Tbh that is not the case with you. All you’re doing is just taking things out of context, but again, that’s been your trademark ever since the old forum. Dishonest, ain’t ya?
I am always honest but when people argue how bad reload is good is when i really start thinking they are being dishonest it rings a bell
Loader fatigue can be added when autoloaders can’t reload beyond 30kph, and have a chance to fail even when standing still.
Oh, and when the peak reload of loader-tanks is 4 seconds instead of 5.
Autoloaders are already buffed over manual loaders.
@Vamilad
“Tanks having medical kits is COD arcade. Real war is COD arcade.”
What a trash take.
Loader skill still impacts reloading of the first stage.
That’s a loader advantage, and refer to my first paragraph for further refutation.
Leclerc as well.
Except that is not what I had said there, you’re proving my point over and over again by taking things that I’ve said out of context.
Quite frankly, at this point you’re nothing more than a bad troll (actually, have you ever been anything more than that? I remember you going into unrelated threads and posting some really unhinged stuff about how “Russia suffers”, lol).
Where did you get this from?
When one pen death? Or at least no magic crew teleportation unless you’re vehicle is not moving.
According to Gaijin, RoF is based on some average value for firing all shells inside a vehicle.
So the loader is never fatigued since he never reloads as fast as he could.
Really? The current in game statistics are based off a Taiwan record of 6.5 seconds per round averaged over 10 rounds, this is on a CM11 so it would be very similar to what the modern MBTs have. I have asked a loader of Challenger and another for Chieftan who both said loader fatigue is very obvious after 3-5 rounds and the average speed would be 2-3 seconds slower than maximum loading speed. So the ingame statistics are based on the record for an average, and then -2 seconds, so I think that might be above the ability of an average loader, but maybe the record holders could do a little better. Just saying, I want realistic behaviour in game to be consistent.
Can you add loader injury effect first? I could have shot your loader with what is equivalent to a 12.7, and he loads just fine? I mean at this point any shrapnel beyond 30mm equivalence will disable autoloader.
Loader injury is already added.
Not really, loaders with deep injury should not be able to load at all, like if he gets shot in the arm, he should not be able to load at all. What is the rate of loading reduction again? I can’t find it.
not all autoloaders are slower, france and japan and some auto cannon are faster
I don’t think this idea can be properly implemented whatsoever. There’s almost zero data on loader fatigue and changes from tank to tank in real life depending on how strong and experienced the loader is. Fatigue also really wouldn’t take effect unless you sat there firing as fast possible for an extended period of time.
If the arm is gone, then he’s dead, which is already in-game.
No? If you shoot him with 12.7 on the arm, he don’t die.
Like I know this is the WT planet but still, is he a carbon based creature?
im totally up for that
considering you almost always take full apfsds, the reload time wouldnt change unless changing to a different type of shell, which i welcome, itd be a nice detail
like anything changed bud
if youre hit in the autoloader you’re as good as dead(ammo)
post wasnt created with seriousness in mind but sure, i would test it to see how itd be
“medical kits”
I’m sorry there’s a consumable we’re using ingame now?
Do you just hallucinate arguments or what?
And before the update they only gave you advantages with barely any disadvantages.
So you filter out your own posts as well?