#SPA trajectory
1 messages · Page 1 of 1 (latest)
I couldn't even hit the tanks in the firing range from the spawn placement consistenlty. This isn't "a lot of drop" this is random deviance AFTER a few meters and feels awful. I have no clue how they let SPAs into the game like this after the testing branch went public...
I was actually gonna post this as well but someone beat me to it. Looks really weird how
IIRC the shells use the normal arty-shells and that's just how they work. Works 100% as intended and is not a bug. In the Beta-Branch it was exactly the same from day 1.
It all comes back to the problem, that these tanks are not Arty.
Regular arty doesn’t even fire shells. They just teleport over the target after a while lol.
I know, but somehow the physics have to be calculated. But maybe I'am wrong. I don't know how the code works.
This is how it was intended to be.
This may be intended, however it isn't good and seeing as this was posted under a "feedback" forum I think it is perfectly valid to say it is something we want changed
Valid. But still how are they gonna "fix" this, without messing everything up? It may look stupid, but hey "It just works".
I mean it’s functional, it just looks a bit weird. Smoothing the arc of the shell would probably be the best bet. I will say that it looks better when firing at longer ranges and direct fire.
I'm not exactly a dev, so I don't know how easy it would be, but they could either:
- actually implement the open top arty we were expecting, having it work similarly to the current arty with the teleport and making them defenseless against armor close range, and letting player's be good enough to counterplay the recon/AT
or
- give the rounds actual bullet drop, in an arc that is predictable and looks better than this hard turn down after a few seconds.
This looks so ridiculous. If they had bothered to use SPAs with actual gun elevation suitable for artillery it wouldn't have been an issue. The assault guns in the game can't elevate their guns high enough to make the trajectory feel natural in the game. It is what it is.
I'm not a dev either, but I know that messing with shell velocity and fireing arcs may be even more troublesome.
@vale maple on point
Depends on how bad the spaghetti code is. I think some of the tanks already have their own drop values so it shouldn't be too hard
Like BBQBatman said, it's almost impossible with "realistic" and "natural" behavior, because that's not how these tanks work. Normal tanks use direct fire, so it's hard to compare.
The devs can't just change pyhsics. That way it will always look/feel wrong.
even if they just bodged the animation to look better it doesnt need to be realistic
this was in the test branch, loads of feedback and was listed as a known issue in the dev notes and they... just released it looking like this anyway?
From testing, the Sherman’s barrel goes up pretty far and it still looks strange. I think if it had a higher minimum range you would avoid the issue to an extent as it looks fine when going 500/600m. Can’t imagine anyone not using direct fire at anything less than the few hundred metre range anyway.
Just leaving this here
Wicked, so we have at least another 2 maybe 3 months of plummeting player count, broken balance and no clear end goal.
Awesome, I wonder how many changes will be tweaked, removed, we added. All over again
Oh nonono, the community has been nagging for it too much
It just needs to be implemented properly
If that's the case, idk, have to test for myself yet.
Community has been nagging to fix the recon gameplay loop, I think the major preference was move arty abilities and implement mortar squads.
But here we are, ability and SPA