Bring back exiting Tanks

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

{SHD}Tryfan

FNG / Fresh Meat
Sep 2, 2011
119
2
0
UK
Tanks

Tanks

Ok, I have been playing RO1 for 4 years moded tanks built maps for our clan but in game Tanks are my thing!

Having played the beta I Do like the internal animations and look around, sounds are nice and exhaust smoke and external textures too.

BUT!!

I don
 
  • Like
Reactions: Major_Day

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
Ok, I have been playing RO1 for 4 years moded tanks built maps for our clan but in game Tanks are my thing!

Having played the beta I Do like the internal animations and look around, sounds are nice and exhaust smoke and external textures too.

BUT!!

I don’t like the spawning in tanks that’s a nonsense (we should also be able to bail and re enter at will ), I hate the BOTs and their constant chatter nor the 30 seconds of rolling around inside the tank when one of them gets killed. I also do not like having to use the mouse to control the Turret its too laggy (Changing the mouse setting doesn’t help either), and totally unrealistic, why cant we have it set up like the original or at least the option to do so and the option to turn the BOTS OFF?

On another note, get rid of the zoom on all weapons except the scoped ones again totally unrealistic!!

Very well put, an excellent summary of the things that need changing in this game.
Lets get back to some real RO tanking, and not this new arcady version we have now.
 
Last edited:

EugenReinhard

FNG / Fresh Meat
Hope this post by Zips is still valid ...

Gunrak is a tank only map. Tank only maps spawn you inside of a tank and you die inside of a tank. You cannot exit your tank on tank only maps like this.

On maps/game modes that are a mix of infantry and tank combat, you can enter and exit tanks. I've only ever done this in first person and have not seen anybody do this in third person so I cannot say if there are animations for it or not. There were no sweet animations for entering a tank in the first person animations that I saw. You can enter a tank by hitting the default action key, which right now is CTRL.
 
F

Field Marshal Rommel

Guest
How am I supposed to do this then?:

You place the tank into a hide position. After all, you don't want to get blown up before you spot the enemy, right? You scan from the cupula until you have established that the area is secure. You exit the tank, prone out, and sneak up to the edge of your hide and look for targets. When targets are located you: Get back into the tank, advance forward, and blast them to smitherenes.
Zips said:
You cannot exit your tank on tank only maps like this.

Seems backwards. It should be allowed on tank only maps.
 

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit
The people who think it's realistic for tank crews to turn into storm troopers the instant they bail make me want to put staples upside down into my deodorant.

There ARE examples of when tank crews who had no tank were ordered before battle to fight as infantry alongside the infantry.

I've yet to read anything about tank crews jumping out of their burning tank, picking up guns and fighting.

Let's get this straight; this is a gameplay suggestion, not a realism suggestion. This would make the game "more fun" at the expense of realistic behavior.
 

Luckless

FNG / Fresh Meat
Aug 28, 2011
250
97
0
I'm the Grandson of a Canadian Tanker from WWII, and I've been told by someone who was there that tankers did in fact exit their tanks, even in battle.

My Grandfather's tank had a track thrown after being hit in combat. Unable to move the tank, and unable to effectively do anything in the driver's seat, he bailed, and joined with a group of infantry men to protect the tank. (You don't try to repair a track under fire.) The rest of the crew remained to operate the weapons for a short time, eventually bailing themselves after the commander felt they were at too great of a risk due to the fact they were not in a good hull down position.

My Grandfather was apparently given the weapons and ammo of a wounded American GI, and they fought for the rest of the afternoon to secure their tank. That evening they repaired the track, and withdrew for further repairs and rearming.


Other times, they often got out of the tank just to look around and scout. Tanks are big, noisy, and attract a lot of attention. A dude crawling through some shrubbery isn't. Crewmen left the tank in the middle of battle to look around. Tanks are not easy to drive, they are not easy to see out of, and finding out that you can't actually fit somewhere in the middle of a battle sucks if you do it the hard way and get yourself stuck.

They commonly strapped weapons and spare small arms ammo to the hull of the tank. My grandfather apparently had even got his hands on an LMG that they made use of several times during the war while dismounted.
 
  • Like
Reactions: Stareht

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit
Huge difference between protecting your disabled tank and running in guns ablazing into cap zones or finding a panzerfaust and going tank hunting.

Nobody (in game) is going to bail out just to sit around trying to repair the track.
 
Last edited:

7.62Thunder

FNG / Fresh Meat
Aug 12, 2011
79
14
0
How is that unrealistic behavior? When Michael Wittmann's Tiger was immobilised at the battle of Villers-Bocage him and his crew bailed out and escaped on foot. And I can bet that if there was any infantry fighting going on and they got ahold of a weapon, that they would have fought for their lives. War is not some scripted movie. (Edit: Thanks for that luckless, It seems many people here need to get an idea of what real life possibility is, instead of what they think a tanker would do in a perfect world. As for you DiedTrying, see his post.)
 
Last edited:

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit

Just proved "my side's" point

You just argued for the inclusion of bailing so you can retreat back to camp.

Nobody is going to do that in RO2. Nobody did it in RO1 when there were actual tanks back at spawn to take.

That's why there is the scuttle button. It means to abandon (and to make useless for enemy) and then you get a new tank.
 
Last edited:

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
0
I guess my problem is that it really breaks immersion in a game that focuses so much on it. I'd much rather go through the trouble of bailing and hoofing it back to camp (which I did in ROOST, by the way. Hard to go on a pistol rampage against a tank...) than shrug my shoulders and go "you screwed up, so use this respawn to simulate your daring escape back to your tank. Close your eyes and make machine gun noises for the best effect!"
 

7.62Thunder

FNG / Fresh Meat
Aug 12, 2011
79
14
0
You hit the nail on the head Josef. This is not even something that needs to be debated in my opinion. It's something that needs to be optional serverside and it's that simple. A win for both sides.
 

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit
I guess my problem is that it really breaks immersion in a game that focuses so much on it. I'd much rather go through the trouble of bailing and hoofing it back to camp (which I did in ROOST, by the way. Hard to go on a pistol rampage against a tank...) than shrug my shoulders and go "you screwed up, so use this respawn to simulate your daring escape back to your tank. Close your eyes and make machine gun noises for the best effect!"

If you played Ro1, then you know that most tankers DO NOT hump it back to spawn.

Most that try don't even make it.

Adding bailing just to satisfy your need to roleplay doesn't mean it's a good idea that needs implemented.
 

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit
You hit the nail on the head Josef. This is not even something that needs to be debated in my opinion. It's something that needs to be optional serverside and it's that simple. A win for both sides.

But then what happens?

There aren't tanks waiting at spawn like RO1. Adding this isn't like flipping a light switch.
 

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
0
But it adds closure, and I never feel like I'm out of control.

So what if I don't make it? Getting picked off by a coaxial gun or hit my an enemy sniper is far more exciting than sitting in a disabled tank and waiting to get hit again, or self-destructing and waiting for a respawn.

I shouldn't have to sit there like a lemon because my track got hit as soon as I came over a hill. Going "D'oh well" and self-destructing is hardly any better. It breaks immersion with an audible *THUNK*

And what's the point of playing RO if you aren't roleplaying a little bit? I thought all of the brutal realism and attention to detail was so that you could immerse yourself in the Eastern Front?
 

Shadylurker

FNG / Fresh Meat
Aug 31, 2011
35
50
0
I don't think half of you remember the first red orchestra... you would bail and run around with a pistol for 45 min taking up a tank class slot. thats not fair for the 63 other players wanting to tank. Suck it up, you got out tanked, now you die.
 
  • Like
Reactions: =GG= Mr Moe

harvest4

FNG / Fresh Meat
Aug 31, 2011
16
2
0
People have brought up the single most important aspect of being able to leave their tank. To walk forward on foot and scout the hill ahead without exposing your tank... Yet anyone who is in favor of being locked in tanks completely ignores this argument.
 

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit
People have brought up the single most important aspect of being able to leave their tank. To walk forward on foot and scout the hill ahead without exposing your tank... Yet anyone who is in favor of being locked in tanks completely ignores this argument.

have never seen this in RO1