How would you think if regenerative steering worked like Type 10’s below 40 km/h, and like Leopard 2’s above 50 km/h, for instance? (progressively changing between 40 and 50).
Thus, ensuring maneuverability at low speeds across streets but the most streamlined driving experience at higher speeds for cross-country driving.
Say an enemy appears here. Current Leo can just swing around in a couple seconds. Regen is… this…
I understand this would absolutely fck up a tank to swing 65t around in an instant but its one of the less unrealistic aspects of the game.
Thing is, I really am not a fan of that. I don’t like how 60+ ton MBTs turn and feel like Call of Duty characters.
Of course, Leopard 2’s current low speed regen value may be too wide to be practical in cities, which is why I suggest changes to allow for tighter turns at lower speeds WHILE not being as comical as it is without regenerative steering.
On the other hand, in the scenario you depict, you could have engaged that enemy 2 seconds in with the main gun even if still turning!
To my taste, unrealism here is what harms it. If I wanted to play characters that feel like Call of Duty, I would play Call of Duty.
When I play War Thunder’s 60 ton tanks, I want them to feel like 60 ton tanks. Metal behemonts that are mechanical wonders of engineering… not a character that goes around doing 360 no-scopes across streets, hahah.
That being said, I maintain that Leopard 2’s current regenerative steering may be too suboptimal for close range/low speed driving. While, on the other hand, Type 10’s is still too abrupt at higher speeds.
Perhaps an arrangement can be made where it turns as sharp as Type 10 at low speeds, and as smooth as Leopard 2 at higher speeds.
And, if that’s not possibly, a KEYBIND for a toggle so that we can easily enable it or disable it in a match.
Anything, but NOT cancelling it, please… it’s WAY TOO GOOD for open maps and countryside to cancel it over poor urban performance. It’s not like MBTs are meant to fight on city streets anyway on the first place.
The thing is, there is simulators for this. You play War Thunder for a arcade-ified military vehicle experience. You’d play GHPC, DCS, or even Steel Beasts for larp.
This is simply not how the game is designed. The maps are not designed for tanks to have fully immersive steering.
It tries, and it kind of succeeds. Its not WoT level of arcade, but gameplay always comes before realism, and before all of that, profit.
Simplified controls is exactly what im pointing at here. With the Leo 2s current regen steering a tractor is easier to manuever.
It already is, and has been for the 10+ years? ground has been in the game.
Open maps suck for gameplay, especially competitive gameplay. You can’t win games when caps are 1.5 km away, and the kill potential is low. On top of this, CAS dominates these maps, and when everything is just an open field its hard to get anywhere when you have to watch an infinite amount of angles.
As bad as WT maps are, they could be worse. (insert PTSD image)
I deem WT as being still inherently more arcade geared than, for say, GHPC, which markets itself as an entry level SimLite that let’s people start with immersive tank sims and branch out from there, WT being a SimCade
It’s notable that GHPC does not feature as advanced of a driving system as this WT update alleges to introduce, and while yes it is a much smaller game and dev team, lacking even neutral traverse and being a SimLite is rather interesting.
WT is still very much the DNA of a multiplayer FPS adapted to the tank format (as with WoT), and while offering more elements of “realism” shouldn’t be looked at as a “simulator” (atleast for tanks), and WoT being a pure Arcade as WoT is.
Case could be made that even WoT in current day has realistic elements, kekw
Sometimes, realism and gameplay are not mutually exclusive.
Only if you believe “competitive gameplay” should consist on reflex/reaction time-based caffeine gameplay like modern Twitch shooters.
In my opinion, competitive gameplay can very much be about maneuvering, positioning and engagement. And that’s where comes the part where I said that realism and gameplay are not mutually exclusive; to me, this more realistic approach is far more fun than CoD with tanks.
I think this is just further cements that we need true separation of the Ground Sim aspects of this game, and the standard ground Realistic aspects, instead of putting the two together into some form of identity crisis trying to do both at once
But that would require Gaijin to care at all about Sim Battles and uhhhhhhh good luck with that, that and giving Ground more gamemodes
I use regenerative steering across the whole map in general because it’s an absolute blessing to drive cross-country, but then I get to the tight city part;
Press J, regenerative steering is toggled off to allow for easier city driving. A quick and easy compromise to appeal to everyone all at once under every possible circumstance.
The problem is that Gaijin implemented it in the wrong way. As you can see in the videos of Leopard 2 starting up on YouTube, it can make sharp turns even during high-speed operation.
Which is the case irl, however the “base” power should be reduced. Since the steering power + driving power = total power. There is also inefficiencies which aren’t yet modelled.
Some videos here to compare the mobility of the old and new system and how it affects ability to manuever like merry go round, map control, mobility to get to spots etc.