Well, I'll tell you one thing, it's going to make my life as an AT Rifleman a hell of a lot easier, since my targets can't jump out and pistol me while I'm in the middle of reloading the PTRD.
Unless of course, the tank is unlocked if you start taking serious damage and/or are immobilized. Then I can live with the tank being locked in the start. But to be doomed to stay with the tank until death, despite having the possibility to flee before it brews up sounds pretty maddening.
I'm a staunch supporter of adding entry/exit-animations as well, to solve the issues with bailing crewmen. That'll give bailers a solid disadvantage if they plan on fleeing as soon as they see an enemy tank.
Also, locking in tanks ruins extra possibilities that killing tank crew inside the tanks provide.
I can't see why it should be too difficult to do a bailing out animation for the whole crew. So if this isn't a problem then which is?
i think wait an see til we beta - this it's not realistic to stop us bailing out is a bit one sided
there were lots of troubles that tankers suffered that arent included this bailing out is a bit misleading, many tanks when hit caused terrible injuryies which stopped the crew leaving because the hull to rattle with the impack making bones turn to jelly especailly the legs - many never had the chance to get out. hatches stuck etc
lots died in there tanks think of the photos with crews hanging out of hatches etc - so staying in is probaly closer to what actaully happened
So what will happen if you get your tracks destroyed or some other part that makes your tank usless and there is none around to kill you? Do we have to bind "suicide" or is there something else planed?For now, we are going with tank crews being locked into the tank. It removes one of the major problems of tank combat in Ostfront.
But like many things, we'll see how it works out once we hit beta phase.
So what will happen if you get your tracks destroyed or some other part that makes your tank usless and there is none around to kill you? Do we have to bind "suicide" or is there something else planed?
We're considering retaining an option to aim with the arrow keys still, but the movement keys are used to give movement commands to the driver. Also, the mouse controls don't work anything like "those other games" of you mean COD or BF. It is more like recent tank sims Kharkov or t34 vs tiger. But the big thing is it's more intuitive for players that never played RO Ostfront, which we all want to grow the playerbase. And it doesn't instantly rotate or anything, they still rotate at realistic speeds.
Well you have to do 4 to 5 additional Animations for each Tank you add. Cause you could bail through different Hatches it could be even more. This is possible though not just a little bit of work.
I like WASD aiming for tanks much more. To me it feels more precise for making small adjustments. I think TW shouldn't be afraid to keep it just because it takes a little bit of getting used to. If anything add tutorials for tanking instead of trying to make it instantly accesible.
I'm not a fan of mouse-based turret rotation. It's not easier at all. It's just annoying because you're constantly shifting your mouse to the direction you want the turret to turn in, lifting up the mouse, repeating, etc. Good way to get RSI. It's much easier to just press a key, and it makes more sense for WWII tanks, too. So I hope it will at least be an option.
We're considering retaining an option to aim with the arrow keys still, but the movement keys are used to give movement commands to the driver. Also, the mouse controls don't work anything like "those other games" of you mean COD or BF. It is more like recent tank sims Kharkov or t34 vs tiger. But the big thing is it's more intuitive for players that never played RO Ostfront, which we all want to grow the playerbase. And it doesn't instantly rotate or anything, they still rotate at realistic speeds.