Hull mg for tanks

When?


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How should we use them? With the commander similiar to the Grant?

Yeah just a press like 4 or 5 I don’t rember the key for the guy to the mg.

Or make them AI usable

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Im against making it AI-controllable. Dont wanna get AI sniped by the turret mg of the BT on the turrets back in Moscow.

I know its sound weird AF but maybe the AI could control it… the player sets the max range (10,20,50 meters or without limits) in which the AI mg gunner can shoot so it wont randomly fire and that’s it.

Or maybe just give the player an additional seat he could use. Or both of those thing

Nice. The range where charges are usefull. Cant wait.

They could have a range of 10 meters if IA controlled, the purpose of the hull mg is to defend the tank in the end.

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Still hull mgs cover only the front of the tank

Just make the frontal mg usable while using the commanders. Thats all I want.

But still we have tanks which have a turret on their back.

For that we should be able to bind mg controls (dunno why they removed it) and make the commander turn without moving the turret.
Anyway and anyhow, I hope that tank hull MGS will finally become a thing

10m range limit (actually could be a bit higher) would also encourage players to use dedicated AT weapons and not get close. After the 1st shot they should be targeted of course.

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Like t-28 turrets

The T-28 is a different case because its like the sole advantage of the T-28 (at least thats my assumption for DFs reaosns).

Early t-28 also have good gun.
Hull mg can work so:when you see to forward it fire,when not,then it not fire.

So good that you cant even pen a Panzer II lol.

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They definately need to add this as a function in the game. Tanks need to be able to use this.

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It’s now.
But in summer and spring everything was fine.

Yes. Essential improvement. Essential Improvements for Tanks

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Read this topic @Keofox

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