Dreadnoughts not from start, but they will look into it how to utilize ; my personal guess is they will be NPC's as your character would be lore-wise a permanent Dreadnought lololol so let's see how they do that. Alternatively you could explain by taking control of a NPC and playing as him rather than your own character
Dude, you ever play space marine as a dreadnought before? UGGGH I would love to experience that again, but this time with more Wraith Lords and Killa Kans/ Deff Dreads
Yes I did, but this is a MMO no *random* shooter You are in basic a consistent, evolving character in many battlefields. While in Space Marine you are one of few ; in EC you are one of thousands! *whole other scale, feeling and scenario ; not to forget possibilities of better RP, etc.*
This does sound like a great idea for controls. Would need some skill, but if you get into it, you'll be able to do something fun on it. Besides, this kind of controls would give and extended feeling of actually using levers controlling the tank, minding acceleration and inertia of such heavy machine This would really, really give a great feel to it
It would certainly be an original approach to tank movement, how well it would work out I'm not sure. Personally I'd love to give it a go but I suspect there is also something to be said for the traditional steering controls used in most games, at least in terms of making it easy for new people to the game to hop in and get going. As for Driver/Gunner or Driver=Gunner you essentially only have a few options there. Either you have Driver=Gunner and either very rare or very weak armour, or you have Driver/Gunner. It was one of the more heavily debated aspects of Planetside 2 where, due to enormous tank zergs early on, tanks are now destroyed by infantry quicker (at rather long range I might add) than by other specialised anti-armour tanks thus rendering them a bit useless in terms of supporting infantry in anything other than ridiculous numbers.
Even if this control system is not implemented (or stays optional), I think they definitely should give us the possibility to control velocity via changing RPM/torque manually and gradually, so that there is no just "accelerate-brake-boost".
Devs have already said that the driver will not be using the main gun of a tank but will have a smaller forward facing gun that they could use. (The grav tank has a gun right next to the cockpit but it wouldn't use this control scheme) Imma think up an updated scheme. Should the driver gun even have a zoom,What about night vision and head lights? These problems would only exist on a controller though. I'm open to suggestion Edit:FING COPYPASTE AUTO FORMATTING Controller: Y/Triangle-Ram L1/LB-Left tread forward R1/RB-Right tread forward Forward gun-Square/X Reload FWD gun-Left stick in? X/A-Break Zoom-Left stick forward? L2/LT-Left tread back R2/RT-Right tread back Keyboard and mouse: W-Ram Q-Left tread forward E-Right tread forward Forward gun-Left mouse button Reload FWD gun-Middle mouse button S-Break Zoom FWD gun-Right mouse button A-left back D-Right back
Hey guess sorry to jump in off topic but how do you become a beta tester? I have alot of time on my hands and I'd loved to help not just to get in to play first but to actually help!