1. Tank Turret Rotation
2. Slow View Switching
3. Tank movement during view switching
4. Tank Crew Info
5. Target designation & communicating spotted threat to other human crew members
6. Tank Crew Selection
7. Tank Respawn Rate
Problem: tank turrent rotation is either too fast or too slow. Arrow keys for rapid movement difficult to reach and twitchy to manipulate. Mouse rotation is too slow and cumbersome for major rotation. No accurate middle ground.
Proposed solution: Permit holding the lean left-right buttons (Q and E usually) to rotate the turret at its maximum speed (but not to a preset destination - just continous rotation, like in the previous Red Orchestra titles). Permit this from any position of the tank if in tank commander role and no other humans in the tank.
Proposed solution: Permit holding the lean left-right buttons (Q and E usually) to rotate the turret at its maximum speed (but not to a preset destination - just continous rotation, like in the previous Red Orchestra titles). Permit this from any position of the tank if in tank commander role and no other humans in the tank.
2. Slow View Switching
Problem: It is fidgety and too slow to be practical in most situations. Going from gunsight view to say, the left turret slit view, requires moving the mouse wheel just the right amount of notches, waiting between the switch, then aiming correctly at the slit and clicking a mouse button. Then switching back again.
Proposed solution: More hotkeys for views. Desire to be able to move the view from gunsight to side slot, or turn out or whatever, with direct key presses. The view should not instantly switch - the animations should still be there. But without the fuss.
Alternatively: Make view change animation faster (less desirable).
Proposed solution: More hotkeys for views. Desire to be able to move the view from gunsight to side slot, or turn out or whatever, with direct key presses. The view should not instantly switch - the animations should still be there. But without the fuss.
Alternatively: Make view change animation faster (less desirable).
3. Tank movement during view switching
Problem: When driving the tank in the drivers position, switching to other position always abruptly halts the tank. This is impractical when driving off at the beginning of a round, then while racing in the open, wanting to switch to the commander/Gunner view to gun or look around - but not possible without AI driver halting tank and having to issue another "Move forwards!" order. Also causes disruptions to gunnery when reversing/driving sideways around obstacles
Proposed solution: AI driver continues whatever action was being performed (Such as full throttle forwards) when taking over. As such the tank can continue to race onwards to its destination smoothly while the player switches viewpoints
Proposed solution: AI driver continues whatever action was being performed (Such as full throttle forwards) when taking over. As such the tank can continue to race onwards to its destination smoothly while the player switches viewpoints
4. Tank Crew Info
Problem: No practical way to see the name of the other players in the same tank.
Proposed solution: Display the tank crew positions and their status permanently on the hud as simple text. One role per line. Will also let player know if a position is uncrewed in a more direct way than the tank-HUD overview does.
Proposed solution: Display the tank crew positions and their status permanently on the hud as simple text. One role per line. Will also let player know if a position is uncrewed in a more direct way than the tank-HUD overview does.
Commander: John
Gunner: AI
Driver: Jane
Hull Gunner: Empty
Gunner: AI
Driver: Jane
Hull Gunner: Empty
5. Target designation & communicating spotted threat to other human crew members
Problem: No practical way (as far as I know) to relay contacts or issue orders for gunner to attack certain target. VOIP currently required.
Proposed solution: Any crew position able to designate the direction of a threat by looking at it and pressing a button. Shows up as a line on the tank HUD overlay similar to when the tank is hit from a certain direction. Should be enough to make a commander able to tell another human gunner to face a certain direction.
Proposed solution: Any crew position able to designate the direction of a threat by looking at it and pressing a button. Shows up as a line on the tank HUD overlay similar to when the tank is hit from a certain direction. Should be enough to make a commander able to tell another human gunner to face a certain direction.
6. Tank Crew Selection
Problem: No practical way to invite only a specific other human into tank while blocking the rest.
Proposed solution: When other human tank crew member tries to join tank, display popup dialogue for commander "Permit PlayerJohn to join tank? Yes/No". People will allow their tank buddy to join while blocking any others.
Proposed solution: When other human tank crew member tries to join tank, display popup dialogue for commander "Permit PlayerJohn to join tank? Yes/No". People will allow their tank buddy to join while blocking any others.
7. Tank Respawn Rate
Problem: Tanks respawn within seconds, and it takes only a few more seconds to reach whatever destination on the map they were in previously. Destroying an enemy tank seems unrewarding in many ways because the tank will be right back anyway, and there will be barely a moments' peace for the own troops to take advantage of the destroyed enemy tank. Vice versa, there is almost no penalty for losing own tanks. The penalty for driving the tank into reckless death over and over is miniscule. These should be valuable assets to be deployed cautiously or risk being without tank support for a while.
Proposed solution: an absolute cap on how many times a vehicle may respawn during a round, or a much longer respawn timer. Or both.
Proposed solution: an absolute cap on how many times a vehicle may respawn during a round, or a much longer respawn timer. Or both.
Last edited: