Honestly, after 3 weeks of the release of RO2, all combined arms, and anything to do with tanks have been toggled OFF by server admins, it's just too horrible to have tanks now, and here's the primary reasons (they may vary from person):
1: The AI hull gunner. I know TWI has tried to fix the accuracy, and vision through smoke on these nasty beast, but honestly, it is just too brutal. Find a nice enough spot and your AI can mow down everything in it's path at a more than fitting distance.
Solution?: My idea to fix this is to totally remove the AI hull gunner from solo tanks period. It's just too much firepower for the style of play. It's enough of a challenge for 4-6 people on a team to take out a tank with AT grenades, and the weak AT rifles, while the tank has armor, replacable crew, a main gun, a coaxial, AND the hull gunner.
2: The spawning rate. This, can honestly be fixed without changing much. Here's the deal, on combine arms maps, the tanks are supposed to provide the infantry with support, will defending themselves, it's a teamwork kind of style gameplay. But there is no teamwork involved. The tanks spawn along with the infantry, meaning if you finally kill that PZIV, it'll just be around the corner in about less than 35 seconds, barley giving you time to resupply your crew, and support your troops.
Solution?: Here's two things you can do to really balance out the tank play. For one, make the tank spawns a bit further back in the map, make a road leading out of the battlefield if you have to, just so it can take longer for them to actually get into battle. This can be similar to the way the ROOST map, Konigsplatz was. It can also 'simulate' tanks entering the actual battlezone which is better than having a big ol' lug of metal spawn right next to the infantry. This will give a bit more sense of immersion and give the players inside the tank a bit of a moment to say their prayers and plot out where to go ;P
And two, make the tank spawns seperate from infantry, default like a minute and a half. This along with the road to battle can make tanks important asset to see on the battlefield. A entire one and a half or two minutes can make a huge difference when one tank is missing from a side. Allowing the other to push up and wreck the enemy troops.
Well, how about it guys (and devs) does this sound promising with a bit of tweaking? Comments? Questions?
IMO I think this would add a more smooth style of gameplay just like how the reduction of assualts and elites did.
1: The AI hull gunner. I know TWI has tried to fix the accuracy, and vision through smoke on these nasty beast, but honestly, it is just too brutal. Find a nice enough spot and your AI can mow down everything in it's path at a more than fitting distance.
Solution?: My idea to fix this is to totally remove the AI hull gunner from solo tanks period. It's just too much firepower for the style of play. It's enough of a challenge for 4-6 people on a team to take out a tank with AT grenades, and the weak AT rifles, while the tank has armor, replacable crew, a main gun, a coaxial, AND the hull gunner.
2: The spawning rate. This, can honestly be fixed without changing much. Here's the deal, on combine arms maps, the tanks are supposed to provide the infantry with support, will defending themselves, it's a teamwork kind of style gameplay. But there is no teamwork involved. The tanks spawn along with the infantry, meaning if you finally kill that PZIV, it'll just be around the corner in about less than 35 seconds, barley giving you time to resupply your crew, and support your troops.
Solution?: Here's two things you can do to really balance out the tank play. For one, make the tank spawns a bit further back in the map, make a road leading out of the battlefield if you have to, just so it can take longer for them to actually get into battle. This can be similar to the way the ROOST map, Konigsplatz was. It can also 'simulate' tanks entering the actual battlezone which is better than having a big ol' lug of metal spawn right next to the infantry. This will give a bit more sense of immersion and give the players inside the tank a bit of a moment to say their prayers and plot out where to go ;P
And two, make the tank spawns seperate from infantry, default like a minute and a half. This along with the road to battle can make tanks important asset to see on the battlefield. A entire one and a half or two minutes can make a huge difference when one tank is missing from a side. Allowing the other to push up and wreck the enemy troops.
Well, how about it guys (and devs) does this sound promising with a bit of tweaking? Comments? Questions?
IMO I think this would add a more smooth style of gameplay just like how the reduction of assualts and elites did.
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