Tank Improvements

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

MikkOwl

FNG / Fresh Meat
May 15, 2009
233
57
0
Sweden
1. Tank Turret Rotation
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.

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).

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

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.
Commander: John
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.

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.

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.​
 
Last edited:
  • Like
Reactions: [GD] Vernichter

MarioBava

FNG / Fresh Meat
Jun 8, 2006
810
191
0
1. Tank Turret Rotation
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.

I actually find no problem with rotating the turret with the mouse. I've found I can rotate the turret at maximum speed by just keeping/"throwing" the cursor well ahead of center (it require rapid flicking of the mouse, but this does not feel too hard to do as it sometimes does in other games...I like the way the tracking cursor feels). Then again I use a Mouse Bean that gives me a nice pivot for that type of movement.
 

Lionel-RIchie

FNG / Fresh Meat
Mar 29, 2006
701
8
0
36
TN, US
Agree with most of that, but not sure about Tank Locking.

One of the more irritating things about tanking in RO1 was the selfish lone wolf tankers. They keep using the tanks as stationary artillery and get killed because they're not able to maneuver when an enemy tank approaches. However, if you DARE jump in to help they stop the tank and scream "GET OUT" like a kid in a supermarket until you leave the tank.

I understand that some people may not be the best co-pilots, but a locking mechanism will cause the extremely prideful (which there is no shortage of on the internet) to destroy team tanking.
 

CaptHawkeye

FNG / Fresh Meat
Jun 23, 2009
131
93
0
Trust me, they've probably heard it all a thousand times before. And no, it won't affect their development or force their hand.
 

MikkOwl

FNG / Fresh Meat
May 15, 2009
233
57
0
Sweden
I actually find no problem with rotating the turret with the mouse. I've found I can rotate the turret at maximum speed by just keeping/"throwing" the cursor well ahead of center (it require rapid flicking of the mouse, but this does not feel too hard to do as it sometimes does in other games...I like the way the tracking cursor feels). Then again I use a Mouse Bean that gives me a nice pivot for that type of movement.
I personally have carpal tunnel syndrome, and find having to throw the mouse rapidly to a side makes my wrist problems worse. It is rather cumbersome compared to holding a single button with the left hand for a brief moment (Q and E - if using WASD setup, it would be soooo easy and practical). Don't forget also that this is meant to work for a commander even when not in the gunner seat - i.e. can be in the drivers seat, moving your tank where you want it, and meanwhile be able to move the turret the way it should be. Real tanks have no problems carrying out multiple orders simultaneously. It just lacks in AI crewed tanks in RO2.

Agree with most of that, but not sure about Tank Locking.

One of the more irritating things about tanking in RO1 was the selfish lone wolf tankers. They keep using the tanks as stationary artillery and get killed because they're not able to maneuver when an enemy tank approaches. However, if you DARE jump in to help they stop the tank and scream "GET OUT" like a kid in a supermarket until you leave the tank.

I understand that some people may not be the best co-pilots, but a locking mechanism will cause the extremely prideful (which there is no shortage of on the internet) to destroy team tanking.
In RO2, it is simply not possible to speak to anyone else in the tank through the game. The tank performs much, much worse with two or more strangers crewing a tank together because of this compared to just a single human tank commander with an AI crew. I play(ed) both games and think that Tripwire did a great job on the tanks & AI crew in RO2 compared to the empty tanks of RO1.

Another reason not to be alarmed is that every guy that goes into a tank (which is not really neccessary) means one less foot soldier to defend or capture objectives. If they don't help out by being tank crew, it makes more sense to get more foot soldiers instead.

I agree on all points. Good suggestions. Now if only TWI devs would read them.
Trust me, they've probably heard it all a thousand times before. And no, it won't affect their development or force their hand.
Don't worry, I am sure they read them carefully and consider any good ideas. They want to make their game as good as they can. That means more enjoyment, more pride, and more money & future employment. :) Only fools would ignore this stuff.
 

CaptHawkeye

FNG / Fresh Meat
Jun 23, 2009
131
93
0
No what i'm saying is it's a good thing they don't listen to forumites. They're not very smart people.
 

Lionel-RIchie

FNG / Fresh Meat
Mar 29, 2006
701
8
0
36
TN, US
In RO2, it is simply not possible to speak to anyone else in the tank through the game. The tank performs much, much worse with two or more strangers crewing a tank together because of this compared to just a single human tank commander with an AI crew. I play(ed) both games and think that Tripwire did a great job on the tanks & AI crew in RO2 compared to the empty tanks of RO1.

Another reason not to be alarmed is that every guy that goes into a tank (which is not really neccessary) means one less foot soldier to defend or capture objectives. If they don't help out by being tank crew, it makes more sense to get more foot soldiers instead.

Isn't Squad chat the replacement for vehicle chat in RO2? That allows intersquad communication. The problem is there is no identification of your fellow crewmates right now, so you don't recognize names as easily.

And you say another guy in a tank is unnecessary, but with proper communication, a tank with competent crew members is much more efficient than a lone-wolf "stationary turret."

My problem is with the elitist personalities that will turn a lock function into a "THE TANK IS MINE, GO AWAY" function that will shun teamplay for the sake of their gigantic egos.