Flying Tank

Flying Tank

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Flying Tank Weapons & Abilities Guide
By Pizza Time
A guide describing all of the weapons and abilities available in the game as well as tips on how to best use them. These have been tested with the maximum enemy aggression possible, so if you die often or are just starting with the game then you will have an easier time with some weapons.
   
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General Weapons
  • Beliah Autocannon
    The first gun unlocked, the Beliah doesn't have much going for it. It fires a single bullet in a fairly straight line and at max level it allows you to continuously fire 24 rounds before needing a half-second reload. It's low damage of 12 damage per shot means you'll have to be landing a majority of your shots to kill things. The upside is that this weapon is very cheap to buy and upgrade, so if you're recovering from a defeat then it's better than nothing. Ricochet gives it a helping hand by bouncing its projectiles, multiplying it's potential damage.



  • Smart Gun
    The Smart Gun takes the characteristics of the Beliah to the extreme. It allows near continuous fire at a reload rate of 0.4 seconds for every 90 rounds and with its unique property of curving the bullets when near a target it essentially makes it a bullet hell for the enemy. Sadly, its damage per bullet is also pitiful so even though the bullets do try to get close to the enemy you still need to put effort in aiming your shots correctly. If you do decide to buy this weapon, consider taking a heavy hitter with it like the Seraphim or Flak to help increase burst damage. Like with the Beliah, buying the Ricochet upgrade helps it out a lot with the multiplying potential.



  • Archon Pulse Cannon
    Similar to it's WW2/Cold War-era cousin, this weapon fires a fast bullet at good damage towards the enemy. However, unlike the weapon seen in Redcon, it does not pierce anything and instead opts for being extremely bouncy, acting with a built-in ricochet that can deal massive amounts of distributed damage in the right circumstances, usually when firing at a back-line fighter which then causes the bullet to bounce back to the enemies fighting in the front. Ricochet also stacks on its passive bounciness, allowing for even more damage potential.



  • Hydra Multicannon
    Similar to the Beliah in many respects, the Hydra sets itself apart by firing multiple bullets at once at the cost of a slightly longer reload and less volleys in total. At max level, it fires 4 bullets at a time, giving it better vertical range than the Beliah which helps against low profile enemies such as Crabs, which are notorious for being hard to hit, deal great damage with both body and bullets, and tend to swarm. Like other non-piercing weapons, it benefits greatly from Ricochet especially since it can bounce up to 4 bullets at a time.



  • Shogun Shotgun
    Despite being called a shotgun, it's range is quite respectable; its bullets can reach targets nearly an entire screen away and its tight bullet spread means that you can pepper distant targets with reliability if things get too hot. However, it's main advantage is close range fights, where at max level you can deliver 81 damage to your enemies' face if you land all of the bullets on them. There is a small delay between volleys but it's not bad enough to stop you from clearing things in front of you. This weapon is also fairly cheap, which helps when recovering from losing.



  • Megablaster
    This special weapon can take a bit to getting used to: you must hold down the fire button to charge up your shot, which increases in range, size, and power the longer you charge it. Once charged, anything short of a miniboss will get annihilated by its immense power and most minibosses will fall to the 2nd hit. This weapon also pierces enemies, increasing its value and possibly increasing your tempo if you land enough collateral hits. The downside to this weapon is that you are quite vulnerable to ranged enemies as you will either need to move closer or charge your blaster longer in order to reach them. The projectile itself is great for ramming into enemies though, as it deals damage even when charging up, which can clear the way during swarms. Since it's damage is restricted by its straight line of fire, I would recommend taking missiles alongside it to cover its weak points. As a bonus quirk, charging up your shot also maintains the angle of the tank when it moves forward or backwards; you can get hits on enemies above or below you more quickly by backing up or moving forward a bit respectively and then releasing fire.



  • Talon Heavy Cannon
    A fairly simple gun, it fires a single large round that follows a ballistic trajectory, which will need some experience to get accustomed to when reliably hitting at far enemies. It deals a hefty 60 damage per shot at max level, has a small splash radius, and can fire up to 5 rounds before needing a quick reload. Ricochet also helps it enhance its power.
General Weapons Cont.
  • Solaris Particle Beam
    Unlike most other weapons, this weapon fires a straight beam across the screen, stopping only when landing on an enemy. Since it's a beam of light, it appears instantly when firing, making it easy to execute falling soldiers from recently destroyed vehicles to gain the extra biomass. However, you'll need to constantly track your targets in order for the damage to add up, but this should be easy to do since it's a solid beam of light. At max level you can keep firing this beam for 6 seconds, giving you ample time to destroy something, fire a couple of volleys from a secondary weapon, and resume firing the beam to avoid a cooldown. Consider getting the Beam Stabilizer upgrade as it removes 30% of the movement penalty when firing the beam and at max level it removes 90% of the penalty which allows you to avoid counter fire much easier.


  • Gamma Disruptor Beam
    This plasma weapon's main advantage is its ability to pierce an infinite amount of enemies in a straight line with decent damage. That being said, it requires you to have great precision since the beam appears for a brief second before vanishing and noticeably slows down your tank when doing so, which can put you under fire. There's also a notable delay between its limited shots which harms it during swarms of faster enemies as many enemies fly vertically instead of just horizontally. Beam stabilizer helps with the slow down when firing but it can be pricey to fully upgrade. As such, it can be hard to fully exploit the infinite piercing power but it does help that it deals good damage regardless.


  • Vulcan Trashgun
    The Vulcan shares the same idea with the Shogun: both are designed for close range fights. However, the Vulcan acts more like a flamethrower rather than a shotgun, as it spews a line of molten trash with a relatively short range - even shorter than the Shogun's range. However, it compensates this restriction with greater firepower, able to burn through enemies relatively quickly if you focus your fire. This makes it a high risk, high reward weapon as in order to deal great damage you'll have to expose yourself to first strikes from waves of enemies.


  • Trinitron Cannon
    The Trinitron acts most similar to a wide shotgun; it fires 3 projectiles upwards, downwards, and forwards, all of which having a ballistic trajectory and as such fall down after a second in the air. each blue projectile also has a small amount of piercing to them, which makes this cannon viable against swarms due to these traits. That being said, it can require a great amount of skill to land hits at far targets due to the bullet drop and is not as easily spammable as the Shogun Shotgun due to it only being able to fire a couple of projectiles before needing to reload. It's also a bit more expensive than other weapons, especially when maxing out.


  • Helios Blaster
    On paper, the Helios Blaster seems similar to the Trinitron Cannon: both are plasma weapons, have easier time dealing with enemies in close range, and have a limited amount of shots before needing to reload. However, in practice it is overshadowed by the Trinitron because of its range issues; the weapon spread is very high which becomes apparent by the time it reaches midway across the screen, reducing its reliability when trying to play safer. The upside is that each plasma ball deals a good chunk of damage, comparable to the Talon shells but with a bigger hitbox. It also forever locked at a maximum of 6 shots, which makes dealing with large waves of enemies more difficult as the balls do not pierce, but you can fire each shot to quickly remove things in front of you in a pinch.


  • Alastor Flak Cannon
    The Alastor Flak Cannon works similarly to the Megablaster, but does have some important differences: there's no need to continuously fire in order to charge up the attack and if the attack misses it can still tag enemies nearby as the giant flak ball splits into tiny bomblets that radiate from the ball, covering a large area of the screen. The downside is that you can only fire 2 Flak bombs at a time but the extreme damage is enough to clear or at the very least seriously hurt whatever enemies get in your way. Thanks to its concentrated high damage, it becomes a good candidate for a boss killer weapon, and it can deal with reinforcements to boot.
Missiles
  • Seraphim Missile
    This hefty missile packs a punch at the cost of only firing a couple missiles at most before needing to reload. Their unique property compared to other missiles is that Seraphim detonates on impact as opposed to bouncing off or piercing through enemies, which is great for getting clusters of enemies off your face immediately. However, they do have a tendency to miss the intended target more often than other missiles, which can waste their firepower when they hit the ground or the ceiling since they don't turn as quickly when chasing enemies. Ricochet can help remedy that by allowing them to bounce from the ground or ceiling more but they will still explode on impact.



  • Viper Missiles
    Viper Missiles are like the opposite of Seraphim missiles: they are small, can be fired rapidly before needing to reload, and bounce off of enemies instead of exploding on impact. Higher upgrades also result in different firing angles: at level 1 you can only fire a missile from the front of the tank but at max level you can fire 4 missiles in an X shape from the tank. Since the missiles don't explode on impact like the Seraphim does they are a good way to clean up weakened enemies or stragglers as they relentlessly chase the closest target. Once again, they benefit from Ricochet as their main strength is the ability to bounce off enemies in swarms, multiplying their damage more reliably than the linear bullets of other weapons.


  • Vortex Launcher
    Although classified as a missile, the Vortex Launcher doesn't actually fire missiles - it fires a positron cyclone that doesn't seek enemies, which means it only goes in a straight line. Its listed advantage is that it has a few random effects, such as flying backwards after hitting an enemy and its ability to hit an enemy multiple times within them if they are big enough. Sadly, its speed is quite slow when fired and often times it will miss other enemies while doing its random effects and large enemies are fairly uncommon. I personally can't vouch for this weapon at the time of this writing but it does benefit from plasma weapon upgrades. If you want a missile weapon that can help you when you're in trouble, buy any other missile weapon.



  • Nemesis Missiles
    Nemesis Missiles are like Seraphim and Viper missiles on steroids: they are large, fast, can bounce off of the ground or ceiling naturally, but can also pierce through multiple enemies, dealing tremendous damage from just 1 missile. At max level you can fire 3 missiles before reloading for 4 seconds, but in that time your enemies will likely cease to exist. Since these missiles pierce, Ricochet will not help them. Instead, consider investing into the Extra Missile upgrade, which allows you to use more Nemesis missiles at a time which makes short work of whatever wave of enemies decided to make a bad decision in life. The downside to this great weapon is that it is unlocked very late into the game, but you can always take it with you when you replay a level.
Bombs
  • Hecate Grenades
    The first bombs to be unlocked. Fairly simple in that they deal a moderate amount of damage and you can drop several of these as a bombing run on grounded targets. You can use these against flying enemies but the rather slow falling speed of these bombs and the fact their trajectory is influenced by your inertia makes it hard to be accurate against the faster enemies that are common in the game. To offset this, they are very cheap to buy and upgrade which makes them idea in tank builds that are recovering from a failed mission.


  • Perun Kinetic Rods
    Likely the second bombs to be used by the player, these differ from the Hecate Grenades in that they drop a single rod quickly downwards that also ignores your inertia, making it good against fast flying enemies. The damage and cost to buy is similar to that of the Hecate Grenades, so it's really up to preference between slow, AoE bombs or fast and precise rods.


  • Dolos Ultra PP Bombs
    Breaking away from the cheap cost of the earlier bombs, these Ultra PP Bombs differ from Hecate in that they have the unique ability to bounce on the ground of the level, making them persist around your ship even when there are no enemies or when you miss. You can drop these during a break from the fighting and watch them catch ambushing enemies by surprise when they bounce in their way, effectively protecting you in the future. That being said, even at max level they only deal moderate damage similar to level 1 Hecate Grenades so they may have difficulties taking down tankier enemies that you need dead asap. It should be noted that they are now affected by the geography of levels; bombs dropped in high altitude levels never bounce back, effectively making them level 1 Hecate Grenades. These bombs are also affected by inertia, which allows you to influence where the bombs will protect you in the future, along with having a greater splash radius compared to the other bombs.


  • Horus Plasma Charge
    The most powerful bombs in the game, these bombs deal 92 damage at level 1 and at max level deal 172 damage per bomb which is equivalent to several bombs worth of the other weapons. However, to balance this out, you are restricted to 2 grenades at a time with a lengthy cooldown, so you really have to make them count in order to make the most of their damage, especially when these are influenced by inertia. It is rather easy to miss your mark due to these factors, so it's worth becoming familiar with them. They also have a respectable splash radius, so it's possible to get some sweet multi kills with this.


  • Tartaros Cluster Bombs
    This bomb is fired in a carpet-bombing cluster to cover a large area on the ground. The combined damage is high, with the max level dealing a combined total of 210 damage split between 7 bombs, each dealing 30 damage. However, although it covers a great area, the damage is divided between those bombs, which means if enemies don't run into multiple bombs then they can potentially take less damage than even an Ultra PP Bomb. On the flip-side, since these bombs are affected by inertia, you can focus all of the bombs to land near a target by moving backwards, trading range for damage in a concentrated spot. These bombs can also be fired in relatively fast succession, mitigating some of the issues with damage potential since enemies in this game can be quite fast. Lastly, since these bombs cover a large area, they are a good tool when getting swarmed by low HP aliens as they explode on contact. Do keep in mind of their high prices though - the last upgrade alone costs 620 biomass.


  • Perses Proximity Shredder
    Similar to the Ultra PP Bombs, Perses' specialty is dealing damage with future planning. When dropped, these bombs will slowly fall down, with it's fall accelerating the longer it's in the air. Once it senses a target or the ground nearby, it will trigger a large explosion that deals incredible amounts of damage comparable to the Horus bombs. The bombs also have a very generous hitbox, which can result in spectacles such as falling soldiers getting misted by a bomb that didn't even touch them. That being said, these bombs are a poor choice if you need consistency during emergencies, as they have a very long reload of 6.7 seconds which is slightly remedied with higher upgrades, which grant up to 4 shredder bombs at the max level. Perses is also extremely expensive to upgrade, with the final upgrade alone costing you a whopping 760 biomass.


  • Void Ray
    Much like the Perun Kinetic Rods, this "bomb" ignores inertia and instead opts for a vertical ray to strike down enemies underneath you, dealing high damage if you can time the explosion. While the ray itself does deal light damage, it's the high damage explosion after the ray lands for a second that you want to worry about when aiming. It also allows a rather generous 6 shots to work with, allowing you do eviscerate whatever is under you rather quickly as they are spammable. That being said, they are unlocked in the last third of the game, so their availability is rather poor on the first playthrough.
Abilities
  • Force Shield
    One of the first abilities to be used when starting the game, the Force Shield is quite simple: it simply absorbs whatever projectile touches and deals minor damage when crashing into enemies and loses health when doing either. When it's health reaches 0, it dissipates which allows enemies to damage you again. Once it breaks, the reload timer starts which means you cannot pop another shield to protect you immediately after your previous one breaks. This means that while it can save you from death, you have to do the work of killing enemies to actually save yourself or else you'll wind up back at square one with desperately staying alive against waves of enemies. The Force Shield that rarely appears in cargo crates is an upgraded version which can take much more damage than player shields. This also means that if you have a Force Shield equipped you cannot find any shields in cargo crates.



  • Unmaker Omega
    Robotek fans will be delighted to know that the Unmaker Omega in Flying Tank is equally as devastating as the Unmaker Omega in Robotek: it's big, it has a funny sound, and absolutely wipes all but the toughest enemies from existence, dealing massive damage to those that survive. At level 1 the laser deals 600 damage to any enemies caught for the entire duration of the wide laser and at max level it deals an astounding 950 damage. The only downsides are that you are very slow to move when firing it, effectively locking you to firing at a single region of the screen (unless you have the beam stabilizer upgrade, which can allow you to sweep the entire screen for a total enemy wipeout), you only get to fire it once before needing to reload it (and even so, it has a fast cooldown of 20 seconds), and that it is unlocked at around the middle of the game. This ability will get you out of bad situations (and prevent it altogether if you have the foresight to preemptively strike a wave of enemies) and is also useful for killing bosses as fast as possible.



  • Repuslor
    Similar to the Force Shield, the Repulsor is more of a passive ability that is mainly used to protect yourself from being overwhelmed by projectiles. Unlike the Force Shield, repelled projectiles become harmless to you and can damage enemies, which makes Repulsor more powerful when there are lots of bullets on the screen. It also has the added benefit of pushing away smaller aliens and mines, giving you lots of time to react appropriately. In addition, it comes with 3 charges per 30 seconds by default at level 1 and can be increased to 4 charges per 20 seconds, making this a powerful ability on par with the Unmaker Omega in terms of usefulness.


  • Reaper Artifact
    The Reaper Artifact has one job and one job only: freeze all aliens onscreen for a period of time and make them extra vulnerable to damage. This makes it extremely useful against alien swarms and bosses as it immediately stops swarming pressure and it makes bosses fragile. However, this ability is completely useless against anything other than aliens, making it almost dead weight in levels like Overcast which feature more human and robotic enemies. Upgrading allows 1 additional charge, up to 3 charges before needing a 40 second reload. You unlock this ability for free right before Night Raid, a relatively early level in the game which saves you some biomass. Overall a useful ability but you'll have to make hard decisions on whether to take it or not if you are playing the game blind.


  • Overdrive
    An early aggressive ability, Overdrive kicks your weapons up a notch by allowing extra shots to be fired regardless of what weapon is being used. On PC this allows you to easily spam all of your weapons at once, matching enemy numbers with sheer amounts of projectiles being fired per second which often results in entire waves of enemies being annihilated in seconds. For that reason It's also great against bosses.



  • Hyper Focus
    Hyperfocus is a bit of a weird one. It effectively slows down time, giving you a large window to dodge enemy attacks for a long time, and when activated instantly reloads all of your weapons so that you can be productive during the slowdown. Other than that, it doesn't do much else; you have to put in the effort to survive attacks and while the instant reload for all weapons is nice it doesn't compare to the extra weapon capacity Overdrive features. It's cargo crate version is also hit or miss as the slowdown lasts significantly shorter and is useless if you reveal it during a break in the fighting, requiring you to try to keep it from drifting away if you intend to gain use from it for the next fight. Overall it's not a bad ability to have but there are other abilities that can offer much more in terms of offense or defense.
End
Thanks for reading my guide! I did my best but the truth is I have more experience with some weapons and abilities more than others, but I did at least give everything a try including getting everything to max level. I hope this guide helps you with making decisions in the game since biomass is rather scarce and requires grinding if you want to experiment with things. If you've got any thoughts on these weapons and abilities, be sure to comment below!
2 Comments
Fenris Satanas 21 Oct, 2024 @ 6:46pm 
Early on I used a laser like weapon that made an X on enemies when you hit them, I can't find which one that was on here..I've been swapping and trying but haven't been able to find it
practicallyprinz 18 Apr, 2024 @ 10:18am 
Thanks for this, was a good read. Hopefully they add more stuff. I want to see a plasma ramming ability so you can just barrel right through enemies in your flying tank!