i know the game is still in development but i feel that the tanks and arty need more kick when they fire. especialy when arty fires the shell just exits the gun, no kick. and also on the heavy tanks i think there should be a heavy HE shell which takes up 3 slot cannon and when fired big deep boom and screen shakes for players near by.
First suggestion: It doesn't happen on arty because otherwise it would be impossible to aim because your view would change every time you fired. Second suggestion: That's called HE arty, it's on the arty tank.
Put the tank into reverse and it will stop, or at least it will stop as fast as you can expect several tons of motorised metal travelling at high speed to stop.
i think he means to stop it rolling around when you are trying to stay still. I'd love a handbrake for such situations.
Oh that. It can be somewhat annoying, but I haven't been severely hindered by it, and if it's because you're trying to use arty, I would suggest that you shouldn't be able to use it on slopes.
they have breaks I have seen break tests of the Abrahams and danish leopard tanks and they use shorter length to stop than most cars at the same speed. Mechanical full stop breaking systems that simply stop the threads. smoking and probably very unpleasant for the crew but 70 tons will stop very fast. I think the gearbox would explode if you set it into reverse at full speed.
It doesn't really matter much for the arty, I often just get the commander th lay a wall behind my arty tank so that I don't get pushed back.
hmmm theres this one of a guy having fun with a bradley not high speed but good brakes. http://www.liveleak.com/view?i=157_1194147887 (VERY LAUD MUSIC) http://www.liveleak.com/view?i=550_1179995477 Powerslide parking full brake and turn there was also the test run of an Abrahams on the discovery channel that one was nice, but I cant find it. They do brake testing on all of them on the factory and they blow a lot of smoke from the tracks .
IIRC, in 1.0, the arty and tanks did kick back alot when you fired. They changed that. One option, is to have arty "planting", where feet come down and hold it in place. In this mode, the arty would be able to rotate the gun and pitch it, but not move. In the "unplanted" mode, it would be able to move and turn, but not fire or move the gun. But self propelled (and stationary) arty usually has massive recoil compensation, the whole barrel goes back several feet after each shot.
Real tanks do have brakes, yes. Even World War 2 tanks had brakes. They didn't just rely on the transmission. Actually, if you want to make the tanks in Empires feel more "real", go buy a month's worth of "World War 2 Online" (MMO) and play around with the tanks in training mode. That game has gone through pains to make tanks as realistic as possible. Far more realistic than a game like Empires would actually want to model, I think, but still, it might give ideas to play with. Empires simulates recoil by angling the barrel up and pushing the tank backwards, whereas a real tank would not move or change the angle of the barrel relative to the chassis, but would instead rock the entire chassis along the suspension, leaving your barrel at the original angle (once you rocked back into your original position). Artillery recoil is built into the barrel and stabilizers. I think it's just one of those "playability" vs "realism" things, though. Empires is probably better off for not having tanks that can accurately shoot each other from 2 kilometers away. ...but I'd still like a brake.
It's far harder to aim when you're moving and the enemy tank is moving too. So there is no need to make aiming harder by making cannon kick bigger. There's just a small problem: it's hard to control your tank when reverse has 4 times more power than it had in 1.07. We need handbrake. Fuck realism. Gameplay is more important than realism (with precise steering there is something to learn, not just "choose loadout, and click as fast as you can")