2% chance to get +1 additional bounty on bounty earning action. <Max: 30%>
Tips for this tank <top>
- You'll have an easier time with the Festival Tank if you are fighting it in the water rather than on land. This is because you will be able to get away from the fireworks faster if you see a celebration box going off or a survivor becoming a victim to the super brutal celebration ability.
- If there are a lot of survivors low on HP, be sure to use your Health DIspenser Buff to heal them up nearby. This is easier to do when not using the Tenacity Buff since the fireworks deal maximum HP damage when they hit the survivors.
- The Festival Tank is vulnerable to the Electrocution Bad Status Effect, so be sure to throw an electric bomb on the tank whenever it is in water every minute or so to keep it at bay with its fireworks.