Tank update?
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Re: Tank update?
the tank's sheer size probably guarantees that it would require maps be rebuilt to accommodate it. so, i think that the most likely future of the tank is in occasional gimmick rounds in a whisky-outpost-like specialized map built for it.
frankly im surprised that they chose to work on something as bulky as a tank when a resprited powerloader with some firearms mounted and tweaked stats would make for a mechanized solution that would demand minimal map restructuring, because an exosuit is just plain not as bulky as a tank.
https://www.youtube.com/watch?v=cQk5IxxDQCo
https://youtu.be/rnR1tlXNOoQ?t=9m47s
frankly im surprised that they chose to work on something as bulky as a tank when a resprited powerloader with some firearms mounted and tweaked stats would make for a mechanized solution that would demand minimal map restructuring, because an exosuit is just plain not as bulky as a tank.
https://www.youtube.com/watch?v=cQk5IxxDQCo
https://youtu.be/rnR1tlXNOoQ?t=9m47s
- Fcanau
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Re: Tank update?
I feel like an APC would be better for the marines, tank just feels out of place and the movie APC is rather heavily armed
Kind of unrealistic though considering how in the movie marines actually drop on the APC which is deployed straight from the dropship. Tank would have the same issue you'd need a separate dropship for it.
Normandy could be turned into a dedicated apc deployment/CAS ship where maybe you could drop the APC outside of LZ's straight into action for recon but from a coding perspective this looks like a ton of work and maps arent really prepared for it
Kind of unrealistic though considering how in the movie marines actually drop on the APC which is deployed straight from the dropship. Tank would have the same issue you'd need a separate dropship for it.
Normandy could be turned into a dedicated apc deployment/CAS ship where maybe you could drop the APC outside of LZ's straight into action for recon but from a coding perspective this looks like a ton of work and maps arent really prepared for it
- Jonesome
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Re: Tank update?
just buff the crusher, it can already take on armoured vehicles in-universe.
- zergrush
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Re: Tank update?
For April fools, Spawn 5 tanks in Cryo and change the alien spawn into the canteens rather then the surface.
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- Vispain
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Re: Tank update?
TBH the Crusher probably ALREADY has the strength to not die to a tank's explosive power. Direct Hit? Mabye not
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- WinterClould
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Re: Tank update?
You guys notice some parts of some maps getting expanded? I sure have. I'm not saying I called this right from the start but. SoonTM
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- Renomaki
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Re: Tank update?
I had noticed that Big Red's main landing zone was a fair bit roomier this time around. Tank or not, it is nice that it isn't so damn crowded anymore near LZ1. The way it was before made unloading a large wave of marines difficult.WinterClould wrote: ↑13 May 2018, 23:28You guys notice some parts of some maps getting expanded? I sure have. I'm not saying I called this right from the start but. SoonTM
I do still worry about the tank update, though... It might be a big change of meta that I might not be able to easily adjust to.
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- WinterClould
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Re: Tank update?
Quote me on this when the tank is added. "The meta won't move a fucking inch and everything will basically be that same but with a rolling box of dubious value added to the marine side."Renomaki wrote: ↑13 May 2018, 23:48I had noticed that Big Red's main landing zone was a fair bit roomier this time around. Tank or not, it is nice that it isn't so damn crowded anymore near LZ1. The way it was before made unloading a large wave of marines difficult.
I do still worry about the tank update, though... It might be a big change of meta that I might not be able to easily adjust to.
Last edited by WinterClould on 14 May 2018, 01:37, edited 1 time in total.
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- spookydonut
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Re: Tank update?
Ah I see you've noticed how well the marines adapted to the mortar.WinterClould wrote: ↑14 May 2018, 00:08Quote me on this when the tank is added. "The meta won't move a fucking inch and everything eillcbasically be that same but with a rolling box of dubious value added to the marine side."
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Re: Tank update?
The mortar, while a nice addition to the FOB and FOB duty, is merely a piece of support. It's not meant to win wars and it shouldn't. Same goes with the tank, it is a great piece of hardware, but it has its limitations. In the words of Wargame Red Dragon,spookydonut wrote: ↑14 May 2018, 00:29Ah I see you've noticed how well the marines adapted to the mortar.
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- DefinitelyAlone0309
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Re: Tank update?
Because this "piece of support" costs 160 points to start up, which is equal to : 2 AP ammo boxes, 6 AP M41A Mags and 50 metal/sandbags (with about 16 points to spare). What kind of support can even compare to that ?ColdSuit wrote: ↑14 May 2018, 01:03The mortar, while a nice addition to the FOB and FOB duty, is merely a piece of support. It's not meant to win wars and it shouldn't. Same goes with the tank, it is a great piece of hardware, but it has its limitations. In the words of Wargame Red Dragon,
"In the end, it all comes down to the infantryman and his rifle".
Mortar's main problem is that it's too damn expensive, period. If the original mortar crate even comes with a tiny bit of ammo, you'll see it getting used a bit more.
The one and only Bex Jackson
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Re: Tank update?
so have tanks been added to all regular rounds now, or what? ive been seeing them a lot past couple days. too bad tanks are best suited to open countryside and not trying to drive down alleyways and into caves
- HellFire
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Re: Tank update?
Its been added to all rounds now and will be in the game. Currenlty the tank is 3X3 so if you want to fit any corridor you scout out that has enough way after the enterence just C4 or use your HE rounds and make a way. I found that in LV You cannot go past the river. Big red you can fit in the caves of lambda and some parts of research. In most Tank is mostly a FF guy and mostly used when marines fucked up pushing into the enemy and have to fall back.If you want to be a tank crew you better play on low pop or you ain't getting it and if you got lucky and became a tank crew heres the wiki for it so you can start it well wiki/Tank_Crewman
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Re: Tank update?
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- Vispain
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Re: Tank update?
You know how I've noticed the meta change?
Simple. Tank Friendly FOBs.
They are more plasteel requiring but... I've seen 'em more now in only a few days since the update.
Why this change in meta?
Hmm. Mabye engineers don't want a annoyed and tired tank crewman decide running over a "small" part of the FOB's side to be beneficial in the long run.
Engi not movin' cade? Cade gonna get crushed.
Hence the three wide plasteel entrances to FOB at parts.
Simple. Tank Friendly FOBs.
They are more plasteel requiring but... I've seen 'em more now in only a few days since the update.
Why this change in meta?
Hmm. Mabye engineers don't want a annoyed and tired tank crewman decide running over a "small" part of the FOB's side to be beneficial in the long run.
Engi not movin' cade? Cade gonna get crushed.
Hence the three wide plasteel entrances to FOB at parts.
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- Wubs4Scrubs
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Re: Tank update?
Just played first round as a tank crewman on LV. Tank seems pretty bad in its current state, it's slow and not powerful. The fact that it can't crush most objects like jungle tiles or walls means that it can't maneuver or take alternate routes around the map. It doesn't matter how much damage the tank can handle if it never is able to substantially injure xenos or even make it to the front lines. Due to the tank not being able to crush most obstacles it took us ~40 minutes to reach the front lines.
Once there it became apparent that the minigun is trash, it doesn't deal enough damage and it's inaccurate as fuck. The tank can't pursue xenos because of how slow it is, so you need to be able to get a shot off that does all its damage at once since you only get time for one shot before the xeno is has outran your turtle ass. I haven't played a round with the vanilla gun yet, but I advise against anybody using the minigun option for the aforementioned reasons.
VERDICT:
-Tank is slow, easily flanked so xenos with even a quarter-brain can stay out of its gun traverse
-Maps box tank in like a mouse in a maze
-Minigun is worthless as xenos are bullet sponges
Oh also my first round I pretty much observed because the tank bugged out and the driver was both Gunner + Driver and I was locked out of doing anything so I just sat in the tank and did nothing all round as I watched.
Once there it became apparent that the minigun is trash, it doesn't deal enough damage and it's inaccurate as fuck. The tank can't pursue xenos because of how slow it is, so you need to be able to get a shot off that does all its damage at once since you only get time for one shot before the xeno is has outran your turtle ass. I haven't played a round with the vanilla gun yet, but I advise against anybody using the minigun option for the aforementioned reasons.
VERDICT:
-Tank is slow, easily flanked so xenos with even a quarter-brain can stay out of its gun traverse
-Maps box tank in like a mouse in a maze
-Minigun is worthless as xenos are bullet sponges
Oh also my first round I pretty much observed because the tank bugged out and the driver was both Gunner + Driver and I was locked out of doing anything so I just sat in the tank and did nothing all round as I watched.
- Jonesome
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Re: Tank update?
Yeah tank seems pretty buggy and under-powered in its current state. During the WO round yesterday, after 20 minutes of clearing the Nexus road and C4-ing the hydro walls so it could fit inside the building, there was a glitch where the tank couldn't fire its weapons because "no ammo loaded" or something. So it ended up being a very expensive piece of scrap metal. I hope over time the developers will update the tank to allow it to break through certain objects, as well as upgrading the damage on its weapons. But as it is, the tank makes for some very nice RP and "muh immershun" just to have a vehicle you can play with. The fact that most of the staff said a working vehicle was something that was never going to happen is a milestone in and of itself.
- HellFire
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Re: Tank update?
There is an attachment for the tank to go faster. So that Verdict is somewhat false.Wubs4Scrubs wrote: ↑21 May 2018, 15:59Just played first round as a tank crewman on LV. Tank seems pretty bad in its current state, it's slow and not powerful. The fact that it can't crush most objects like jungle tiles or walls means that it can't maneuver or take alternate routes around the map. It doesn't matter how much damage the tank can handle if it never is able to substantially injure xenos or even make it to the front lines. Due to the tank not being able to crush most obstacles it took us ~40 minutes to reach the front lines.
Once there it became apparent that the minigun is trash, it doesn't deal enough damage and it's inaccurate as fuck. The tank can't pursue xenos because of how slow it is, so you need to be able to get a shot off that does all its damage at once since you only get time for one shot before the xeno is has outran your turtle ass. I haven't played a round with the vanilla gun yet, but I advise against anybody using the minigun option for the aforementioned reasons.
VERDICT:
-Tank is slow, easily flanked so xenos with even a quarter-brain can stay out of its gun traverse
-Maps box tank in like a mouse in a maze
-Minigun is worthless as xenos are bullet sponges
Oh also my first round I pretty much observed because the tank bugged out and the driver was both Gunner + Driver and I was locked out of doing anything so I just sat in the tank and did nothing all round as I watched.
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Re: Tank update?
I've had a few rounds to observe the tank in action. Very cool in theory. Not so much in practice.
It strikes me as a waste of assets. Its rarely useful, extremely slow (for a ""light tank"") and is far more likely to impede the Marines progress than the Aliens.
At best, it seems more a defensive asset for defending fixed locations, which you may as well call it the Lightstreet Turret. At worse it impairs the Marine team to a significant degree in terms of manpower in maintaining the tank, and expended cargo points and time that could go elsewhere.
I don't profess to know how to balance it well. Maybe it does not need to be in the game? Maybe it'll work eventually. Right now it's just seems a gimmick.
It strikes me as a waste of assets. Its rarely useful, extremely slow (for a ""light tank"") and is far more likely to impede the Marines progress than the Aliens.
At best, it seems more a defensive asset for defending fixed locations, which you may as well call it the Lightstreet Turret. At worse it impairs the Marine team to a significant degree in terms of manpower in maintaining the tank, and expended cargo points and time that could go elsewhere.
I don't profess to know how to balance it well. Maybe it does not need to be in the game? Maybe it'll work eventually. Right now it's just seems a gimmick.
- Hughgent
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Re: Tank update?
I think that maybe a beneficial change would be to move the Tank parts to the Dropship parts fabricator (renaming it parts fabricator). This would take the crunch off of Requisitions and make the tank crewmen compete with the Pilots. the fabricator can already produce 30mm chain gun rounds, so producing munitions is possible.
- Heckenshutze
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Re: Tank update?
I'd exchange the tank for a 4-seat jeep with a mounted m56 in a blink.
We don't need such thing and it's too clunky, heavy and slow to be useful.
We don't need such thing and it's too clunky, heavy and slow to be useful.
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- Gnorse
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Re: Tank update?
thisHeckenshutze wrote: ↑22 May 2018, 11:59I'd exchange the tank for a 4-seat jeep with a mounted m56 in a blink.
We don't need such thing and it's too clunky, heavy and slow to be useful.
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- Retrokinesis
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Re: Tank update?
It could definitely use some improvements because, as of right now, it's really more of a hindrance than a help. It takes time to get setup (which is a real problem if you're the sole MT/CE because the core has to come first), consumes an enormous amount of req's points even just from general use, consumes way more points if it takes any significant amount of damage (which it will, because it's slow and unwieldy), needs an MT or the synth deployed in the field to babysit it, makes FOBs more expensive to build (either from the increase in plasteel cades needed to let it through or to replace the cades it just ran over because it can't wait), and disrupts advances by blocking marines or running them over.
In short, it feels like it's meant to be the "marine's queen" and carry assaults by its presence but it has absolutely none of the tools needed to do that. I also definitely don't think it should be doing that, but neither should the queen for that matter. Right now, it's really only use is sitting in one place as a glorified turret. I haven't been a TC myself but it also sounds like it could use some significant quality of life tweaks as well, especially regarding vision and smoke.
In short, it feels like it's meant to be the "marine's queen" and carry assaults by its presence but it has absolutely none of the tools needed to do that. I also definitely don't think it should be doing that, but neither should the queen for that matter. Right now, it's really only use is sitting in one place as a glorified turret. I haven't been a TC myself but it also sounds like it could use some significant quality of life tweaks as well, especially regarding vision and smoke.
- Gnorse
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Re: Tank update?
I noticed something on the new lower deck of the almayer.
We only have two TC slots, but there's 3 tanker crew rooms.
N e W U p D a T e ???
We only have two TC slots, but there's 3 tanker crew rooms.
N e W U p D a T e ???
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