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'tanks Are Important - Here's How They Should "feel"'

Discussion in 'General Discussion' started by NostramoBorn, Dec 5, 2013.

  1. Isaac Clarke Well-Known Member

    Does it state anywhere in the fluff how fast Predators can move?
  2. Locutus Locutus Arkhona Vanguard

    Yup.
    Quote below comparing the Leman Russ Conqueror to the inferior AT70 Reaver:

    "Examples of old, sub-Imperial standard technology, the Reavers lacked any auspex guidance or laser rangefinding. It was also clear they had no gyro stabilisers. Once the Conqueror guns were aimed, they damn well stayed aim-locked thanks to inertial dampers, no matter how much bouncing and lurching the tank was experiencing. That meant the Conquerors could shoot and move simultaneously without any appreciable loss of target lock. The AT70s fired by eye and any movement or jarring required immediate aim revision."
    - Honour Guard, Pg. 182
    CorvusCorax likes this.
  3. Rasczak Rasczak Subordinate

    Excellent, gyro-stabilization is a very underrepresented feature in video games despite being standard since before 1945 (seriously, we developed vertical stabilizers in WWII and once we had them we never went back).

    Not to mention being able to shoot on the move is one of the most beloved features of the TT Russ!
  4. Red_Shoehart Member

    Well, EC is supposed to be infantry based game, so isn't it a bit unrealistic to expect the same level of detail for tanks as the game that's only about tanks?
    I'd rather have a good feeling guns and melle mechanics than a bouncy tank to be honest. But if we can have both, great!
  5. REDWUN Active Member

    Doesn't 40k make use of combined arms?

    Another important thing to consider is the controls.
    I much rather have a UT control style (The turret follows the view at it's own speed) than a BF/PS2 one (mouse speed is reduced).
  6. Nostramo Born NostramoBorn Forum Beta Tester

    Small clarification - War Thunder focuses on all the 'great' areas of war, aviation, ground forces, and eventually fleets.

    Eternal Crusade is infantry focused - but not exclusive to it. Just because it's infantry focused, doesn't mean they should go over other areas with as much focus. :)
  7. Nostramo Born NostramoBorn Forum Beta Tester

    predator stats.png

    Yep, it does. Between 50 and 68 kph. About the speed of an M1 Abrams. :)
  8. Tyryt Tyryt Prefectus

    Drivers aren't going to be gunners (at least not main gunners).
    I really hope that when you are in vehicles, you enter first person view. If you are a driver, you have a restricted view that a driver would have, none of this thrid person spinning your view all around. You hit friendlies, well, you need to be a little more careful. gunning, likewise, you should be looking from the turret/sponsoon, etc. Not have some god-like awareness.
    Passengers, you can look at the other people in the vehicle with you, but you can't really see what is going on outside (unless in an open-topped vehicle, of course, then you can be shot too).
  9. Nostramo Born NostramoBorn Forum Beta Tester

    Wow, I just realized how big a predator tank really is.
    According to lexicanum, it's 6m wide and 6m tall. It weighs 66tons, and is 6m in length (a metal box, in short. Metal bawkses, anyone?)

    An M1Abrams is 67 tons, is 3.6m wide, 2.4m tall, and almost 8m in length.
    And if they have the same speed? Wow, predators can go FAAAST.
  10. Rasczak Rasczak Subordinate

    That might make the controls feel weird and drifty if the turret lags behind your mouse, though as long as the difference is not too huge and it doesn't overshoot it should be okay.

    Speaking of drifty though, if we have to compensate for drop using range markings (though really, our muzzle velocity should be high enough that this isn't necessary until shooting past 600-800m+) I would like those range markings to be calibrated so a particular tick always corresponds to a certain range, even when zoomed, and self-righting, so that the range markings are always perpendicular to the ground (and thus in line with gravity) even when on a slope.

    Also, yes, the separate drivers and gunners is one reason we really need gyro-stabilizers. I don't want my driver screwing up my aim because he felt like moving, and as a driver I want to be able to react to incoming fire without worrying about screwing over my gunner.

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