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Yeah this would make things really interesting
No, no. Bad idea. I don't like locked solo tankers, but making Tank's impossible to drive without a second crew member will have so many problems.
1. What if someone in your crew disconnects or has to go? Now you stuck in the middle of the map and the tank is wasted?
2. A Solo Tanker is better then no Tank's at all. Some games, people just don't join your squad. I'd rather have a single Tank on the field with someone in it then no Tank at all. As long as they aren't locking the squad.
3. Many people learn how to drive and shoot the main guns and train on the Tank's solo, on empty servers. If you make it so you can't get into a Tank without a second crew member, then a lot of people are going to be completely lost without training.
You fix one problem, and a bunch of other problems will arise from making it impossible to use the Tanks with a minimum of 2.
This!
+Often you have to jump out the tank to engage infantry near by or scout the area with binos from another spot or a higher building - both situationd in which you can get killed quick.
I had considered this but will freely admit I do not have an alternative.
A solo tank is not better than no tank at all. Sheerly being a solo tank means anybody else who might have created a fully crewed tank cannot do that. These 'no tank at all' arguments always assume nobody else will take the tank, when in reality it's simply that they don't take it before solo tankers grab it immediately so they can afk on a cannon for 30 minutes, never committing a breakthrough like armor was designed for.
Many people should be able to use the shooting range when properly established, as opposed to actively using live servers as their testing ground. Fixing solo tanking isn't a software issue, there aren't bugs that will magically pop up from forcing players to actually crew a tank. The only 'issue' you could quote is that people will not always synergize or play well together, which means they obviously aren't as good of a tanker as they thought, and should probably go back to practice.
if i have a solid crew I can manage to get alot more than a 900 score, let alone they can lock down and entire front if done right. furthermore they are more effective when supporting infantry. Ive seen tanks lock down a point all game when they have a infantry squad defending them while they support the advance out of the sector.
That way solo tankers can still solo tank if they want, but at increased risks and it put them at disadvantage against fully operated tanks.
Why would a Tank not operate just because someone left it? That's silly. There are plenty of stories throughout history of one or two man Tank crews that lost members of their crew, held their own and made it back home alive. Even in WW1, where some Tank's needed two people to drive them. What, the gun just magically doesn't work anymore because someone left the game? Nah. I just don't think that's a good option for the locked Solo tank crew problem.
Honestly, I don't even think Solo Tankers are that big of a problem in the game. Most servers regulate it. It was the OP of this discussion that turned it into this big issue. I very rarely see locked Tank crews on the servers I play on, because the admins take care of it.
I disagree with you. I'd much rather have a solo tanker on the field. I've played plenty of games where I was the only person in a Tank crew. Or there is a full locked Tank crew and I'm the only other Tank crew. Sometimes someone will join me halfway through the game, but still, I shouldn't not be allowed to operate a Tank because noone else wants to play it. Another silly notion imho.
I DO NOT CONDONE Solo Tanking, let this be known. Especially locked squads. With that being said, I'm pretty good as a Solo Tanker when I've been forced to be one. I've taken out multiple Tank's (Up to 4 in a single run) as a Solo Tanker and broken my team out of being slaughtered by overwhelming Tank pressure by the enemy team before. So yes, there is a case for Solo Tanking being better then no Tank's at all. I'd much rather have a full crew. A full crew is always better.
I never said bugs would suddenly arise if you totally curbed Solo Tanker and make it so the Tank's won't operate without a full crew like you are suggesting. I'm saying it will cause more strife between the community. There's just no reason for it. The problem isn't that widespread, the OP just made a huge deal out of it.
Last but not least, some suggestions:
1. Make swapping between driver, gunner and spotter longer then 2 seconds. Make it 10-15 seconds instead. It would make a helluva lot more sense then just stopping the Tank from operating. It would also represent the real time it took to get out of a seat and move to another.
2. Give Tank crews their "own" Tanks. At the start of the game, the Tank commander chooses a spawn and which type of Tank they have. No other crew can take that Tank for the duration of the game once it is spawned, or until the Tank commander resigns from the game or gives up command. The new Tank Commander chooses a new spawn and type of Tank. If the Tank Commander chooses, he can change up the spawn and type of Tank later in the game. If he wanted a 75 Jumbo for the smoke instead of the 76 Jumbo. Or a Panther instead of a Tiger.
3. Ditch the Commander giving out Tank's, and allow the Tank Commanders to drop their own Tank's on the spawns they chose. Now there's a kicker here. 3 man crews can choose any Tank they want. Heavy, Medium or Light/Recon. 2 man crews can only spawn Medium and Lights, and solo tank crews can only spawn Light tanks or recon vehicles.
I think these suggestions would at least allow people to still Solo Tank if it's needed, but also give more control to the Tank Commanders who are actually operating with full crews and give them the pick of the litter so to say, with what Tank's they want.
To build on this, each role should synergize directly with each other with debuffs that detract from solo tanking so that if it's only you on the tank, the debuffs take effect. For instance drive slower without crewed tank for driver, reload slower without crewed tank for gunner, etc. This reflects how important the synergy of a crew is, and how ♥♥♥♥♥♥♥ hard, if not impossible, some tasks inside a tank are by yourself, for instance the fact that a person was usually dedicated strictly to loading the cannon.
Realistically, there just needs to be more mechanics to put real life constraints on tanks, some of which I've already mentioned prior. They should have to refuel at least every 10-15 minutes of use/idle, they should have their optics damaged if hit, etc. And the case really should be that your team is either fielding crewed tanks or none at all, there should be no benefits to running solo crewed tanks, bar none. If there aren't enough players or players won't take the role, then your team gets no tank, otherwise we're just encouraging a culture of solo tanking excuses imo.