Solo crew tanks with AI MG or without

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Solo crew tanks with AI MG or without

  • Tank with AI MG

    Votes: 28 28.0%
  • Tnak without AI MG

    Votes: 72 72.0%

  • Total voters
    100

undead10000

FNG / Fresh Meat
Sep 2, 2011
23
4
0
Mostly i hate tanks because their AI MG have so good accuracy that they can shoot at any range with small burst with 100% accuracy.

They even shoots trough smokes.
 
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Teufel Hund

FNG / Fresh Meat
May 31, 2006
261
21
0
I think the accuracy may need some tweaking, but they should definitely keep the AI. Human tank crew are simply too frustrating 90% of the time.
 
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Wookie87

FNG / Fresh Meat
Sep 28, 2011
143
25
0
UK
I still think they should be left in, but the AI accuracy not only needs to be reduced more, but the hull MG's reaction time needs to be toned down too. I recall the Bow MG has a fairly small FOV has to look through to find targets, so situational awareness should be reduced for the AI.
 

LordKhaine

FNG / Fresh Meat
Dec 19, 2005
1,008
120
0
UK
I think pretty much all the people who answered "without" in this, would really prefer the MG AI to instead be toned down to human levels.
 
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Vesper11

FNG / Fresh Meat
Sep 19, 2011
201
68
0
Yep, its not about not being able to get into tank (tanks are pretty unpopular compared to marksman, elite riflemen and assaults) its about turning off hull MG AI. I'm quite sure that people who want hull MG AI off have very little expirience with random crewmen. MG AI reaction time (and accuracy, a bit) should be toned down, but unless some major changes are made to the tank crew system, "allowing crew" shouldnt be "forced".


p.s. Its very easy to take down t-34 with PTRS at the moment. Ask you mates (or change your class) to take down the tank and stop running in front of it. Its a freaking tank, not a box of bolts! Its the only thing the perfect future cyborg soldiers fear in RO2.


edit:
It would be nice if there was "required" training for tank crewmen/commander, so you'll have to learn that:

As a driver:
1. You should use incremental throttle, and keep speed at about 75% to allow gunner to aim properly.
2. Learn that reloading takes about 6 seconds, so you should start maneuvering after you your gunner makes a shot and no longer than 4-5 seconds, so the gunner will have a second to correct his aim before the reload completes, or 2 seconds or even more if you've made a sharp turn.
3. Rotate your tank so the hull mg faces the location you expect enemy infantry from, or face enemy tank if you see it and you dont have time/distance to maneuver.

As a gunner:
1. Learn how to use periscope/commander cupola (and a little test where your tank is attacked from random directions).
2. Be able to destroy enemy tank in a few shots (~15 shots for 5 tanks test).
3. A small course on killing infantry behind cover with HE shells.

As a commander:
1. Complete both gunner and driver training. OR wait 20 seconds after the start of the round (10 seconds for those who completed gunner or driver training).

As a hull machine gunner:
1. Nothing.

p.s. Actually, it would be nice if every class... ok, not every - people hate tutorials, but at least SL, commander and (maybe, optional?) engineer (and AT guy) required some training too.
 
Last edited:

MarioBava

FNG / Fresh Meat
Jun 8, 2006
810
191
0
AI MG in. It's better than it was. Maybe imperfect, but I'd rather have a scary hull MG than none at all. It motivates me to act like there is a freaking crewed tank, a deadly presence, on the battlefield.

The hull MG is, as far as combined arms combat goes, a huge part of the tank's presence on the battlefield and I don't like the idea of tanks in the game almost never having a hull MG, which is how it would be if there were no AI MG for tanks.

However, I also don't think commanders should get credit for the hull MG's kills. If it was a human, that crewman would get credit, no? So why does the Commander in the case of no crewman get credit?
 
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Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
Whats wrong with taking a leap of faith and making a game that either demands teamwork, or makes it so much more viable. As of now one only bother teamwork if they really feel like it, and the players know this, and as such couldn't be bothered to teamwork unless pushed prodded and prompted.
 

Teufel Hund

FNG / Fresh Meat
May 31, 2006
261
21
0
However, I also don't think commanders should get credit for the hull MG's kills. If it was a human, that crewman would get credit, no? So why does the Commander in the case of no crewman get credit?

In RO1, everyone in the crew got credit for kills made by any other crew members. Haven't tested this in RO2 yet, but I assume it's the case as well.
 

redbeard

FNG / Fresh Meat
Sep 29, 2011
49
8
0
+1 to banning aimbots from human only servers.

As long as it's easy for people to take tank positions (at any time, if they're not already manned), I can only see benefits of removing the aimbot. They are absolutely ridiculous in a number of positions/maps.
 

Adenru

Member
Oct 21, 2011
247
2
18
Hehehe, you think machine-gunner AI is evil, but you seem to sit at the main gunners place and do not know about the main problem.
AI main gunner can spot enemy 360 degrees around him. Now I do not even have to look for them.
 

LordKhaine

FNG / Fresh Meat
Dec 19, 2005
1,008
120
0
UK
Save the Teamplay, disable all the Tank-Bots!

Yeah good idea. Let's make 99% of the tanks on public servers unable to do more than one thing at a time :rolleyes:

If you disabled all the bots that's what would happen. People would still man the tanks alone because of the high chance of a team mate on a public server being worse than useless. We'd basically have the same situation as in RO1. Which would be a huge step backwards.
 

gibonez

FNG / Fresh Meat
Sep 18, 2011
21
44
0
I really want the AI completely gone. Aimbots have no place in a multiplayer game y'all. Also, it takes away all incentive for teamtanking.

Amen.

I only plan on tank free servers now however. AI gunners drove me insane.
 

undead10000

FNG / Fresh Meat
Sep 2, 2011
23
4
0
I still think they should be left in, but the AI accuracy not only needs to be reduced more, but the hull MG's reaction time needs to be toned down too. I recall the Bow MG has a fairly small FOV has to look through to find targets, so situational awareness should be reduced for the AI.

Why drop accuracy when you remove all tank AI and make it complete human controlled.
It would be much better if you are alone in the tank you are controlling the tank by all of your self like you can do now with tank AI, just pressing 1 to drive, 2 to controll main gun, 3 to front MG it's that easy and makeing infantry maps with 1 or 2 tanks more playable.
 

Avtomat

FNG / Fresh Meat
Oct 31, 2011
359
80
0
Hungary
I do hate the aimbot machinegunner, but killing all the AI out of the tank is ridiculous.
For example if you have nobody you can thrust on the server, the AI driver is awesome.
As for the mouse controlled turret, I hate it too. I wish you could map it to other keys on your keyboard like the NUM keys or the arrows.

I had tons of encounters with imbeciles charging into my tank in RO:Ost and DH completely fu*king up the gameplay for me and the tanksupport for others in the server.
It for example 2 days ago my friend and I + a random guy called something like HARR or whatever played DH in a sherman and we weredoing pretty good. my friend as driver, I command/gun and HARR as hull mg. My friend and I swithed position after each time we died so everyone has his opportunity to command the tank his own way.
That ended when MR.HARR the imbecile thought it would be cool if he went commander- We had no Comms with him , no nothing. so we asked him to get out of the commander pos. He basicly sayed fu*k you guys I'm staying, next time ask more politely, then he went as far as typing in teamchat : if you guys don't have tanksupport , say thanks to Ernst barkmann and Avtomat. then we had to take the other Sherman wich was being used by somebody else before, and we felt like two as*holes for taking his tank.:mad:



I think there should be somekind of system that enables the tank commander to invite people into his tank for teamplay.
When you spawn as a tank and you and selected "No other people can get in as tankcrew." Then you should be able to select people who YOU want to enter your tank.
Just a thought...
 
Last edited:

Amizaur

FNG / Fresh Meat
Aug 18, 2006
275
3
0
45
Gdansk, Poland
Maybe make them soothing only from very close ? Like inside 20m ? And also less accurate ? They would work mainly in self-defence then.
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
0
Deutschland
Yeah good idea. Let's make 99% of the tanks on public servers unable to do more than one thing at a time :rolleyes:

If you disabled all the bots that's what would happen. People would still man the tanks alone because of the high chance of a team mate on a public server being worse than useless. We'd basically have the same situation as in RO1. Which would be a huge step backwards.


So you only need to sit down in your tank turret (maybe in in the gunner seat) and let the AI do everything for you? Thats lame, you get all the scores and do nothing, maybe you park the tank at a tatical point (maybe the enemy spawn?).

Of course, i hate it when noobs or idiots are entering my tank and do nothing than chaos, but aimbots in a multiplayer battle are really lame.

If you locked your tank nobody can join, that would be no teamplay, but it will be better than all this aimbots in the tank.

I like this idea, too: invite your friend(s) and drive a tank only with them (no other can join it)

However, the AI isn