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Tank Crew: List of Wanted Fixes


Tank Crew: List of Wanted Fixes  

83 members have voted

  1. 1. Which of the following in IL2: Tank Crew would you like to see fixed?

    • AI has X-ray vision: The AI tanks, AT guns, and other units have the ability to see objects and fire upon player tanks. Similar to the old, but fixed cloud bug in BoS.
    • Invisible Trees: There are quite a few "invisible" objects which can cause extreme damage to player tanks on maps excluding Prokhorovka.
    • Grass distance: With grass turned off, players in TC have a distinct advantage of players that have grass turned on. Create a server option to force grass draw distance.
    • Tank Explosion: Too often tanks detonate, exploding and killing the crew instantly vs tanks "brewing up" and burning for a long time allowing the tank crew to abandon the tank.
    • Turret: Often times when switching from one position to another within the tank, the main gun will return to zero and lock in position. The gun should remained unlocked and not move.
    • Main Gun Damage: High Explosive (HE) tends to cause critical main gun damage more often than it should.
    • Destroyed objects act as a shield: There are times when a destroyed object, e.g. Large dugouts, will block shots. Destroyed object create an invisible shield above the object which shells can't penetrate.


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JV44HeinzBar
Posted

S! Tankers,

It has been awhile since TC has seen any love. Of course, we all know that BoN is a priority, and I appreciate the fact that the Devs are continuing to give us simmers more content in Great Battles. Now that BoN is nearing completion, I thought I would create a poll to determine the priority of fixes the community wants to see in TC. After texting a number of fellow tankers, @Lofte, was kind enough to provide some additional thoughts. Lofte pretty much summed up a number of fixes and improvements. For this poll, we will focus on fixes. Improvements will be polled elsewhere. Again, I want to thank my fellow tankers for providing additional fixes/suggestion.

 

The poll will list a number of fixes. Each suggestion will rank the fixes by the number of votes received.

 

I apologize if I left out any requests.

 

HB

Posted

I voted for one, but let’s be truthful and realistic…...every one of those items you listed above has to be fixed.

  • Upvote 2
JV44HeinzBar
Posted

S! Oscar,

I once again, agree. The idea is for the TC community to rank the fixes for the Devs to see in order of importance.

 

HB

Posted
1 hour ago, 352ndOscar said:

I voted for one, but let’s be truthful and realistic…...every one of those items you listed above has to be fixed.

Comment limiter la consommation énergétique de mon logement ? - Pretto

  • Haha 1
  • Upvote 2
SCG_Baryonyx
Posted

I voted invisible trees. They are definitely the most broken thing IMO.

 

But I would vote against serverside forcing grass levels.

Firstly, grass doesn't render at long ranges anyways, so it is a bit broken either way. If you are sitting at the top of a hill in your T-34 and you think only your periscope sticks up, turns out due to grass more is sticking out, and Mr. Tiger at 2000 meters can still see you.

Secondly, grass eats lots of performance. My PC is starting to age and I could not really play on a server that forces full grass. It would lag me out even more than it already does. For the record, I play with grass on but on low. It would be best if the developers found a way to create a less resource-demanding version of grass for longer distances.

  • Upvote 1
Posted

Yes I agree with Bary
Grass isn't a big deal has a huge performance hit and should be fixed with improved rendering techniques 

 

However invisible objects make tanking unplayable  

 

I think the devs should rework all the ground level stuff for the old maps
So the invisible objects can be removed and more shrubs, hedges, haystacks, can be added in

 

As the current one tree per map system is dated and even as a pilot I hate the current trees  

  • 3 months later...
Posted
On 16/8/2022 at 22:05, 352ndOscar said:

Ho votato per uno, ma siamo sinceri e realistici... ognuno di quegli elementi che hai elencato sopra deve essere risolto.

Yes!!?

Posted

No point in voting... as someone said, the whole lot needs sorting... it needs a great big kick up the arse!

  • Upvote 1
=J18=FritzGerald
Posted

^

Posted

Definitely AI spotting. If the AI took longer to spot targets, and if foliage could be used to hide more effectively - it'd make a big difference.

 

Similarly, the driver, commander, and gunner should call out alerts to the player if they see something... right now one can actually get more information from the AI by switching the radio to 'enemy' then by sharing info with one's own crew.

 

P.S. I'd also add that having a probability function for shells being prematurely detonated by foliage so that there is a chance that some of the shells get through would be a benefit (it'd also benefit attack aircraft who have their machine-gun fire eaten by trees before it can get to the convoy being strafed).

  • Upvote 1
Posted

Voted for item 'tank explosion', but all items should be fixed.

 

TC is already the most realistic WW II tank simulation.

The developers should recognize the potential and chance to secure first place here.

 

Yesterday evening we had 30 players on AAS server, so much fun.

Heavy tanks with their different sounds of engine and cannon, anti-aircraft vehicles, assault guns, attacking planes... an very intense battlefield-experience.

Posted
On 11/26/2022 at 7:47 PM, Avimimus said:

Definitely AI spotting. If the AI took longer to spot targets, and if foliage could be used to hide more effectively - it'd make a big difference.

 

..but ONLY in single player!  There should be NO AI assistance when playing on a multiplayer server, even if you are in a tank on your own.

  • Confused 1
Posted
7 hours ago, DD_Friar said:

..but ONLY in single player!  There should be NO AI assistance when playing on a multiplayer server, even if you are in a tank on your own.

 

What about deliberately slowing down the AI in multiplayer? To ensure that it would be less effective than a human crew? Less likely to see a concealed tank?

 

As for me - I mainly use single-player and I'd be quite fine with having the AI turned off for those times I try my hand at multiplayer tank ambushes...

Posted
On 11/26/2022 at 8:47 PM, Avimimus said:

if foliage could be used to hide more effectively

If the vegetation was obligatorily activated...
I was expecting a lot from Stug III and its low profile, but playing it made me realize that more and more multiplayer players play without vegetation.

So I put TC aside. ?

Posted (edited)
On 8/18/2022 at 11:17 PM, SCG_Baryonyx said:

I voted invisible trees. They are definitely the most broken thing IMO.

 

Report them to Rapidus, with location etc. He's got access to a (digital) chainsaw ...

 

493164074_rustychainsaw.png.f10aea69ddd1bb9e65d4226137f32b35.png

Edited by jollyjack
Posted
2 hours ago, No_Face said:

If the vegetation was obligatorily activated...
I was expecting a lot from Stug III and its low profile, but playing it made me realize that more and more multiplayer players play without vegetation.

So I put TC aside. ?

 

Not to sound obsessed - but the ideal way to spot targets from a tank is the commander's position with the hatch open (buttoned out)... this gives one an elevated perspective over low lying vegetation.

 

However, if one is soloing a tank - response times are greatest if one is already looking through the main gunsight. So there is a tendency to view the world from lower down where grass is a huge problem (especially if one is in a depression/defilade/hull-down)... which increases the incentive to turn grass off.

 

What I'm saying is - if the AI commander was better at calling out targets when the player is in the gunner position... then it'd be a lot easier to justify keeping the vegetation activated!

Posted
12 minutes ago, Avimimus said:

What I'm saying is - if the AI commander was better at calling out targets when the player is in the gunner position... then it'd be a lot easier to justify keeping the vegetation activated!

If you are in the gunner position, with your eye in the sights, hearing the commander say "Target at 12 o'clock, 100m" will not make you see your target any better.

People deactivate weed for two reasons in my opinion:
-They have a small setup and the grass reduces their performance (I don't know the actual impact of grass on performance, is it much?) , which I can understand.
-They want to get an advantage since the enemy can't hide anymore. Which I don't agree with.

Posted
13 minutes ago, No_Face said:

If you are in the gunner position, with your eye in the sights, hearing the commander say "Target at 12 o'clock, 100m" will not make you see your target any better.

 

Au contraire, mon ami! You clearly overestimate me!

 

Seriously though - I suspect it'd actually help with situational awareness overall - and make it easier for me to know which areas to search 'through the grass' (the first step is knowing that a target is out there - after searching long enough it can often be picked up in the grass).

 

Anyway, I have grass turned on now... but it tends to lead to the AI taking me out a lot in single player (especially as the AI doesn't see the grass). When I first started out with Tank Crew I turned off the grass because it was the only way I could have adequate situational awareness against the AI.

 

P.S. Yes, I think one of the challenges is that it'd exclude people with weaker systems - the grass does have a noticeable effect on older machines and not everyone can afford to upgrade. Still, I agree it'd make sense for it to be a server-side option.

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