This could enable a tank commander to have a more active role, and (using a ballistics computer that I made and will post here soon) could mark the amount of elevation that would be needed to hit a target w/ an he shell at extremely long ranges, making a crewed tank an extremely effective artillery piece and encouraging communication. This would probably also be very easy to implement.
Edit: just want to clarify that all I am asking for is an elevation readout (with decimal places) not zeroing, or anything like that. That would make the tank way too strong.
In addition to this, from the perspective of a tank main, I believe that despite public opinion, tanks do not need a buff. It is very good that they can be killed easily if they try to enter cqc. If they could it would necessitate a nerf to the he shells, which imo would make the tank loose a lot of its identity.
#Add precise elevation & angle info to commander seat on tank (like what the apc has).
1 messages · Page 1 of 1 (latest)
"do not need a buff" yeah, something tells me you don't use or fight tanks all that often
then you might just be delusional
yeah, probably. I think that APCs do need a buff though. If that is any consolation! 🙂
disgusting
when a tank sniper has good kd 
AP shells don't, HE shells do
Yeah, if tanks were buffed (besides quality of life changes), they would be a menace.
Thanks!
Actually a buffed AP round would be nice so it is actually possible for tanks to kill other tanks
you mean back to what it was?
Wait, I didn't realize it was nerfed. What was the damage previously?
I don't know but I know it was much higher
think Velocity was higher too at launch
and it went through "soft" targets like fences
This. A velocity increase would make tank fights actually worth it.
You could fight across maps like Sandysunset and not just dodge every shot
don't think we need to buff tank sniping
That doesn't tell us anything, where and how this score was achieved? it could be that this was played on azagor 64v64 conquest for all we know
This one was zalfi bay 128 v 128, my team had the north spawn. It was one of my best games. A lot of long range arty towards a fight between c and d. I had a full crew (and two other engis w/dmrs) which was nice cause the other team was using several AT recons to throw drones at us.
Only the Armor Piercing rounds, it would be pretty bad if they buffed the High Explosives, those are strong as is
I spent most of the game that I showed arcing shots from about 700-1000 meters. Tank sniping is not useless, but nobody does it so I agree with "largely not a factor at all"
1 game out of every 100 ain't a large factor anyway
easily avoided artillery is 9 times out of ten useless.
So you need atleast 2 pocket engineers, on top of a bad enemy that doesn't attempt to flank, to make it work lol
Ok, I mentioned that game because it was fun, I'm one of those players who like communication. Here is a time I had no support. This one was on Sandysunset. The reason why I am on the top is from challenges.
What will it take to convince y'all that this strat works? Smh
For me I'll get those numbers about 1-5 runs. A lot of times AT drones or tandem squads get me or suppress me enough that I get like 30 kills or less. The reason why the zalfi game was fun was because we were getting flanked, bombed and rocketed and still got a good score because of coordination.
But the main point of the post was about adding elevation info to the commander/spotter seat. It could literally be the UI that the APC already has. From the little game design experience I have it seems like it would be pretty easy, but idk.
I have gotten a couple of games like that, but that is because of the map (azagor) or the enemy team ignores me. Most of the time i'm running away from rpg squads, rpg helis or drones, not a fun experience at all and that is why i don't play anymore. Anyway, i don't understand how your suggestion works, it sounds good though.
