Remeber back when the trukk couldn't handle at all and the devs had to add in the faster turning if not using turbo? I think its time to go back to the trukk and readress its current problems again. The top heavy trait causes it to topple over way too easily and the longer profile and no zero point turn cause it to still get stuck way too often. Way I see it there are two practical solutions. 1) do nothing mechanically and just give orks twice as many trukk spawns. 2)lower the center of gravity and tighten up the steering controls more.
for number one, no. Really I think all vehicles at the moment need handling done to them, especially ordinance vehicles.
No because they literaly get stuck and explode more than anyone elses. Trying to drive a trukk is a fucking joke compaired to other vehicles. I can drive preds, waves (duh), rhinos, and even gunwagons better than I can steer the atrocity that is the trukk.
And to you it justify having twice as many truks ? Fix it instead of this bs At least my fire dragon will have more truks to kill
That's why I said there were TWO options... >.> do you people even read this stuff anymore. I'd rather they fix the damn things. If they don't wanna fix them then they need more of them because they are no where near as effective as the other factions transports.
Truks aren't too bad to drive - there is a knack to it. The only ork vehicle I have trouble with is the ordnance one. Aiming that kannon at a specific target is next to impossible
I've done it so many times I can actually replicate it happening in certain spots. They will roll, not flip back, and then explode when the anti stuck feature kicks in. I've done it maybe 3 times with a rhino and only ever once with a wave. But gimme a trukk and somehow I find a way for that thing to just get screwed over. Oh and careful drifting around Medusa A. There are a number of spots a trukk can slide or roll into that it can't get back out of.