Being Dyslexic I used ai to help give clearer more constructive feedback
I’ve spent a solid amount of time testing the latest round of transmission and physics changes. While the overall direction feels like it’s moving the right way, several vehicles are suffering from severe low-end sluggishness, gear indecision, or torque starvation.
Below is my detailed breakdown of how individual tanks feel to drive right now, followed by a mechanical suggestion to help with high-speed emergency maneuvering.
🚜 Individual Vehicle Handling Breakdown
- The “Sluggish Low-End” Group (Challenger Mk.2 / Leopard 2A4 & 2A8 / Type 90B)
• Systemic Issue: All three of these vehicle types suffer from an identical issue where the neutral steer feels too slow overall.
• The Low-to-High Domino Effect: Because low-speed turning through 1st, 2nd, 3rd, and 4th gear is incredibly slow, it creates a domino effect. It makes the high-speed turning circle massive and completely unresponsive, while simultaneously making tight, low-speed maneuvering feel clunky and awkward.
• Leopard 2A4/2A8 Specifics: A bit of a mixed bag overall, though it does retain better high-speed turning performance than the Challenger.
• Type 90B Specifics: Feels like it is lacking a lot of torque in neutral and lower gears. However, once you get it up to speed, its turning radius and responsiveness are actually better than the Leopards.
- T-80BVM (The “Go-Kart”)
• The Handling: A complete night-and-day difference compared to the rest of the fleet. It feels incredibly responsive in all scenarios, both at low and high speeds.
• The Flaw: The main issue holding it back right now is transmission logic at low speeds. When turning in place, the 1st and 2nd gears constantly fight each other, causing jerky power delivery.
- M1 Abrams (The “Dead-Zone” Start)
• The Pivot: Like most of the Western MBTs in this test, the neutral steer feels a bit too slow.
• The 1st Gear Issue: Its biggest problem happens right at the start of a turn. In 1st gear—especially when trying to rapidly transition a turn from left to right—the vehicle becomes basically unresponsive.
• The Recovery: Once the tank actually gets moving past that initial dead-zone, the turning circle is decent, followed by solid high-speed turning performance.
- Chieftain Mk.3 (Most Improved)
• The Improvements: This is a massive overall performance increase compared to the live server. The new physics allow you to retain a lot more speed when turning throughout the entire gear range.
• The Performance: It is easily one of the better-feeling vehicles in this test batch. Ironically, its lack of overall top speed actually helps it, keeping the handling profile tighter and more controlled.
• The Flaw: Neutral steer is still too slow, which hurts its agility during low-speed maneuvering.
- AMX-30 (The Worst Performer)
• The Handling: Easily one of the worst-feeling vehicles tested so far. Its neutral steer is horrendously slow, and its high-speed turning circle feels like it takes “40 miles” to complete.
• The Flaw: The vehicle feels woefully underpowered and suffers from inadequate torque, making it incredibly frustrating to drive, particularly at low speeds.
Feature Suggestion: High-Speed “Track Lock” (Handbrake Function)
To help bridge the gap between historical transmission modeling and viable emergency gameplay, I highly recommend implementing a handbrake/track-lock modifier key.
- How it would work: Pressing a designated modifier key at high speeds would alter the standard A/D input. Instead of a gradual turn, it would completely lock up one side of the track.
- The Purpose: This would allow drivers to sharply snap or drift the hull into cover during emergency situations (similar to how high-speed snaps work on the current live server), preventing tanks with massive turning circles from being completely helpless when caught in the open.