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Found 31 results

  1. Armored squaddies rejoice, the time has come to prove your mettle! A good tank crew is the backbone of a team and we’ve noticed that the armored crews out there have not had the opportunity to strut their stuff: enter the official Track Attack Tank Tournament. Our newly formed tournament committee will be hosting an evening of knockout tank action for teams of 3 people to compete for vehicular bragging rights in true 1v1 tank action! Taking to the field in intense and brutal 15-minute rounds, teams will fight for the top spot in a knockout-style tournament leading to a grand finale, all streamed for your enjoyment! We’re hoping this small but high-octane event will be the perfect practice our team needs for our future event organization and management. Sign-ups for this event will be open on Tuesday 27th August 12:00 UTC with spots limited to 8 teams — we want to give it a shakedown run before going any bigger. From there we can look to put teams into their matchups and present the full tournament schedule. TOURNAMENT INFORMATION BASIC RULES “First come, first served” sign up basis. 8 teams will participate. 3 players per team. The tournament will play out over one day with all rounds, including final, being decided on Saturday, August 31st, 2019. The tournament will start at 13:00 UTC. MATCH FORMAT Each match will be played in turn. All matches will be streamed by Nordic + Guests at http://twitch.tv/JoinSquad Teams are unable to choose map or side, they will be randomly distributed to participants just before the match. A random location on the map will be picked, and one tank each will be spawned to participants. A match ends when either one tank has been destroyed, or at the end of 15 minutes playtime. If time runs out, the most damaged tank will lose. In case no damage has been done, the casters will decide the winner between who was more aggressive. Passive play is not rewarded! If unable to decide a clear winner, a coin flip will be used. MATCH RULES Crew members are allowed to leave the vehicle, however, they are not allowed to use their small arms or knives. Players are allowed to repair their vehicles. Crew members are allowed to use smoke grenades in any way. Crew members are allowed to move all over the map, but enemy tanks are allowed to kill the opponent crew members with any weapon on the tank. ORGANIZATION Offworld will provide servers. All participants must have at least one person from the team in the Offworld Tournament discord. Invite will be sent upon accepted attendance. Teams are allowed to switch players between matches as long as they’re from the same organization/clan/team. Rules and format may change at any time at the discretion of the tournament manager. OFFWORLD OUT.
  2. we need the ability to knock down trees with a ram and a shell on the tank, as well as fences. with rpg to spread fences. wants to learn how to swim in the game and throw grenades at tanks into hatches (or is that too much?). + may still want to see a transport that can cross the river. In the future, of course, I want the complete destruction of houses and other things, but this is probably too tough. Tell me, is there an opportunity to see something and when? do not kick for something that could be mistaken in words and in the formation of sentences. You may have forgotten to write about something, I will write later if I remember
  3. Game version: a-15.3.1.19281-4.21.2-SHIPPING Steps to reproduce: 1. Get into the gunner's seat of T-72B3. 2. Main gun is loaded. 3. Switch to the coaxial machine gun. 4. Switch back to main gun. 5. The chamber on the main gun is empty and the autoloader has to reload it again. Expectation: Main gun should've stayed loaded and ready to fire.
  4. Was watching an interesting video of Syrians using Panzer IV and got to thinking couldn't there be a chance the insurgency getting their hands of this tank. I know the Milita are getting the T62 maybe the ancient armour could be interesting in the hands of Insurgents. Even our brethren in PS might be willing to help their squad brothers with an asset. Could be a laugh
  5. Reactive Armor on Tanks?

    So obviously if you've played or at least seen the tanks in squad, the T72B3 for RU side, has reactive armor mainly on it's turret that makes it stupid strong, nearly as strong as the Abrams turret. Since the T72B3 is just an upgraded T72, it shouldn't have as good armor values as it does for the turret, as reactive armor is a one time use. (Yes, there are layers, but the gun from a abrams would either spark up all of them or penetrate them regardless) I would love to see the introduction of animated and non aesthetic reactive armor for tanks that will receive it in the future, along with the T72. With the downsides also come to the benefits as it would allow some tanks to avoid contact with LAT's and HAT's to the turret preventing them from penetrating since they would be blown up before hitting. It would definitely add some much needed realism to the T72's as it makes no sense to how strong the turret is currently. I hope to see the Abrams and Challenger 2 getting a TUSK upgrade depending on the game, which has reactive armor on its sides. I don't think it would hurt gameplay balance too much, obviously some tanks significantly better in certain situations than others and gameplay should reflect that somewhat. I hope
  6. Too many suggestions and some feedback for the two MBTs currently implemented as of Squad v12.2: T-72B3 1) The time between reloading rounds from a loaded chamber in game is identical to that of reloading the gun from an empty chamber. This should not be the case. Contrary to popular belief, it is indeed possible to unload shells from a T-72, though the process of doing this should add considerable time to the entire reloading process. (This assumes one does it the proper way in game, not using an exploit to mitigate any time between changing shells.) Here is the real life process: the commander must cycle the auto loader to an empty munition cassette and manually eject the propellant from from the chamber via the breach operating handle. The T-72's ammunition comes in two separate parts, propellant and shell, and so the shell is still in the chamber; this must be removed from the open breach by hand and placed back into the cassette. (Just a note. While it is possible to switch between rounds, I do not believe this is a common practice. Such a system is in place for clearing malfunctioning rounds from breach; it would be much more simple to fire the loaded round down range and then load normally.) 2) The arming distance of the 9M119M guided missile appears to be around 150-200m in game (as measured with the in game LRF). The effective range of the missile should start at 100m. 3) The PKT co-axial machine gun is fed via 250 round belts via 8 boxes in total, not a continuous 2000 round belt. 4) The way the commander utilises the NSVT heavy machine gun is incorrectly modelled, and it appears that the commander's cupola resembles no T-72 design. The commander must turn out to use the machine gun. (Perhaps a placeholder, balance, something else?) The NSVT should be fed from 60 round belts, of which there are 5 boxes in total. 5) Traversing from a standstill by setting the vehicle in first gear (just hold 'W' until you're in first and then release), and putting all power to either track (to traverse left or right) causes the transmission to rapidly switch between the first and neutral gear. (Which can be sort of solved just by holding 'SHIFT' to hold the current gear, but the jittering of gears sometimes accidentally makes me hold the neutral gear.) M1A2 1) Same problem as number one from the above section, with less explanation. Should be longer, as extracting a shell from breach, stowing it into the rack, and placing a new one in takes much more time than reloading from an empty chamber. 2) The GPS (gunner's primary sight), a periscopic sight mounted above the turret, known as the 'dog house' is the preferred sight to use rather than the GAS (gunner's auxiliary sight), a telescopic sight, and which is the only sight used and implemented. (The GAS has a fixed zoom of x8, while the GPS has multiple zoom levels of x3 and x15. There are other zoom levels, though those can only be used with thermals ON, which has yet to be implemented.) 3) Neutral steering is a bit finicky, and is actually done from the first gear. ______________ Thanks for reading through the entire span of this overtly verbose and lengthy post.
  7. I already made this post on Reddit but I will make a more complete version. I lately realized how powerful unopposed tanks can be and how important the first tank battle can be for the next 30min of the game. the only good counter against a tank is an other tanks.infantry hold anti-tank weapons don't deal a lot of enough damage to kill a tank they they can only be used to make them less effective by taking out components this gives tankers the ability to get very close with the enemy infantry. This allows them to take down FOB's this makes attacking very difficult if your team has the armor disadvantage. defence will also become a problem if the tanks get the possibility to clear out the objective if you build a good FOB this should not be a problem. ATGM's are the most effective at long ranges and but aren't really useful as a defensive tool since you need more than 1 shot to kill a tank you will probably get killed while reloading at close range. my main problem with this is that 3 people have a very big impact if the fun of the 40 other people on the enemy team. possible solutions are: ATGM vehicles: A lot of vehicles currently in game have variants that can carry ATGM's these vehicles would work like a mobile ATGM FOB and can be used by the tank squad. the Bradly can sort of do the job but at the same time it needs to transport and support infantry and it only has 2 missiles what is very limited. Buffing LAT and HAT: Make portable AT weapons more deadly at the side and rear of a tank they should not do a lot against the front. this will discourage tankers from getting to close to a FOB. make it easier to damage components and add more of them like tracks this will completely immobile the tank so if they get stuck inside the enemy FOB good luck repairing. Attack helicopters: I heard people saying that attack helicopters should fill this role but I think they may be to powerful they can be countered by AA but what is going to stop them from sniping from 3KM away with ATGM's at the same time they will have very good anti infantry capabilities. Lower tank respawn timer: not all the nerfs need to be against tanks, tanks counter tanks so if you can get the counter out quicker the enemy has less time to use its tank against infantry witch is my main problem with tanks at the moment they get used as anti-infantry when they have no vehicles to shoot at. buffing ATGM's: lowering the ammo cost for firing one but still not keep it high enough so it doesn't become a sniper rifle giving bigger FOB's a second TOW can be an option but only after it has spent an X amount of building points so it won't be an option to put to ATGM's on some mountain. I want to see tanks as an tool to kill other vehicles at short to medium ranges not to do WW1 like unsupported tank charges to disable enemy defenses so the cavalry can save the day. There biggest counters will be long range ATGM's and infantry hold AT weapons at close range and urban environments.
  8. Thank you for watching, feedback always appreciated!
  9. Our SQUAD server is now up and running, it can be found under the "Server Browser" tab in game. The name of the server is [LA] Lancer Arms | 24/7 Heavy Armor | New York | Public #, on it you can find maps where heavy armor (like tanks) do best. For more information on our rules or map queue join our discord at https://discord.gg/9ETsDaK
  10. I use a low mouse sensitivity as a lot of gamers do to improve accuracy, so my hipfire mouse 360°/cm in Squad is a bout 45cm which means even with "Vehicle Sensitivity Multipliers" set to "2x" the turrets are extremely slow to rotate, to the point where I wouldn't be effective at all in a turret at any fast moving targets or switching between targets quickly. My mouse DPI is 1000 and my in game sensitivity is 0.15 so I tried setting a DPI of 8200 on my mouse DPI switch buttons for use just in turrets but even then the movement seems faster but there seems to be some sort of mouse acceleration/slowdown feature that just makes it all feel weird, is this intention for realism to stop people just quickly snapping to targets and owning everyone? If so I totally get that as it'll balance out vehicles and pretty much force them to sit back somewhere and take time to aim on targets, just wondering if I'm missing something? I don't want to be the only person sat there with slow turrets. Admittedly I've been on a break from Squad for a while but I'm sure turrets didn't behave like this on v11.
  11. Unfortunately I didn't get a chance to play the v12 test when it was out, but I have been following it closely and I'm super impressed with all they've added! The only concern I have is with the optics on the MBTs. I notice how you have a laser range finder, but you then have to elevate the gun manually to the proper elevation before you can shoot your target. This is not how its done in reality, on both the M1 Abrams and the T72B3 (as well as virtually all modern AFVs), the gunner presses a button to fire the laser rangefinder at the target, and the gun will automatically elevate to the proper elevation for that range. The center point-blank reticle then becomes your impact point, after lasing the target, you just simply point and shoot. The gunner never uses the range scales provided on the sights, they are there for emergency use only. I guess my question is, if this is intentionally left out or planned to be implemented in the future (perhaps when thermal/ night vision is introduced in-game)? I understand how some may have concerns about this ability making tanks OP, but this is how its actually done. Regardless, I'm very impressed with what I've seen with V12 and I can already tell its going to revolutionize the way we play squad for the better! Keep up the great work!
  12. In the title. It’s a bit confusing to me that the more modern vehicles in game do not have the driver periscope that Project reality did ( and even most older vehicles had a no-zoom 360 periscope that allowed the driver to act as a commander/drive better) This gives much more situational awareness to the crew and allows an experienced driver to call out targets for his gunner. Maybe that’s what the devs are going for; making it easier to sneak up on heavy armor. However it kinda just leads to new guys getting spanked and losing tickets much faster. Even if it had to be a third position for a commander, that would be fine. And potentially no thermal sights, that is understandable. however in the current state, the heavy armor feel a bit too blind, and make driving the “bitch job.” Not a lot of new players are going to want to use armor if they can’t gun, especially if you don’t have any expirience, the better players will just say “okay, you drive then.” At least with the Periscopes you’re could call targets and feel like you were in charge of survival, this was further made better by the third position machine gun on tanks. You could swap to that position and still lay down fire. tl:dr — to make heavy armor feel better and not have a “bitch job” (driving) add the 360 traverse periscope back to the driver for situational awareness/calling targets. please feel free to add stipulations to make it balanced. Aka no thermals, limited viewing angle (can’t look directly behind), can’t zoom far, ect.
  13. Maybe you guys already have it in works, but I humbly want to suggest for you an idea how to make "4 crew Abrams M1A1" work. I believe having 4 crew Abrams is not only possible but should be in the game. How and why? Simply due to the fact that Loader's hatch on M1A1 by default comes with its own machine gun mount of 240B and gun shield. Game wise this means triple of independent firepower. So the loader in M1A1 will not be useless player, sitting in the buttoned up turret, but act as independent extra force multiplier besides Tank Commander's CROWS and the gunner. Imagine the amount of firepower this can lay. And perhaps having that "Extra M240B gunner" i.e. loader this will provide "Passive haste Bonus" for M1A1 like "20% reduction in loading time" for the main cannon. T72B3 should obviously already come with such bonus due to autoloader, but because it does not have the hatch for extra "Light version of gunner" it will not have 3 independent weapon hardpoints on it. So looking at it game wise, you have two different player doctrines closely following to real life ones. - T72B3 trying to put out superior Main Cannon/Coax firepower, while M1A1 trying to put out superior independent firepower. Just add another perhaps unpopular opinion. Rebel factions should be getting subpar but less costly in tickets versions of their own (Rebels factory stock T72 with no upgrades) and Insurgents T-54/55 and in larger numbers. Likely being half the ticket loss when combat destroyed in comparison to T72B3 and M1A1 tanks. This way, Insurgents and Rebels will have realistically access to worse technology as they are supposed to, but also in the way better because they can field more of those tanks without fearing huge ticket drains. Think about it. - Two T54/55s or two Cold War Era T72s for the cost of One M1A1. That's the whopping crew of 2 tanks vs 1 and should be interesting like WWII era tank duels of Shermans vs Tiger or Panther. One superior tank but can be overcame with good planning or outgunned based on player's skill. This will be game level of the recent tank movie with Brad Pitt "Fury" levels.
  14. Tank cooking off

    Hi readers and hopefully Devs. I have a suggestion for tanks in the distant future that would really make the realism pop. Here is a video of a t-72 tank hit by an ATGM top of the motor, and shortly after cooks off with amazing effects.(crewmen escaped safely) I would love to see this kind of visual content in the game and i'm sure all of the soon to be tank hunters will also get a peak of satisfaction from placing such an accurate shot. https://www.youtube.com/watch?v=DzPiuYcZeOU thanks for reading.
  15. Armor and damage modeling for tanks

    I'm pretty hyped about the fact that tanks are going to be part of Squad. The level of detail showcased in the photogrammetry previews is tantalizing, and I trust that the final product will still be spectacular. I very much enjoy the level of realism in War Thunder's simulator mode, or something serious like Steel Beasts - that is to say, tank shells' effect on target depends entirely on the localized armor values and the components sitting in the line of fire, rather than a traditional HP pool. I'd love to see this type of realistic damage system implemented in Squad. It would provide so many new tactical opportunities besides "show up with tank, fire first". Use hull-down defilade as a defense against weaker AT rounds by covering your thinner hull armor Flank a tank as a HAT soldier knowing that the dual-warhead missile you carry will cut through the side/rear armor like butter and ignite the ammo Rely on top or bottom attacks as insurgent forces when an armored vehicle is impenetrable from the front/sides with the traditional warheads available Use autocannons to mobility-kill an enemy MBT or damage its optics, then rush the flank for the kill The system itself wouldn't have to be all that complex under the hood, either, in order to get a realistic feel. I've developed something like this myself, and all you really need are: Clean "collision model" for actual armor Components/tags/textures (whatever works best in Unreal Engine) designating armor thicknesses in RHAe for both kinetic and chemical attacks for each section of armor RHAe penetration values for each ammo type, along with kinetic or chemical flag Surface normal sampling on round impact, with pen/no-pen calculation on the spot based on calculated LOS thickness Collision zones on the locations of major systems or components inside the tank (they can even be primitives - no one's going to know the ammo rack is a couple of box colliders) A handful of vehicle status effects for component damage, e.g. ammo rack = fire/cookoff; optics = gunner zoom disabled; gun breech = longer reload; tracks = immobilized; etc. Ability for crew to repair damage over time Simple spalling model using generated "bullets" with a random spread from point where a penetrating shell enters the crew compartment Direct wounding/killing of crew members in line of fire when a shot penetrates These are just my ideas, though, and of course there may be something entirely different in mind for the way armor will work in Squad. Is there any word yet on how tank armor/ammo will be modeled?
  16. Just saw the latest news from the devs on what they are doing with the inclusion of tanks into the game, and I gotta say I am completely taken back by how detailed the tanks look!!! Now that we know more about the tank development, what can we expect on counters to tanks in the game? It seems that the tanks are going to mainly be on the insurgent, militia, Russian, and British forces. I'm sure they won't leave the American forces naked on the battlefield without a tank so I assume they will add one for them as well. What kind of heavy anti-tank weapons do you think we will see coming in addition to the new tanks? My guess would be a Javelin for the American forces and maybe even a TOW system for FOBS, The MBT LAW for the British forces along with the TOW system as the US and Brits sometimes share weaponry, and of course the RPG-7 Tandem for insurgent and militia forces, and an RPG-30 for the Russian forces that's their modern Tandem round. Those are only ideas I have on which ones I would like to see on the battlefield, let's hear what you guys think should be implemented in the future!
  17. Heyho Squadies! I really like the infantry game-play. While it is easy to learn it is pretty hard to master. It feels intuitiv but at the same time it has a realistic feeling without being overly complex. This is, as I hope, will follow into the vehicle gameplay. In this topic I would like to discuss my ideas/ hopes especially for tanks, without knowing how they played out in PR. I draw my experience out of SteelBeasts Pro PE, which is a full fleched tank simulator. Despite being a simulator, it did a lot of things correct and simple. Crew-System While I would like to see a 3-men crew-system, meaning driver, gunner and commander being playable, I would understand when it would only be a two-men-system: Gunner + Commander. In the two-men-system the commander would be the guy who controls the movement of the tank and this solution seems to be the best IMO. Commander: He "drives" the tank, can look outside the hatch, controls maybe a remote-weapon-station (if available) and gets his own optics. When he uses the optics-mode, he can bring the gun on his sight with a simple left-click on his mouse. With a right-click he can bring his vision on the current sight of the gunner. This would implement a hunter-killer-ability of modern tanks and enhances inner-tank-teamplay. Of course in this case to fire the RWS would need to be on another key, but this shouldn't be a big deal. With a press on the "prone"-key, he would get the smoke-screen up. Gunner: He shoots the gun over his optics, without the ability to look out on his own. There should be two optics available to him: The "normal" main-optics with thermal-imaging and different zoom-level and a optical-solution with a fixed zoom, no Laser-Range-Finder or Dynamic-Lead as a kind of emergency-optic. Should the tank be only be crewed by a single person, an instant switch between both position should be possible, while driving should also be possible from the gunners-position in such an instance. How to fire the gun As you have seen, I haven't written much about the gunner in the part above. Shooting a tank-gun should be more complex, than shooting a rifle. I imagine it the following way, without getting too complex: 1. The player identifies a moving target over his optics 2. With the "Lean"-keys he zoomes onto the target and brings the optic on target. (e.g. with the left-lean-key you change the zoom, with the right-lean-key you turn on/off / change the Thermal-Imager) 3. Middle-Mouse-Click: Lasering the target, when "hit" then he gets a correct echo (he gets a solid red range number into his optics), when he misses (or the laser is blocked) he gets a wrong echo (blinking red number with the measured distance). 4. Right-Mouse-Hold: Because he needs to follow the target with his optics, this way the dynamic lead is "programmed" into the FCS. 5. Left-Mouse-Click: He fires the gun... when he got everything right, he hits the target... if not, he misses. What he needs to learn is to program in the dynamic-lead correctly (when he follows the target too fast during the "hold" period, he shoots in front of it, if he follows it too slow, he shoots behind it). When he got a wrong laser-echo, he needs to either lase again or shoot with a wrong echo by adjusting the distance manually (aiming above the target). Lasering isn't constantly possible. If you would laser too fast (around lasering every second), the laser might overheat and will need a short cool-down period. After the gun is fired, the crew hears some loading sounds and then a generic voice of the loader with something along the lines "Sabot in", "Sabot loaded", "HEAT in", "HEAT loaded", I don't now the correct terms of our English friends, they might help you out here. When such a system is implemented, using a tank-gun gets far more interesting and realistic. It would even be possible to put in the different mechanics of the nations, when wished, but I think the above system would be fine as a generalization. Is the enemy dead? This is an important point for me: Everybody knows that an enemy tank is destroyed, when his ammunition cookes off (while we are at it: can we have this please) or he draws the head (his turret flies away)... but when you hit an enemy tank with an APFSDS-round, the only thing you see might be a flash, dust and a standing enemy tank... you don't know if the crew inside is completely dead, if they are only wounded, if the gunner might be even alive and shoot back... you need to wait and see... or sent a 2nd round downrange until you are sure. Thus the damage-mechanic is important: Optics, Crew, Ammunition, Tracks, Engine, Turret-Rotation, Stabilizer, LRF, ... should be destroyable if possible and cause different problems to a crew of a tank... while at the same time you could still work with a invisible "health-bar" that renders the tank completely destroyed. When a tank is destroyed it should just stay there without doing anything most of the time and only with a small chance of a cook-off or explosion (which is of course higher, when the ammunition compartment was hit). Armor and Ammunition It seems the developer are on a good way here from what I found in the forums... but please, can we have working ERA? sincerly, Thonar
  18. Are squad planing to add main battletanks like the t 72.I think it wuld fit in the game. In a tank you also have to have a complete crew. U have to have a gunner reloader comander driver and so on. It wuld be fun to have to have a hole crew working all together in a veacle. This wuld be a good addition both to gameplay and to the reralisem of the game. And plz dont judge me spelling, I have dyselexia and im swedish plus im only 14.
  19. Crewman School

    Okay, so it's still early in the game, and Tanks, and IFV's are not in the picture yet. However I thought it would be a reasonable idea to get ahead of the curve before the tanks come out, and shoot out this idea to process a "school/boot camp", or classroom time training along with the release of armored vehicles in the future. I loved the aspect Americas Army brought with training, and I hope maybe the devs here could look into that. In America's Army 2 you had to get training to operate the HWMMV, which was awesome, because then everybody knew its characteristics, and what it was capable of. It consisted of some classroom learning, and actually going through a course with an instructor in your ear telling you what to do like boot camp. I believe this would be a great help to others to get a "boot camp" essentially to be able to operate Armored Vehicles, and essentially get "certified" like in America's Army 2. I loved the training aspect and certification aspect of America's Army, hopefully the devs can shed some light on this idea?
  20. Inside vehicles and tanks

    Is there any pictures going around what it looks like inside the tanks and Humvee.... I'm interested if it's accurate and pristine..... Thanks!!!!
  21. So I was driving around a Merkava in PR co-op, trying to get a feel for the game a little more (I'm a noob) and I was driving on this bridge, right? And then the side of my tank hits an old, burnt car. This car stops my 65-ton tank dead in it's tracks instead of doing this: I don't know if it was a physics engine limitation or whatever, but you get the idea. I'm not saying there exactly be car crushing animation, but a car shouldn't be able to stop a tank. The least that can be done is that car can be pushed out of the way.
  22. Just interested to see what the community has in ideas, not saying it should be in but just spewing some ideas out. Such as odd Soviet era tanks. Or anything in general... Examples.... IDF MAR-290 Soviet Scud Soviet BTR... Again just brainstorming odd vehicals, plus as a history geek I learn something new when someone post something interesting. Please post with pictures
  23. In videos, I see a modern tank (About 1960's on onwards) fire it's cannon and then a small puff of contrasting white smoke pours out the barrel a moment after firing. Correct me if I'm wrong, but I think that's excess gas being pushed out by the bore evacuator. Anyway, it's a feature some games seem to miss. I have faith in the devs because they have provided some stunning visual effects and overall realism but this is just a friendly reminder. The amount of gas and time it takes for it to exit differs from tank-to-tank. The Abrams pushes out a little bit of gas very shortly after firing. https://youtu.be/kBwBsaA8VdI?t=2m https://youtu.be/pCjHFbcVHQA?t=1m36s Where as the T-90 dispenses a thicker cloud and seemingly takes a fraction of a second longer for the gasses to come out.
  24. Vehicle Collsion The maps are obviously made with an eye for the fact vehicles will be featured down the road. I just worry that we wont get the right "feel" of driving a tank, if you forexample can't drive an Abrams through those low clay fences featured on most maps. Or break down a gate to a compound by driving a Humwee or APC into it. At they very least I think the developers should allow for tanks/vehicles of some caliber to drive through(-without destroying) a variation of obstacles, like the clay walls, small trees and so on. I just seems silly to be stuck behind a small tree in a main battle tank, like you would in battlefield games. I played forgotten hope 2 (bf2 mod) a lot, and they made tanks able to pass through fences and so on... of course it seems weird that a tank drives through and the infantry following has to go around, but tanks lose a bit of their purpose if they have to use roads, and cant offroad through a forest with small trees. Destruction I think it doesn't really suit the game how rocket launchers get stopped by a clay wall and if you're directly behind it won't be hurt by the explosion... So I was wondering, when vehicles... Tanks, helicopters with hellfiremissiles, IEDs and such are added. Will one then be able to just hide out in a compound while a main battle tank is shelling your clay hut without having to worry about it? About the destruction, i really do get how complex and time taking it is to implement.. however the cheap solution would be for explosions of some size to not be totally blocked by walls and such, so standing directly behind a wall getting hit my a tank gun, would give you something to think about. How do you think this will be in the final version of the game?
  25. As someone avid for Tanks/APCs I asked a dev on a live stream about inteirors... What do you think? Should Interiors for tanks be added or? What about front seat APCs?? Please discuss :D
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