With 3 crew members you’re not going to survive more than 1-2 encounters, and you generally don’t get that lucky to get several opportunities to get hit, escape and repair at top tier either way.
And reload speed and ready rack speeds etc also represent in part loader fatigue.
Loader fatigue and mobility reload penalties are one thing.
But then the current implementation of autoloader DM is false. Most of the carousel is inert and only serves as a frame. Especially the top cover. However a couple of spall fragments hitting the top cover renders the while carousel destroyed for some reason.
It’s been done for the reason of nerfing autoloader. They have far less weaknesses then standard reload and have been that way for years. This is a balancing mechanic and its been needed for years. This is a great change
In game autoloaders only give you disadvantages and no benefits
Not true at all. This shows a insanely low understanding of game mechanics if you really think this.
Let see:
- constant reload, independently of crew skills;
- needs less crew skills ( driver, gunner, commander);
- was for a long time not affected by lost crew, damage of other gun components or fire;
- slower on average then manual loaded guns, but they need expert crew ( which costs SL, and a LOT of crew Xp (level))
so for manual loaders:
- Faster reload when expert or Aced crew is present
- Expert or Aced cost a lot of SL, GE or even more time to train;
- reload will stop / reset if:
- breach damaged;
- Crew swap;
- in case of fire;
and as for survivability:
my experience in the T-72A (also spaded SWE, GER variants) and T-90 Bhishma tell me a very different story, these machines can take a hit and always reloading while slower, was more consistant then with my manually loaded tanks at those BR’s.
Instead
Disadvantage in reload rate
Disadvantage in survivability due to lower crew
Disadvantage in bad autoloader damage model
No advantage due to robot vs human fatigue, fitness, health
No advantage on speed and terrain, bad turret angle
Reload is not always slower. Eg type 90 and it’s copies fasted mbt reloads.
Less crewman sure but that also means less effort to maximise crew skills and less crew points needed.
Injured crewman, still Max reload speed.
Dead crewman, still Max speed.
No crew skills, still Max speed.
Many autoloader don’t suffer the small ready rack sizes eg. Challenger2
Injuries to crew don’t pause reload.
Dead crewman doesn’t reset reload.
Both have advantages and now both have disadvantages. Deal with it
I’m not surprised the folks crutching on autoloading tanks would start having meltdowns once the actual mechanisms were finally modeled and could be damaged.
1 step closer to leveling the playing field and of course they don’t like that.
Peak irony.
Disadvantage in reload rate
Your advantage is that your reload remains constant regardless of how many crew members you have. It’s a trade-off, we get slower load rates once we lose crew, you don’t - but on the other hand, we get faster load rates with full health crews.
Honestly? Just deal with it.
Wtf is this argument?
You have advantage of having slower reload
1+1=?
Take your time and read it fully. Maybe then your ““confusion”” will clear up (lol).
Hard to deal with bad damage and reload models
So you finally have to deal with those just like everybody else has had to for the last 5+ years, and your first course of action is to throw a tantrum? I see you haven’t changed at all since the old forum.
I read enough of it i don’t need to read any more. When people argue how having a slow reload is better 👿
I guess you haven’t read it all seeing as my saying “it’s a trade-off” has completely dodged you.
Do autoloaders “slow down” when damaged, like when the loader is injured? I haven’t really experimented with the autoloader modules much.
Haven’t done any testing on that so shrug.
Reading everything isn’t good. With time you learn to filter out the stupid parts