Oh …ok 😆
Come on mate you know full well solid shot is not aphe ,we all do,its a shortcoming in the game and a big one.
I was a BIT after that time, 2016, but i STILL remember seeing big sniper battles on big maps, where Some had the balls to push out and take the Sniper fire.
Alot of the times that person was me, What’s the point of having a Churchill MKVII If you aren’t gonna push? Id roll out infront of all those snipers and just tank hit after hit for my team, giving them time to move up, to take objectives, or just to get closer to make their fire more accurate.
It was SUCH a epic experience to be that Spear head, to be the one who pushed out and broke the lines.
Now you can’t do that.
Tanks are also desigend to not be seen. This is the first survivorbility shell.
This literally includes hiding and searching for the enemy.
If you are good, you find the enemy before the enemy finds you, and you can get a mission kill or better.
If not, you get destroyed.
So much for nothing happens…
yes, and this is how tank combat in WW2 was and imo should be in game.
You had (late in the war) the larger range Tigers trying to kill the Shermans, before they got so close, that the Tigers got killed.
best tank map in game, but for mbt’s still to small, but you at least got protected spawns.
Tanks are made to hold positions and engage at long distances, snipingspots are important for that - forcing people into CQB really defeats the purpose of a lot of vehicles and directs them to a few “meta” vehicles / nations).
Regarding Tanks are not designed to “Tank” hits – thats exactly what we are forced to do, with the cutting down of maps into narrow corridors with next to no chance of flanking we are forced to engage each other below 400m with toptier vehicles, which is pure madeness (pixelhunt) and removes any effectiveness of armor (armor is made to withstand fire on high range, not point blank), even removing defensive sniper positions just make it worse.
Maps like big tunesia which was recently added is a breath of fresh air for Hightier, but it is far too rare in the maprotation (big maps reduce spawncamping, and allow SAMs to relocate, while have a lot of long range engagement spots “sniper spots”).
Churchill’s? Jumbo’s? The M103, the Conqueror? The ENTIRE IS and KV line of tanks? The Tiger’s? the Maus? The American T Series Heavies? The Chieftain? the Challenger 1 AND 2?
ALL of these tanks and more, were built to Take abuse, to be hit time after time and KEEP going. To tank the shells being thrown at them, while being able to STAY in combat, and keep fighting, to keep throwing shells down range.
The Churchill MKVII alone is the SECOND HEAVIEST armored production Tank of WW2, with 152mm of armor on its front plate, and turret. Only being beat out by the god damn KING TIGER due to its 185mm Turret plates.
They were tank’s designed to just be able to roll up to any opposing force and just take shells for softer targets without any Issue.
after they remove most of the sniper points, most of ATGM launchers become like a joke, I understand some of these is unbalanced, but there is no need to ask all of players play MBTs like CQC
I remember doing something similar in Mozdok in my East German T-72, I ventured out in the open while suppressing and taking shots from the snipers as my friendlies behind me followed me and provided cover. We won the game because of it, things like that rarely ever happen anymore.
Why is the range finder modeled?
Flanking is meant to beat sniping. Speed and good map design offering cover that allows flanking to dart between is what makes a good map. No one wants a stalemate, map design must offer both.
The thread title’s post isn’t contradicting your statement. He’s not suggesting that tank armor is meant to make a vehicle invulnerable, but that distance reduces “effective hits” which is a fact, not an opinion. Without distance knife fights become the balancing factor and slow heavier tanks suffer from design choices that didn’t take in to account Gaijin’s failure to hire good map designers.
Your statement is irrelevant to the thread.
And now we have close quarter maps, where ATGM carriers barely get the minimum distance to use their weapon and weapons such as Spikes can not be used at all.
And we don’t even have a map filter. No, if we want to play our ATGM vehicle we have to wait for the 5% of matches with acceptable maps.
All tanks, besides light tanks, recon tanks, troop transport and “glass cannons” were/are designed to withstand anti-tank fire.
Sniping=good, spawnsniping=bad.
The issue is that long range maps sometimes have sniping spots that shut down half the map, which is not good.
Instead of fixing those spots, or changing the map, Gaijin seems to just remove them instead of addressing the larger issue.
It is though - there are always places in terrain where you can shut down a large section of your surroundings, the key is that you need someone with 2 braincells to clap them together and get the idea that maybe, just maybe, they could not take the obvious path, but instead go around a flank, sneak up on the guy sitting in said sniping spot, and ruin his day.
But it requires a bit of lateral thinking.
True.
However, that sometimes isn’t possible because of poor map design. It is great if there is a counter, but sometimes it is extremely hard to do, especially if you aren’t spaded.
Take the now removed sniping spot on jungle, it didn’t have a reliable counter that wasn’t cas, which is bad.
You got it all wrong, this is Call of Duty with tanks and you WILL play like it
That’s also true, but then Gaijin should fix the map design, and not try to fix it by taking spots away because that’s like covering up the symptoms and pronouncing you cured :D
I haven’t seen Jungle in so long I barely remember the map, refresh my memory? We’re not talking about that spot on the east side hills are we? (Because that had a counter called “getting there first” :D)
Either way, if it had a counter (even if it was CAS) it’s still not really a problem as long as both teams have a somewhat equal opportunity to get to it, or it’s balanced out another way; i.e. on El Alamein you had that north side hill you could get to, the counter to that was the east side hills, and the east road you couldn’t see very well that would allow people to come up behind you.
Plus getting up there was also tricky because an enterprising individual on the south end could easily get into position to blow you sky high during your slow climb up.
Call of Tanks?
No thanks :P