I think there should be some kind of suppressing effect when a tank takes a penetrating hit from another tank (the crew goes into shock).
As of right now, tank combat is kinda like turn-based fighting. I fire, you fire, I fire, you fire, and the winner is usually the one that fires first.
But changes when a weaker tank fights a stronger tank, like a T34 hits a panther on the side and penetrates, the panther just turns on the t34, and from there fires until the T34 is dead, while taking hits that richochet.
Or in another case, a weaker tank like a Panzer 4 is able to get a penetrating shot on an IS2 in the front (like on the front turret), but then the IS2 just one shots the Panzer 4.
If I manage to get the jump on another tank, especially if Im in a weaker tank, I should be able to maintain that advantage if Im competant at all.
So what Im saying is add some kind of suppressing effect, like pull the gunner to the capula view, stop reloading, add smoke and add vision blur. Pull the driver back if unbottoned, maybe even have the tank stop, add smoke and vision blur. And if theres a hull gunner, add the vision blur effect.
And if the gunner is unbuttoned make it take more time before hes able to get to the gun sight and add smoke. Also, all positions should take some extra time before being able to operate again.
This would be the next best thing to having tanks that dont just blow up when being knocked out. Take a hit, you know the next round is going to be the KO, so bail out. Also if crew casualties gets added, the would be a precursor and addition to them.
Just a thought.
As of right now, tank combat is kinda like turn-based fighting. I fire, you fire, I fire, you fire, and the winner is usually the one that fires first.
But changes when a weaker tank fights a stronger tank, like a T34 hits a panther on the side and penetrates, the panther just turns on the t34, and from there fires until the T34 is dead, while taking hits that richochet.
Or in another case, a weaker tank like a Panzer 4 is able to get a penetrating shot on an IS2 in the front (like on the front turret), but then the IS2 just one shots the Panzer 4.
If I manage to get the jump on another tank, especially if Im in a weaker tank, I should be able to maintain that advantage if Im competant at all.
So what Im saying is add some kind of suppressing effect, like pull the gunner to the capula view, stop reloading, add smoke and add vision blur. Pull the driver back if unbottoned, maybe even have the tank stop, add smoke and vision blur. And if theres a hull gunner, add the vision blur effect.
And if the gunner is unbuttoned make it take more time before hes able to get to the gun sight and add smoke. Also, all positions should take some extra time before being able to operate again.
This would be the next best thing to having tanks that dont just blow up when being knocked out. Take a hit, you know the next round is going to be the KO, so bail out. Also if crew casualties gets added, the would be a precursor and addition to them.
Just a thought.