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Tank Girl

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First: I like the more realistic LAW ranges in Steel Division. Really...

But: ambushing tanks in the 100-200 metres range is incredibly hard.
In other words: tanks have too good sight in close ranges, making infantry units visible too fast even in green (hard) cover and then the inf dies instantly (also bad).

Suggested changes:

- Tanks should have NO optics to the sides/rear
or:
- Tanks should have reduced optics in close perimeter, meaning their Optics are getting worse when the target is closer than 200 m.

This should simulate the bad sight you had from tanks.
 

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If you want more realsitic ranges you will be quite disappointed because 200m is already a very generous distance for an effective fire of WW2 anti tank rocket launchers.
 

Tank Girl

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If you want more realsitic ranges you will be quite disappointed because 200m is already a very generous distance for an effective fire of WW2 anti tank rocket launchers.

Realism is not part of the game, so I am just happy its at least a more reasonable range for the LAW :p
But where in Wargame it was too good with the LAW, i get the feeling they are now too bad.
 

Wolke

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I don't think tank optics are your issue.

A tank will spot infantry with good stealth in yellow cover at 120m range. Infantry with very good stealth at 60m range.

In green cover the ranges are 60m and 30m respectivly.

If you get spotted before that, then it's not the tanks, but supporting units doing the spotting or you are on open ground.

What is an issue is that if the AT weapon misses, the engaging unit becomes visible and the tank gets to respond with almost perfect accuracy and often before the AT weapon can be fired a 2nd time.

Edit:

6knYE2D.png
 

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I honestly want this game NOT to feel like a Wargame, and sometimes it unfortunately does feel like a 90' Wargame units, especially vetted autocannons. On topic I think that panzerschreck are very powerful right now. Bazookas being a kind of okayish weapon and PIAT being a joke. One could argue that balance-wise PIATs have to be improved a little, because there are British decks that have to extensively rely on infantry AT capabilities and gammon bombs just not cut it frankly. But overall maps are packed with bocages, covers, roadside buildings, etc so densely that I often get kills with even a panzerfaust infantry.
 

Lomak

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Suggested changes:

- Tanks should have NO optics to the sides/rear
or:
- Tanks should have reduced optics in close perimeter, meaning their Optics are getting worse when the target is closer than 200 m.

Tank commander could look out of the top but would be vulnerable to sniper shots but If I would be the sniper I would NEVER EVER take a shot at a tank and tell him my position.
 

Ned Stark

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It's an unfortunate side effect of Wargames "Borg spotting" - A single far away recon unit spots you and every MG and gun in range will instantly open fire on you.

A slightly increased aim time for tank machine guns might help so that AT squads can at leats get their second shot off before they are pinned/killed.
 

dmdelor

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I definitely don't want to have to worry about what way my tank is facing for spotting. That sounds annoying to the extreme. Any plans involving invisible attacking units should also be looked at in askance, because the history of stealth attackers in Wargame is a pretty miserable one.

My experience so far with RPG teams is that they're pretty worthwhile. They don't always kill a tank that blunders in to range, but they frequently do and given that they're generally pretty cheap that's good enough.
 

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It's an unfortunate side effect of Wargames "Borg spotting" - A single far away recon unit spots you and every MG and gun in range will instantly open fire on you.

A slightly increased aim time for tank machine guns might help so that AT squads can at leats get their second shot off before they are pinned/killed.

Increased aim time especially for the first shot if the shooter can't see the target on it's own. Perhaps a reduction in accuracy as well.

It would also be great to have some ambush mechanics. Maybe everyone doesn't start shooting as soon as possible, but once everyone has zeroed in on a target.
 

dmdelor

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Increased aim time especially for the first shot if the shooter can't see the target on it's own.

Increased aim time for units that aren't directly detecting the target seems like a neat idea.

You'd have to make sure that the visibility bloom on the attacker lasted long enough that it didn't re-cloak before return fire happens (bad memories of Red Dragon stealth tanks, here) and that you could't micro the attacker to fire and then move back behind cover before return fire could occur, but those concerns aside that seems like a nice little buff to ambushing.
 

Mister Maf

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If you want more realsitic ranges you will be quite disappointed because 200m is already a very generous distance for an effective fire of WW2 anti tank rocket launchers.
The extended range is an abstraction meant to represent exactly what the OP is talking about — the ability for the guy carrying the LAW to sneak up closer to the tank without being seen.

Increased aim time especially for the first shot if the shooter can't see the target on it's own. Perhaps a reduction in accuracy as well.

It would also be great to have some ambush mechanics. Maybe everyone doesn't start shooting as soon as possible, but once everyone has zeroed in on a target.
I like this idea.
 

NoClass

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Spotters are great for bringing attention to targets. The rest is up to the shooters.
 

NoClass

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