How do people want tank combat handled? Luck: fire a shot in a random direction, if it hits, it hits. Skill: Leading your target and such gets you more kills. Just say what % of each you prefer and try to keep this on topic.
I sense flaming headed your way, because your not making much sense here. your Luck definition will always be true and doesnt have much to do with gameplay. You dont mention projectile speed/damage or anything constructive.
my success with tanks is related to my skill evaluating statistics. making decisions on engaging and disengaging enemy units depending on location relative to friendly units, munitions, etc.
35% skill 35% freaking com researching the right stuff (not freaking 3 engines and no armor) 35% ping 10% luck. wait.. waht? 115?
I also find nothing bad in the current tank combat. For me it's 30% to have the right research. 30% skill. 30% teamwork and 10% luck/ping. With skill I mean to rotate your tank, so that every side get some damage while you try to hit always the same side of your enemy. It's also skill to know when to fight back or when to retrieve. And teamwork does not only mean to repair other tanks and shoot on the same target. Good tank drivers will also try to guide the fire on their own tank, when the tank of a teammate has taken more hits then their own tank. Because of this experienced tank drivers will take down noobs more often at tank battles then at infantry battles, where luck and ping is much more important.
The community has decided that tank combat is too slow (and I agree) and demands that it be sped up so it shall be faster and faster as time goes on. Whether or not everyone understands this, this is going to increase the emphasis on skill in tank combat for better or worse.
I never really liked boom tanking much in this game. The driving mechanics are just annoying you fly around like a bumper car and have to get up to speed. The tanks doesnt feel heavy and the lack of traction just makes me sad when I get stuck or have to back up to get more speed to go over some tiny incline. they need insane first gear torque. Also the lack of left right traction control so I cant spin around with out going forward also makes for shity maneuvering and huge clusters of tanks ramming each other trying to retreat to repair and others trying to shoot or push. I would like to try very lethal tanks but with slower more tank like movement and with turn rate limitations on the turret.
Its currently broken... Rephrasing the question a bit: If tank v tank combat was decided in 2 or 3 hits (1 or 2 for armor, 1 to make tank go boom), how much do you want luck (weapon spread) to factor in.
lesser ofc - it seems i missunderstood your original question, i thought it was meant to give tanks hitscan weapons ... actually if lights would die to, lets say, 3 std weapon and mediums to 3 upg weapon hits (dunno how youd fit heavies into this) i think very little to no randomness would be preferable for cannons (as they travel arched and you need to judge the distance) for missiles youd need to stick with some but a bit reduced randomness or it might get too easy. also if tanks really get that weak, the splash damage you receive while bumpercaring another tank should be raised considerably ... i personally would like to see tank combat conducted at medium distances where the main element is clever positioning
It depends on the tank. With a light tank, it can be 90% skill and 10% luck. Skilled enough to not die, lucky enough to not get a random spinout or whatnot. NF Heavy tank, all luck. No skill in driving something that fat.