Demolition of tank wrecks

Maybe allow engineers to dismantle wreckage on the map?
The wreckage after the tank is destroyed is sometimes very annoying, and even affects the normal game. Some players use the indestructible characteristics of the wreckage to block the door with the tank to prevent the enemy from entering. On some specific maps, this method may be very effective
At the same time, if the player overuses the vehicle in the game, too much wreckage will create an additional burden on the game server, hinder AI pathfinding, and create too much insurmountable terrain
Please give the function of dismantling the wreckage. In return, the engineer can get points or recover a small amount of construction materials
This will also make the gameplay more diverse

13 Likes

technically bombing run destroy them, so i think dev need lower their HP and let even expo,bomb or tank gun destroy them

1 Like

I see your frustration

I will say that I do this. But before you jump down my throat and get mad at me for it, stop and consider what alternatives there are (or are not in this case.)
Most objectives have a multitude of routes into the objectives. Whether it be through doorways, windows, a broken wall, etc. there are usually at least 3-5 routes MINIMUM into an objective. This is far too much to cover as a defender.
Barbwire, sandbags, even Czech hedgehogs can currently be dismantled by ANY infantry unit, making them nearly worthless to begin with. On top of this, barbwire and sandbags are destroyed with ease by most ranged explosives. So making an actual block in that area in any other way is simply not possible. The ONLY thing that has the needed durability is a tank wreck!
Don’t get me wrong, I’m not asking that sandbags and such be 100% indestructible. However, removing the ability for them to simply be deconstructed, or destroyed by nearly any explosion is strong, but not impossible to defeat.
TNT (mines), tanks breaking through them, and very close proximity with aircraft bombs would still break them.

If that was the case, you would see considerably fewer tank wrecks blocking doorways.

As far as being able to move/ remove them otherwise, I think the solution of engineers getting supplies from them is PART of the solution. If it was a light tank, the remains would simply fall apart like the terrain trucks currently do. For medium and heavy tanks though, it should lighten them up, making them possible to push with another tank.

I don’t think removing the wrecks as a whole is a good solution. The reason for this is that they often still provide crucial cover for infantry. Often times that’s the only cover left on some of the more open objectives, after bombing runs come through and wipe out literally everything else.

The devs just simply change the texture of the tank and blown up barrel when it dies, I don’t think they’re going to put effort into making a tank fall apart.

The wrecks also need to be destroyed automatically to avoid wasting server memory. Already finish this feature for my mod, it’s very simple and requires only a few lines of configuration

1 Like

Let the idiots pay a price for mindlessly spamming vehicles like destroyed m13s blocking the bridge. In War Thunder, tanks can tow away tank wrecks.

I usually see noobs spamming starter tanks only to get destroyed by a high level tank ended up with lots of tank wrecks on the way while a competent player knows when to stop spawning tanks and do something else to try destroy the high level tank. Panzer II and Stuart drivers are some of the most infamous ones spamming all the time and they get what they deserve for not understanding the situation.

1 Like

I’ve already made a suggestion topic about made TNT able to destroy tank carcass and other stuff. It would be a good reason to use more TNT and not always mines

These config can work in the current multiplayer games

// automatically wipe out destroyed tank wreckage

base_object_279{
  _override:b=yes
  _extends:t="bonfire_effect_no_occluders"
  _extends:t="fire_timings"
  _extends:t="base_fortification_build"
  effect__name:t="fire_tank_small_cmps_fx"
  fire_source__startTime:r=0.0
  fire_source__fullForceTime:r=120.0
  fire_source__maxFullForceTime:r=130.0
  fire_source__fadeTime:r=10.0
  fire_source__scale:r=1.29

  "fire_source:tag"{
  }

  "zombieTriggerable:tag"{
  }

  "dmgzone__burningOffender:eid"{
  }

  "attach_decorators__entities:list<eid>"{
  }

  "attach_decorators__templates:array"{
  }
}

base_tank{
  _override:b=yes
  entity__recreateToOnDeath:t="base_object_279"
}
1 Like

Personally I think that only tank remnants should disappear if they are on a part of the map that is no longer being used. Similar to how fortifications eventually get destroyed. Tank remnants provide valuable cover. Simply removing them could really screw a team over.

2 Likes

This is a technical issue.

I don’t want my 20v20 squad mode large map battle(once we have it) become unplayable or delayed due to too much debris.

Because wreckage also performs physics calculations.

We used to have 50v50 battles in our custom room, and it was mostly fine at first until the wreckage piled up too much.

1 Like

For me this never been an issue, even attacking team, if somewhere are too much wrecks to use tank i use 100 and 1 other ways to complete objective and spawn tank in nex one but option to remove them would cost a lot of game freedom for me. I like to use tanks for blocking pathways sometimes when playing defense. Besides removing them could cost battle realism, if team uses a lot of vehicles it’s like a living proof of their incompetence in a match. Pile of burning tanks just adds to game atmosphere and looks terrific.

This also . Cover argument is really important why wrecks shouldn’t be removed. 9 out of 10 times tank wrecks are more useful then hinderance for both sides (attack and defence)

Exactly. There have even been times where I intentionally bring a couple tanks into a certain position on the map, and when they get killed its actually not a loss, as I can put an MG or HMG nest between the remnants and actually use it to great effect. I usually only do this when on offense so that our team has a stronger way to push objectives and still have some cover.

All too often there are paths that are impossible to hold in any other way as there are multiple ways in and fortifications are usually too flimsy, being destroyed by frags. You know what doesn’t disappear when spammed with grenades? A tank wreck.

I agree that the engineers should be able to remove tank wreckage, but I am opposed to a system where destroyed tanks automatically disappear.
I am against this because I feel that tank wreckage is sometimes designed to act as a tactical tool. It can provide cover for infantry in an unobstructed area, or it can impede the passage of tanks behind it as it is destroyed in a narrow corridor. For the veteran tanker, being able to shield the infantry makes it more worthwhile to be in the vanguard, and it creates considerations such as not stopping in high-risk areas when thinking about the following tank column.
It would make sense for vehicle wreckage to remain while aircraft wreckage automatically disappears.
If it just disappears after being knocked down, it would be one less interesting aspect of the tank.

But on a map like D-Day, for example, the Allies only have two roads that tanks can pass through. If the tanks are destroyed here, they will no longer be usable in this operation. This is not fun.
Therefore, some kind of material…

It would be better to be able to destroy the wreckage with TNT as he suggests.
And, if possible, the original obstacles on the map, such as barbed wire and Czech hedgehogs, should also be destructible by the engineers.