Traction rework is needed


Yes, this is a ridiculous situation to show the issue, but it works. I can tell the current system is using the surface area that is in contact with the ground, however tank tracks are designed to bite whatever surface to achieve the traction that tanks are known for (in real life)

At a minimum there should be an increase in traction overall, instead of working on an individual system for every unique track type (of course this would be cool to have in the future). I have also gotten into situations where if I go over slightly raised rocks on flat ground, I will get stuck due to the low surface area, even though there should really be no problem keeping traction.

11 Likes

They nerfed it cus people were sniping, even though that’s part of the game

7 Likes

gaijin hates fun

Reminds of comments from some of the staff on the forum about how tanks weren’t meant for sniping (1-2km realistically with the limited ranges in this game).

Traction is comical though. Watching a tracked vehicle struggle/fail to go up a small slope drives me crazy.

5 Likes

To be fair, many players were spoiling everything not by “sniping”, but by exiting intended physical map boundaries to get to broken spots that were not intended to be playable areas.

They ruined everything. Although Gaijin could have fixed that problem in different ways… even invisible walls would have been better if they couldn’t bother with physical restrictions.

4 Likes

They basically removed traction because people we able to LEARN the map and climb to certain positions.
But gaijin, instead of allowing people to learn how to play, just straight up red zoned or removed those positions. Verticality on maps is a dead concept
We’re not getting anything changed m9.

4 Likes

Verticality on maps is a dead concept

This is particular just makes me sad. Pradesh is still one of my favourite maps. Beautiful looking map, loads of verticality, lots of routes through the terrain that you can use to conceal approaches, even bits like the little cavern filled with water not to mention engagement ranges greater than spitting distance.

Shame it’s a 1 in 100+ games you get it.

1 Like

Yes but I’d argue there’s maps where there was more potential for it.
I mean, red desert is getting reworked, nuking the established playstyles to the ground.
The ones I miss most are Ash river, large Sinai and Middle East. Those used to have some pretty nasty extensions where, if not countered, an entire part of the map could be locked down. Instead of reworking those positions they red zone’d them or made them inaccessible. Just because people couldnt bother to learn that some of those places should be looked at from time to time.
A more extreme example, a non-vertical one, would be the old port Novorossiysk. It was a map that had a wide open area sorrounded by streets. A lot of pepegas argued it was unplayable because there were so many sightlines to cover but it’s legit what made it fun. Take a route, learn what to look at , and push through.

1 Like

I mean, red desert is getting reworked, nuking the established playstyles to the ground.

Sad to hear but unsurprising given the track record.

The ones I miss most are Ash river, large Sinai and Middle East.

Yup, all butchered.

The red crayon of death has claimed many good maps and many good flanking routes. One of my favourites things was and still is taking a wide flank, killing the opposing flankers and then cutting in and up through the centre where the bulk are just obliviously looking forward.

Getting harder and harder to do with maps shrinking, zones being blocked off, death timer zones and scout drones marking everybody with impunity.

A more extreme example, a non-vertical one, would be the old port Novorossiysk. It was a map that had a wide open area sorrounded by streets. A lot of pepegas argued it was unplayable because there were so many sightlines to cover but it’s legit what made it fun. Take a route, learn what to look at , and push through.

Surprisingly agree, was one of the city maps I didn’t mind as much. Even things like the fact that you could go for a sneaky flank with the amphibious vehicles across the bay, had quite a lot of success with it because nobody expected it.

Amphibious vehicles are bloody pointless in the current game.

2 Likes

kinda weird that they removed it tbh, cause like its technically still all there but just the variant that used to exist with access to all that area just isnt available anymore

and even by the metrics of people who didnt like that map (kinda me), it wasnt any worse than the current port novo

also tangent but imagine how silly a big port novo map would be, it would be just full sniping across the bay, and its all already fully GRB detailed map

3 Likes

Because they were too lazy to add rocks so some spots become inaccessible. Much easier to just nerf all traction.

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Mozdok northwest corner moment.

i love being unable to go over small pebbles. Its so good for gameplay because it means i cant shoot at someone out in the open

1 Like