Does anyone here actually prefer RO2 tanking to RO?

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{SHD}Tryfan

FNG / Fresh Meat
Sep 2, 2011
119
2
0
UK
I agree with all the comments from both sides but personally I don’t like ro2 tanking its ok but no where near as good as what I play now!

Stock Ro1 was what it was great for the time then DH came along and was a little better but had its faults. I now play "DH Real Panzer mod" if you want to compare RO2 then have a look at Real Panzer.

RP Tanks are totally different to RO1/DH here is a list of differences:

Must exit through hatches (as DH)
Can start and stop your engine (as DH)
Correct engine sounds.
Correct speeds.
Separate armour coding for turrets (DH had this but RP is has more angles)
All armour coding is correct for the tank.
All shells are correct for the time and have correct penetration values.
There are flame throwing tanks.
Smoke dischargers.
Grenade launchers.
Tanks catch fire.
Tracks blow off but you can still turn the tank slowly.
Turrets jam.
You loose your sights or elevation or both.
Engines can die.
Turrets blow off when the tanks taken out but not all.
If the tank catches fire if you don’t get out quick enough you burn with your tank or if you do get out if you don’t get far enough away you catch fire when the tank blows and burn which takes a few seconds before you die, looks good when watching lol.
Tank angling still works to a degree but is set as true to life as we can make it.

And before you ask no they are not as fancy as RO2 due to game engine limitations.

The server runs Russian front, West European and North African maps.

All the tanks from RO1 DH and MN are there including new ones not seen in either game before.

It’s a DH game so take a look if you like tanking.

Oh and by the way you can drive the wheeled Tractors around if you fancy that sort of thing (not got round to the tracked ones yet), lol
 
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CptFoley101

FNG / Fresh Meat
Jun 18, 2012
390
1
0
Sofia,Bulgaria
I personally never experienced a lot of bugs regarding the tanks.... the only culprit (which was fixed) was the constant turret hits to the T34 that killed the player and insta-killed the tanks.... that I think turned a lot of players off from the tanking in the game at the start and many just never went back.
Not fixed,also possible on P4.
Anyway RP tanking>DH tanking>RO2 tanking>RO1 tanking
 
May 30, 2012
214
0
16
Espoo - Finland
Ro1, DH especially had Superior tanking. Light tanks, medium tanks, heavy tanks, super heavy tanks, tank destroyers, antitank rockets and antitank guns. DH even got Puma and M8 armoured cars.

Ro2 has t34 and p4

Even with greatly inferior graphics detail they had tons of more immersion packed in them.
Tank sounds got more boom in them. Hearing the panther roaring up its engines across the misty forests made me smile every time. King tigers engine and cannon sounds were so sweet.
Sitting hidden in bushes with your m10 tank destroyed and one-shotting passing panthers or even Kingtiger. or driving the kingtiger along the main road in Stoumont destroying everything.
Having teammate load and resupply your bazookas when you crawled across battlefield to flank enemy heavy tanks.

In RO2 it is only stupid NOT to lock your tank as you can do driving and gunning better by yorself kills even that part of the teamplay. In RO1 you had to team up.

Ro2 missed all of this.

WASD turret ftw. It gives you feeling of actually controlling the tank, creating immersion. Mouse tanking feels watered down action crap.



Also, remove the PZB exploit from russians. It is not intended to be that way. It makes no sense at all. Remove it.
 
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Cwivey

Grizzled Veteran
Sep 14, 2011
2,964
118
63
In the hills! (of England)
What exploit?:confused:

The PzB is a better anti-tank rifle and can frontally penetrate the Panzer from up to 200 metres away, aiming for some of the toughest areas; top of turret and the drivers hatch. The PzB was made to be more effective to alow the German AT units to take on the T34. The two tanks in game currently have gone through several changes since release, swapping which one was more powerfull / more armoured etc.

Thus hero anti-tank Russians can use the gun and own a battlefield full of tankies.


Fixing this would require a fiddle with both tanks' armour and cannon values. Although I believe that wouldn't be outside the scope of the upcoming update.
 

JagdpantherX

Member
Apr 6, 2013
294
1
18
Fixing this would require a fiddle with both tanks' armour and cannon values. Although I believe that wouldn't be outside the scope of the upcoming update.
Im not sure how doing any of that would fix it, because it is caused by the PzB having tungsten ammunition which has more penetration and rated for higher quality armour.

Changing anything code wise would actually make it more unrealistic, the armor thickness values are actually spot on. The only reason the German tank is still competitive is that they made him have higher quality armour and higher quality AP rounds.

Which is probably close to the truth, but I havent worked in a russian and german tank factory so I don't know if the rumours of high density German steel and low density Russian steel is true.

I honestly think hero AT gunners just to not be able to spawn with the oppositions AT gun.
 
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Twrecks

FNG / Fresh Meat
Dec 28, 2011
1,241
10
0
Ventura, California
...Which is probably close to the truth, but I havent worked in a russian and german tank factory so I don't know if the rumours of high density German steel and low density Russian steel is true....


Late war Russian tanks were predomiately made of cast steel turret and bodies. Making them fast to produce, but subject to porosity and large grain structure (dentritic) defects. Cast steel also "spalls" when hit, throwing fragmments from the resulting INSIDE impact crater around the crew compartment.

German tanks were made from milled/rolled surface hardened heat treated steel plates welded together. More processing, more labor.

Pound for pound, mill steel will always be stronger/tougher/better than straight cast steel. And yes, they have the same density regardless of what you do to them, so will be the same weight given the same size/thickness.
 

Großadmial Thrawn

FNG / Fresh Meat
May 1, 2014
221
0
0
Cast steel also "spalls" when hit,
afaik spalling is a problem not only on Cast steel... afaik the German tanks had (as the soviets) many different quality steel plates (availability of ressources etc.) so if the Plate got hard but not... what was it called in english again... darn... was it in this case tough?... enough the it would also spall... but btw i have seen enough evidences that the myths of the big differences in the late war are mostly nothing more then myths... e.g. that Vanadium instead of molybden (sry if those are only the german names) was a reason... vanadium is used today more often then molybden e.g.
 

|TG|Coridon

Member
Mar 4, 2006
106
3
18
Indianapolis, Indiana
I have to point out something that's somewhat obvious but hasn't seem to be mentioned yet in this thread.

The two tanks in game actually have few bugs in and of themselves. Honestly, the tanks are pretty dang impressive! The more prominant bugs are in the maps; invisible blocking volumes, meshes, and the like.

I've fired HE rounds across the square on Fallenfighters that hit something invisible 3 meters above the ground, causing multiple TKs.

Often on Gumrak I see a round "impact" something invisible above the ground and if you drive close to the area you can actually see the shell levitating mid-air.

On Commisar's House too I've often fired killshots at the enemy tank only to see the shell harmlessly explode 2 meters in front of the enemy's turret.

These are just a handful of my experiences and there are countless others. I also hate pointing out that several of the custom maps seem to be much worse as far as random blocking volumes causing shells to explode mid-air, but the problem exists on stock maps as well.

I just don't think tanking will ever gain widespred acceptance when there are so many invisible blocking volumes causing rounds to not reach their intended target. It doesn't matter how many tanks TWI adds, or reverts to WSAD controls, or any other suggestions in this thread; the myriad invisible blocking volumes are the biggest hindrance to tanking in RO2.
 
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jergul

Member
Sep 19, 2009
522
10
18
I have to point out something that's somewhat obvious but hasn't seem to be mentioned yet in this thread.

The two tanks in game actually have few bugs in and of themselves. Honestly, the tanks are pretty dang impressive! The more prominant bugs are in the maps; invisible blocking volumes, meshes, and the like.

I've fired HE rounds across the square on Fallenfighters that hit something invisible 3 meters above the ground, causing multiple TKs.

Often on Gumrak I see a round "impact" something invisible above the ground and if you drive close to the area you can actually see the shell levitating mid-air.

On Commisar's House too I've often fired killshots at the enemy tank only to see the shell harmlessly explode 2 meters in front of the enemy's turret.

These are just a handful of my experiences and there are countless others. I also hate pointing out that several of the custom maps seem to be much worse as far as random blocking volumes causing shells to explode mid-air, but the problem exists on stock maps as well.

I just don't think tanking will ever gain widespred acceptance when there are so many invisible blocking volumes causing rounds to not reach their intended target. It doesn't matter how many tanks TWI adds, or reverts to WSAD controls, or any other suggestions in this thread; the myriad invisible blocking volumes are the biggest hindrance to tanking in RO2.

Report as bugs in bug (or map thread if community) thread. Anyone can and everyone should :)
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
I have to point out something that's somewhat obvious but hasn't seem to be mentioned yet in this thread.

The two tanks in game actually have few bugs in and of themselves. Honestly, the tanks are pretty dang impressive! The more prominant bugs are in the maps; invisible blocking volumes, meshes, and the like.

I've fired HE rounds across the square on Fallenfighters that hit something invisible 3 meters above the ground, causing multiple TKs.

Often on Gumrak I see a round "impact" something invisible above the ground and if you drive close to the area you can actually see the shell levitating mid-air.

On Commisar's House too I've often fired killshots at the enemy tank only to see the shell harmlessly explode 2 meters in front of the enemy's turret.

These are just a handful of my experiences and there are countless others. I also hate pointing out that several of the custom maps seem to be much worse as far as random blocking volumes causing shells to explode mid-air, but the problem exists on stock maps as well.

I just don't think tanking will ever gain widespred acceptance when there are so many invisible blocking volumes causing rounds to not reach their intended target. It doesn't matter how many tanks TWI adds, or reverts to WSAD controls, or any other suggestions in this thread; the myriad invisible blocking volumes are the biggest hindrance to tanking in RO2.

Yeah, they sound more like map issues and not tank issues...