I think we lost many of the tread heads over the first couple years because of lack of vehicles. Just my opinion of course.
And thanks...![]()
Correct.......and maps to go with them.
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I think we lost many of the tread heads over the first couple years because of lack of vehicles. Just my opinion of course.
And thanks...![]()
Not fixed,also possible on P4.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.
Also, remove the PZB exploit from russians. It is not intended to be that way. It makes no sense at all. Remove it.[/B]
What exploit?
Also, remove the PZB exploit from russians. It is not intended to be that way. It makes no sense at all. Remove it.
What exploit?![]()
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.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.
...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....
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.Cast steel also "spalls" when hit,
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.
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.