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Damian90

Tanks DLC Feedback

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602FC70DB2BCAFD9B42CD308D96C8DE555F2EE50

 

Took me 2 hours to complete on Veteran, but absolutely worth it. The new vehicle interiors and mechanics made this a blast (literally)! I kept getting my ass handed to me at the ambush point until I learned more how the Tank Hunter was designed and how to position myself properly. This mission was great fun and makes playing in Simulator (Veteran) mode so much better with the new interiors :D. I'm enjoying this new DLC more and more the more I play it.

 

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On 3/23/2018 at 11:18 AM, teabagginpeople said:

I hope imperator does not mind me using his video for demonstration purposes,  it is very well done. 

 

 

 

Sorry, only just saw this.  Cheers for the mention!

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Question:

do we know what time is the DLC to be released?

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1 hour ago, Wiki said:

Question:

do we know what time is the DLC to be released?

It says "This game will unlock in approximately 8 hours" on steam page.

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Ups, someone is running late :D So far 10 minutes, no update downloading, but new video is up :D

 

EDIT: After Validating files, download has started :P

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30 minutes ago, FoxFort said:

Ups, someone is running late :D So far 10 minutes, no update downloading, but new video is up :D

 

EDIT: After Validating files, download has started :P

What new video?

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Thx.

 

Question:

how to use the GBU now?

Don't understand how to use it.

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55 minutes ago, Wiki said:

Thx.

 

Question:

how to use the GBU now?

Don't understand how to use it.

Easy, the most effective way is: 

 

 

 

 

Hehehehe, yeah for real how to select them now :D

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"Tank buster" busts nothing.

I can fire 3 or 4 AP round at a tank without disabling it.

 

Also, is there a way to only have the range finder and not the fire control system?

 

The tutorial says to "lock the target" to use the FCS.

However, my "lock" button doesn't lock shit. The range finder button however does work but it automatically set the FCS.

 

Edit:

 

the FCS really does shit.

It fires where the tank WAS.

manual fire was much better.

FCS = total clusterfuck

 

Also, does AP is supposed to pierce armor?

Cause so far, it doesn't

 

So, if I wanna use the ranger finder WITHOUT that sucking FCS, there is no way, right?

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The FCS is really the badest thing in this DLC

 

EDIT:

 

Ok, I'm done.

Quite playing that game.

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1 hour ago, Wiki said:

It fires where the tank WAS.

You are doing something wrong
First shot hit wheels, second center 

 

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2 hours ago, Wiki said:

Thx.

 

Question:

how to use the GBU now?

Don't understand how to use it.

 

GBUs are lock on after launch (LOAL) now

just use CCIP to drop them near the laser, and they will lock the laser when the get close

this even allows to enable the laser a few sec before the impact, to minimize the chance of being spotted

1 hour ago, Wiki said:

Also, does AP is supposed to pierce armor?

Cause so far, it doesn't

 

So, if I wanna use the ranger finder WITHOUT that sucking FCS, there is no way, right?

 

AP pieces the armor, you could even shoot soldiers behind an APC with APFSDS ammo.

the trick is now, to actually hit the vital components of the enemy tanks

 

FCS:

aim at the target, press t (or whatever you have bound it to), don't move the turret, voilá, you have the range

aim and track a moving target, press or hold t (not 100% sure) and keep tracking it

if the target doesn't change it's direction aim and shoot, FCS should do the rest

 

 

if you want to know more about this stuff, you might want to read the topics in the dev branch section here in the forums.

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48 minutes ago, Kofeina101 said:

You are doing something wrong
First shot hit wheels, second center 

 

 

Nope, doing nothing wrong.

Vehicle is moving, but I keep my visor on it, but when the round is fired, it doesn't take into account the movement and hits behind.

Not all the time though.

And I can't compensate as I can't override the FCS.

 

34 minutes ago, HaseDesTodes said:

 

GBUs are lock on after launch (LOAL) now

just use CCIP to drop them near the laser, and they will lock the laser when the get close

this even allows to enable the laser a few sec before the impact, to minimize the chance of being spotted

Ah ok, thx

 

34 minutes ago, HaseDesTodes said:

FCS:

aim at the target, press t (or whatever you have bound it to), don't move the turret, voilá, you have the range

aim and track a moving target, press or hold t (not 100% sure) and keep tracking it

if the target doesn't change it's direction aim and shoot, FCS should do the rest

 

 

if you want to know more about this stuff, you might want to read the topics in the dev branch section here in the forums.

That is what I do.

Also, if I just want to use the range finder, I'm fucked cause the FCS is automatically engaged.

In the hint, they say "use the lock button to use FCS" but lock button doesn't to shit.

It's the "range finder" button.

Hence I can't just have the range and aim manually - the FCS always takes over.

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The wipeout feels like it's glued to the ground during take-off now, the take-off speed required is something like 30kph faster than before and you run out of runway on the NW Moray island on Malden, breaking my mission completely. 

 

Also, how do you select the GBU and CBU now? It doesn't show up when flipping through weapons.

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Sound like either you don't really know how to use the FCS, or you installed too many mods that break the game.

The FCS is fine, I managed to hit a moving Marid at 3200m first round, followed by a slow moving helo at 3650m

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Tanks for a nice DLC. The interiors are amazing and really give a lot more immersion to armoured vehicles. The customization is a very nice touch as well.

But a simple working FCS is what Im enjoying the most. Being able to easily hit moving targets 1km+ away is great.
 

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34 minutes ago, lugiahua said:

Sound like either you don't really know how to use the FCS, or you installed too many mods that break the game.

The FCS is fine, I managed to hit a moving Marid at 3200m first round, followed by a slow moving helo at 3650m

I play vanilla.

And as said, it doesn't always miss.

Sometimes it works, sometimes not

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1 hour ago, Wiki said:

I play vanilla.

And as said, it doesn't always miss.

Sometimes it works, sometimes not

 

I would suggest reading up on how the system works, and perhaps play around in the editor against empty targets.

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Some Feedback

 

The ammo count doesn't match in PIP

 

1523529558-20180411233409-1.jpg

 

Where is the gun optic for the gunner of the Kamysh ?

 

1523529557-20180411233423-1.jpg

 

Air-Ground Missile for an MLRS ? Seriously ? isn't an Ground-Ground missiles ?

 

1523529562-20180411233751-1.jpg

 

Why an m2 on an Otan vehicle ? all the other have the mk23. And BIS the ejecting casing of an M2 in under the m2 not on the right.

 

1523529557-20180411234448-1.jpg

 

The smoke screen launcher is on the turret why their are ejected by the hull ?

 

1523529563-20180412002554-1.jpg

 

In the Devs branch the Track dissapear when their are damaged or destroy ?

 

1523529560-20180412003217-1.jpg

 

The incorecte animation position for the commender turret of the t-140

 

1523650196-20180413200440-1.jpg

 

And no FFV on the new vehicle

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Given the number of new vehicle skins that broke cover in Tanks DLC, I'm disappointed the Tanoa and Altis versions of the Hunter MRAP are still identical. They even have their own classnames.

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18 minutes ago, Hunterhawks said:

-snip-

 

Its a shame you didn't report these issues before the the DLC was released, especially as your post suggests that you tested content on the Dev branch.

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I would like to point out two very bad screw-ups in the tank dlc.

1. Why can commanders who are turned out on a Slammer use their rifles and commanders in the varsuk can not?
2. Why is the recoil when firing a rifle while turned out  (on a not moving tank) so savagely exagerrated? Logic would dictate that a person in an opened tank hatch has many ways to stabilize their own body and the gun while firing. But the Marksman DLC weapon resting fails to work here.

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