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#41
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you can see sometimes, mostly when the pings are higher. I noticed, that when only one player has a ping over 200, every hit from a tank round or AT rifle causes a gun or turret ring damage, not matter where they hit you. And tanks are reacting strange to hits. A AP round that hits the PzIVīs front plate at the drivers position with 45° blows up the whole tank. But a hit with 90° at the side armore, directly under the turret, donīt causes serious damage - you can shoot 5 rounds and nothing happens. And when you shot a tanks front plate with the AT rifle at 100m, i causes damage, but when youīre 5m away and shot in the side, you can fire all 15 rounds, you can see the impacts, but nothing happens. Its i bit weird. My optinion at WASD vs Mouse is, that mouse control is ok, but to slow. Specially the T34s periscope is extremely slow. How about speeding the turrets turning speed up, while pressing the sprint/breath button? (= hydraulic / eletrcic turret movement) |
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#42
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#43
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Seriously? |
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#44
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Yes!!!
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#45
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#46
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Mario,
"Life was like a box of chocolates. You never know what you're gonna get." You'll never win this one.
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#47
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I like the controls as they are.. but would really like to see some way to rotate the turret left to right with the arrow keys.
I know it's hard to do with asdw because they are for commands. I like the controls in T34 vs Tiger.. there you can also rotate the turret with keys, and do fine aiming with the mouse. When I am in the commander turret It's annoying I cannot order my gunner to rotate the turret.
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#48
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There is, it's the arrow keys (below the pageup/ddownkey "island"). Problem is, it's only full speed, so no subtle controls like in ROOST.
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![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game |
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#49
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I myslef like the mouse aiming, and I find both of it's speeds very usable, especially on the move, the slight movements for the slow gentle aiming with the guy winding them wheels, then large mouse movements for the Hydraulic / Electrical system. |
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#50
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Thatīs sounds a little bit to complicated for me ![]() I like the way i was able to control the tank in RO:Ost, that was perfect. It simply feels great for me. |
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#51
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The fact that with current RO2 mouse controls you can't look around without swinging a massive barrel around is enough to ditch it, IMO
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aka Wakke |
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#52
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What do you mean? You can look around without moving the barrel of the gun. It works just like RO:OST, you have to move yourself away from the gunsight to look around, there's even a damned separate Periscope view which is DETACHED from the main gun so you can look around, with the zoomed in tank sight view without the main gun turning.
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#53
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![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game |
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#54
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How did the Panzer IV handle in RO:OST? I can't quite remeber if there was any separate views other than the open the hatch and gunsight.
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#55
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If I'm not completely wrong there was a cupola in RO:Ost too.
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#56
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Okay, i have play Gumrak today on the full beta server... and i really sure WASD is a must have for RO2.
Tanking isnīt what it was in RO1, in RO2 it feels so smoothy, like playing with a softgun, I can`t feel the steel beast. The mouse control is so.... The sounds are... And why the tank is jumping after every shot? TigerPanzer - (Ãbungsabgriff U. -Schiessen) - 1943 - YouTube Itīs a Tiger tank, but this doesnīt matter, its the same system like in a Panzer IV. Look at 0:39 there is no jumping gun... Thats a cold steel beast. THat i can see my Crew is a good thing, and it bring me some atmosphere, but all other need a lot of work. |
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#57
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The mouse control issue is one of the main things that ruined tanking for me in RO2, it's simply way to unrealistic in both feel and speed because it doesn't demand coordination between up/down + left/right.
I was concerned about this even before the game got released after watching some pre-release footage and realizing that mouse control would be used for turret & gun control. Therefore I even made a poll, which sadly the devs overlooked despite the many voters: http://forums.tripwireinteractive.co...ad.php?t=53090 WASD keys for turret rotation & gun elevation control is the only way to go, and the excuse that it can't be done because the WASD keys are used for driver commands is quite silly really; I mean do we really need to remind anyone how many keys a keyboard has ? Simply use the arrow keys for driver commands or the numpad keys, what'ever, it's a pretty simple problem to solve.
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JBM Ballistics | Online Conversion | CSG Kinetic Energy Calculator Let your opinion be known: http://forums.tripwireinteractive.co...ad.php?t=67980 Last edited by Unus Offa, Unus Nex; 05-14-2012 at 07:15 PM. |
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#58
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Isn't the traverse on the Pz4 and T-34 controlled by a joystick-like electric analog input? The pseudo-stick mouse input is closer to that action than a digital input would be.
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#59
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T-34/76 Model 1942: ![]() Manual turret traverse wheel is the black thing on the far left, partially obscured. There's a powered turret traverse control in that area, in front of the manual wheel. Gun elevation control is below and to the right of the turret traverse. Very separate. Panzer IV G: ![]() ^This is the elevation control on the left. ^this is the traverse motor on the bottom. Separate. Even the Tiger tank had an electric/hydraulic traverse for the turret separate from the elevation control for the main gun. It's just how things were done back then. WASD or arrow keys for the turret controls would be excellent. I'd even use them as an option and suffer through the handicap. That said, a properly working armor system would be even better. Penetrations should almost always cause some damage or injury. A T-34's F-34 gun should not 'ping' off the Panzer IV's 50mm frontal turret armor, the Panzer IV's 75mm gun should not damage or destroy the T-34's frontal glacis plate so easily, and the PTRS under no circumstances should even scratch the T-34 from the hull front, hull sides, or turret front/sides. I appreciate every bit of tanking awesomeness TWI put into the vehicles, and it almost works perfectly, but the armor/penetration bugs are what make tanking frustrating.
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Classic forever. Last edited by Nikita; 05-14-2012 at 09:13 PM. |
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#60
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I suppose I could see putting elevation on keys and leaving traverse on the pseudo-stick floating input. Keys aren't much like cranking a wheel, but that does at least confer an abstract version of the feel & precision difference between the traverse and elevation controls. But yeah, the flawed armor modeling is a much bigger deal. |
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