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Saedriss

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About Saedriss

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  1. As I said succinctly in another topic. The main issue is trying to create a single turret control model for all players. You can't please everyone doing that. The solution ? Easy, make two or three controls models (they could even use the older ones) and make them options. This way players could choose the one that fits them best and go enjoy the game.
  2. It could. Developers could make it an option, were player can switch between two or three turret control models (we already had 2 at least) with one more tailored to joystick controls and another to mouse control, and maybe a mixed one.
  3. In its current state, nearly 2 year after its release in alpha, tank crew is (sadly) not a product that will appeal to anyone aside from people wanting to actively support the studio, especially at the current price. Sound design, visual effects, graphics outside of tank models (which are the only good thing for now), none of it is up to what you would expect from a 70$ game, especially after years of alpha. I already went into great length detailing those issues in previous posts, I won't do it again here. Yes, you can have fun with it, the same way some people can have fun with anything, especially with friends.
  4. - Sound design is awful and unfinished - Every shot that hits your tank plays the same (garbage) shaking effect with explosion.wav, metal_sound.wav playing in the background. No difference between bounce, explosions, shattering, penetration... - There is no way to distinguish between your shell penetrating your target or shattering/exploding on it's hull, aside from the tank catching fire/exploding/Crew bailing; because there is a single impact effect for each shell type. - Awful turret controls that tries to emulate a joystick, randomly when you switch from commander to gunner it goes all over the place, and will prevent you from getting a quick shot after spotting. - Lackluster ground maps, especially on server playing non-TC map, aside from the lack of details, a stupid wooden-thingy could be the end of you engine if you scrape it, and I've met a few engine-ending invisible obstacles in forests - AI shooting through bushes, trees. Because there's AI too in MP. Should I keep going on ? And these problems are there since July of last year, when I started playing it. "A hell lot of further work" is the understatement of the year. "the best WW2 tank vs tank simulator currently available" is pure delusion. It MAY become the best ww2 tank simulator, one day. And I HOPE it will. It is currently a very expensive pre-alpha. Add to that a lack of a clear roadmap, and TC being a secondary project with not much resources dedicated to it. PS: Plus, taking jabs at Hell Let Loose and Post Scriptum is kinda laughable when defending TC. Because those at least are reasonably priced, feature-complete, products. You disliking the gameplay and design choices made by their developers do not make them "trash".
  5. The developers lack of communication on the current state of the game and that fact a solid chunk of players focused only on the positives aspects of TC (that are few and far between right now) weren't conducive to educated buying decisions. All their previews entries, even in early access, had a solid functional engine as their basis. The part in early access being mostly the map and the planes. With TC it's the opposite almost, the tanks are mostly done (only 2 left) but everything else is not what you would expect after almost two years of early access. Once again, a clear roadmap, with what has been completed, what is developed right now, and what will be in the future, would go a long way to ensure that players understand what to expect.
  6. Ludicrous ! Aren't they afraid someone will steal it from them ?! Naive fools ! That nonsense aside, this is exactly what I would welcome in IL2 TC. No need for more details than that.
  7. I don't see how having Pz4s available on the German side in greater quantities would prevent you from going in a Pz3s and get your challenge. 🤷‍♂️ I can get the "challenge" argument in a single player mission. But in multiplayer having one side heavily advantaged (T-34s have better armor, better mobility, etc than pz3s) is not fun for most people. Yes, you can kill T-34s in a Pz3, but you'll have to do a lot more efforts than your opponent to prevail. And yes, some people might enjoy that but that's no reason to impose it to everyone else. Tank Crew is already a niche inside of a small niche, and one that's damn hard to enjoy as broken as it currently is. No need to shun those who do not share your masochistic tendencies 😃
  8. 1. Yes, but the most active servers that do have aircraft and tanks. Your fun will greatly vary depending on the population on said server : you can either drive around for hours, shooting at AI emplacements, or engage in intense tanks vs tanks action. 2. Yes you can in online missions (coop or dogfight), the same way you can crew an airplane with gunner positions. 3. Tank Crew was announced in 2017 and we got the alpha in mid 2018. There has been no indication of a date of completion so far. 4. No, or at least, there has been no official statement that I know of. I think they are focusing on completing this theater, and the engine. 5. The map that has been shipped with tank crew is supposed to have a more detailed ground, buildings and foliage. Promotion video demonstrated a quite stunning improvement over what we currently have. But I did not notice any significant improvement in the current version of the game (but it may just be me) 6. Binoculars are not yet implemented. Currently the AI can do rangefinding for you, when enabled, announcing the target distance, but other than that you have to do it yourself. And there has been no official statement on the matter that I know of. 7. Animation and effect are currently very lackluster. This is expected to improve, but no mention of it has been made in recent official announcements (devblogs). 8. Two, the Ferdinand and the SU-152 Edit : Well, I realize that I come off as quite negative and it has been held against me in other topics. So I'll temper a bit this response. This has indeed the potential to be greatest WW2 tank sim, if they put as much care and efforts in this as they do for the plane part. And a little bit more transparency in the communication around Tank Crew would go a long way to improve confidence in the product's future, even better would be a roadmap.
  9. Static weapons and one fortification that I know of (the one with a big square opening and an AT gun poking out) can be destroyed with one well placed shell. The weird wooden fortifications are destructible too. (I don't know the name, they have a triangular roof and are found around front-line bases) But I'm wondering about... Everything else. Every time I encounter a new structure I try to put one or two shells in it, and it never seem to have any effect. Even on structures that are destructible (with bombs) So I wonder if : A) Some structures can be destroyed by tanks, and others only by plane bombs, no matter what. B) Some structures can be destroyed by any tanks, and others only by plane bombs or high power shells (122 or 152mm) C) Every structure can be destroyed by anything, but tanks shells do lower damage than bombs hence one or two shots won't take down a bunker or factory but 30 could (depending on shell) RIght now, based on very anecdotal evidences it feels like option A. But I may be wrong and I hope to be wrong. So if anyone has a definitive answer on this matter it would be welcome 😃
  10. Anyway, back on topic : How about no ? I'd rather know the values and know what to expect from my shots, whatever said values are, instead of having to guess each time. Especially since the game currently doesn't seem to have different visual effect differentiating a shell penetrating from a shell blowing up on armor (for APHE rounds)
  11. I don't think so. As stated in the Panzer IV wikipedia page : It is a common misconception, and I only learnt about it recently. The Panzer IV Ausf. F2 and G are the same tank, the "F2" got renamed to "G" three month into production. So a 50mm hull tank with the KwK 40 L/43. The armor upgrades were added later, and not to all tanks, and the gun upgrade came the following year.
  12. There are some basic specs in the loadout screen, but more detailed information with penetration values at various angles would be useful. Knowing that a shell penetrates 84mm at 500m doesn't tell you much on how it will perform against the 45mm T-34 upper front plate at the same distance. (it won't go through, but you get the idea) Especially with, for example, the very misleading high pen of the APCR at 0° On that matter having more details on armor values, with an armor viewer for example, would be very welcome. While you can also find those specs online it would be more comfortable to have them directly in-game, and alleviate some of the possible confusion (for example : does the Panzer 4 G has its original 50mm of hull plating, or the 30mm plate modification that came later, bringing it up to 80mm in some places)
  13. Hi, After playing for a bit on the server, I noticed that there was an issue when a "tank base" is occupied by enemy tanks : respawning is certain death**. It is a common occurrence since you often need to get inside it to destroy all the targets. Sometimes there are two front and you can just give up this one and go to the other, but often there is only one. Having a back-up spawn one or two kilometers back from the base would be a nice solution, allowing for counter attacks. ** : When you spawn your tank appears before you get control of it, and even then you need to start the engine, get your bearings, it's a process. And since spawn points are fixed, it is very easy to destroy any tank as soon as they spawn.
  14. While I love tanks, and I have high hopes for this content with further updates, I can't share most of positivity displayed in this topic. While the tanks are gorgeous, and very immersive to drive around, doing anything else with them is still very underwhelming. The biggest culprit is the sound design. Even with your head popped out you can barely hear anything. Other tanks firing, shells flying past, event explosion or impact near you, you will barely hear any of that. When you are a shoot at, being a shell hitting you, or an explosive detonating near you, it will play the same sound and effects, without any way to guess even the direction of the impact. Your situational awareness suffers greatly from that. Often you get shot at, suffer multiple hits, and then die without having any idea of what shot you and from where. While debatable in the realism department, the sound design of Post Scriptum would be what I expect from the final product, or something akin to it. (Also 1t bombs detonating a few hundreds meters from you barely make any sound) Aside from that the "impact" effects need more work, with decals showing penetration and the like. Even from up close (less than 100m) you will have a hard time deducing the effect of your shots until your target explodes. Finally, what you can do in multiplayer is currently very bare bone, and will be a lot of driving around empty fields and towns and sometimes shooting an other tank or static AI units. It can be fun. But it is, in my humble opinion, currently not worth the asked price. PS : Judging by the received response below, I guess i have to clarify what i though to be obvious. I know this is early access, and prone to change, I even say it above at least twice. However, in this current state, if you spend your money to get tank crew, you'll be faced by the issues I mention above. I have been since I purchased it, around summer 2019, and none of those have been fixed yet. I have no doubt they will be in a undetermined future. BUT. The topic title is "Is Tank Crew worth the money" not "Will Tank Crew..."
  15. I've played a few hours in the new scripted campaigns, and to me the most jarring thing was the sound design. Or the lack of it. Everything outside of your own tank is just plain awfull, imho. Other tanks guns firing sound are muffled distant things, even when you are poking your head out of your tank while they fire 3 meters from you. Shells traveling past you make no sounds at all. Impacts on your own tank, from HE or AP are a confusing, barely directional, mix of underwhelming metal and explosion sound. When they work at all. It seems to me that one hit received in 3 actually play a sound, others just silently shake my camera like a coked up barman making a vodka martini. And the bombs, oh the bombs. Mission 3 or 4 of the Axis campaign, you wait for an enemy position to be bombed. Aaand.. No sound at all, 2km away from (I suppose) 500kg bombs, nothing. I'm guessing that it is due to a direct port of the sound engine from the plane side of things. But, am I the only one to notice that ? If not, has there been any word from the devs about that ? I understand that adding more tanks and fixing more pressing issues is a probably a better use of dev time right now, but damn is it an immersion killer.
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