Hull down, Ambush, Stationary modes and other abilties

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Warhawks97
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Hull down, Ambush, Stationary modes and other abilties

Post by Warhawks97 »

This topic is based on suggestions made here: viewtopic.php?f=16&p=40257#p40257

Also in terms of tank warefare there could be improvments being made as to make tank types more different to each other as well as having certain abilties that just make no sense on certain tanks.


Hull down abilties:
These are probably "the most defensive" abilities in the entire game. Yet the huge issue is that tanks in hulldown are often just sitting ducks because they cant fire back on enemies that are engaging them despite having sometimes the same or even better guns than their opponents. One example can be a fireflie or comet being outranged by a stug III or Marder that goes into stationary (or ambush mode) right in front of them. Thats just utter garbare and makes going into hulldown often a death trap. It takes time to go into and out of hulldown positions so there should be some defensive benefits like not getting outranged all the time.

The gun range boost should be between +5 and +10 depending on the gun they carry.
Hulldown-abilties should be available (after unlocks) on tanks from RE doc, Inf doc, Def doc and perhaps SE doc. Inf doc would lose the jumbo since it might make it OP in this doc. But the Jacks would actually become an effective defensive asset at least.

What it brings:
-Less received pen
-Less received damage
-More gun range
-Higher accuracy (Tank shakes less from reccoil)
-(Rof boost?)
-Takes time to get into and out of hulldown position during which the tank is vulnerable.


Stationary modes:
It doesnt make sense that the driver creeps into the crampy turret of units like firefly or KT in order to "help loading".
As for the Elephant, that thing already has two loaders so what the driver helping loading a gun would just be in the way.

These abilties should be exclusively for units like Marders, SPG artillery units and stuff like that. SPG artillery units will get an increased rate of fire matching those of normal artillery pieces.

Units like the Nashorn should have this as a necessaty to even fire their gun. The Nashorn wont be able to fire on the move. But once you go into static mode, the range would be 80 combined with a high rate of fire. So technically its an AT gun on a chassis.

But Stationary modes on all Tanks and non-SPGs should be removed (Firefly, KT, Elephant, Stugs etc).

What it brings:
- Higher rate of fire
- (Higher range?).
- Takes time to get into and out of it but not as long as it takes for hulldown
- Sight range is increased.


Ambush mode:
Ambush should increase the accuracy, damage and pen of the weapon as well as having some shock element rather than giving extra range. Its not the point of an ambush to shoot from as far away as possible but to shoot when the most damage can be dealed.

What it brings:
- Accuracy boost
- Damage boost
- Pen boost
- Quick reload after the first shot only.
(Basically stays the way it is)

It also adds a short shocking element against the enemie with following effect on target for the next 10 seconds:
- Reduced sight range
- Reduced accuracy
- Reduced acceleration
- Reduced reload time


Other Abilties:

Then there would also be other abilties that would usually get unlocked with a certain veterancy lvl.

Take Aim:
Tanks with big long range guns and high velocity guns would also receive an ability that is called "take aim". For a certain duration the gunner would take all his experience to shoot accurate over longer distances.

What it brings:
- For a certain duration the accuracy and range would be increased by about +10-20 range.
- The ability ends prematurely as soon as the unit gets under attack/takes damage or starts moving.
- Can be used in conjunction with hulldown or ambush mode.


This ability gets unlocked usually between vet 1 or 2 with + 10 to 20 range depending on tank type. Units with this ability:
- Jagdtiger: +20 Range, +10% Accuracy, +3 sec Aim Time, Requires Vet 2, Lasting 20 seconds, 50 ammo.
- Elephant: +20 Range, +10% Accuracy, +3 sec Aim Time, Requires Vet 2, Lasting 20 seconds, 50 ammo.
- King Tiger: +20 Range, +10% Accuracy, +3 sec Aim Time, Requires Vet 2, Lasting 20 seconds, 50 ammo
- Tiger/Panther: + 15 Range, +10% Accuracy, +3 sec Aim Time, Requires Vet 2, Lasting 20 seconds, 50 ammo
- Jagdpanzer IV/70 : +10 Range, +10% Accuracy, +3 sec Aim Time, Requires Vet 1, Lasting 30 seconds, 50 ammo. (Different to Panther because of its more defensive nature and the ability to use it with ambush or hulldown in def doc)
- Firefly: +10 Range, +10% Accuracy, +3 sec Aim Time, Requires Vet 1, Lasting 30 seconds, 50 ammo. (Can be used in Hulldown in RE doc)
- Pershing: + 15 Range, +10% Accuracy, +3 sec Aim Time, Requires Vet 2, Lasting 20 seconds, 50 ammo
- Jacksons: + 10 Range, +10% Accuracy, +3 sec Aim Time, Requires Vet 1, Lasting 30 seconds, 50 ammo. (Can be used in Hulldown in inf doc.)

Alternatively this ability can be upgraded from vet to vet level. So it only adds +10 range and +5%Accuracy at vet 1, +15 and +10% at vet 2 and +20 and+ 15%at vet 3.

Other than that, "Take aim" could be a toggle ability when the tank reaches a certain level rather than a timed ability. Adding range and accuracy in exchange for way longer aim times. So the player would always have to be aware when to use it and when not.


Rapid fire:
Rapid fire would be added for tanks like the sherman or stuart and all that stuff. Unlocked at vet 1 it improves with each vet lvl.


Command Tanks and vehicles:
They would generally add passive boosts like slight accuracy and range just as it is with the CW command tank currently. Active abilties would include mark target (coordinating the attack on the designated target to improve the gunnery on that), smoke call in and establishing stationary command structure. The command unit will become stationary but at the same time reaching tanks and vehicles in a much larger area while improving the communications between the units for added effectivness.
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Consti255
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Joined: 06 Jan 2021, 16:12
Location: Germany

Re: Hull down, Ambush, Stationary modes and other abilties

Post by Consti255 »

i like the ambush with its shock element.

But take aim kinda looks op combined with an ambush tbh.
Nerf Mencius

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