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Some really interesting features TC shouls have


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Posted

Just found this video on Youtube

 

 

There're some real interesting stuff that I wish I could see in Tank Crew. For example, how you control the traverse of the turret and elevation of the gun.

 

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  • fantomk changed the title to Some really interesting features TC shouls have
[_FLAPS_]RogoRogo
Posted (edited)

"full damage models like war thunder" - ouchie.
Miles, Miles, Miles... 45.000 subscribers and still talking like all that time ago when he had 65 - AND IT WORKS :) 

 

As for the control issues (very observant to point them out) of moving/aiming/controling a tank gun in relative or translative asset control versus defining an (albeit at least invisible) pixelprecise aim cursor with follow up autoslew....

Copy&Paste <trigger take cover audio line> incoming </audio> beyond this point:

 

Well... it is not like some of us (a few, very very few) have tried to raise awareness and maybe a rallying call about it at the right point in time.

in 2018...

in 2019...

 

https://forum.il2sturmovik.com/topic/42889-tank-controls-are-ridiculous/?do=findComment&comment=780070

 

https://forum.il2sturmovik.com/topic/43706-turet-controls/?do=findComment&comment=740806

 

https://forum.il2sturmovik.com/topic/44392-turning-out-of-tcs-hatch/?tab=comments#comment-755707

 

to finally trigger a reaction quite demonstrative about many things and warranting a gesture currently not adviseable (just read and scroll)


Again - there are things that define what genre a product belongs to and what the product experience will be. And the diversity of said possible experiences, the scope of what can be provided and consumed (potentially) is defined by the environment NATIVELY created within the product.
And while that does not make things like me2 (in the classic product identification marker meaning) less true or relevant - priorities and trade-offs have to be considered to not squander a USP potential.
This is one of them.

Edited by [_FLAPS_]RogoRogo

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