It'd be funny if they did implement exiting tanks, but gave it the proper animation for it. The lengthy time of crawling through the tank, through hatches, and up/down from the tank, all the while exposed to enemy fire and unable to do anything. All so you can walk around with a pistol instead of operating your heavily-armed tank. You can't get out quick enough to deal with enemy infantry (Who would murder you while you're trying to get out), and nobody would take the minute-plus of wasted time to get out, creep forward, scout out an area, creep back, get back in, and them move out. Hell, you'd spend more time getting in and out of your tank than you would waiting for a respawn.
It'd be funny simply because of how little it would be used. Of course, that makes the time spent to animate it a complete waste of time for a feature that would have little to no use.
But then again, superficial things like this seem to be a huge deal to some people. It's like the people arguing that the aesthetic of fixing and removing a bayonet is absolutely needed and its lack kills the game. It's an absurd overstatement.
I also find it amusing that this topic inverts the comparisons to other games. On most topics, "CoD/BF did this" is considered an insult, a simple shorthand for "this is a bad idea." Then this topic comes up and suddenly it's a good thing. Personally, I like comparing the tank handling to actual tank sims where, unsurprisingly, they don't include the ability to get out of the tank... Because it's something that is not done. There's a reason real-world tankers have the phrase "death before dismount." Let the crunchies do the walking.
I never was comparing the tank handling to other games, I had simply said that other games allow for you to get in and exit heavy vehicles, such as the military simulator ARMA.
And the bayonets aren't even part of this discussion, but for the sake of argument and go ahead and say we should be able to detach and reattach them at our will, what happened to realism where we could chose our loadouts?
Once I get to level 50 with the STG44 ill have no way to take off that hideous ****ty scope, which isn't cool.
The problem here is that tripwire can't implement features that have been around just as long as the first red orchestra very well, They are very bipolar.
Those are 2 features I expect to have when I buy a shooter, is the customization and freedom of my loadout and the battlefield.
I wish tripwire knew what they were doing a little more, because they game player numbers clearly show that they don't.
Just my 2 cents.
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