Tank crewmen=useless role

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Mangley

FNG / Fresh Meat
Aug 7, 2011
244
105
0
Easy solution to tank crew roles:

If the number of tank commanders who do not allow human crew is equal to the number of tanks available. Then the tank crew class should not be available, and any people who have selected tank crew roles are forced to select a new class.

Easy solution to tank crew AI:

Cap the distance that the hull gunner can see. Give the hull gunner artificial inaccuracy to compensate for his god-like aim. Do not allow AI to operate the main gun if a human has recently changed positions from the main gun operator/commander position to prevent exploiting AI to automatically find enemy tanks and also to prevent AI from turning the turret when the player does not wish them to.
 

Squad Leader

FNG / Fresh Meat
Sep 26, 2011
167
56
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A tank crewman position wouldn't be useless if the TC wasn't useless. Goes hand in hand really.
 
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Dr.Atkins

FNG / Fresh Meat
Sep 9, 2009
251
90
0
That said, people should know that Squad Chat (default "P" key) acts as vehicle chat.

This holds true only in servers where there is 1 tank per squad. In maps like Gumrak you will spam the voice chat of your squad if you want to communicate efficiently with ur crew and this basically forces ppl to use 3rd party comms. TWI never seems to learn how to do things properly. We'll just have to wait for the mod teams once more to fix the stuff that TWI made badly.
 
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F

Field Marshal Rommel

Guest
Why no aiming with the mouse? That's the way it's done in most actual tank simulators.
This is not a simulator of any kind and mouse aiming willl be a ***** at 1,500 meters.



.
 
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Raneman

FNG / Fresh Meat
Jan 12, 2011
642
788
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Pro tip: you can talk directly to others in your tank by using squad voice chat.

Woah, all of that *****ing gone in one keybind!
 

Mike133

FNG / Fresh Meat
Sep 13, 2011
150
177
0
This holds true only in servers where there are 1 tank per squad. In maps like Gumrak you will spam the voice chat of your squad if you want to communicate efficiently with ur crew and this basically forces ppl to use 3rd party comms. TWI never seems to learn how to do thing properly. We'll just have to wait for the mod teams once more to fix the stuff that TWI made badly.

Sad but true...
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
This is not a simulator of any kind and mouse aiming willl be a ***** at 1,500 meters.

Hardly... it's far more accurate using a mouse to aim than using the keyboard that moves at a pre-determined speed, which in RO1 made me end up spending more time trying to get on target and causing me to take more hits than I used to in the mod.... and was one of the main things I hated about the tanks in RO1.

I'm all for allowing it to be an option to use either the mouse of the keyboard in your settings.... but I'll be Pee'd off real good if the turret aiming goes back to the keyboard.

You don't use the keyboard to aim your pistol, you don't use the keyboard to aim your rifle/smg, and you don't use the keyboard to aim the MG in transports or the tanks themselves.... why suddenly does it make sense to use the keyboard to aim the turret of the tanks??

1Of_These_Things.jpg

One of these things is not like the others.... one of these things just doesn't belong.
 
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Mike133

FNG / Fresh Meat
Sep 13, 2011
150
177
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Hardly... it's far more accurate using a mouse to aim than using the keyboard that moves at a pre-determined speed, which in RO1 made me end up spending more time trying to get on target and causing me to take more hits than I used to in the mod.... and was one of the main things I hated about the tanks in RO1.

I'm all for allowing it to be an option to use either the mouse of the keyboard in your settings.... but I'll be Pee'd off real good if the turret aiming goes back to the keyboard.

You don't use the keyboard to aim your pistol, you don't use the keyboard to aim your rifle/smg, and you don't use the keyboard to aim the MG in transports or the tanks themselves.... why suddenly does it make sense to use the keyboard to aim the turret of the tanks??

Because keyboard control is more similar to what they had in real life.....you think they have a mouse or joystick in those tanks? The keyboard feels more realistic....like the controls of an AAA gun or AT gun, where there is a crank for each axis of movement...similar to keys on a keyboard...
 

Cultivator

FNG / Fresh Meat
Mar 7, 2011
254
16
0
Siegfriedlinie/Germany
Because keyboard control is more similar to what they had in real life.....you think they have a mouse or joystick in those tanks? The keyboard feels more realistic....like the controls of an AAA gun or AT gun, where there is a crank for each axis of movement...similar to keys on a keyboard...

Thats the main point, why i would like to see it back in RO2. Fast and intuitive mouseaiming for the turret is just unrealistic for WW2 tanks.

But like you mentioned. On big distances its hard to adjust the scope with the keys. Perhaps it would be a option to intergrate a system which uses both mehods. Mouse for a fine(!) adjustment and the keys for main movement.
 
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Westernesse

FNG / Fresh Meat
Oct 11, 2011
406
68
0
The MG would be more useful on none tank vs tank maps if AI wasn't so amazing. It seems like having a driver + main gunner could be useful as you can move and shot. Then driver can switch to MG, if your standing still.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
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The keyboard feels more realistic....like the controls of an AAA gun or AT gun, where there is a crank for each axis of movement...similar to keys on a keyboard...
I'm not sure why you think a binary input like a key is even remotely similar, in either feel or results, to an analog input like a wheel. Would you want to steer a car with left and right buttons?
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
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Canadian in Australia
Because keyboard control is more similar to what they had in real life.....you think they have a mouse or joystick in those tanks?

What kind of an argument is that? Do you think they had a mouse or joystick to aim a rifle or run around?? :confused:

The keyboard feels more realistic

That's subjective.... it doesn't feel more realistic at all to me.

....like the controls of an AAA gun or AT gun, where there is a crank for each axis of movement...similar to keys on a keyboard...

Well if you want it realistic, why not hold down your left mouse button and move your mouse in a clockwise/counterclockwise motion to rotate left/right.... and then right mouse for up and down to simulate a crank?

If I move my mouse to a specific spot for targeting, it's the same as telling the crew to move the turret to that specific spot, as there is a delay in the movement...... realistic enough for me and gives me the accuracy I require.

If you want super realism, why not have your character hop down to reload the rounds by using a combination of keys and mouse movements?

There is a fine line between what's enjoyable for a game, yet realistic, and something being as realistic as possible, yet annoying and cumbersome towards gameplay.

I use my mouse to aim with everything else in the game and to shoot.... I use my keyboard for movement & everything else.... it's annoying to have the two switched around.

I use the same keys to move the tank as I use to move my soldier.... now I have to switch it up with my aiming now for moving.... what now happens when I want to direct my crew to move the tank if I'm using the same keys to move the turret?

I'll then have to bind those keys somewhere else on my keyboard, further making the system more screwed up.

Me no like.... bad medicine.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
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Nargothrond
While I would probably enjoy the spinning the mouse for turret traversing, unless something was wrong or was hit, the turrets on the T-34 and Panzer IV were motor driven - electric for the T-34, and hydrolic for the Panzer IV.

Hop in the tank in RO2 as gunner, but scroll out so you can see the inside of the turret. The Panzer IV has a wheel crank for elevation, but traverse is handled by sort of a multi-speed dial. The further off center you rotate, the faster. According to Panzer World, you could rotate between 0.08 degrees / sec to 16 degrees / sec. So it was like an analog control.

The T-34 in game actually has the switches for the traverse and elevation switched (gasp, show stopping bug that must be fixed before anything else!). Looks like a similar system, with the traverse switch in the left hand by your avatar. I would expect the elevation to also a hand crank.

Note, the T-34 has a traverse speed of up to 30 degrees / sec, twice as fast as the Panzer IV. You can get the fastest spin using the arrow keys, but it's still half the correct speed.
 
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Sir Reginald

FNG / Fresh Meat
Sep 7, 2011
311
71
0
there alot wrong with the tanks
1. they feel like hot air balloons
2. mouse control of the turret feels like a toy
3. bugs, like cant change positions , getting stuck to about anything if you touch them with the tank- walls - trees - building , spawn on top of each other
3 stuck in tank cant get out so you have to kill yourself then the tank is bugged or is damaged
Most of the fixes would be easy just take the tank models from RO
they were much better