What do you think about the tankgameplay?

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ledurpy

FNG / Fresh Meat
Oct 12, 2011
120
265
0
If you're talking about the tank shot pulling to the left of the vertical sight on the T-34, then it's actually a design decision to model the gunners who zeroed the sight to 300 meters or so for the lateral correction. I personally prefer the sights and gun bore stays parallel, so the lateral offset is consistent and predictable, like in RO1. It would be great if that was an option.
wait explain this to me

I thought the optics were RIGHT NEXT to the barrel of the cannon and the only changes that were made were for elevation ( there was tank leading too but it wouldnt be set different by default)

so why is the tank cannon off by like 3 yards if the difference is only a few inches from the gun?
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
wait explain this to me

I thought the optics were RIGHT NEXT to the barrel of the cannon and the only changes that were made were for elevation ( there was tank leading too but it wouldnt be set different by default)

so why is the tank cannon off by like 3 yards if the difference is only a few inches from the gun?

The 3 yard thing is a bug. I haven't encountered it as much as when the game first shipped.

I'm talking the half meter to meter offset. I previously assumed the gun bore and telescopic sight were perfectly parallel, like in Ostfront. But if you fire up in the air, at about 300 meters, the shot crosses the vertical cross-hair, and continues to pull to the left. I asked Alan Wilson about it, and he told me that's because the tank guns were often zeroed at 300 meters IRL (and in game) for the lateral. Elevation is obviously still controlled by the range dial.

In the T-34, the optics are about 20cm off from the gunsight (assuming I identified the proper hole from the mantlet). Simple geometry gives tells us at 0 meters, we have 20 cm offset to the right, at 300 meters, 0 cm offset, at 600 meters, 40 cm offset, and 900 meters 60 cm offset.

I personally prefer it in Ostfront, where the offset was constant. Made it really to aim for a window if you know to aim 20cm to the left no matter the distance.
 

nuNce

FNG / Fresh Meat
Aug 25, 2011
110
44
0
The main problem with tanks (apart from the PzB shots going straight trough frontal armour of the T-34...lol) is that you get no reward for killing one. It will spawn immediately and get back into position in 20 seconds. Bigger maps of course would help, but longer spawntimes would lead to a more intelligent use of them.
 

clambo

FNG / Fresh Meat
Sep 17, 2007
411
111
0
Northern Virginia
Seen that offset come up when the tank is slanted with one set of treads higher than the other on Gumrak -
but usually it happens after the turret has taken a hit.

Otherwise it seems as rare as the floating tank thing ~ 10% ?

It happens so little - I can't reproduce it on cue.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
The tank mechanics themselves are significantly improved from RO1 and are mostly competitive with a real tank sim, especially with the crap that tends to pass for a WW2 tank sim. The AI gunners, both hull and maingun, need some more work to behave in a believable manner, and of course there's odds and ends aside from that, but overall, it's not bad. They did a good job of it.

...but in my book, playable tanks don't belong in an infantry game, and vice-versa. From the terrain engine to the map design, they have two different sets of requirements to make their gameplay engaging, and even with the mega-buffed AT rifles in RO2, they don't have a lot of two-way interaction with each other. A combined arms map is essentially always going to boil down to one group or the other playing their own mini-game by themselves and someone's going to get the short end of the stick.

There's an argument to be made that you need the occasional tank in the streets to get the right feel of an urban WW2 scenario, but that's not going to make playing a tank stuck in the channel of one or two roads any more interesting.
 
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Field Marshal Rommel

Guest
ledurpy said:
when you brag about tank needing 6 months to create and you ship a game where one of the tanks in question does not even have aligned sights
Speaking of 6 month bragging I already mentioned the wrong sights and interior:

[url]http://forums.tripwireinteractive.com/showthread.php?p=906465[/URL]

[url]http://forums.tripwireinteractive.com/showpost.php?p=938016&postcount=22[/URL]

Hopefully soon these will be fixed.



giving the T34 more turret armor
Incorrect. What needs to happen is the PTRS needs to be rectified to un-overpowered levels.



And does the T34 really has a slower reload speed than the PZ4?
Yes. The T34 had some clumzy backwards ammo storage and other such inferiorities.



clambo said:
canister shells would be nice
There is no KwK 37 equipped tank in game (yet). KwK 40 is unable to use canister (muzzlebreak).
 

Siechtum

FNG / Fresh Meat
Sep 1, 2011
136
22
0
Tank Combat in RO1 really gave me a thrill, it was unique and a real fun raizer...in RO2 it has become the opposite for me.

I still can`t believe they put godlike AI-Crewmembers into the game, please TWI get rid of it ASAP so perhaps some day no one will remember this bad gameplay decision.



Tank combat in RO1 (speaking of the Combined arms maps) was tedious and annyoing. A lamppost was able to stop your tank in its tracks. on Konigsplatz, I glitched with my panzer in a ditch and couldnt come out staying there till the end of the round. Ro2 tanking has its fair share with sticky objects (train waggons with super glue all over them), but its a hell of a lot better than Ro1.
 
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Nilsson

FNG / Fresh Meat
Apr 26, 2007
164
11
0
Deutschland
www.dor-clan.de.nr
I think tanking in ro1 was better because the vehicles were easier to use. The insight of the tanks adds nothing for the gameplay (in my opinion) yet it is the main reason creating tanks takes so long.

So giving the tank more different parts that could be damaged and a better in world driving experience doesn
 

Sufyan

FNG / Fresh Meat
Sep 15, 2011
301
270
0
Sweden
For what little tank related content there is in the game, I'm quite pleased with it. I'm not very happy with World of Tanks style aiming, but I can tolerate it. I also miss how many shots would simply bounce in RO1 where as in RO2 it seems ricochets are really rare, even at very long distances.

All in all, I feel the tank-on-tank balance is great. I think the problem for most players is that they try and play the T34 as if it was a German tank, or they are stuck in RO1 mode where public tank combat was typically lone players driving a tank up on a ridge hopping into the commanders seat and gunning away at silhouettes in the distance. The T34 will lose consistently if played this way in RO2.

Most people seem to be judging tanks by their implementation on Combined Arms maps, and more specifically their efficiency against infantry. I love the fact that tanks dominate infantry, I love the fact that it requires team work and dedication to kill an enemy tank. This is terrible for public play but for the sake of realism it is most excellent. Tanks are a massive wrench thrown into the machinery, they spoil the enemy battleplan and enforce their will upon the enemy. Perfect. One needs a knight, and preferably a colourful party, to slay the dragon.

I keep hearing about tankers camping spawn areas and ruining the game but in my 60+ hours in game I have NEVER seen this. Mind you, as of lately I've avoided public 64 player territory herpa derpa derp games like the cesspool of meaningless idiotic game play that it is so that might be why.
 
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TeaLeaf

FNG / Fresh Meat
Oct 23, 2011
51
9
0
AI crew members shouldn't actually do anything, they should just allow you to switch seats without actually having to play that animation. 2 People in a tank should be more effective than 1.
 

Squad Leader

FNG / Fresh Meat
Sep 26, 2011
167
56
0
I disabled the tanks for our servers.

The reason for this is that they are controlled by the AI, a player can just drive around and the AI does the auto shooting which is totally stupid in my opinion. And that AI gunner is super accurate.

Until there's a way to force players to do the their own aiming, which by the way I have brought up on the Tripwire forums and was totally dismissed (and moved to a waste of time suggestion forum) telling them that it was no good for clan competition, then we should keep them off our servers. Bot killing has no place for us.

Yes, the gunner can spot targets too good even out of his field of view. But, generaly if the target is in his field of view, I have no problem with the long distant spotting. The other issue is spotting through objects. (Smoke, hills, walls)

Main gun accuracy I don't have much issue with because the range is so short.
 
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JojoTheSlayer

FNG / Fresh Meat
Oct 21, 2011
12
15
0
If bots are turned off on the server i think the AI in tanks should not be able to fire the guns in a tank and you should only be able to lock the driver and main gun if you got into the tank first. Other tankers should be able to join the support gunner positions. To me this is obvious in a MP game against humans, but what do I know...
 
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The Beast (nl)

FNG / Fresh Meat
Jul 2, 2006
3,160
486
0
The Netherlands
For what little tank related content there is in the game, I'm quite pleased with it. I'm not very happy with World of Tanks style aiming, but I can tolerate it. I also miss how many shots would simply bounce in RO1 where as in RO2 it seems ricochets are really rare, even at very long distances.

All in all, I feel the tank-on-tank balance is great. I think the problem for most players is that they try and play the T34 as if it was a German tank, or they are stuck in RO1 mode where public tank combat was typically lone players driving a tank up on a ridge hopping into the commanders seat and gunning away at silhouettes in the distance. The T34 will lose consistently if played this way in RO2.

Most people seem to be judging tanks by their implementation on Combined Arms maps, and more specifically their efficiency against infantry. I love the fact that tanks dominate infantry, I love the fact that it requires team work and dedication to kill an enemy tank. This is terrible for public play but for the sake of realism it is most excellent. Tanks are a massive wrench thrown into the machinery, they spoil the enemy battleplan and enforce their will upon the enemy. Perfect. One needs a knight, and preferably a colourful party, to slay the dragon.

I keep hearing about tankers camping spawn areas and ruining the game but in my 60+ hours in game I have NEVER seen this. Mind you, as of lately I've avoided public 64 player territory herpa derpa derp games like the cesspool of meaningless idiotic game play that it is so that might be why.

I use the T34 in RO2 as i did in ROost. My tactic is flank or try
to go behind the enemy. But in RO2 i got teamkilled if i am behind
a enemy.

But i have a great time with this tank. I prefer it before the panzer.

The only thing is lacking is teamwork.
That do i mostly miss.
 

[TORO]Patosentado

FNG / Fresh Meat
Aug 15, 2011
175
32
0
Spain
As I only play tanks in the Tank Map (Gumrak) I do not care about the bot MG... but suffered it as infantry in Fallen Heroes...
As tank Vs tank, I feel RO2 much better than RO1:
- Tanks are awesome modelled... I love watching the suspension of the T34 moving...
- Noises and sight inside the tank are really inmersive...
- The commander cupola is nice and saves a lot of exposed commnaders heads...
- Main gun aiming and shooting is as nice at least as it was in RO1...
- The destruction/crew death system is nice... you feel more "inside" the tank...
Waiting for more tank maps to come, as Ogledow, Arad... it will be nice...
 

Squad Leader

FNG / Fresh Meat
Sep 26, 2011
167
56
0
They should redo it so the gunner only spots targets in his sights. So, the gunner has to scan the horizon by traversing the turret to spot anything outside his view. there should be an option for the gunner to scan or not to scan.