conquest is easily the shittest ground map variant
one objective, funneling everyone into once space
only using at best 1/3rd of the map
creating little reason to defend spawn flanks beyond protecting the spawn, reaping relatively few rewards (like trying to cap other points)
once capped their is nothing to do apart from push spawn and camp
at least domination uses (usually) all of the map, and gives opportunities for playstyles,
and Battle coaxes out longer battles due to no ticket auto bleed from caps, and being able to use the whole map to psotion and defend the cap or push the enemy cap, without needing to take oddball positions to defend arbitrary spots in the middle of the map shame its only a 60 death limit,
with them removing that for spawn camping reasons I don’t know why they don’t do what they do in Sim in RB, an autodeath timer for being within the enemy spawn. it would help the issue a bit, forcing enemies to take on worse positions
yeah it’s amasing, my only issue with teh Tetrarch was its relatively slow traverse speed, these days its just a lower BR M22 with slightly less mobility for the better gun and much improved gun handling, nearly 4x the elevation speed and a vertical stabiliser, its crazy they are 1.0 apart
Honestly wouldn’t be suprised if they replaced our reserves with the Vickers Mk.E and things like the A9 and A10 Cruisers, could probabally be done by foldering the two A13s and placing either the A9 or A10 there (or both in a folder like the 2 Panzer III Reserves, and foldering the two Stuarts and placing the Vickers Mk.E in the line with the other Vickers
BattlEye anti-cheat has been enabled for Linux and MacOS.
On Linux right at the start of a round the image hangs for 2-3 seconds. I tested it on two different Linux-PCs.
The game runs in the background and my Panzer is driving, just the screen lags a few seconds. After that it does not occur again.
I have a feeling this is true, from personal experience, but also have not seen any evidence on the matter. Would be great, however, as Pradesh is my #1 favourite map, it is just so perfect.
Personally I find the logic somewhat questionable.
The traverse of a single revolution of the handwheel doesn’t really tell much.
Since the size and the mechanical advantage plays a role in how fast a handwheel can be turned.
In the T-34 the handwheel quoted by the report the traverse is fast because the mechanical advantage is large and a single revolution will move the turret only by like 1-1.5°, maybe less.
In a British test a Pz IVs turret was traversed 120° at a rate of 4.1°, with the handwheel doing 1.9°/revolution, which is marginal faster than 2 revolution per second.
I acknowledged that the Tetrachs turret is quite small and light but the the 7° per turn are also similar to the 1.9° based on the difference in turret ring diameter. I’m sure that the Tetrachs turret ring isn’t 3.7 times smaller than the Pz IV which has a 1600mm turret ring diameter.
Unless you’re using the WZ305 with HE-VT, you simply wouldn’t use the ZSU as an SPAA. But I wouldn’t send it down in BR. Should just be labelled a TD at this point, haha.
You’ll find the rate is now quite accurate, completing a 90° turn in around 4.3 seconds. I’ll submit the same report for the Daimler when I have time as they share the same turret.
The first rotation that takes 4s isn’t full 90° as it shows the side view port and you can see the gun mantlet isn’t positioned 90° to the right.
At the end it takes 6-7s to go from the turret at 270° to face forward again and 12s from the 180° position, when the turret is facing backwards.