Improving Tank Gameplay

Tank gaemplay need a lot of work, I think everyone can agree on that, here is some of my personal suggestion to improve it, here is some of my personal suggestion (some may have been suggested before) :

Most important ones (and probably less controversial) :

  • Allow changing ammo type without having to fire the one selected, allow changing the ammo mid reload like in WT.

  • Make a resupply point for the Invasion and Assault gamemodes. If you do well in a tank in this modes you end up running out of ammo and you’re ending up trying to run over ennemies wich is not realistic.

  • Improving the penetration mechanic and post-penetration damage, in the M5A1 you have to shoot way to much time a Puma because there is almost not spalling post penetration, and some spot at the front of Puma can’t be penetrated by the 37mm even though it’s at a low angle.

  • Having the same armor visualisation and penetration effect simulation than in the WT hangar.

  • Removing that crossair tha tells you shell drop and armor penetration chance, making using tanks way more skill-based, but the previous two points need to be implemented first, so people know what and where to shoot.

  • Having more options for the commander hatch depending of the tank : some german ones could just elevate the trap of the commander cupola without having to fully open it

  • More position posibility for the commander once the hatch is open : could be managed with the crouch and prone button, and would afect the hability to use the cupola MG. For exemple a " low/high visibility position". The high visibility one is the one we have currently (maybe adding the possibility to use your personal weapons, making equiping one to tank crew actually usefull). And in the low one just the top of your head would pop up, you’re not as much exposed but you visibility is not as good as the first one and you can’t use the commander’s MG or your personal weapons.

  • More realistic vision port and periscope, especially for the tank commander.

  • Whistling of tank shell passing by, amy help to locate from where you’re getting shot from.

  • Doing something about trench crossing capability.

Personal wishes

  • More historically accurate sights. could help with ranging for some, like the German one that have range graduation for the coaxial MG.

  • Behing hable to get one tank crew back at the ressuply point, limited to one per life and unlocked via the research tree of the squad

  • Smoke and incendiary shells, may be a bit OP for the incendiary one, but firing some white phosphorus Fury-style would be dope.

3 Likes

ah and I forgot something : giving a use for hull machingunner, either making their MG tied to the main gun aiming, or making them IA controlled (wich is a better idea imo), or the possibility to switch betwen the two (wich is even better).

This is a perk for the loader. It’s dumb, but it’s a thing.

If you survive long enough to run out of ammo you are either camping from very long away, or the enemy team is getting rolled. Either way, just run them over.

Damage models are universally fucked on practically everything rn.

Yes please

I’d like this, but I think they are keeping it to counter tanks who hide in cheeky spots.

Having the ability to see the inside of the tank and quickly chance which viewport you look through would be a big improvement as well.

You don’t really hear that from inside a tank.

Oh yeah definitely.

These often require binding of the range adjustment keys, as well as getting used to the sights.

No. We don’t need such magic

Smoke sounds fine
Incendiary no thanks

The hull MG isn’t modelled. It doesnt work.

Not exactly, the loader perk is supposed to just transform your ammo type mid reload (wich is trait up magic) I meant being able to reload your gun with an other shell without firing your gun and also changing your ammo type mid reload like in WT, so not just litteraly transforming the shell in the hand of the loader but resetting the process.

You’re kinda supposed to camp from far away with a tank (except for the first one you get for each nation), you are extremely vulnerable in close quarter, and the enemy team being steam rolled doesn’t adress the unrealistic aspect of just rolling over everything until you get killed

I think it’s more because they know the damage model on vehicule is messed up, so people are less frustrated. But I shouln’t be able to destroy an enemy tank hidding behind a bush that I couldn’t even see just because while traversing my turret my crossair became green. Tank in cheeki spots are not a problem imo, because if you shoot once, everyone approximatively know were you are between the smoke and the sound, not even mentioning the exhaust fume and engine sound.

You can do it in some tanks already but it’s clearly not enough I agree.

I think you could, a large (compared to a bullet) supersonic projectile is quite loud, but yes from inside a tank you won’t be able to locate the direction of the shot but you will know you’re getting shot at, I don’t know how many tank I killed even after missing like 3 shots just because they didn’t realise they were getting targeted. And it could help surrounding infantry.

The first one is not a problem i think, for exemple the middle mouse button is no used in tank, and for getting used to the sight is also what would make doing well with a tank more skill-based.

I see were you’re coming from, but honestly I rather have this sort of magic than a perk that turn your loader into an alchemist.

Yeah especially right now, but with the more realistic features mentionned above and a limitation of the number of round you can take with you, that would mitigate the OP side, at least I hope. But I would rather not have it than to have an OP mininuke.

It’s kind of modelled because you can damage it but it’s not functional, that’s why I proposed to giving a use to the hull machinegunner, but I agree that it wasn’t really clear, my bad.