Yazh-29 Posted February 25, 2016 Posted February 25, 2016 (edited) Improving the tank section to make it more fun and immersive game inside view in multiplayer games (with no icon). Edited February 25, 2016 by =RV=GUIGNOL 1
=362nd_FS=RoflSeal Posted February 25, 2016 Posted February 25, 2016 You already can measure distance with both T-34 and Panzer III sight.
Sokol1 Posted February 25, 2016 Posted February 25, 2016 Able to measure the distance between your tank and the target? What mean this, you want a "laser range finder" implemented in this WWII tanks? The actual tank sights allow determine the distance, in the same way of originals in war time - if used correctly.
Asgar Posted February 25, 2016 Posted February 25, 2016 if you're wondering how it works. page 66 http://www.gunfun.de/tigerfibel.pdf
Dakpilot Posted February 25, 2016 Posted February 25, 2016 Indeed, however I do find the sight reticle/marks, etc. are sometimes very easy to 'lose' against the background/view, not sure that I would want them thicker though...just another R/L versus computer screen issue again, I guess could just be my monitor settings tho Cheers Dakpilot
wtornado Posted February 25, 2016 Posted February 25, 2016 I find it perfect just the way it is if I want to snipe I play World of tanks or Warthunder with their arcade setting. Can'wait to see a finished interior and a out of hatch view with my arms and hands showing. 1
-TBC-AeroAce Posted February 27, 2016 Posted February 27, 2016 The only problem I have is with the gun smoke that often blocks the view of the round hitting the target hence making it hard to adjust fire. I don't know if this is correct or not but it bugs me
coconut Posted February 28, 2016 Posted February 28, 2016 I'm all for improvements, but not so much the ones that are suggested. I think we primarily need a more balanced setup. Then destructible environment. It's a bit strange you can take cover behind a shed or a haystack. I think the simulator setting, without icons, is already pretty good as it is. I'm not really surprised we don't see more players in tanks, since most people probably prefer planes, but I'm a bit disapointed we are not seeing more tank action. I wish the devs would make a cheap/free version of the game that is tank-only. It doesn't have to be free forever, a free tank-beta would do it. 2
Monostripezebra Posted February 28, 2016 Posted February 28, 2016 I'm all for improvements, but not so much the ones that are suggested. I think we primarily need a more balanced setup. Then destructible environment. It's a bit strange you can take cover behind a shed or a haystack. I think the simulator setting, without icons, is already pretty good as it is. I'm not really surprised we don't see more players in tanks, since most people probably prefer planes, but I'm a bit disapointed we are not seeing more tank action. I wish the devs would make a cheap/free version of the game that is tank-only. It doesn't have to be free forever, a free tank-beta would do it. I think those are excellent ideas... adding some tanks is probably the most simple to balance and at the same time buff the tank aspect of the game.. with better environment interaction and a free tank trial beeing also viable ideas that would be doable great aditions.
F/JG300_Gruber Posted March 3, 2016 Posted March 3, 2016 First time in 2016 that I hopped into a Pz yesterday evening on DED expert with a squadmate. I was a bit disapointed of how the tanks are handled in their abilities to do things for their team. Basically we had a 10km trip to go to capture a base, which went alright once we understood that we had to stay near the flag. After that we made another 8km to the enemy lines, We tried to attack a fortified line and a bridge to see how we could help. In fact on the fortified line we were unable to destroy anything else than the AAA and a few trucks parked there. Every dugout, watch towers, camo net and supply/ammo crates were canon proof. Same for the wooden bridge that we hit with more than 20 shells for no scratch. So we were pretty disapointed of how the tanks role was reduced to basic capture the flag duty. I don't know if this is a problem with the software itself or only with how the mission is made, but we both had the feeling of having wasted our time on this. Plus some shortcommings like the track IR that doesn't work when you take the commander post, even with the hatch open. So I understand that people may have quickly lost interest in driving tanks on most servers.
coconut Posted March 8, 2016 Posted March 8, 2016 Basically we had a 10km trip to go to capture a base That's just poor mission map design IMO. I put a chain of capturable spawn bases every 2-3 km, which seems to work well. Plus some shortcommings like the track IR that doesn't work when you take the commander post, even with the hatch open It should work after you press T. On the balance issue, I played in a PzIII yesterday, against a T34 controlled by a human player. It was actually pretty balanced. Blowing up a T34 isn't easy, but disabling its turret is not too hard.
F/JG300_Gruber Posted March 9, 2016 Posted March 9, 2016 It should work after you press T. If you could name the exact command name, as for me T is binded to prop pitch automation
coconut Posted March 10, 2016 Posted March 10, 2016 If you could name the exact command name, as for me T is binded to prop pitch automation Turret take/leave control in the weapons page
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