Tanks - The Good, The Bad and the Beauty.

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Dr.Atkins

FNG / Fresh Meat
Sep 9, 2009
251
90
0
Just posted my own thread on tank damage cause I missed this one. Basically says the same as yours, except with a bit more detail. Feel free to grab stuff from there if you so choose.

Best wishes,
Daniel

Indeed you had good points. I added the topic to the issue nr. 15.

Some seem to have misunderstood the tank being sponges issue. It is the post-penetration damage that is too mild now. Those that know where to hit the tanks and get 1-shot-1-kills will eventually run in to the sponginess when they face ppl who put their tanks to hull-down and when the engagements happen over 900m distances.

Anyway, I suspect that TWI made the tanks this way for a reason, and the reason being wider players base. Casual players might not like to drive 2 to 5 mins just to get knocked off with 1-2 shots like in DH. Now even the casual players can shoot at least few times before the their tank is destroyed.
 

EvilAmericanMan

FNG / Fresh Meat
Nov 27, 2005
1,331
168
0
31
Palm Coast, FL
Ridiculous. I just got completely destroyed from the front by an AT gunner from god knows where on commisars house in a T-34. He did it completely on his own, no help from the enemy tanks. The very next life, I get an absolute perfect shot at a Panzer, and another AT gunner fires five shots almost simultaneously, and when the chaff clears, everyone but my gunner and loader are dead and my turret is jammed. Inches away from shooting the panzer. This was at very close range but I was under the impression that an AT gun doing any damage at any range to the front of a T-34 is an absolute joke. I can see it jamming the turret as the T-34s turret was poorly designed. And maybe it would be able to penetrate the drivers hatch and the viewport of the hull MG gunner. But this guy shot his entire magazine in about a second flat. He was not aiming. I have serious doubts he should have done any ****ing damage to my tank. I also experienced a few damage sponge tanks in my play session today, even as a PZ IV, and I have no idea why this tank code is not fixed still. Its obviously broken somehow.
 
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Sir Reginald

FNG / Fresh Meat
Sep 7, 2011
311
71
0
German AT can take out a T34 at over 250m from the front .
Russian AT it all most impossible HURT a German P4 at 10m in the front or side or back
How i know, i tried
The longest range i have taken out a t34 with a German AT is 256 m
What make it so hard to take a German tank is the sweet spot is low on the hull
The Russian sweet spot is the turret , it hard to hide the turret
and fire
So while the Germans can go hull down , the Russians going hull down is a little use
The only thing the Russian tanks going for them is they are a little faster but most of the map are too small for that to be of any use
 
F

Field Marshal Rommel

Guest
In RO2 you can also angling your tank. Try it on 11 o clock.
What happens if you are angled at 11 o clock and I shoot at your turret?



Dr.Atkins said:
It is the post-penetration damage that is too mild now...Anyway, I suspect that TWI made the tanks this way for a reason, and the reason being wider players base. Casual players might not like to drive 2 to 5 mins just to get knocked off with 1-2 shots like in DH.
The problem with this mild damage is that it is unrealistic and it feels like shooting solid shot 20mm or 37mm weapons at each other as someone mentioned here:

[URL]http://forums.tripwireinteractive.com/showthread.php?t=67615[/URL]



EvilAmericanMan said:
And maybe it would be able to penetrate the drivers hatch
The driver's hatch is just as thick or even slightly thicker than the glacis so no.



Sir Reginald said:
German AT can take out a T34 at over 250m from the front. Russian AT it all most impossible HURT a German P4 at 10m in the front. The longest range i have taken out a t34 with a German AT is 256 m.
Its overpowered folks just like in the first RO. It should not penetrate or hurt the front hull/front superstructure/glacis/front turret/mantlet of the T34 or P4 at 2 (two) meters. Doing this at 256 meters is just an unrealistically sick joke.
 

Zaltehook

FNG / Fresh Meat
Sep 4, 2011
37
13
0
Very well listed and comprehensive write up of the problems plaguing tanks right now, OP. +1 and thank you for that.

I'm especially peeved at the complete and total lack of communication options for tank crews. ROOST had an excellent text and sound clip comm system for vehicle commands and vehicle alerts, I don't understand why HoS does not (Barring perhaps "lack of time to finish the game"). It allowed those without a mic or those not wanting to talk over others/add excessive chatter to mic comms to quickly give out movement commands or attack orders/alerts to other players in the tank. The complete lack of such a feature makes successful, mic-less tank co-op nearly impossible and counterproductive. The lack of color matched team and vehicle "typed out" text only compounds the problem, as it's very hard to tell if your crewman has typed something out amongst all the other assorted white text scrolling by.

Until we've got some proper comm tools to work with other players who have no mics I'll be solo tanking, as any other method is far less effective on average.
 
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Ballacraine

FNG / Fresh Meat
Sep 24, 2011
11
0
0
Just press A or D and the tank spins? Or did I just misunderstood what u meant?

So for instance, if I wanted to spin anticlockwise I would press & hold A?
It is so slow that way!
Right track forward left track back should spin you much faster than that.

( Vice versa for clockwise, obviously. ;) )

I think I am rooting for a static clockwise & anticlockwise spin binding, really.

Balla. :cool:
 

Sir Reginald

FNG / Fresh Meat
Sep 7, 2011
311
71
0
YES !!! i got a kill as a Russian AT
13 shots at 33 m in the sweet spot bottom of the Hull
but maybe some help from a Russian tank but i got the kill !
 

MikkOwl

FNG / Fresh Meat
May 15, 2009
233
57
0
Sweden
YES !!! i got a kill as a Russian AT
13 shots at 33 m in the sweet spot bottom of the Hull
but maybe some help from a Russian tank but i got the kill !
It is tricky. The only way I've gotten kills so far is by shooting through the driver's view slit, or the hull gunners. Every time one hits there, a kind of little explosion goes off at their tank (I wonder why?). A miss gives a loud plonk sound even from hundreds of meters. Anyway, after several shots into the slits, the tank seems to be able to bloooow the hell up. I wish I knew more on how to shoot at them. De-track them, disable gun etc.

So for instance, if I wanted to spin anticlockwise I would press & hold A?
It is so slow that way!
Right track forward left track back should spin you much faster than that.

( Vice versa for clockwise, obviously. ;) )

I think I am rooting for a static clockwise & anticlockwise spin binding, really.

Balla. :cool:
I don't think it is possible for tanks to make the tracks go in opposite directions. They work like cars with manual transmission do as far as I know, except instead of a steering wheel and brake pedal, there are two 'arms' - these are the brakes for left and right track respectively. There are also clutches for each track but I don't know what operates them. Maybe tied to the steering 'arms' brakes. They use the gas pedal and a clutch pedal like normal manual cars.

Rev up, put in first gear (a shift lever), let the clutch up and off you go. Then keep gearing up as picking up speed. To stop, pull both brake levers and hold the clutch down to avoid stalling the engine. To turn, apply brake on one side (and clutch too however that works).

To steer when 'static', the driver revs up the engine slightly, applies full brakes on one side, then lets the clutch up a bit to make the other track start rolling forward. The tank turns almost completely static - a slight forward movement. Compensate by putting into reverse gear and steering the opposite way - moving the tank slightly backwards.

Tanks have a problem with losing a lot of speed when turning, due to having to apply brakes, and the massive friction of the big treads being forced to slide sideways.
 
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Dr.Atkins

FNG / Fresh Meat
Sep 9, 2009
251
90
0
30. Aiming is misaligned, sometimes, for no apparent reason. The tank just shoots 10-30m side of the point where it should land. So the shell leaves about 1cm from the center of "crosshair". And there is no way of knowing when this happens, until u shoot. I think it resets if u move the tank a bit and turn.
http://forums.tripwireinteractive.com/showthread.php?t=66164[url]http://forums.tripwireinteractive.com/showthread.php?t=66164[/URL]
wake up shared some light on this issue in the Tactics section:

[url]http://forums.tripwireinteractive.com/showpost.php?p=916304&postcount=48[/URL]

At ROI, the sights didn
 

Knochensack

FNG / Fresh Meat
Aug 31, 2011
103
20
0
Hamburg, Deutschland
Anyone else not happy with the range/meter scale in the optics? Sometimes I shoot an enemy tank at about 900m without aiming above oder adjusting the scale. Laser beam. But somestimes, I have to adjust it correctly just like in RO or DH. Aiming with tanks is far to easy imho.
 

The Beast (nl)

FNG / Fresh Meat
Jul 2, 2006
3,160
486
0
The Netherlands
Okay, but some targets are impossible to hit. Don`t know why.

But i have seen strange optics in the panzer. I had to put the
croshair some metres left of a target to hit it.
 

Jippofin

FNG / Fresh Meat
Sep 15, 2011
183
72
0
I don't think it is possible for tanks to make the tracks go in opposite directions. They work like cars with manual transmission do as far as I know, except instead of a steering wheel and brake pedal, there are two 'arms' - these are the brakes for left and right track respectively. There are also clutches for each track but I don't know what operates them. Maybe tied to the steering 'arms' brakes. They use the gas pedal and a clutch pedal like normal manual cars.

To steer when 'static', the driver revs up the engine slightly, applies full brakes on one side, then lets the clutch up a bit to make the other track start rolling forward. The tank turns almost completely static - a slight forward movement. Compensate by putting into reverse gear and steering the opposite way - moving the tank slightly backwards.

Tanks have a problem with losing a lot of speed when turning, due to having to apply brakes, and the massive friction of the big treads being forced to slide sideways.

Normal system is such that on the first (and [first] reverse) gear inside track is braked & switched to neutral. Tank will more or less turn around the center point of the static track. Problem with this in RL is that tank can be tracked doing this, and it efficiently digs itself in the asphalt/ground in this process.

On bigger gears the track is switched to next lower gear, thus the tank has a fixed minimum turn radius for each selected gear. See for instance Tigerfibel (available online, google) page 41 for a diagram.

Turning shouldn't slow a tank down too much, except for the first gear where the tank is near static to begin with. At least on modern tanks reduction in speed is absolutely negligble.
 

madosopia

FNG / Fresh Meat
Jul 19, 2011
44
5
0
So there is no way for you as commander to choose which teammates you want in your tank? That's dissappointing, since the thing that made ROOST grow for me was team-tanking with friends over Ventrilo or Skype... You re saying that there is now no way assuring us of ending up in the same vehicle?

I'm pretty sure that it was stated previously that the commander would have the ability to kick people from his tank to replace them with others? Or something along those lines... Or will everyone who chooses tank crewman just spawn in random tanks?

How do team-tanking work? Havn't experienced it since the few times I've played on tank-maps I've been the only one picking those classes. Is there any easy way of communication? The squad VOIP-channel, surely?
 
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Dr.Atkins

FNG / Fresh Meat
Sep 9, 2009
251
90
0
So there is no way for you as commander to choose which teammates you want in your tank? That's dissappointing, since the thing that made ROOST grow for me was team-tanking with friends over Ventrilo or Skype... You re saying that there is now no way assuring us of ending up in the same vehicle?

I'm pretty sure that it was stated previously that the commander would have the ability to kick people from his tank to replace them with others? Or something along those lines... Or will everyone who chooses tank crewman just spawn in random tanks?

How do team-tanking work? Havn't experienced it since the few times I've played on tank-maps I've been the only one picking those classes. Is there any easy way of communication? The squad VOIP-channel, surely?

No, there is no way of controlling the squad, nor tank crew members once the tank is locked. You can however use like Mumble and tell each other which tank-squad to join and hope that some random dude don't make it to the squad between you guys.

The squad voip works as a vehicle chat in those maps that only have 1 tank per squad, so in every other map/server u have to use Mumble etc to circumvent this design.

In a general notion there is not much incentive to team tank in RO2.
 

The Beast (nl)

FNG / Fresh Meat
Jul 2, 2006
3,160
486
0
The Netherlands
Yep, but it is laughable that you can see the ai are attacking
in a group. The first time that i saw it was on the airfield and
4 panzers were driving right up to me.:eek: