hey @Stona_WT , could we get a couple of things clarified? it would help with peoples ability to make an informed decision.
would the camera shake effect on the stun happen even if we have camera shake set to 0 (off) in the options? or would it be disabled like other camera shake effects?
would the effect of the stuns to the crew members be based on the damage they take or the caliber of the incoming round/shrapnel? ie, minor damage = minimal short lived effect, major almost killing damage longer more serious effect?
and would the stun effect be something that could be something repeated for length amounts of time, such as with a small caliber round causing very minor dmg over and over, or would there be some sort of cooldown on how often you lose control of that crew member’s role?
just look at the optics module damage model … optics and view ports being able to absorb all kinds of damage (probably including a nuke if it had accurate point of impact modelled) is an unbelievably idiotic issue plaguing the game since 2014 ground forces open beta and yet 10+ years of game development didn’t bring any noticeable improvement. If such a minor technical change is insurmountable obstacle for developers, what catastrophic failures will the more detailed damage model bring?
how about fixing stuff like HEAT / HESH shells first? Oh look yet another 10 year old issue … HEAT shell explosion penetrating into crew compartment shouldn’t work like a laser pointer that blinks single low-power beam through the tank and gives mild skin burn to (maybe) one crew member it directly hits. Come on, fix existing problems first … piling even more convoluted damage models or crew damage mechanics on top of already broken shell/damage characteristics won’t help.
crew healing … the whole paragraph is just fluff, laying background meant as first step towards introducing heavier (and more direct) monetization of game mechanics influenced by crew skills. We already have vitality skill (+ bonuses from expert & ace training) that makes crews several times more survivable and now they’ll be able to heal too, again based on vitality or on brand new (and highly monetizable) skill that’ll govern this new mechanic. Take that, filthy casual free2play players with your low-skill crews, that’ll teach you, how dare you not to spend $$$ on crew skills & trainings? In the immortal words of Admiral Ackbar: It’s a trap!
Here’s an idea.
Add the electronic fires and stuff, but give us automatic fire suppression !
See most modern tanks don’t need to crew to physically grab a fire extinguisher. Sensors trigger when there is a fire and pipes bring the CO2 or whatever it is to the spot automatically,
Also. I have never heard anyone go" I hit the fuel tank and it didn’t catch fire" so, I don’t think it’s going to be a problem. (fire is so minimal in-game that it almost do not matter)
When you do, Just make sure it comes to similar Vehicles at the same bracket at the same time
E.G: M3A3, 2S38, BMP-2M, Freccia, Dardo, VCC-80/30, Strf 9040, QN506, PUMA, Vilkas, LAV-AD all being around 10.0 with high rate of fire cannons and (except QN506) good mobility,
casue this could give an unfair edge to one side, depending on how much this affects the tank
For healing the crew members, I think it is best to heal them in capture zone or bases. Here is a mechanism how it may work: if a team has captured a strategic zone, there will open a few (maybe 2-3) resupply points near the the area of the capture zone, where players can resupply ammo, heal crews, but cannot replenish a new crew member, or repair the vehicle faster. The resupply points could be random on the map, and can only be seen by the friendly team.
Also, please allow players to resupply FPE at cap points.
Please allow players to reload a round without firing the current one to make the place for the next.
Didn’t even think of that. Gaijin just casually paving the way to sell you med-packs; trying to beat EA to the punch. The infamous investor call line “But if we were to say, hey, you can reload your gun for $1.99”.
That would spark a review tanking like you wouldn’t believe. Or one would hope/think.
I think you should be able to heal from red to orange as sort of like a repair that prevents you temporarily (and you can stop at any time) from moving/firing (like putting out a fire, cause the crew is busy doing first aid) while on a zone. That seems fair, reasonable, realistic, and effective without being too powerful. Basically your crew just bandages up their critically wounded members so they are in a stable position and in fighting condition, though still definitely wounded.
Being restricted to the zones would just encourage people to play the zones more and would pair well with the crew and ammunition replenishment features.
Instead of just having crew randomly start healing in battle.
Idea (not for healing crew members, but replenishing them)
Allow vehicles that have spare accommodation for troops/passengers (such as IFVs and APCs) to replenish lost crew members of friendly vehicles. This would work similar to helping with team repair. You approach the team mate and if they consent, you start a timer, upon completion the team mate gains 1 or more crew members (these are removed from your own vehicle).
The number of “spare crew” in APCs and IFVs would match their passenger capacity. To encourage team-play, the spare crew should primarily/only be reserved for giving away, not for replenishing your own vehicle. Spare crew can be refilled to 100% in capture zones.
That would only apply to vehicles that have those systems, what about the rest?
In the devblog it already says that the fire goes out on it’s own, so no need for fire extinguishers, manual or automatic.
People complain about everything in this game, something so RNG dependent would be another reason.
Changing subjects, I think we got a problem with the voting in regards to the crew stun mechanic, Smin.
I’ve been monitoring the Reddit posts and it becomes increasingly obvious that many people are voting without even knowing what they are voting for or even reading the dev blog first.
Many players are even admitting that they changed their mind after actually reading the dev blog, even though being late already since they can’t change their vote.
Maybe it would be beneficial, if possible, to give the option to change the vote?
I also think a new dev blog with emphasis on clarifying the stun mechanic may be beneficial.
I could share right now several hundred comments in some topics of people hating on the mechanic because they have a completely different conception to what it actually is because they didn’t even bother to read that section on this blog. They drew their own conclusions based on what the “stun” mechanic in the game World of Tanks is even though it’s a drastically different thing.
While we are at it, I would like to know your opinion about this mechanic!