If you have to be more accurate to ammo rack, then it is harder to ammo rack. I’d say implementing a manual override with a 20 second reload rate would probably be a fine trade-off for the extra survivability.
You can repair an autoloader an infinite amount of times, unlike a human loader. Autoloaders also aren’t affected by crew skills, which is a major benefit.
They’re fine as they are, after the module improvements.
The little gnome in the OTOMATIC is working overtime
AcTuAlLy… Autoloaders are effected by repair skills. ;P
And no, a major drawback is that if they malfunction, you should be screwed because a jam in 120/125mm gun should be a bitch.
But… video game.
That’s a fair point actually, I hadn’t considered that they’re affected by repair skills (which are an absolute pain to level).
Manual load override would be slower than repairing the autoloader and it loading a round in the chamber.
The reason manual override exists IRL is cause 1 minute is quicker than repairing the mechanism.
That is completely false. But thanks for playing.
Repair: 12 - 20 seconds.
Reload: 7 seconds.
Total: 19 - 27 seconds.
Manual loading of the round: 45 minimum seconds.
This is a best case scenario and doesnt represent what the average player would be dealing with
How much do you think troubleshooting and figuring out how to repair an autoloading mechanism will take?
Spoiler: Its longer than 45 seconds, which I am sure is very optimistic for even a T-72.
Smooth bore cannons should be able to shoot even damaged!!111
No, best case is 12 second repair.
20 seconds is just slower than what you get with a max non-expert repair skill.
The key thing is autoloader being modeled wrong and as one part, the key parts that should be revelant are the motor and memory device situated right in the center of the autoloader, as well as pushing/lifting ram that is either behind the breach or down behind the motor&memory device.
If the motor&memory device was one module, while ram was another one, then motor&memory device could be replaced by simply cranking the crank that is there for emergencies, pushing ram cant be replaced so easily, thats where long manual reload time come out of.
If devs actually cared they would model autoloaders like GHPC, except you could also still manually rotate the carousel.
The reload time depending on round type will be not present as long as game neglects any thinking about where and which type of ammo is stored.
That’s completely irrevelant to the game, especially if we have gunner both rotating the turret and reloading to next to no debuff despite being quite far from actual ammo rack.
Or a single commander in case of certain vehicles quite literally doing duties of most.
I mean can you really get a new ‘human loader’?
Spoiler
In theory if we chase reality we should have faster reloads with autoloaders, but they are for now stuck at 7.1 for balancing reasons. I am more annoyed because all the Chinese tanks suffer more than their Russian counter part despite every notable nerf seem to be aiming at Russian tanks. Chinese vehicles have much larger LFP and less side armour, which compromises survivability and due to the larger vehicle overall, it is not fair they are still same BR as Leopard 2 A7s.
You are both saying the same thing. He is saying that, IRL, repairing an autoloader would be much longer than manually loading.
He is saying that manual loading, in-game, would be longer than the in-game repair.
The context here is in modern autoloading MBTs. So its very relevant. Or at least should be. Reload and repair rates are used in game balancing. So any repair or degraded mode operation should come with penalties.
The game does not support “manual loading” unless we are considering “gummybeared” yellow or red autoloader to now be operated manually.
These are used as game balance mechanism that have very little correlation to RL.
Yes. He said that manual loading isnt in the game.
He, AlvisWisla, did not write that.