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Tanks - The Good, The Bad and the Beauty.

Dr.Atkins

Grizzled Veteran
Sep 9, 2009
251
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There are few topics here and there that list bugs/annoying features/whatnot concerning tanks but the info is so spread out.

I suppose it would help the devs to fix and enhance the tank gameplay if most of the issues were mentioned and discussed in 1 huge topic.
So I am gonna list some stuff (good and bad) that the current tank gameplay suffers from, imo.

First of all let me say that the tanks look awesome, from outside and inside. There is a lot of potential in the tank aspect of the game but now the whole gameplay just feels half done and not that thought thru.

Some stuff that caught my eye (and ears) in no particular order:

1. Tanks hover most of the time about 1m above ground.
http://cloud.steampowered.com/ugc/577808217032794102/150477570F21A8753E9A573281416E3E1CE2ACD0/
I suppose this is a map and terrain LOD issue.

2. The class selection for tanking is just not as good as it could be. Selecting a crewman position does not give you
any signs that if there actually are free crewman positions in tanks (or does it?). You just wait indefinitely to spawn. Sometimes you
have to wait multiple spawncycles before you actually spawn in the tank. It creates a confusion cos u are not sure if u are supposed
to wait that long or is it a bug.
http://forums.tripwireinteractive.com/showthread.php?t=65196

3. You can't invite ppl to ur tank. Well the same problem is in the inf squads. I was expecting the squad system to be a bit like in BF2 so u can manage the tank/squad so to lock it and then invite friend(s) to it. Now there is just an option to lock or not to lock it when choosing the tank commander position. I suppose u can't even unlock the squad on the run to allow friends to join it. All this should be thought over. Now the team tanking is just not that good as it could be.
The current squad system is just plain awful.
Read more:
http://forums.tripwireinteractive.com/showthread.php?t=61868

4. You can't see as easily as in RO1 with who you are tanking atm. This should be fixed.

5. Dying while team tanking is somewhat weird. You just enter a limbo state where you hover in air. No death animation, no anything, first u are in a tank then u find urself in air thinking wtf. Add a death animation, and/or force u to switch to another crewman position when u die or something.

6. When your tank gets a hit, there should be some real effects, like huge shaking, smoke inside the tank, and ears ringing like hell etc. Now sometimes you don't even notice that you got hit unless the bots start shouting that we are hit. Being hit and penetrated should create some serious stuff that make u wanna get the tank to safety.

7. Give an option to make the crew to shut the f*ck up. If I command a tank, I would tell the crewman to hold radio silence so I can hear better what is happening outside of the tank.
But now you have to listen the god awful c-movie germnglish all the time.

8. Add an server side option to turn the AI off, at least so that they don't shoot without u telling them to.

9. Selectable MG crewman position in tank maps is, well, pointless as there is no inf to shoot at.

10. Rubberbanding/lag issues. Client issue? Or server issue? or games netcode issue? Idk but still annoying as hell. Also the god awful RO1 "feature" is still there where a tank stops, and jumps 5-10m backwards. It was annoying in RO1/DH and it still is.
http://forums.tripwireinteractive.com/showthread.php?t=64735

11. Just 1 tank map that is really small. You can even see enemies spawning and shoot them right on the spot. The map needs some tweaking and we need better, bigger tank maps.

12. HE and APs can be switched without first emptying the barrel, a bug or a feature?

13. T-34s have way too many HEs in a map where they mostly need APs.

14. Did I already mention that the crewmen should shut the F*ck up if I so choose to. :)
http://forums.tripwireinteractive.com/showthread.php?t=67578

15. Post-Penetration damage is too mild. Tanks are shell sucking sponges. It just takes too many penetrating hits to kill a tank. DH had it right, generally 1 hit 1 kill. 1 side/rear hit should be almost 95% of time an instant kill or at least it should create a god awful situation for the tank that got hit, smoke inside, a lot of shaking, ears ringing like hell, a total confusion. Depending on tank, u should be able to take 2 hits on some angles. But the current system of sucking in shells is just way too much. The post-penetration should be tweaked.
http://forums.tripwireinteractive.com/showthread.php?t=67278
http://forums.tripwireinteractive.com/showthread.php?t=67615

16. Range meter/scale resets when you change ammo type. I think it should not do that.

17. Pz4 can't be driven if you put ur head out of the drivers hatch. Although I think I've sometimes been able to drive anyways. A bug or a feature?

18. Is there a Vehicle voice chat or not? I am not that sure. As it seems, there is not, in most of the maps.

19. Commanding the driver overflows the chat text screen.

20. Grass foliage pops up too noticeably, perhaps it could be tuned so that the effect is smoother perhaps?

21. Is there a way to turn the turret while u r the commander and u r out of the hatch? If not, add one. Edit: there is.

22. Perhaps add mp40 to the commander which he can use with 6 instead (like snipers changing which aiming method to use) of binocs. This would alleviate the "Why can't crewman exit no more" topics popping up like mushrooms in a rain.

23. How about a PR/Arma2 style compass in the lower end of the screen to show major cardinal points and the numbers between them. And a small sign pointing to where the squad leader told u to go as in PR.
This would help the teamplay by just saying to chat/voice chat "Tank 235" or "Tank NE". Perhaps not that realistic but it sure helps the communication a lot.

24. Tank crew should get points if the tank commander kills someone.

25. Add the ability to run LAN/listen/sp server so u can test these stuffs. It helps the TWI when players can test stuff consistently and not just by joining a mp server. Now it is a bit hard to know if issues are server related or code related. Edit; This is possible already thru console.

26. There might be something goofy in the physics of tanks. I once saw 2 tanks crashing. It looked like 2 warping monkeys f*cking. Code or server issue? idk. Refer to 25.
I've also heard that tanks drive over each other. Feature, bug, idk?

27. About the magic repairing of tanks; Perhaps in larger maps (when ever we get those) 1 or 2 repair places can be good so you don't have to do an intentional suicide just to be effective but the repairing should take some time and not be instant.
So i would say, less repair depots, repairing should take more time and have perhaps some bar showing the progress and one could not enter a depot all the time but perhaps max 3 times per life (at least to fix the tank) and at least 1-3 mins chills out time between, maybe more.
Those depots are prone to be abused if the system is not tweaked.

28. What about the frontal vulnerability of the T-34 to AT rifles, that fire at or near the main gun? That poor tank can be penetrated with no issue at that spot, killing either the gunner or loader most of the time, making it a sitting duck. Is that realistic? I thought it had enough armor to withstand any frontal penetration on the turret and hull. Anyone know?
http://forums.tripwireinteractive.com/showthread.php?t=68885
http://forums.tripwireinteractive.com/showthread.php?t=69225
http://forums.tripwireinteractive.com/showthread.php?t=68168

29. Tank commanders out of hatch cannot be shot every time.
http://forums.tripwireinteractive.co...ad.php?t=65586

30. Aiming is misaligned, sometimes, for no apparent reason. The tank just shoots 10-30m side of the point where it should land. So the shell leaves about 1cm from the center of "crosshair". And there is no way of knowing when this happens, until u shoot. I think it resets if u move the tank a bit and turn.
http://forums.tripwireinteractive.com/showthread.php?t=66164
This issue is actually 2 issues, i think. One is a feature (tank that is not in even ground will not shoot straight) and then there is an actual misalignment issue.

31. Allow tanks to be scuttled when it can't move anymore.
http://forums.tripwireinteractive.com/showthread.php?t=66127

32. Increase tank spawn time, and perhaps limit the times they can be spawn, depending on map and game mode.

33. Tank engine sounds disappear sometimes for a while. It reminds the 5.1 surround bug with 2.0 stereo headset where u only get engine sounds when u look back at the rear of the tank, except this time even then the engine does not make a sound. But perhaps these are related..

34. Add a separate 1-tank only vehicle channel so ppl don't have to use Mumble etc to circumvent the current half-made voip system.

35. There is pretty much zero incentive to team tank in RO2. No way to exclusively to speak to ur crewman. No way to choose who is in your tank. Tanking with bot crewmen is way more efficient...

36. Tanks come invisible for short periods. Video of the matter can be found in this topic:
http://forums.tripwireinteractive.com/showthread.php?t=61980

37. Tanks get stuck on single brick walls infuriatingly often.
They should break through them with barely any loss of momentum, if at speed, or if accelerating from rest, should just push them over.

38. AI mg-gunner has uberskillz.


Other topics about tanks that might be interesting to read for someone;

http://forums.tripwireinteractive.com/showthread.php?t=60767
http://forums.tripwireinteractive.com/showthread.php?t=63737
http://forums.tripwireinteractive.com/showthread.php?t=61071
http://forums.tripwireinteractive.com/showthread.php?t=67440
http://forums.tripwireinteractive.com/showthread.php?t=67730
http://forums.tripwireinteractive.com/showthread.php?t=69352
http://forums.tripwireinteractive.com/showthread.php?t=69376
http://forums.tripwireinteractive.com/showthread.php?t=68363
http://forums.tripwireinteractive.com/showthread.php?t=66706
Some good suggestions for tanks:
http://forums.tripwireinteractive.com/showthread.php?t=67669

Tank gameplay where u can see most of the bugs and whatnot:
Red Orchestra 2: T-34 Tank Gameplay HD - YouTube

I might and most likely am mistaken in some of the matters mentioned above. Pls correct me if I said something that does not hold true or that you disagree.
 
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In Pz4 when you're the gunner, you can switch to commander just by scrolling the mouse wheel up. Same way you can switch to gunner position just by scrolling the mouse wheel down.
I think this should be disabled, as it gets confusing.

Also.. incremental throttle works when you're the commander. So driving the tank as the commander is just like playing battlefield (drive with WASD, shoot with the mouse), just with a sliiiight delay.

I really hope completely disabling tank AI will be an option. It just makes no sense to crew a tank with more than 1-2 players. I though the main goal was to promote tank stacking, it seems like the opposite now...
 
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+1 for listing all those bugs.

Aside from bugs...T-34, T-34, T-34.

It seems like the tanks were designed with Gumrak in mind.

Problem is that most of the maps with tanks are urban.

If realism was the goal in designing the tanks, they'd both penetrate each other on the first shot most of the time at the ranges you see in the urban maps, at any side of the tank.

So clearly realism is out of the window, and whatever justification was used to make the T-34 clearly inferior to the PzIV is irrelevant.

Just make the two tanks perform mostly the same. At < 100m ranges, that would actually be realistic. The PzIV would still be better because it has a dedicated commander with like a 300 degree view while you're blind as a bat in the T-34. But I'm fine with that.
 
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6. When your tank gets a hit, there should be some real effects, like huge shaking, smoke inside the tank, and ears ringing like hell etc. Now sometimes you don't even notice that you got hit unless
the bots start shouting that we are hit. Being hit and penetrated should create some serious stuff that make u wanna get the tank to safety.

This is an excellent suggestion!

21. Is there a way to turn the turret while u r the commander and u r out of the hatch? If not, add one.

If you aim in a direction and press mouse 1 as the commander the turret will rotate to aim the direction specified. This can be done from outside or inside, and is very useful!

To be honest I agree with many of your points. The tank combat in RO2 feels a lot better than the original, I especially like the ability to control the whole tank crew as a single player. There are a few bugs/issues however.
 
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I disabled the tanks for our servers.

The reason for this is that they are controlled by the AI, a player can just drive around and the AI does the auto shooting which is totally stupid in my opinion. And that AI gunner is super accurate.

Until there's a way to force players to do the their own aiming, which by the way I have brought up on the Tripwire forums and was totally dismissed (and moved to a waste of time suggestion forum) telling them that it was no good for clan competition, then we should keep them off our servers. Bot killing has no place for us.
 
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What the op said.

15. Tanks are shell sponges. It just takes too many penetrating hits to kill a tank. DH had it right, generally 1 hit 1 kill. 1 side/rear hit should be almost 95% of time an instant kill or at least it should create
a god awful situation for the tank that got hit, smoke inside, a lot of shaking, ears ringing like hell, a total confusion. Depending on tank, u should be able to take 2 hits on some angles. But the current system of sucking in shells is
just way too much.

On basic level I would argue only thing RO2 tanking would require with the penetration is more post penetration damage in a way it's noticable, that way it would be less one hit magical booms and more somewhere inbetween potential one hit kills and the need to fire several penetrations to disabled the tank or kill the crew rather than just "hay guyz I fire once at the rough side of the glacis now the tank is magically dead.", but as noted this would require notable overhaul with the post penetration damage as it's way too picky about hitting crewmembers or anything "important" in general.
 
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I disabled the tanks for our servers.

The reason for this is that they are controlled by the AI, a player can just drive around and the AI does the auto shooting which is totally stupid in my opinion. And that AI gunner is super accurate.

Until there's a way to force players to do the their own aiming, which by the way I have brought up on the Tripwire forums and was totally dismissed (and moved to a waste of time suggestion forum) telling them that it was no good for clan competition, then we should keep them off our servers. Bot killing has no place for us.

TWI aren't interested in the tanks, all the people who expressed concern about putting bots in tanks were ignored, and it looks like we're still being ignored.:IS2:
Get the bots (apart from the loader) out of the tanks, and let the human players fight for themselves, and earn the points by themselves.
I don't need no bot racking up kills for me, where's the skill in that?:IS2:
 
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You forgot to mention one of the worst and most unrealistic parts of tanking. Something I just cannot fathom how they were thinking when they designed it. Namely repairing your tank on supply points.

It would be a whole different matter if these supply points were only located back in spawn, but there are multiple points spread across the battlefield which means that you can park at one and be nearly invincible since your tank will be instantly repaired and any dead crewmen will be replaced. The only way you can be killed is if the ammo storage is hit killing you instantly.

This thing is as close to an exploit as you can get, and yet I don't see how they could've missed something as obvious as this, so it's probably intended. Yet another unfathomable design choice. What's the point of making the tanks as realistically modeled as they are if you're gonna allow instant repairs and crew revival while in combat?
 
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Can't believe OP didn't mention the controls.

Dumbing down to mouse control alone ruins the tanking experience in RO. That should be one of the first things TWI fixes.

You sort of get used to the mouse control but its not as accurate as WASD, one little twitch (and i got plenty of them) with the mouse and you completely miss.
 
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You forgot to mention one of the worst and most unrealistic parts of tanking. Something I just cannot fathom how they were thinking when they designed it. Namely repairing your tank on supply points.

It would be a whole different matter if these supply points were only located back in spawn, but there are multiple points spread across the battlefield which means that you can park at one and be nearly invincible since your tank will be instantly repaired and any dead crewmen will be replaced. The only way you can be killed is if the ammo storage is hit killing you instantly.

This thing is as close to an exploit as you can get, and yet I don't see how they could've missed something as obvious as this, so it's probably intended. Yet another unfathomable design choice. What's the point of making the tanks as realistically modeled as they are if you're gonna allow instant repairs and crew revival while in combat?

I just put arty on the resupply points, lets see the invincible campers survive that.

Anyway: how are you holding up?
 
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I am actually used to the mouse control of aiming. I knew it was going to be like that and I prepared for it (mentally) and now I've gotten over it. It just takes time to handle it. And I can totally understand why the implemented it, cos how would u command the driver more naturally if not with the awsd?

27. I agree on the magic repairing of tanks. Perhaps in larger maps 1 or 2 repair places can be good so you don't have to do an intentional suicide just to be effective but the repairing should take some time and not be instant.

Pls number the issues u cover so it makes it easier to refer to them later on.



I was serious. I know that in WW2 there was no other way to switch shells but to empty the barrel by shooting but I am not sure if TWI really wanted to include the insta-switch anyways. At least in DH it is a big part of the game that you have to plan ahead how you are going to switch the shells if you want to engage a certain target. And if you fail in this u sometimes get caught with ur pants down (HE loaded) while encountering a tank instead of a AC/HT/Inf.
 
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You sort of get used to the mouse control but its not as accurate as WASD, one little twitch (and i got plenty of them) with the mouse and you completely miss.

I don't want to get used to it. It's lame and unrealistic. A step BACKWARDS from what we previously had. One of my favorite things about tanking in RO was the WASD movement for the gun, but now we're forced to play with the dumbed down Battlefield mouse control.

I just find it funny how they tried to make the tanks more realistic with all the interiors, crewmen and damage, but then they just screw it up in the end with crap controls.
Ridiculous.
 
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What about the frontal vulnerability of the T-34 to AT rifles, that fire at or near the main gun? That poor tank can be penetrated with no issue at that spot, killing either the gunner or loader most of the time, making it a sitting duck. Is that realistic? I thought it had enough armor to withstand any frontal penetration on the turret and hull. Anyone know?
 
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