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"Wet Soapstone" Physics since 1.0 need fixing.

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Inappropriate_noob #81 Posted 03 November 2018 - 11:44 AM

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They should rework rocks so you can climb them.........:popcorn:

 

 


Edited by NoobySkooby, 03 November 2018 - 11:50 AM.


Cobra6 #82 Posted 03 November 2018 - 06:13 PM

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They should just use actual rocks and invisible walls to fence off areas which are either broken or should not be accessible. Physics should not be used to try and do that trick as it has too many negative consequences (like tanks sliding around as they do now).

 

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tnk_mstr_99 #83 Posted 03 November 2018 - 08:15 PM

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I bet the new engine wasn't even done inhouse because WG dropped the ball long ago.

Karasu_Hidesuke #84 Posted 04 November 2018 - 11:38 AM

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View PostCobra6, on 03 November 2018 - 05:13 PM, said:

They should just use actual rocks and invisible walls to fence off areas which are either broken or should not be accessible. Physics should not be used to try and do that trick as it has too many negative consequences (like tanks sliding around as they do now).

 

Cobra 6

 

Why can't we just have realistic movement and terrain?

Cobra6 #85 Posted 05 November 2018 - 10:53 AM

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View PostBrowarszky, on 04 November 2018 - 10:38 AM, said:

 

Why can't we just have realistic movement and terrain?

 

Because realistic movement is detrimental for gameplay and saps the fun out of it.

 

Invisible walls/rock are very specific solutions for very specific problematic areas which are the preferred method over the current scattershot approach of making tanks behave like they are running around on a layer of marbles as soon as you try to go uphill anywhere that has a stone surface.

 

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SuedKAT #86 Posted 05 November 2018 - 03:01 PM

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I noticed yesterday that the coal piles on Tundra have the same wet soapstone effects when my T37 sat there spinning for a while, I did not expect that the pile would have acted like an actual pile, but must admit I did not expect it to be a solid soap either.

DuncaN_101 #87 Posted 05 November 2018 - 03:12 PM

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View Post250swb, on 01 April 2018 - 02:53 PM, said:

 

A tank gets it's grip through the overall surface area of the track that is contact with the ground, the more surface area in contact the more grip, hence the use of grousers to increase the surface area of the track in mud. A rock with jagged edges doesn't present nearly as much surface area as flat ground, hence the tank will slide if going up or down a rocky slope. Imagining the edges of the rock dig into the track is only good up until the tank wants to move. The only way it could be efficient is if the track permanently engaged with the rock like a bicycle chain does with a sprocket, to which you'd need to ask how often do you see perfect tank track spaced strata and weathering in rocks?

What happens when a tank trys to go down a cliff.
 

 

Well if you want to go that way. 

They should differentiate between rubber and steel tracks 

 

A pershing or a Leo with rubber pads would have less problems with the rocks than steel. 

Whereas a steel track would be better in swampy soil areas etc

 

But last time I checked this was an arcade game and not a simulator 



LCpl_Jones #88 Posted 19 November 2018 - 01:10 PM

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yep soapstone still a thing gg

LCpl_Jones #89 Posted 21 December 2018 - 10:12 PM

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and yep still complete crap

LordMuffin #90 Posted 03 March 2019 - 11:53 PM

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It is not just the stupid rock physics. It is also WG adding rocks around every [edited]high ground area so you are forced to take the WG destined route up/down.
Just look at how [edited]retarded the mines hill is now.

LCpl_Jones #91 Posted 04 March 2019 - 12:41 AM

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View PostLordMuffin, on 03 March 2019 - 11:53 PM, said:

It is not just the stupid rock physics. It is also WG adding rocks around every [edited]high ground area so you are forced to take the WG destined route up/down.
Just look at how [edited]retarded the mines hill is now.

 

yep and abbey near impossible to change corridors now

LordMuffin #92 Posted 04 March 2019 - 01:44 AM

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View PostLCpl_Jones, on 04 March 2019 - 12:41 AM, said:

 

yep and abbey near impossible to change corridors now

Indeed, WG are really trying their hardest to remove flanking options.

Because who would appreciate an unexpected flanking, not Steve the IS-7 driver at least.

 

Note: In a QnA about Charkov and the remake of it, a WG employee said they had changed the map to remove unexpected flankings. 


Edited by LordMuffin, 04 March 2019 - 01:45 AM.


m1x_angelico #93 Posted 04 March 2019 - 01:55 AM

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View PostLordMuffin, on 04 March 2019 - 01:44 AM, said:

Indeed, WG are really trying their hardest to remove flanking options.

Because who would appreciate an unexpected flanking, not Steve the IS-7 driver at least.

 

Note: In a QnA about Charkov and the remake of it, a WG employee said they had changed the map to remove unexpected flankings. 

 

Yes, that's true. WOT was never realistic to begin with, but it feels like they are trying to make the game as arcade as possible.

 

Trying to flank over soapy stones? There is a high chance you will die from falling from 2 meters height.



Signal11th #94 Posted 04 March 2019 - 10:35 AM

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View PostLordMuffin, on 04 March 2019 - 12:44 AM, said:

Indeed, WG are really trying their hardest to remove flanking options.

Because who would appreciate an unexpected flanking, not Steve the IS-7 driver at least.

 

Note: In a QnA about Charkov and the remake of it, a WG employee said they had changed the map to remove unexpected flankings. 

 

lol they actually said that?? Isn't the whole purpose of flanking is that you "surprise" the other person? 



LordMuffin #95 Posted 04 March 2019 - 12:33 PM

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View Postsignal11th, on 04 March 2019 - 10:35 AM, said:

 

lol they actually said that?? Isn't the whole purpose of flanking is that you "surprise" the other person? 

http://forum.worldof...s-1207-kharkov/

 

Here "reduce amount of unexpected flanking"...



Aimless #96 Posted 04 March 2019 - 12:53 PM

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Has WG announced the development of World of Wartrains already? No? But that way they would ultimatively get rid of those pesky flankers, hah! :izmena:

Draco90 #97 Posted 04 March 2019 - 02:35 PM

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Also, on certain rocks/rubbish piles, if you climb a little too much, your engine just shut down and you slide sideway. 
On himmelsdorf (spawning north) i tryed to spot with my AMX 30 at castle, going with the tank on the middle pile on the left of the castle (like sticking out only with the gun mantlet just for spot, having the tank at high degree). The result was that after a certain degree of tank elevation, the engine suddently stop and the tank, instead of keeping the movement back and forth, just slid sideways in the face of enemy team. No need to say i got rekt.

eekeeboo #98 Posted 04 March 2019 - 04:19 PM

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I wouldn't normally lock threads like these for the discussion, but the level of necro-ing going on and 3 times in 1 thread by a person is simply unacceptable, you can review the forum rules about this. Thank-you. 





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