Tanks, vehicles and other

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Fuhrer Cool

FNG / Fresh Meat
Jan 18, 2008
184
21
0
USA
I would play loader if it were somewhat interesting, like you have to press a button to pick up a certain shell, another button to open the breach, another button to load the shell, and another one to close the breach or something.

And if you do this quickly it's faster than the "AI" or "autoloader" you get when no human is playing the loader.

But what if somebody gets in the loader position and does nothing just to screw you up :)
 
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Reise

FNG / Fresh Meat
Feb 1, 2006
2,687
851
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Maine, US
I think the whole "make stuff more accessible" idea is good when you look at it from the viewpoint the speaker in the gamescom videos showed.

Something along the lines of "making things more accessible is just giving the player the functionality they would have in real life."

So it's not necessarily a bad thing, they're just making sure players and realism aren't limited by the game itself, and only by what is actually plausible in reality.
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
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Amsterdam, Netherlands
Which is exactly what i mean. Controlling your body and doing things is one of the easiest things to do in reallife, and it should be as easy to do it ingame.

Its not good to have too many buttons with individual functions, that will only make the learningcurve steeper for newer players while not really adding anything.

If there is one of the things i like is to make the game feel more natural, like in reallife i would be able to stop reloading to run away from a grenade or stab an enemy, so i want that ingame.
 

Lucan946

FNG / Fresh Meat
Jun 12, 2009
636
84
0
Which is exactly what i mean. Controlling your body and doing things is one of the easiest things to do in reallife

Yeah. If there was a loader system, it could work something like the current bolt system. It's very simple, just double tap a key and you're good. After a while you get very, very good at it.
 

doomis

FNG / Fresh Meat
Jun 18, 2009
570
98
0
Warhammer Online has a quite good mechanism about rams. There is a bar that fills up and at about 3/4 is 100. If you click before the bar has reached that mark you will get something from 50 to 100 damage on the door, depending how close it was , but if you miss it and click after it you get only 50. Of course it is not nearly enough to make a loader spot viable, but with some more ideas thrown in it can get you somewhere.

After all, there should always be the option of the AI loader.
 

LemoN

FNG / Fresh Meat
Feb 26, 2006
6,293
2,346
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Prussotroll's Bridge
Yeah. If there was a loader system, it could work something like the current bolt system. It's very simple, just double tap a key and you're good. After a while you get very, very good at it.

i really think you guys can stop discussing the loader as TWI is never ever going to include this useless role :)
 

spacedaniel

FNG / Fresh Meat
Dec 15, 2009
1
0
0
Just recently got into RO, really enjoy the tank part. I'd like to change one thing though... gunner and commander should not be the same. The commander can override the gunner if he spots a target and decides to use the gun BUT the gunner should get some benefit due to being a specialist (a faster reload rate, increased tower speed, use of better optics (zoom) - perhaps not realistic but a good thing in a game). The commander on the other hand would be able to point out targets which would give an indication on the gunners HUD (left/right + distance to dial in) using his monoculars creating a symbiosis, a mutual benefit for the two roles. The driver would be able to call out targets for the hull gunner (not player controlled) by looking at targets and shouting an order. This way all players have meaningfull jobs all the time (the gunner will of course get the coaxial MG, and Hero commanders would get a turret mounted MG). Because, IMO, the role of hullgunner is too uninteresting in RO as is driver where as the commander have too much to do. Also, in order for a single player to run a tank there should be an option to run the tank (by simple key-bound orders) from the commanders position (same ordersystem as when a player is driving). Fix that and I'll pay twice the normal game price for RO2, easy.
 

Hunt3r.j2

FNG / Fresh Meat
Nov 5, 2007
123
1
0
TBH the tank commander needs to be able to set markers of where he wants to go.

Giving better sights, more tanking realism, warmup times to be able to move the turret, etc. would be great.
 

Hunt3r.j2

FNG / Fresh Meat
Nov 5, 2007
123
1
0
The only extra role I'd support in tanking would be a separate commander spot, so the gunner isn't burdened with finding targets, he just adjusts sights and fires. The commander should be able to set a "target here" marker, and on the gunner's HUD and sight it would show where to point in terms of azimuth to find the target. To have it placed on the vehicle turret display thing would be a godsend.
 

sez_slothrop

FNG / Fresh Meat
Nov 21, 2009
27
5
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A tank should be viewed as a single unit on the battlefield. The only way for a tank to fight well in most pubs is to single crew it. Positions are consolidated and switch times are instantaneous so that the tank fights like it has a trained crew. The class "tank crewman" is essentially a key that allows one tank to operate, not an actual dude warping around the tank. The same abstraction is in effect for heavy weapons like mgs or anti-tank guns. In reality these weapons were crewed but in the game they are abstracted to one man who carries the ammo, spare barrels, binoculars, etc. Of course, if you personally want to drive a tank around or spot targets for a heavy weapon that's great but in general that shouldn't be necessary for gameplay's sake.
 

Cyttorak

FNG / Fresh Meat
Feb 8, 2010
1
0
0
I play RO only for tanks, infantry playing is too demanding for me. I would change those things:

- Each one team's tanks should have some type of identifier whatever the distance, like soldiers when are close to you with their name at top of the head. This would simulate team cohesion and communication would be much better between tanks. You must know who is going in each tank in real life.

- HE shells must destroy those wood houses. UT Engine 3 should allow this. No more indestructible walls. Same manner, tanks must crush trees, wood houses and such (specially those bloody wood fences!). Its a shame that a tiger get stuck with a 30 cm wood fence, absolutely embarrasing.

- A tank crew should mark enemies so all other tank members will see those marks in his HUD, simulation tank crew communication. I may say that enemy marking should be team level or some close players around, simulating echelon radio communicaton.

That's all for the moment :)
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
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Porto Alegre, RS
I disagree with the loader role, but I'd like to see some loading animation when we reload as the gunner, like seeing your hands grabbing the shell and loading inside the cannon.:D
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
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Deutschland
Hey

Would be fine if there where more Weapons included in t he game HoS than only those who are using during the battle in 1942/43.

Of Course not in the campaign or on maps of Stalingrad them self, but on other new, custom-maps.

Yeah, the battle of Stalingrad was a really big one and many different weapons was used in it, but what's about the late-war-weapons like the StG44, Panzerfaust, Panzerschreck and the G43, or vehicles and tanks like Panther and IS-2.

The game is called Heroes of Stalingrad, but it would be pity if we have to miss the good weapons of RO-Ostfront in other custom-maps which are playing after the battle of Stalingrad.

Maybe it isn't so complicated for you, Tripwire, to include this weapons, maybe not in the first release but later, in a update, like you have done it before in RO with the G41 and the Pzkpfw. IV Ausf. H and the complete remake of the german tank camouflage.


Thanks Tripwire,

I am looking forward ;)
 
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Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
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Porto Alegre, RS
Well, there were no StG44's, Panzerfausts, PPS43's and G43's in Stalingrad, so there's no point putting them in the game IMO. I still wanna see germans using PzB 39 :cool: