our tank system is flawed, I dont disagree
it is inconsistent and doesnt provide nearly as interesting / tactical / fun / exciting combat as tanks should. I agree to the fullest.
However, 1S1K is not the solution. To clarify; medium tanks or tanks of the same class, shouldnt 1S1K each other. Obviously a Tiger with its 88 gun should 1S1K a simple Sherman from behind, leave it burning in critical state (critical state is a hardcoded state when you have less than 15% health left) shot from the side and take it down to perhaps 25% from the front...
@gotkai, no offense, you obviously arent a dev or designer. battle dialogue is what it's all about. Not when you fire a Pak40 in to a sherman rear perhaps, but we dont gain anything from it 1s1k tanks from the front. The overall combat needs to be like a conversation, where players use the environment to outmaneuver the enemy, this defines battlefield game play, not just sitting and clicking to cash in frags.
Want to participate in development discussions, use internal forum.
Follow your train-of-thought please, explain to me the game play you have in mind.. tank comes driving from mainbase, blam, dead. Why is this fun for either the AT gunner or the tank driver? Why should he look at spawn screen then wait in mainbase again? Why durate the combat a bit?
Yes: stationary guns suck, I will replace more or less all of them with mobile guns.
But how utterly stale and stiff is the game play you propose? tank dies.. respawns.. drives again... AT gunners sits and waits.... where is the fun? it just boils down to a very simple and unintuitive player interaction here. He-who-clicks-first, wins. Our dev team were all pretty much all in favor of removing this game play.
Another example: tank guards a flag, waits for attacker... what reason does he have to move when he knows that he can 1s1k a tank that approaches? is it even fun? Click-DEAD... It's much more dynamic and fun if he has to reposition, has time to repair,
time to react.
If the players choices change the outcome of the game. You suggest that sitting still and click first should decide. Well, it's predictable I give you that. And very very boring.
If there extreme "bugs" or flat-out errors in our tank system, you can specify this instead or argueing "ideals"... Use exact situations (map, vehicle, situation) and we can look in to it. Is some tank invulnerable when he shouldn't be? Is some tank dying too easy?
Overall, players pick FH2 mainly for the tanks, we aren't sending them to the spawnscreen, we send them in to the battle. That's our goal.