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Roaring Steel Beasts
by Jim CobbAnother easy firing protocol for bot is thermal imaging.
Thermal imaging can find hull-down enemies even in woods,
If the enemy tries to hide behind smoke or in trees, a quick switch turns on the thermal sight. The enemy’s heat signature makes him stand out like a bald Chihuahua at a Mastiff show and makes him as vulnerable. This feature would be great for bad weather and night missions if the game had them.
If shooting seems too easy, don’t worry; normal mode doesn’t last long. American lasers burn out fast in heavy fighting and all of the fancy gizmos are quickly knocked out in combat. The 8 tutorial lessons for each system shows how to compensate for each step of gunnery damage. When the laser goes, the gunner uses the striations on the reticule to estimate range and enters it manually into the ballistic computer. Loss of automatic lead demands “Kentucky windage”. Complete loss of the main battle site brings up the Gunner’s Auxiliary Site. What this sight lacks in automation is more than made up for in sturdiness and more markings on the reticule. One can still fight effectively using this. Matters only get untenable when the hydraulics fail. The heavy turret must be swung and the long barrel must be elevated inch by inch through repeated pounding of the arrow keys. At this point, the player will want to consider switching to another tank or writing to Shrapnel about a “bail out” function.
A gunner which has scored well on the weapons range should be skilled enough to kill most bandits by himself, leaving the tank commander (TC) free to handle other assets and grasp the “big picture”. The TC can stand in an open turret, and use binoculars to see the lay of the land.
When things get hot, he can button up, reducing visibility to the turret view slots. Once in awhile, though, he’ll see a target the gunner can’t. A duplicate of the gunner’s sight is available, allowing the TC to override the gunner and fire himself. The TC can also order the loader to switch between SABOT and HEAT rounds. For those special occasions when rapid fire is needed, the TC can order the gunner to fire without lazing. Once again, firing from the Leo’s TC position is slightly more complicated than for the American, necessitating a special sight. In extremis, the TC can always pop smoke. For fun, the TC can spray infantry with his ring-mounted machine gon.
Graphically, the results of a hit are striking the well-modeled OPFOR vehicles. The target shudders and emits smoke and sparks. The enemy may not be dead even then; a second may be required to make the turret fly off and flames to spout. Hits on you can be equally spectacular as your view turns to grey and orange as your world rocks. The damage model is as detailed as gunnery. Virtually, all parts of the tank can be ruined without the vehicle being destroyed. Take enough hits and you command a pillbox.
The driving model is very much the stepsister of the combat model. Direction and speed orders are given from the TC, gunner and external view using the old WASDX key combination. The TC has a little more flexibility by a point-and-click steering protocol. A much wished-for feature is the E command that has the driver go hull-down automatically. The suspension systems of modern tanks may be better than old ones but, surely, passengers must be jolted more than is shown. Also, no engine casualties other than flooding in a deep stream have been shown. Thus, engines don’t overheat and a whole forest can be crushed without throwing a track. Fuel is limitless.
Fortunately, the important driving is not done at the vehicle level but by setting routes on the battle maps. These maps can be switched between a regular topographical map and one exhibiting line of sight relative to any position.
A TC enjoys the picture.
Tactical planning and driving protocols are set on them in terms of routes, reference points and checkpoints. When creating a new route, the play chooses from five different tactics ranging from the cautious scouting to the shoot-on-the-run assault. When commanding more than one tank, orders can be set for formation, speed, spacing, and fire control. At the end of the route’s reference points is a checkpoint. Orders regarding changes in these variables can be stored at the checkpoint. The player can manually deviate from routes for tactical purposes but a C command resumes the route.
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