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Early Physics Test Server & Feedback

Дата: 27.02.2015 19:18:59
View PostTheMonster124124, on Feb 27 2015 - 06:11, said: Likes: Light tank feel. Light tanks feel fast, they feel maneuverable, and you always feel like you are on the razors edge of traction. It makes driving a light tank exhilarating. The ability to throw tanks around in a Jturn maneuver is fantastic as well. This gives light tanks more options to outplay their opponents.    Momentum.  The ability to use the tanks momentum to get up hills previously unavailable, or to jump the middle rail tracks on Prokhorovka feels good. The keeping of the tanks momentum makes the driving of the tank feel more fluid.   Suspension With the new suspension system, most tanks have an easier time maintaining their top speed across bumpy ground. This is a great improvement. No longer does the tank feel every minor bump in the road, rather the suspension does. This again adds to the smooth feeling of a more fluid driving system.     Dislikes Lack of handbrake feedback. As of now there is very little feedback for when you activate your handbrake. No sound, no dust flying up or anything. The only thing that changes is how your tank is steering.  The driving experience would feel better if there was some sort of feedback added to the handbrake, audio or visual.   Stopping/Track Slide When stopping in a straight line, the tracks often slide. This is okay, but there is very little representation about this on the screen. The tanks rear end does not shoot up, nor does the nose go down while in a full break. The nose only noticeably goes down when going from stationary to reverse.  The reason I bring this up is because it was difficult to tell whether I was sliding to a stop, or sliding because I had my tracks in reverse.  A clearer sliding mechanic for stopping is needed. The sliding to a stop breaks the fluidity of the driving because at that instant all control is lost. No amount of input can change where/how far/ manipulate the forward slide when going from a full speed to a stop.   Meds feel sluggish. With the sliding tracks when accelerating, meds feel sluggish off the line. The light tanks still feel nimble, due to a lack of sliding off the line, but the med tanks feel similar to heavies when trying to accelerate. This makes the meds feel sluggish when attempting to accelerate since they burnout and it feels like it slows them to the acceleration pace of a heavy. This disrupts the traditional feel of the medium tanks. Medium tanks have been known to be agile, but with the excessive amount of track sliding that is encountered from accelerating, it feels like some of the agility in the medium tank class was lost.      Overall I loved testing this out. The new physics add a fun, challenging dynamic to the game that will be easy to learn, but difficult to master. Many tanks feel really good. (aka ELC AMX) While others do not feel quite in character. (meds) I am excited to see what comes in the future. 

pizzastorm: Appreciate the detail here.    

View PostPAIDtriot, on Feb 27 2015 - 06:35, said: If the example videos are what we can expect from the new physics system, then I look forward to playing another game--I don't care to play tanks on ice or tank drift.  It's one thing if the terrain is slippery (light mud or ice), and I get that tanks don't stop on a dime if going flat out, but if tanks are going to behave like in the example videos it will further erode what little realism exists in the game.  The "physics" in game today are bad enough (tanks sliding down cliffs and hill climbing [edited]), this doesn't look like it will improve anything.  Please introduce a bit more realism, not less.

pizzastorm:   As stated, this is a very early version and will definitely change as feedback is received and it is worked on more. The end result can look very different. Thanks for your feedback!

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