Remove Pen indicators

Simply put, the pen indicators that tanks, AT guns, and AA guns have is a legal wallhack. If you can’t see your target, you can just scan its general area until the indicator turns red or green to tell you you’re on something.

This is a big deal because not only is there a motivation for tanks to stay concealed, but it makes AT guns pointless.
The biggest advantage of AT guns IRL was their ability to stay hidden while still firing, yet they don’t have this in game because of the indicators on them.
I’m sure removing the indicator would be a major functional buff to the ability of those guns to contest tanks.

Of course in order for that to be implemented, AT guns would need a proper sight, but I believe in the past they got a tank like crosshair by mistake, which would be a suitable stopgap.

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Yeah absolutely !

I think they included it because atm its the only way to check whether your shot is being interfered with by shitty hit boxes from the over cluttered terrain.

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Regardless of the green indicator, 95% of time german tanks wont pen soviet stalinium tanks frontally. Unless you hit that extremely tiny driver / gunner vision, tank vs tank.

and

No one builds AT guns.

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The reason nobody builds AT guns is that tanks shoot them immediately because the pen indicators lets them find it.

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Id guess its more likely due to engineer squad being rather useless.

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Maybe for shitters

I disagree. I use engineers all the time and often find that reinforcing control points is often the difference between winning and losing. Typically when I reinforce a control point, it doesn’t get taken.

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the pen indicator should stay as long we lack a ingame armor viewer as it is currently the only crude tool for people to learn tank armor

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Maybe just keep it in practice mode.

Live battles suffer from minor desync anyway so it’s not always accurate for determining if you can actually pen.

But it always works as a wallhack.

I think they need to somehow remove those marks only behind folliage, if that’s possible at all. But i’m against removing them completely , it would make tank experience too hard and simulator-like for fast paced game like this, tank fights would be a lot longer, basically tankers would be made more ‘blind’ and vulnerable for longer period while they are busy fighting tanks with no hit markers at all. Also, even with green marker hitting the spot you want is still very inconsistent, for example small weak spot on Jumbo tank. If it’s green it still doesn’t mean it will pen it, especially at long distances.
For AT-Gun i don’t think green marks on it should be removed either and I don’t see how green marker in is giving too much advantage to tank, if engies put AT gun on flank of tank or inside forest, in already quite concealed place. AT gun placement need to be smarter and AT-gun itself whether it is green or gray colored preferably need to blend with suroundings around. Believe me, if nicely placed in good spot they are already not so easy to notice.

As soon as you fire and hit the tank, they know what side you hit from so they just have to sweep their mouse over the foliage until it turns green.
Stealth is impossible.

Depends, sometimes yes it helps but more often when overlooking bigger sector of foliage it’s not the green marker that gives AT position away but smoke and flash from the shot. But if engies build AT-gun in flank of tank then it doesn’t matter anymore, because whole tank/turret should turn for 90 degrees and it’s already enough time to shoot 2-3 AT rounds.

Actually the reason noone builds anti tank guns is the same in this game as it is in all the other similar games.
The Devs did not think the problem through well enough !

The reason the AT guns are redundant in Enlisted is because of the absolutely moronic implementation of the explosive packs, which carry the explosive power of a 250kg bomb… well enough to blow the whole tank up - after you “cooked it” which is even more stupid when you actually think about it, and I don’t know too many ppl who would risk cooking anything with a 5-7 sec fuse timer designed to allow the device to be far enough away from you to - you know, not hurt you either ??? What a sad game design feature…

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Are you one of the ones that complains when an enemy tank is keeping its distance?

I’ll say the same about AT guns vs detpacks as I do about MANPAT: you can fire them a lot further than you can throw a detpack.

Not at all, I would rather see a duel between an AT gun and Tank, what I don’t like seeing is stupid dynamite packs being everyman’s artillery/AT/demolition kit all in one.

I also don’t like the fact that the Soviets are running around with Panzerfausts. This is yet another stupid and ahistorical bit of BS. IF you’re going to have T-34/85 whale on PzIVJs then at least acknowledge the fact that aside from the ATR the Soviets did not have a weapon like the PzFaust until after the war when they “invented” the RPG…