Tank turret & gun control

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Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
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Could be a server option, but it would be confusing to have different keyboard configurations depending on server.

Well it wasn't possible to use the mouse for turret control in RO:Ost at all, and it shouldn't be in RO:HOS either. I'm talking about not giving people the option to choose between either method, cause as soon as it becomes competitive (and it does for all in the end) then everyone will be using what is most effective - and in competitive battle lightning fast target acquisition, however stupid or jerky the movements may be, will always win out over immersion & realism.

Therefore people might as-well choose now what they'd like to see, realistic tank combat, or arcade World of Tanks tank combat.

Finally let me give people yet another reason why mouse control would ruin tank combat: We all know that atm it is all but impossible to fire the main gun accurately on the move in a tank in RO:Ost, just as it was in reality. Well with mouse control firing accurately on the move suddenly becomes VERY easy, as stabilizing the sights by use of the mous is much easier than trying the same with keyboard buttons, as I'm sure you are all aware.
 
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Nikita

FNG / Fresh Meat
May 5, 2011
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I'm all for using the WASD keys to traverse the turret, or at least order the driver around while the arrow keys traverse the turret. There are plenty enough keys on a keyboard to go around, after all, so the WASD keys being "taken up" is a non-issue. I'd rather use UHJK than the mouse.

As for the learning curve, this was it for me:

I selected a tank class, ran up to a tank, pressed z. Drove until I saw an enemy. Got in the turret. Moved the mouse. Nothing? Tried WASD. That worked.

Elapsed time? Maybe three minutes. With training missions now included, it'll be even less. Another non-issue, in my opinion.

Tripwire says they want to include all the "meat and potatoes" realism that contributes to excitement and gameplay. I absolutely love the feeling of terror when I realize I've been flanked by a T34 and need to traverse the turret 90 degrees. I punch that "A" key and mash it down, wincing as the first enemy shot goes glancing off my turret. I can imagine my character desperately manipulating the traverse controls; I see my barrel turning ever so slowly towards the enemy.

With a mouse, this is what that feeling becomes:

I realize I've been flanked. I move the mouse until the T34 is in view, then I wait until the barrel bothers to catch up with my point of view.:(

My vote's for WASD, or at least arrow keys. 100%.
 
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Rrralphster

FNG / Fresh Meat
Mar 4, 2006
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So we really have to make a choice here, what do we want ?

1.) Arcade turret control with lightning fast & easy target acquisition and jerky turret movements by use of mouse control, at the cost of immersion.

or

2.) Realistic turret control, following the general rule of traverse then elevate by use of the WASD keys. Not quite as fast as mouse control, but easy enough to learn, effective and most important of all very immersive.

It's our choice really, we are the consumers, and as such we have a say in this. Tripwire is known as a company with a concious, so if we let our opinion be known here I am sure they will listen and conform to the wishes of their fans.


If it is our choice, why dictate either of them?
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
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If it is our choice, why dictate either of them?

How is either method dictated? It's up to people themselves what they want, I'm not telling them what to choose, I'm telling them it's their choice.

If you prefer the arcade method by using the mouse, fine, let that be known. No'one is telling you what to choose, it's a free world.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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I don't think he means about choosing a method such as in your poll, but being forced to one way or the other once actually in the game. You seem to imply that it must be one way or the other in game. I think...
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
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I am not usually against the idea of being able to choose, but in this case it just wont work because of the fact that control by mouse will be much faster than control by keyboard, and as such once people become competitive (and they always do), they will all opt for the control by mouse method.
 

cameron.

FNG / Fresh Meat
Jan 2, 2011
46
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If using a mouse gave such a major advantage as you suspect it seems a far better solution to try and solve the problem of balance through limiting some aspects of mouse use rather then completely get rid of the option.

Some simple solutions could be limiting how far the mouse can move away from the current position of the turret or slowing the speed of the turret slightly depending on how much of an advantage it gives. More precise limitations could also be put in place if the reason for the mouse giving these huge advantages was discovered.
 

cameron.

FNG / Fresh Meat
Jan 2, 2011
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Because some-people prefer to use the mouse to aim, and it seems easy enough to accommodate those people without anyone-else losing anything
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
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Glasgow, Scotland
IF both methods are optional then everybody will be accomodated, but if not, the guys who use the WASD method (as in RO) will lose out.
I honestly don't know whether i will like the mouse aim or not, i will just have to wait and see, but i would like the option to use WASD if i don't like it.

I think mouse aim has been added so the commander can order/show the AI/Bots where to aim/shoot by simply clicking a spot on the screen, the AI will then turn/elevate the turret and shoot at that spot.
This might be a good idea if you want bots in your tank, but it doesn't suit the solo player, and who the hell wants bots in their tank in the first place? they are so unreliable.
 
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kainhall

FNG / Fresh Meat
Jun 30, 2010
225
174
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i know why they switched this....

you need a way of telling the AI driver GO! or STOP! or BACK!...so you press the arrow keys liek in arma 2.

i dont like this as the AI in A2 cnat pathfind for ****. abrims get stuck behind little fences, humvees get jammed up.

hopefully RO2 will be like A2, but not. if you know waht i mean. take the best from both!


im kinda scared to see RO2...mosue control of the turrent, smaller maps, more action basied.

i wnat the FUC KYOU NOOB style RO1 had back.

and even on maps like blakc_day_july, people used hte voice system to communicate!

i still think a radius/radio basied voice chat would be a good idea, but thats anotehr thread!
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dman you major day...you got to it first. good call, like minds think alike....
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ANOTEHR IDEA!!!!

the mosue indicatior thing, thats how fast the turrent will move, so its liek a joy stick mosue. so its NOT choopy like A2 or BFBC2. its even smoother then using the keyboard!

now im warming up to this idea!
 
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kainhall

FNG / Fresh Meat
Jun 30, 2010
225
174
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explaning the above post a bit more....

basicly...remember when we calibrated your joystick...and hte little black x was in the center. when you moved the joystick to teh far left, teh black X moved to the far left. middle = middle.

basicly the same thing in RO2.

the farther you move it, the faster the turrent will move. the closer you get it, the slower it will move, so you can geteven more accurate shots then RO1.

however...how will you ever find center again?

SULITION!

mosue is bacily a joystick....X and Y axis

left button = DEAD IS2!
right button means RECENTER AND STOP TURRENT MOVEMENT!!!

beccaue you will sue the scrool wheel to to teh view (hatch, parascope, interior, optics, zoomed optics like on teh one panther) you really cant COD style aim.

this system is what im going to use.....TWI should follwo the same basic thing.