While the tanks drive alright now, the Leman Russ does encounter some issues with terrain navigation compared with the Chimera on similar grounds.
Going up against an obstacle (ie. barricades, upward ledge), the Leman Russ seems more inclined to nose dive instead of climb up. We're not talking about a 90-degree wall as high as the chassis, but a 1.5 - 2m high one. Most cases end with the tank flipping.
I can't say if it happens more so in lag, but we will test it when possible.
Also, I can't climb our barricades anymore, I am offended.
Re: Make tanks drive great again
Posted: Fri Mar 08, 2019 2:56 pm
by dread.hudson
2.01 body release should have fixed the issue with tanks nose diving, report any further problems here.
I also had ideas on changing vehicle handling that I posted in the Mechanicus channel a while regarding 'gears', and swapping the cannon to mouse one, and switching between that and the coax with the 1 gesture (fm)
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@here i've had complaints about jerkyness of the tank's movement though in the past like when you're moving and stopping, a possible way of improving this would be to put in 'gears' you could select for max speed, with it having to accelerate and decelerate through them when moving and stopping
my issue though is I think the best way would probably be through control inputs, and we currently take C, E, and all directional keys, and key combos like A+D and W+S aren't always the best, a much better combo would be C + W/S for shifting up and down but that's taken by the turrets
We could experiment with A+D for shifting but that would be spotty as that combo can be
There's the possibility of W+S and then direction but that could be janky as well, and i'm pretty sure that'd get mixed up in combat
We could use the C W/S by having the turrets cycle through selected weapon on M1 with the '1' gesture, and that would alleviate the issue by freeing up C, but then we couldn't fire the co-ax and main cannon on the leman russ at the same time