Hints to be a better tanker

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Barber[FG]

FNG / Fresh Meat
Sep 11, 2011
196
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Albany New York
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- Don't camp at spawn or "Spawn Hill" as Soviets on Gumrak. You won't win in a long range cannon duel with the Panzer Iv. I don't know if it's by design, or the damage models aren't final, but the T-34 easily goes up with 1 shot, while the Panzer IV's seem to require multiple shots most of the time. What compounds this is the Panzer IV has a dedicated gunner that can either be very accurate AI aiming, or insta-hot switch from a player, which is faster than the T-34 commander / gunner going to the gun from an unbuttoned position.

It is absolutely intended that the Panzer Iv will win the slugfest at long range due to its thicker frontal armor and better gun. The other issue is that T-34 players often foolishly allow their driver hatches to be exposed when they camp; ignoring the advantages of having sloped armor, lower profile and overall better speed.

My biggest advice is, do not play the T-34 as you would play the Panzer IV. The T-34 is far better at moving around and staying low profile to deliver punishing flanking attacks. On Gumrak, in a T-34 I always drive along the edge of the map, and then dart for the sides of the un-suspecting Panzer IV
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
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Nargothrond
Looks like the latest update has fixed a lot of issues.

The Panzer IV can now rotate the turret from the commander's position, like the T-34 could.

The armor values have been tweaked so the PTRS can't penetrate frontally, and they fall better in line (T-34 survivability has increased).

And there's the whole changelog section for the vehicles.

Spoiler!



And I highly suggest checking out the official tank weak spot diagrams.
 
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Mormegil

FNG / Fresh Meat
Nov 21, 2005
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Nargothrond
Been a while since this has been updated.

Since the GOTY patch, the Panzer IV has had the bugs in the armor fixed, so it's no longer made of adamantium in some places. So engaging frontally is now a decent tactic. In the T-34 I typically aim just below the driver hatch to hit the ammo box.

The Panzer IV still has the edge on long range due to the better optics.


One BIG thing to mention is the AI no longer fires by default, has been reduced in accuracy so it's not so frustrating as infantry. I think this is a good thing. But now, as a tanker you must remember to remind your tank AI to "fire at will" or he won't take out that AT infantry making a bee-line to you from the front when you have your turret at 1 or 11 o'clock.

Do this with the "B" command key, and select "Fire at Will." Make sure you are commanding your tank when you do this (if you're a platoon tank commander or squad tank commander). In the Panzer IV this will also get your gunner to fire if you're in the commander / cupola position.
 

Mike_Nomad

FNG / Fresh Meat
Feb 15, 2006
5,024
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Actually the changes made to the PZ4 RUINED Tanking for many. I await the neccessry fixes to bring tanking back. It behaves more like a PZIII.

The T-34/76 behaves like a T-34/85. Sadly, the PZ4 dies more often than not with two shots from the T-34. The instant spawns for crew members in the T-34 and the shuffling around inside the PZ4 is also a joke.... while the PZ4 crew shuffles positions, the T-34 lays the parting shot into the PZ4 and its all over. Tanking now suxs for the Germans in RO2.
 
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Tig Ol Bitties

FNG / Fresh Meat
Sep 24, 2012
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Has Tripwire ever OFFICIALLY confirmed the supposed "weak spots" on Russian and German tanks? You'll get an earful of advice from virtually every player in this game who THINKS he's good at tanks but they vary from "hit the turret" to "hit the left hand side" to "hit the engine at the back."

In my experience, the results of tank vs tank battles (when exchanging blow for blow) is complete randomness. I hit tanks in the same spot from the same distance and get many one shot kills and then in other (virtually identical) scenarios, I seemingly need to hit it six or seven times before it explodes.

Tripwire, if you're reading this, can you confirm that the game is actually well coded for tank vulnerabilities in specific areas of the tank or should strategy instead focus on positioning and other factors and we can basically take a guess at which tank shell will actually get the kill?
 

Moskeeto

Moderator
Dec 29, 2011
2,681
8
38
Has Tripwire ever OFFICIALLY confirmed the supposed "weak spots" on Russian and German tanks? You'll get an earful of advice from virtually every player in this game who THINKS he's good at tanks but they vary from "hit the turret" to "hit the left hand side" to "hit the engine at the back."

In my experience, the results of tank vs tank battles (when exchanging blow for blow) is complete randomness. I hit tanks in the same spot from the same distance and get many one shot kills and then in other (virtually identical) scenarios, I seemingly need to hit it six or seven times before it explodes.

Tripwire, if you're reading this, can you confirm that the game is actually well coded for tank vulnerabilities in specific areas of the tank or should strategy instead focus on positioning and other factors and we can basically take a guess at which tank shell will actually get the kill?
http://forums.tripwireinteractive.com/showthread.php?t=79101&highlight=tank+heads
 

Tig Ol Bitties

FNG / Fresh Meat
Sep 24, 2012
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Thanks. Penetration calculation and its complexity would probably explain the inconsistent results.
 
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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
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Tripwire, if you're reading this, can you confirm that the game is actually well coded for tank vulnerabilities in specific areas of the tank or should strategy instead focus on positioning and other factors and we can basically take a guess at which tank shell will actually get the kill?
Both. Here's a sample of the vehicle hit location data for the Panzer 4:
Code:
	VehHitZones(0)=(ZoneName=ENGINEBLOCK,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Engine,ZoneHealth=100,VisibleFrom=14)
	VehHitZones(1)=(ZoneName=ENGINECORE,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Engine,ZoneHealth=300,VisibleFrom=14)
	VehHitZones(2)=(ZoneName=AMMOSTOREONE,DamageMultiplier=100.0,VehicleHitZoneType=VHT_Ammo,ZoneHealth=10,KillPercentage=0.4,VisibleFrom=5)
	VehHitZones(3)=(ZoneName=AMMOSTORETWO,DamageMultiplier=100.0,VehicleHitZoneType=VHT_Ammo,ZoneHealth=10,KillPercentage=0.3,VisibleFrom=9)
	VehHitZones(4)=(ZoneName=AMMOSTORETHREE,DamageMultiplier=100.0,VehicleHitZoneType=VHT_Ammo,ZoneHealth=10,KillPercentage=0.3,VisibleFrom=10)
	VehHitZones(5)=(ZoneName=AMMOSTOREFOUR,DamageMultiplier=100.0,VehicleHitZoneType=VHT_Ammo,ZoneHealth=10,KillPercentage=0.3,VisibleFrom=10)
	VehHitZones(6)=(ZoneName=AMMOSTOREFIVE,DamageMultiplier=100.0,VehicleHitZoneType=VHT_Ammo,ZoneHealth=10,KillPercentage=0.3,VisibleFrom=6)
	VehHitZones(7)=(ZoneName=AMMOSTORESIX,DamageMultiplier=100.0,VehicleHitZoneType=VHT_Ammo,ZoneHealth=10,KillPercentage=0.3,VisibleFrom=5)
	VehHitZones(8)=(ZoneName=FUELTANK,DamageMultiplier=10.0,VehicleHitZoneType=VHT_Fuel,ZoneHealth=200,KillPercentage=0.3,VisibleFrom=15)
	VehHitZones(9)=(ZoneName=GEARBOX,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Mechanicals,ZoneHealth=100,VisibleFrom=1)
	VehHitZones(10)=(ZoneName=GEARBOXCORE,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Mechanicals,ZoneHealth=200,VisibleFrom=1)
	VehHitZones(11)=(ZoneName=LEFTBRAKES,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Mechanicals,ZoneHealth=25,VisibleFrom=5)
	VehHitZones(12)=(ZoneName=RIGHTBRAKES,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Mechanicals,ZoneHealth=25,VisibleFrom=9)
	VehHitZones(13)=(ZoneName=TRAVERSEMOTOR,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Mechanicals,ZoneHealth=15)
	VehHitZones(14)=(ZoneName=TURRETRINGONE,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Mechanicals,ZoneHealth=10,VisibleFrom=13)
	VehHitZones(15)=(ZoneName=TURRETRINGTWO,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Mechanicals,ZoneHealth=10,VisibleFrom=9)
	VehHitZones(16)=(ZoneName=TURRETRINGTHREE,DamageMultiplier=1.0,VehicleHitZoneType=VHT_Mechanicals,ZoneHealth=10,VisibleFrom=10)
That's only 1/3rd of them. There are also 47 armor plates and 58 armor hit zones.

What happens when you hit the zones isn't set in stone, though. A hit to an ammo store, as you can see up there, has a 30% chance to multiply the damage (which, on an ammo store, will destroy the tank outright) so even hitting the weak point isn't a sure thing...unless, of course, you can line up the shot through multiple ammo stores and roll for each one :D
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
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Nargothrond
Has Tripwire ever OFFICIALLY confirmed the supposed "weak spots" on Russian and German tanks? You'll get an earful of advice from virtually every player in this game who THINKS he's good at tanks but they vary from "hit the turret" to "hit the left hand side" to "hit the engine at the back."

Don't forget about the official ammo and engine locations.

tank_pz24_page_2.jpg


tank_t34_page_2.jpg