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Firing on the Move


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Dirizon #1 Posted Aug 13 2017 - 12:20

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All tanks should have FV 4K5 or Hellcats  dispersion on track rotation, moving stats.  Just so every attempt not 75ft away from the target misses. This promotes aiming,  and dissuades the most nonsensical firing on the move. lt promotes tactically baiting a shot FlRST with heavy tanks fighting around a corner, when an enemy loses his nerve and fires first inaccurately, bounces or misses - and then you can pull out more safely, stop aim and fire.  This also PREVENTS TYPES from just pulling the corner and blam, no aim HE splat for whatever 4-6 hundred damage.  This way, he misses,  or must sit and aim with that aim-time. This prevents retarded E25 chasing scouts and firing their casemate TD on the move like nothing happening bad at all.  Every single tank,  .35 minimum moving and track rotation dispersion values. There is absolutely butt squat no skill at all, at flipping all, in auto-aim spin your turret drive off shoot on the move. Just get rid of this imbecile shiz. 

 

And it won't really effect LT and Med strafing, as that is within 75ft of the enemy and your big bloom won't matter. An arty can shotgun there, nevermind tanks. 

 



T95E2WillBeMine #2 Posted Aug 13 2017 - 12:29

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What if the tank historically had a gun stabilizing system

Dirizon #3 Posted Aug 13 2017 - 12:39

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View PostT95E2WillBeMine, on Aug 13 2017 - 06:59, said:

What if the tank historically had a gun stabilizing system

 

Weren't all too useful until the latest of analog systems. 

That is the least of the worry anyway,  as this game has 1% historical and realistic intrinsic value. 

 



Dirizon #4 Posted Aug 13 2017 - 12:57

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https://www.twitch.tv/videos/166639985

 

What skill is there, here? What does this this add to the game. How is this fair.

Driving by in a heavy tank, turn your turn, rocking hull because of the terrain change, but fire anyway hundreds of (m) away and get a hit.

What does this give for the game? This is nonsense. 

But the enemy, who are in faster med tanks, raced to the position and were stationary waiting,  and didn't even hit me back

Just remove this dumb shiz from the game, at the very least the ugly dispersions will cut it down drastically. Especially late tier with expensive shell costs.

 

 

 



RivertheRoyal #5 Posted Aug 13 2017 - 13:07

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I'd love to play a version of this game where moving is bad, and a big no-no if you want to actually hit the tanks you aim at. /s

Edited by RivertheRoyal, Aug 13 2017 - 13:48.


84Doc04 #6 Posted Aug 13 2017 - 13:13

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View PostDirizon, on Aug 13 2017 - 06:39, said:

 

Weren't all too useful until the latest of analog systems. 

That is the least of the worry anyway,  as this game has 1% historical and realistic intrinsic value

 

You answered your own question.....

It's a game, it's not always close to reality (if ever)

It's part of the game mechanics.

Deal with it.



jajanaboczku #7 Posted Aug 13 2017 - 13:25

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Bad idea.  All this would do is promote camping. If you couldnt hit anything on the move you basicly would become a free exp/cred for all the stationary camping tanks that would not respect you becose you pose no threat wile moving.

_GeorgePreddy #8 Posted Aug 13 2017 - 13:42

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Everyone is entitled to an opinion... and even if they have a lot of bad opinions.

tod914 #9 Posted Aug 13 2017 - 14:26

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The only true solution for dynamic game play is, increase shot dispersion when static.  Decrease when moving.

Panzerkind #10 Posted Aug 13 2017 - 15:10

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If I can't shoot accurately while moving, there is now NO reason to play a Russian medium or any high tier American for that matter. 

If you are engaging targets in an Object 140 at 75ft... you are playing it really really wrong. 

pepe_trueno #11 Posted Aug 13 2017 - 15:18

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being able to pull snapshots reliably past 100 mts should be a perk of some guns not the norm,  its stupid when you have tanks with 0.4x acuracy reliably taking snapshots and even sniping from 450m.

 

the core problem is that both sigma and gun bloom values have nothing to do with the gun stats, this means a 0.5 gun could have better chance of hitting center of reticle than a 0.3 one just becouse someone decided that the 0.5 one gets better hidden values.

 

the solution is simple: acuracy mechancis as  whole need to be reworked to better reflect the gun stats

 

sigma should be based on the gun acuracy values, the more acurate the less likely the shot will go to the edge of reticle

 

gun bloom while moving / turret rotation should be based on the aim time values, the faster a gun aims the lower the dispersion should be while moving

 

  

 


Edited by pepe_trueno, Aug 13 2017 - 15:19.


ThePigSheFlies #12 Posted Aug 13 2017 - 15:39

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View Postpepe_trueno, on Aug 13 2017 - 09:18, said:

being able to pull snapshots reliably past 100 mts should be a perk of some guns not the norm,  its stupid when you have tanks with 0.4x acuracy reliably taking snapshots and even sniping from 450m.

 

the core problem is that both sigma and gun bloom values have nothing to do with the gun stats, this means a 0.5 gun could have better chance of hitting center of reticle than a 0.3 one just becouse someone decided that the 0.5 one gets better hidden values.

 

the solution is simple: acuracy mechancis as  whole need to be reworked to better reflect the gun stats

 

sigma should be based on the gun acuracy values, the more acurate the less likely the shot will go to the edge of reticle

 

gun bloom while moving / turret rotation should be based on the aim time values, the faster a gun aims the lower the dispersion should be while moving

 

  

 

 

no, what's stupid is battalion sized tank groups battling it out on maps brawling at ranges under 450m...

 

the maps in this game are smaller than the lake I live on.  of those, that are on the "larger" size of 1,000m x 1,000m the majority have forced brawling lanes, or grinder areas under 300m x 300m.  never mind that an old cold war era tanks had effective fighting ranges out past 2km



OLDIRTYBOMBER #13 Posted Aug 13 2017 - 15:53

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104 HE damage on the move. instant win, GG WP :trollface:

 

Good shot & Props for not using the built in aim bot (which is the bigger joke of skill)



pepe_trueno #14 Posted Aug 13 2017 - 16:26

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View PostThePigSheFlies, on Aug 13 2017 - 15:39, said:

 

no, what's stupid is battalion sized tank groups battling it out on maps brawling at ranges under 450m...

 

the maps in this game are smaller than the lake I live on.  of those, that are on the "larger" size of 1,000m x 1,000m the majority have forced brawling lanes, or grinder areas under 300m x 300m.  never mind that an old cold war era tanks had effective fighting ranges out past 2km

 

maps are indeed very small  but bigger maps wont change the fact that the acuracy mechanics are horribly designed and dont represent at all the guns accuracy values.

Hurk #15 Posted Aug 13 2017 - 16:40

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View Postpepe_trueno, on Aug 13 2017 - 08:26, said:

maps are indeed very small  but bigger maps wont change the fact that the acuracy mechanics are horribly designed and dont represent at all the guns accuracy values.

i disagree. their mechanics are pretty good for a shooting game. 

games where you always hit center dot are the ones that are massively flawed. 



pepe_trueno #16 Posted Aug 13 2017 - 16:52

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View PostHurk, on Aug 13 2017 - 16:40, said:

i disagree. their mechanics are pretty good for a shooting game. 

games where you always hit center dot are the ones that are massively flawed. 

 

where did i said i wanted shots to always go center? all i said was make acuracy mechanics truly represent the acuracy stats values. a 0.3 acuracy gun should hit close to center more often than a 0.5 one, that all. 

 

 

 

 


Edited by pepe_trueno, Aug 13 2017 - 16:53.


OLDIRTYBOMBER #17 Posted Aug 13 2017 - 16:52

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View PostHurk, on Aug 13 2017 - 16:40, said:

games where you always hit center dot are the ones that are massively flawed. 

 

LUL, massive huh? Well just add a pay / grind wall that makes noobs have to "earn" hitting center dot, that outta fix that game right up!  :trollface:



ThePigSheFlies #18 Posted Aug 13 2017 - 20:48

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View Postpepe_trueno, on Aug 13 2017 - 10:52, said:

 

where did i said i wanted shots to always go center? all i said was make acuracy mechanics truly represent the acuracy stats values. a 0.3 acuracy gun should hit close to center more often than a 0.5 one, that all. 

 

 

 

which is in fact what happens in this game.  the issue is that players, (yourself included) don't have enough data to support, or refute the statistics other than your own perception.

 

so, instead of challenging your perception, you challenge math or game mechanics....



Hurk #19 Posted Aug 13 2017 - 20:55

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View Postpepe_trueno, on Aug 13 2017 - 08:52, said:

where did i said i wanted shots to always go center? all i said was make acuracy mechanics truly represent the acuracy stats values. a 0.3 acuracy gun should hit close to center more often than a 0.5 one, that all. 

and they do. exactly that. 



Hurk #20 Posted Aug 13 2017 - 21:02

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View PostOLDIRTYBOMBER, on Aug 13 2017 - 08:52, said:

LUL, massive huh? Well just add a pay / grind wall that makes noobs have to "earn" hitting center dot, that outta fix that game right up!  :trollface:

its not a wall. in fact, its a gentle treadmill. 

first, if you stay low tier while new to the game, there is no loss, ever. you can do anything short of loading in and drowning and make credits/exp. so the bottom of the game is a welfare state. hardly a pay wall. 

 

as you progress, you can speed that process with money. thats perfectly acceptable and fine. in fact this game is much better than more F2P because there are no unlocks/walls/etc that prevent you from playing at all unless you wait real time or pay.  candy crush's 5 lives a day, other games where its 2 hours then a cooldown, etc. or those games, like this one, where instead of unlocking the next tank, you start an unlock timer... the higher the tier, the longer the wait... a coworker is playing a game where he is waiting 25 DAYS for his next vehicle to unlock, rather than paying out $10. 

 

but even with no cash out of pocket, it only takes about 20 good battles to get a 75% crew to 100%. so hardly a pay wall. 






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