Tank class limits (for current and future updates)

I’d suggest few people use them because no-one knows about them - I don’t for example!

So what are they? How do you use them?

Heck how do you even get your commander head-out to to look around??

For people coming cold to the game there’s no significant tutorial or help function remember!

2 Likes

In some seats you can scroll to change your view to a different port.

However the transition is slow, a bit disorienting, and the visibility is terrible so you’re all around better off just traversing the turret or rotating the whole tank.

Tank views need to be more like Post Scriptum.

To make this work I would suggest controls as in hell let loose

W, S for elevating the gun and A, D for turning the turret

And mouse move can be used for looking around the tank

Also force players to change to drivers position for moving so they can’t turn the whole tank to speed up the turret rotating process

With these limitations, observation devices might become useful

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But would make the entire tank combat thing extremely clumsy, and prevent you from reacting to detonation packs that aren’t cooked.

I already have my opinion on that
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Or make the AI driver run from TNT packs

people just want to split the anti-building and anti-tank role between 2 explosives. That in no way, shape or form fixes the issue of not being able to get away from the anti-tank grenade or explosive pack if you notice it in time but get slowed down by crew switching.

2 Likes

give ant tank grenades that does less damage to infantry and normal hand grenades that does more damage to infantry and no damage to tanks

Surprise surprise, that’s already a thing
Normal grenades have a larger blast radius and can be thrown further than the explosive packs.

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but explosives do like almost same damage to the people too

I agree with Tcat. It would be too sluggish to work in relatively fast game like this.
Additionally it would look like only one person crews the tank.

Wait untill we have not only HE grenades but also frag. Almost nobody will use explosive packs vs inf. any more.

Except the USA and Soviet grenades are already fragmentation grenades, and the german grenade did come with a metal sleeve to fragment better.

They don’t behave like them. But tbh I haven’t used allied ones too much.

code wise, using a simple radius is 1000% less complex than fully simulating all fragments of a frag nade.

Again, you are spreading toxicity
You completely ignored what I wrote or didn’t read it till the end

I know, but I haven’t observed this 1000% radius
Anyway it’s off topic so I’ll end it here.

How is saying that splitting the TNT packs doesnt fix the issue toxic? LMFAO
And have you EVER seen the AI doing something as intended in this game?
They will drive into the pack instead of away, or turn on the spot, 100%.
I ignored that part because I thought you had at least thought about this, but guess not.

1000% less complex, not 1000% more radius.

My bad.

I think the best way to to this would be to set a limit of times a player can get in said vehicle type based on how many players on the team brought that squad in their platoon.

If you set a hard limit say 2 times in a vehicle per player per match and there are only 2 players on their team who brought pilots then you take the ability to use planes away from the team which imo would be a terrible way to do it.

But lets say you set up a limit based on how many players have pilots in their platoon as such (below is a simple example of how this could look not a suggestion of actual numbers)

6 players with Bomber pilots= 2 spawns per player
5 players with Bomber pilots=2 spawns per player
4 players with Bomber pilots=3 spawns per player
3 players with Bomber pilots = 4 spawns per player
1-2 players with Bomber pilots = unlimited spawns per player( with the same intervals of spawning in that squad that normally apply.

Let me know what you think and again the above numbers are simply examples of how the system would work not actual recommendations.

I used Bomber pilots here but the same concept should be transferable to any vehicle type

You are forced to either take a tank or a plane squad and in Normandy a lot of players take the P-38 just to counter the Bf110, but never use it if there is no Bf110, meaning the people that take the P-38 to actually use it would just get cucked with less respawns because of something out of their control.

The ideal system should rely entirely on the user and the conditions of that battle itself, so it shouldn’t rely on outside-of-match stuff or teammates/enemies.