Adjust the priority of the Japanese tank communication personnel so that they can take over the roles of the gunner and loader

Japanese tanks can use their hull machine gun, which should be a nice advantage since they lack a coaxial machine gun, while hull MGs are pretty much useless on other nations’ tanks. But because of this, the game treats the crew member operating the MG (the radioman) as a dedicated hull crewmate instead of a backup for the turret.

This is completely backwards. When the loader or commander gets taken out, the radioman stationed in the hull should immediately move up into the turret and take over—that’s how it works in every other tank. He shouldn’t be locked into just operating the hull machine gun.

I really hope DF can fix this bug for Japanese tanks in the game. It has to be addressed! The crew replacement logic should work the same as other nations: any non-essential member (like the radioman) should prioritize taking over key positions in the turret, such as the commander or loader.

Right now, if just one crew member dies, your reload speed plummets. It’s ridiculous—what was supposed to be a functional hull MG advantage ends up becoming a trap

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I honestly think the separate MG position should be removed entirely and just added as a machine gun able to be fired from the commander or gunner position (even though it may not be entirely realistic).

It would then be on par with the other factions.

3 Likes

I don’t think it needs to be deleted because Japanese tanks lack coaxial machine guns. So when facing the firepower of the infantry, relying solely on a single cannon is simply not enough. After all, the more, the better. Currently, the main problem is still due to the design of the DF. It results in the priority of a communication soldier who can only fire 20 rounds and cannot call for artillery fire being higher than that of a loader who is responsible for loading the main gun and shortens the loading time. Anyway, the vehicle-mounted machine gun is at most just an extra feature. The important thing is the cannon.

What do you even mean? It’s already on par with other factions.

For example German tanks with working hull MGs works in exactly the same manner. And that means hull MG can be either used while being in MG gunner or commander position.

Japanese tanks doesn’t have Coax MG. And that’s why main gunner can’t use any MG. It is that simple.

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I think hes referring to the soviets, in particular the T-28’s with their magic machine gun turrets.

Anything Soviet is inconsistent with the rest of the game (paras, body armor, federov, overall overperformance). So there’s no point in doing any comparison with them.

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That is true, however the question is them, how the fuck do we get the soviet equipment even half way balanced?

Well, this idea is quite difficult. In this game, although Japan is relatively weak in reality, as a major shareholder in the game, it secretly allocates a lot of resources and upgrades to the Japanese characters. Compared to the Soviet Union, I heard that for some reason, there might be anti-Soviet sentiments, so the things given to the Soviet Union were either not proactive or were hidden. Plus, the Germans were the ones who played this game the most. As a dead country, even the Russians probably didn’t have many ideas, and not many people would speak up for the Soviet Union. So now, the status of the Soviet Union can be imagined. Recalling the time when it was said that it would be very suitable to equip the Il-10 with a single-shot of four rounds of extremely large rocket ammunition. At that time, rockets were very powerful, and simply hitting the tracks of a tank could kill it. However, it was criticized by the players. The forum once proposed that the T44-100 and the mouse be brought out as activity vehicles. These enhancements to the Soviet Union could be said to have been very significant. But they were all rejected. It can be said that from the perspective of player opinions, strengthening the Soviet Union has already been extremely difficult.

In WT “hull” machineguns work if they are in a turret - so the T-28 and T-35, the Crusader II, and likely the forthcoming Ram I.

and also the twin .50’s on the M-6 heavy - if you look closely the mount is sort of a recessed turret - it has 2 distinct axes of rotation.

Why they have done it like this I have no idea - but I’ll bet a donut to your left testicle it is imported stratight into Enlisted exactly like that.

Not entirely, it is very select vehicles, such as the Elephant for example, an example of an actual working hull machine gun in WT. Also Japanese tanks in Enlisted have “working” hull machine guns when they dont all have them in WT.

So its a mixed bag really, however yes generally speaking, most things atm are straight imports from WT.

Agree!!! Please remove the hull machine gunner from Japanese tanks. He’s really useless. The Japanese machine guns with only 20-round magazines have terrible sustained fire, and the firing arc is too limited. I’d rather have that crew member serve as my loader to improve the rate of fire for my HE shells.

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The overall lack of skill of Soviet mains do compensate for it.

So in the end, it doesn’t really matter. It’s just very weird. But whatever.

It is only applicable to tanks with co-ax guns - tanks that dont’ have co-ax MG’s get a hull MG that works.

You don’t get him as a loader 'cos that wasn’t a position in those tanks.

Not always, some tanks without a coax with a hull MG dont get said hull MG. Its oddly inconsistent tbf.

Anyhow, still doesnt explain why the soviets get magic MG turrets, since as far as Im aware, in WT at least, those turreted MGs stop working when decrewed or destroyed.

Which are those?

Now I begin to doubt that DF either doesn’t understand which is more important in a tank battle - the machine gunner or an additional loader. Or perhaps they don’t have the ability to ensure that the priority of the loader is higher than that of a newly introduced, operable tank radio operator.