wait explain this to meIf 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?
Speaking of 6 month bragging I already mentioned the wrong sights and interior: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
Incorrect. What needs to happen is the PTRS needs to be rectified to un-overpowered levels.giving the T34 more turret armor
Yes. The T34 had some clumzy backwards ammo storage and other such inferiorities.And does the T34 really has a slower reload speed than the PZ4?
There is no KwK 37 equipped tank in game (yet). KwK 40 is unable to use canister (muzzlebreak).clambo said:canister shells would be nice
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.
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.
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.