Tank Discussion Thread

Generic, on-topic discussion about Colonial Marines.
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NethIafins
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Tank Discussion Thread

Post by NethIafins » 19 May 2018, 02:58

Since you can't read rules of the megathread, I decided to make this thread.

While you can write anything you think about tank and/or feedback, your suggestions will most likely be ignored

Don't post bugs here. Post them in tank megathread
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Re: Tank Discussion Thread

Post by Sleepy Retard » 19 May 2018, 03:00

nice.
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Re: Tank Discussion Thread

Post by Lumdor » 19 May 2018, 03:04

Adding a megaphone into the tank so they can yell at marines easier would be nice.

So far if you have a tank crew with macros they can be quite good.
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Re: Tank Discussion Thread

Post by taketheshot56 » 19 May 2018, 03:10

Camera for the tank so CO can watch it go rolling in.
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Re: Tank Discussion Thread

Post by Nyeshivuu » 19 May 2018, 04:26

It ran over 9 people in one round, including me.
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Re: Tank Discussion Thread

Post by Sargeantmuffinman » 19 May 2018, 06:46

It doesn't feel like this yet.

But it's pretty good, although the secondary weapons should have a buff in projectile speed.

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Re: Tank Discussion Thread

Post by Ranged66 » 19 May 2018, 09:26

They should have the speed of an ancient runner with queen frenzy yes
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Re: Tank Discussion Thread

Post by stobarico » 19 May 2018, 09:48

To be honest, i think the tank turret should be able to rotate with the gunner's movement keys and have a bit of a loading process while doing so (Preferably less than the tank's movement so it is actually usefull)

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Re: Tank Discussion Thread

Post by Dolth » 19 May 2018, 09:49

Wait a minute there's a tank now?
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Re: Tank Discussion Thread

Post by Sargeantmuffinman » 19 May 2018, 10:00

Dolth wrote:
19 May 2018, 09:49
Wait a minute there's a tank now?
wiki/Tank_Crewman#The_Tank
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Re: Tank Discussion Thread

Post by Wehraboo » 19 May 2018, 10:13

I still think the tank needs a tank commander, who can give orders to the crew as well as being in touch with command. They could also possibly fire the cupola mounted weaponry as well.

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Re: Tank Discussion Thread

Post by ghost120 » 19 May 2018, 11:05

I believe tank could use a see-more, but lose-speed mode as, from what i know, it is hard to see something from it, if there's no such thing already, but i doubt it is.
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Re: Tank Discussion Thread

Post by Renomaki » 19 May 2018, 22:08

Wehraboo wrote:
19 May 2018, 10:13
I still think the tank needs a tank commander, who can give orders to the crew as well as being in touch with command. They could also possibly fire the cupola mounted weaponry as well.
I too believe a tank commander would be needed.

A crew of 2 is just begging for a screwup, as one player may not be thinking what the other is, and if NO ONE steps up to be the "tank commander" of said tank, they'll just keep conflicting with each other.

We already have a pilot and co-pilot system with the POs, I think we could accomplish something similar with the tank crews and make them more effective... At least slightly, anyways.
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Re: Tank Discussion Thread

Post by Sulaboy » 19 May 2018, 23:27

Renomaki wrote:
19 May 2018, 22:08
-Snip
While I haven't gotten to see the tanks in action yet, it seems like leadership would be an issue, and having a third person who doesn't have to fire the main arms or move seems like an important part of maneuvering something that requires cohesion. It seems like a great idea to make the tank squad three people not only for the leadership role but to keep the tank operational incase one of the crew is kia.

I think the commander would be in a third seat and would control support equipment like smoke screens, they would also have binoculars, and a map. They also wouldn't be another role, but instead the crewmen would decide who is in charge at the beginning. Tank leader would call out targets he could see with his binos, and instruct in navigation because with a slow move speed finding a good route is important, they'd also coordinate repairs and reloading. At best it adds more depth to the dynamic between crew, and at worst it's a useless squad marine.
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Re: Tank Discussion Thread

Post by misto » 20 May 2018, 00:28

well, obvious thing is, the maps are not really made for tank to fit well. i guess by observing it in action, you will be able to see what places will need to be widened.

2 crew is adequate for a science fiction light tank. the situational awareness problems that 2 crew tanks suffered irl could be counteracted using cameras, sensors, and displays.

consider some kind of front attach point slot - bulldozer blade that breaks down resin structures by driving into them or a mine plough that breaks all weeds it drives over and kills all eggs, purplesacs, huggerholes and huggers.

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Re: Tank Discussion Thread

Post by immaspaceninja » 20 May 2018, 07:42

It just doesnt feel at home. Its slow, clunky, it cant even rotate its turret, there is not enough space for it to move, which means engies will have to constanlty please the driver by wasting c-4 and plasteel in order to make a tunnel that the tank can move thru.
It needs it's own map for sure. Maybe add some bigger maps that are available in the vote-list only with a certain ammount of people playing and make tank only appear on those maps.
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Re: Tank Discussion Thread

Post by Renomaki » 20 May 2018, 09:02

misto wrote:
20 May 2018, 00:28
2 crew is adequate for a science fiction light tank. the situational awareness problems that 2 crew tanks suffered irl could be counteracted using cameras, sensors, and displays.
What if the two crewmembers disagree with each other? No doubt there will be moments where the driver might decide to go against the gunner's wishes, or the gunner just randomly fires off a shell because they saw a runner when they were supposed to hold their fire for the bigger targets. I already seen this happen, and good marines got hurt by the thing that was supposed to help them.

It would be like having a squad with no NCO or ASL, just having a bunch of randos and expecting them to stick together. As proven in the past, it just results in chaos. Having an extra crewman and seat within the tank to focus on ordering the tank around might reduce the stupidity of expecting the gun and the treads bickering between themselves on what to do.

Either that, or those 2 crewmembers are going to have to make sure to have a talk before deployment and discuss who will be taking orders from who.
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Re: Tank Discussion Thread

Post by Skimmy2 » 20 May 2018, 14:26

Historically in a 2 man vehicle, the Gunner doubles as the Commander, so the driver should already be subordinate and focus only on driving.
Though there is an extremely strong reason why single man turrets/making the Commander do literally anything else besides command the vehicle or operate a Radio is a bad idea and rarely done.
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Re: Tank Discussion Thread

Post by Casany » 20 May 2018, 14:50

Having actually been part of a tank crew as the gunner (UPP tank but still) the commanding issue wasn’t really an issue at all. The majority of the time we both agreed on where to go. Now of course I did the normal thing of reporting when loading, yelling for soldiers to clear when firing my main gun, and reporting running out of ammo. But honestly I think it’s fine as is. The only reason there’d need to be a tank commander is in a situation when the tank is in combat and neither the driver or gunner can speak. But usually they won’t need to in combat.

Also, Big Red works really well for tanks at the moment, and Ice is also really good for tanks. Prison and LV are the only two maps where Tanks are kinda hard to use, since narrow corridors and not much open space.
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Re: Tank Discussion Thread

Post by misto » 20 May 2018, 21:42

now that the vehicle's been shrunk a little, it is even more appropriate for it to remain a 2 crew vehicle, they're running out of space in there.

is driving really all the driver can do? if so, consider some kind of front hull lmg type of deal for them to shoot. give it smg class bullets if you dont want it being strong.

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